RPGs are like Marmite. You either love ’em or you hate ’em. What tends to put gamers off is the investment needed to play through the game and many argue that the need to fight endless battles against minor minions to increase stats are a cheap way to ensure the longevity of a game. However, this is also what attracts many gamers. They fully immerse themselves in their chosen character and enter a world of pure escapism where they can be a barbarian, dwarf, mage, elf or countless other humanoid species.
Title screen (screenshot taken by the author)
Earthbound (Mother 2 in Japan) is a single-player RPG developed by Ape Inc. and HAL Laboratory, and published by Nintendo. It is the second game in the Mother series, and was released in Japan in 1994 and North America in 1995 for the SNES and Game Boy Advance. In 2013, it was released on the Wii U Virtual Console. For this review, I played the version found on the SNES Mini.
The graphics suggest the game was designed for a younger audience (screenshot taken by the author)
Plot
A decade after the events of Mother, the alien force that is Giygas has enveloped and consumed the world with hatred, turning animals, plants and humans into monsters. With his three companions: Paula, Jeff and Poo, Ness must travel the world collecting melodies from the eight sanctuaries in order to stop the invasion.
Characters:
Ness – Just a normal kid who defeats his enemies with the use of a baseball bat
Paula – Ness’ friend who possesses psychic powers
Jeff – A young scientific genius
Poo – A mysterious Eastern prince
Fighting scenes sport an array of weird and whacky opponents (screenshot taken by the author)
Gameplay
The game is viewed in 2D with the overworld view being an iosmetric design Interestingly, unlike other RPGs, there is no difference between the over-world and town/dungeon scenes, meaning the game moves seamlessly between the two.
What makes Earthbound different form other RPGs, is that it isn’t based on random encounter scenarios. In this game, you can actually see your enemies and can give them a wide berth if you do not wish to fight. Also, once your team reach a certain level, many of the lesser enemies are automatically defeated, meaning you don’t have to waste your time faffing around with pointless battles that give you little in the way of experience points. Additionally, you can gain a tactical advantage by approaching an enemy from behind. This allows you to strike first everytime. I thought that these were great features to have. I have always disliked the random encounter aspect of RPGs. I understand that they may be important for the game to ensure your characters build their stats but I’d rather have the option to fight when I wanted to because I feel random encounters just slow the game down too much.
The battle scenarios consist of standrd RPG practice in that it is a turn based affair. You can choose to attack, use an object, defend yourself, use PSI, flee etc. However, you still need to do battle with them in order to gain inexperience points, items and money.
There are a few other interesting aspects to this game. Firstly, your father regularly deposits money into your account so that you are never short of cash to buy new weapons and other items. Secondly, because you can only carry a certain amount of items, you can drop off items or have them delivered to you when you find a telephone. Thirdly, your character becomes homesick at times, which I believe affects him during battles. To remedy this, you simply need to call your mother who gives you a pep talk…very cute!
Isometric overworld view (screenshot taken by the author)
How Does It Handle?
Although the game looks to be aimed towards a younger audience with whacky and childish jokes, I thought that it was quite fun to play. The story is well thought out, if a little bizarre, and there are plenty of collectables to keep you interested. The controls are simple to learn and the game isn’t to complex and so can be easily picked up played.
Graphics
Although cartoon like, I thought the graphics were good (but not great), bright and colourful, with lots of variations amongst the sprites.
Did I Complete The Game?
Yes, with minimal help from a walkthrough
What The Critics Said:
Gamefan: “If you love RPGs, you really must buy earthbound. At first glance the game may not seem like much, but a rich and involving adventure hides just beneath this game’s 8-bit veneer. While not as mind blowing as, say, FFIII, EB is just as fun to play simply because it’s so wacky, original and amusing. Overall 89%”.[1]
Super Play:“An RPG that’s very much more than the sum of its parts. If you’ve got the patience to suffer its crude elements then prepare to be boggled: there’s simply nothing like it on the SNES. Overall 88%”.[2]
Nintendo Power: “A great story, fun graphics, good sound effects. Frequent, sometimes tedious battles. Poorly designed inventory system limits how many items you can carry. Overall 4/5”.[3]
Game Players:“The game’s biggest strength is its humour, but while there’s something here for everyone, most of the quips and strangeness are geared for the younger set – it ain’t exactly Final Fantasy or Illusion of Gaia. Overall 69%”.[4]
“I really wanted to give this game five stars, but I feel that the graphics let this game down a bit. When compared to the likes of Final Fantasy III and Secret of Mana, the graphics are not what one expects from a SNES. However, don’t be put off by first impressions. This game has much to offer and endears itself to you the longer your play it. Say ‘Fuzzy Pickles'”
Rating:
What are your memories of Earthbound? I would love to hear your thoughts, and don’t for get to follow and subscribe so that you don’t miss my latest reviews! You can also find me on Instagram: @Nicklovestogame.
Throughout the 70s and 80s, the popularity of eastern martial arts rose dramatically in the west through Bruce Lee and The Karate Kid movies. Naturally, gamers are attracted to games where they can perform a flurry of punches, an array of agile kicks and jumps, and master hand to hand combat because, let’s face it, these things take years of training and dedication which many of us don’t have the inclination for.
Title screen (screenshot taken by the author)
Shadow Warriors is a side-scrolling action-platform game developed and published by Tecmo. It was released for the NES in Europe in 1991, having previously been released in Japan in 1988 as Ninja Ryūkenden, and in North America in 1989 as Ninja Gaiden. It was later ported to the SNES, PC and mobile phones. For this review, I chose to play the NES version.
Plot
You control Ryu Hayabusa who travels to America to avenge the murder of his father. He soon learns of a person known as “The Jaquio” who plans to take over the world with the help of an ancient demon whose power is contained within two statues. The game contains 20 levels broken down into six acts.
I’m not sure why Ryu has a reddish tinge to him (screenshot taken by the author)
Gameplay
The gameplay mostly consists of running at and cutting down your enemies. Ryu’s main weapon is a sword but you are able to pick up and use limited numbers of shuriken. Ryu can also jump and cling onto the walls, but can only climb if he is on a ladder. If not, and a wall is opposite, he can spring himself up by jumping between walls.
How Does It Handle?
The controls are very responsive and the movement tight, allowing for close control. Annoyingly, and this is common amongst early games, if you progress to a higher screen and you fall back down the hole you just came from, you die as oppose to simply fall to the level below.
Between levels, there are beautifully illustrated cut scenes (screenshot taken by the author)
Graphics & Music
The graphics and music are standard for 8-bit home consoles in the 80s but with the introduction of 16-bit consoles, begin to look dated by the time of its release in Europe in 1991. The Ryu sprite has a reddish glow to him, which is strange. After each act, there is a beautifully illustrated anime-style cutscene furthering the storyline.
Personal Experiences
The levels are very difficult and unforgiving, but you do receive unlimited continues. Sadly, I was only able to get to Act Three as my version kept crashing. However, I really enjoyed playing this game and so will definitely return to it in the future.
Did I Complete The Game?
No, my game kept crashing on Act Three.
What The Critics Said:
Mean Machines:“A superb game, very similar to Shadow Warriors coin-op. Highly recommended top Nintendo beat ‘em up fans. Overall 88%”.[1]
Mean Machines:“A superbly presented Ninja game which proves very playable. Overall 90%”.[2]
Awards:
Best Challenge 1989 – Nintendo Power Awards 1989[3]
Best Game of the Year – Electronic Gaming Best and Worst of 1989[5]
My Verdict:
“Tight controls, beautiful cut scenes but very difficult and unforgiving. A good edition to the ninja genre”
Rating:
What are your memories of Shadow Warriors? 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.
Every game from the Super Mario franchise has been hotly anticipated by fans of the series. After the success of Super Mario World, the bar was set extremely high for the sequel. The creators not only succeeded in producing a fantastic sequel (although it’s actually a prequel), but a game that proved so popular that its success spawned a series of spin-offs and sequels in itself. It really does seem like there is no stopping the Super Mario franchise!
Title screen (screenshot taken by the author)
Super Mario World 2: Yoshi’s Island (SMW2) is a side-scrolling platform game developed and published by Nintendo. It was released for the SNES in 1995, the Game Boy Advance in 2002, the Nintendo 3DS in 2011, and the Wii U Virtual Console in 2014. For this review, I played the version found on the SNES Mini.
The overworld map is different from Super Mario World, but does allow you to track your progress in each level (screenshot taken by the author)
Plot
SMW2 is a prequel to Super Mario World (SMW), and what a prequel it is! Magikoopa and the Koopalings intercept a stork that is carrying Baby Mario and Luigi. During the attack, Baby Mario is dropped but safely caught by Yoshi. The many Yoshies must bring Baby Mario back to the stalk. Oddly, it doesn’t explain why Magikoopa and the Koopalings are trying to intercept the brothers, or what they will do with them once they have captured them. Does Bowser know that they will grow up to be a thorn in his side?
Yoshi must carry Baby Mario through some dangerous levels whilst collecting gold coins, red coins, stars and flowers (screenshot taken by the author)
Gameplay
Keeping with the Super Mario traditions, the game mostly consists of running and jumping through the levels whilst collecting coins and tokens, although this game involves more puzzle-solving and item collecting than other platforms. The levels and bosses increase in difficulty as the game progresses. There is no time limit which allows deeper exploration into each level and enables you to take your time.
Yoshi has the ability to eat most of his enemies, spit and throw objects at his enemies, and jump or stamp on them (as long as they don’t have spikes). He can also briefly levitate which greatly helps whilst jumping larger gaps.
Yoshi also collects eggs which he can use to fire at enemies and obstacles. These can be found by either hitting a white and green coloured block from below (red and yellow ones also occur), or by eating certain enemies and laying them as eggs. Green eggs can simply be used as a projectile to either kill enemies or aimed to collect coins and flowers. Red eggs produce stars for you to collect when thrown, and yellow eggs produce coins when they are thrown. Yoshi can also eat green and red watermelons and then spit the seeds and fire at his enemies.
There are several areas where Yoshi can touch an icon and be transformed into either a helicopter, car, drill or submarine where applicable. This enables Yoshi to reach bonus coins and flowers etc. that were previously inaccessible. A flashing star power-up is also available which makes Mario invincible for a limited amount of time.
Although Yoshi is basically invincible, he will die if he falls onto spikes and into lava etc. When he does get hit by an enemy, Baby Mario becomes encased in a bubble and begins to fly away. A countdown will begin and you need to retrieve him before the time runs out. Once caught, the timer will increase again to ensure that you have at least 10 seconds on the timer. Throughout the game you can also collect little stars that increase the amount of time you have to retrieve Baby Mario.
Like Super Mario World, Yoshi can eat most of the enemies (screenshot taken by the author)
How Does It Handle?
The game plays very well, as one would expect from a Mario platform game. One incredibly irritating aspect to the game is that sometimes the bubble Baby Mario is in, floats to areas of the screen that Yoshi cannot reach.
Graphics
The game’s illustration style is reminiscent of a colouring book coloured by crayons. The levels, backgrounds, sprites and animations look great, but I personally prefer the illustration and colour scheme of SMW. Alas, the music isn’t as memorable as SMW or Super Mario Kart (1992) for that matter.
Music & SFX
The music is good but not as memorable as it’s predecessor. Baby Mario’s crying makes you want to leave him and turn the game off.
Replay Value
As well as simply playing through the levels, there is an added challenge of collecting 100% of the flowers, stars and red coins from over 40 levels (plus several different bonus levels and games). This greatly extends the game’s life and adds replay value.
Personal Memories
Yoshi’s Island is a very good prequel and I enjoyed playing through it. There are plenty of new features and designs that clearly distinguish this from SMW, but it is easy to learn and familiar enough to not seem too different from other Mario games. However, I feel this game lacks the charm of SMW, and although it is challenging, I found the game too frustrating in places, making me not want to bother trying to achieve 100%.
Did I Complete The Game?
I have completed the main storyline, but am yet to achieve 100% throughout.
What The Critics Said:
Edge: “…Yoshi’s Island is a welcome addition to the series – as playable, challenging and entertaining as the best of the other Mario games. Overall 9/10”.[1]
Gamefan: “One word immediately springs to mind – perfect. Perfect gameplay, perfect graphics, perfect music. Overall 9.7/10”.[2]
Next Generation: “The most impressive features of Yoshi’s Island are its size and playability. Strewn with bonus levels of all kinds, much like the original, this game will keep your dinosaur friend hopping in several different directions. You’ll find yourself baffled at the task of completing this gargantuan game, but you’ll definitely enjoy trying. Overall 5/5”.[3]
Nintendo Life: “Yoshi’s Island isn’t just a great platformer: it’s a reminder of why this silly little hobby of ours is so wonderful. Sure, the game contains no political satire, no poetic justice, no character development. But if what Miyamoto and Tezuka crafted isn’t a work of art, then the definition of “art” needs to be amended. Overall 10/10”.[4]
Awards:
Action Platform Game of the Year – 1995 Game Fans Mega Awards
SNES Game of the Year – 1995 Game Fans Mega Awards
16-Bit Game of the Year – 1995 Game Fans Mega Awards[5]
My Verdict:
“A great and worthy prequel which I feel lacks a bit of the charm of Super Mario World. However, the graphics are gorgeous, and there is plenty to learn and find, differentiating it from its predecessors and most of its contemporaries. Don’t be fooled, this game is much tougher than Super Mario World and although there is plenty here to keep you coming back, rage quits will be frequent!”
Rating:
What are your memories of Yoshi’s Island? 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] ‘Testscreen: SNES – Super Mario World 2: Yoshi’s Island’. Edge. (November 1995). Issue 26:62-65.
Kirby Super Star is a platform game developed by HAL Laboratory and released by Nintendo for the SNES in Japan and North America in 1996. It was released in 1997 in Europe under the name of Kirby’s Fun Pak. Between 2009-2010, it was re-released on the Wii and Wii U Virtual Consoles. In 2008, an enhanced version was released on the Nintendo DS. It was released on the Nintendo Switch in 2019. For this review, I played the version found on the SNES Mini.
Title screen (screenshot taken by the author)
Who Is Kirby?
This action platformer contains several games featuring Kirby, a weird, round, pink puffy-type character; that can float, inhale enemies and copy their abilities, or alternatively, inhale and spit out blocks to attack the enemies.
The menu screen where you can select and unlock new games (screenshot taken by the author)
So what are the games:
Spring Breeze: Similar to Kirby’s Dream Land, although with some differences. King Dedede has stolen all the food from the citizens of Dream Land. Kirby must battle his way to the castle to defeat him and regain the food.
The bright, colourful graphics of the Spring Breeze game (screenshot taken by the author)
Dyna Blade: Dyna Blade is a giant bird, who is attacking the crops of Dream Land. Kirby must make his way through four levels before he fights Dyna Blade.
Gourmet Race: Kirby must race against King Dedede whilst eating as much food as possible. These races take place across three levels. You earn points during the race by eating food, and you can gain bonus points by coming first. Whoever has most points after all three races is the winner. You have the option to either race King Dedede or his ghost (the player’s best attempt at a race). You can also race alone in a time-trial style mode.
The Great Cave Offensive: An action-adventure type game where Kirby must explore caves to find treasure. There are four areas and 60 treasure chests to find. Some of the treasures are nods to previous Nintendo games, but I won’t spoil the surprise here.
Revenge of Meta Knight: The Meta Knight is attempting to conquer Dream Land in his battleship, the Halberd. Kirby must stop the Meta Knight by defeating him in a duel. Unlike the other games, this one has a time-limit. Naturally when the time runs out, Kirby loses a life.
Milky Way Wishes: The Sun and Moon have engaged in a battle around planet Popstar with a creature named Marx. Kirby must travel to different planets in a bid to fix a giant wish-giving clock called NOVA. Unlike the other games, Kirby cannot adopt the abilities of the enemies he swallows. To adopt different abilities, he must collect items called Copy Essence Deluxes. These allow Kirby to select an ability from a list.
The Arena: This mode challenges Kirby to fight every boss in the game (26 bosses in 19 rounds). Between each fight, you find yourself in a room where you can collect five tomatoes (each one can only be used once), and two random pedestals that will grant you certain powers.
Samurai Kirby: Similar to Kirby’s Adventure’s: Quick Draw, you must wait for the signal before pressing a button to draw. If you draw quicker than your opponent, then you win. If not, you lose.
Draw you scum sucking mollusc! (screenshot taken by the author)
Megaton Punch: This is another timing-based game. You face one opponent at a time and must press the button at certain times to gain power before Kirby attempts to punch the ground and crack a star. The person who produces the biggest crack wins.
Megaton Punch is a great game in two-player mode (screenshot taken by the author)
Preconceived Thoughts
I’ll have to be honest. The thought of playing this game didn’t inspire me with confidence. If I were in a shop browsing games to buy, I would not gravitate towards this one simply because it looks like it is a game for younger gamers.
How Does It Handle?
That being said, the gameplay is quite fun. I like the idea of being able to adopt different abilities from your enemies, each with their advantages and disadvantages. Kirby can also fly and swim, and has a defensive pose that makes him virtually invincible. An annoying feature of the gameplay is that when you attack, you cannot turn around until your attack has been completed, which sounds odd when I write it, but it will make sense when you play the game.
Graphics
The graphics are bright, sharp, and colourful, and sickeningly cute. There are some nice little animations too, such as when Kirby enters water, he wears a goggle and snorkel kit.
Music
The music is upbeat and fitting for the game, but as I sit hear writing this, I can’t recite the tune in my head. Sadly, this game couldn’t hold my attention for long.
Personal Favourites
Spring Breeze and Dyna Blade are very easy games and would be perfect for younger gamers. The Great Cave Offensive and Revenge of the Meta Knight are more difficult and may hold the attention of an adult for a while. Personally, I think the two best games to play are Samurai Kirby and Megaton Punch. They are pretty fun in one-player mode, but are so much better in two-player mode, and would definitely recommend you play these with a friend.
Did I Complete The Game?
I completed Spring Breeze and Dyna Blade, but not any of the others.
What The Critics Said:
Electronic Gaming Monthly: Dan – “I don’t understand why I like this game. I’m almost ashamed of it. It’s just that the cart is a piñata packed full of little goodies. You’ll just have to experience it to understand what I mean. Once you play it with a friend, you’ll be hooked. Overall 7.25/10“.[1]
Gamepro: “Everything’s improved from the 8-bit games (32 megs will do that). The graphics are sharp and colourful, and the spirited music changes constantly. If you haven’t gone Kirbying lately, bask in the light of this superstar. Overall 4.87/5“.[2]
My Verdict:
“The truth is, not everyone is going to like this game. The graphics and music are great but this game gets boring very quickly, and I can’t recommend it for adult gamers, even for the Samurai Kirby and Megaton Punch games, which, for me, are the best feature of this cart.”
Rating:
What are your memories of Kirby’s Super Star? 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: Playstation – Kirby’s Super Star’. Electronic Gaming Monthly. (September 1996). Issue 86:30.
Racing games aren’t everyone’s cup of tea, as gamers usually expect realism and serious competition. Super Mario Kart took already established and loved characters and put them in a family-friendly racing game. The result was the beginning of a huge series of games that saw children and adults alike competing for hours in heated but fun and entertaining tournaments. Ladies and gentlemen, I give you Super Mario Kart!
Title screen (screenshot taken by the author)
SMK is a kart racing game developed and published by Nintendo. It was released in North America and Japan in 1992, and Europe in 1993 on the SNES. It was later released on the Wii Virtual Console in 2009, and the Wii U Virtual Console in 2013. For this review, I played the version found on the SNES Mini.
Gameplay
This is a racing game with a difference. You can choose from eight classic Mario characters including Mario, Luigi, Toad, Donkey Kong Jr, Bowser, Princess Peach, Yoshi and Koopa Troopa. Each character has different characteristics, e.g., Top speed, acceleration and handling. You then race on a number of tracks based on Super Mario World (Donut Plains, Ghost House and Bowser’s Castle etc.). Throughout the race you can pick up various weapons and power-ups such as turtle shells, banana skins and super stars to assist you.
One of the tracks from Donut Land
SMK has two, one-player modes. The first is Mario Kart GP which is divided into two kart speeds: 50cc and 100cc. You can also unlock a 150cc mode when you win all the trophies from 100cc mode. Each kart speed has three trophies to attain: The Mushroom Cup, The Flower Cup and the Star Cup. The more challenging 100cc option also adds The Special cup which contains tougher race tracks. Each cup consists of five, five-lap races. Depending on where you finish in the races will depend on how many points you accrue. The racer with the highest amount of points at the end of the cup competition will determine who wins the trophy. If a racer finishes between 5th to 8th then the player will lose a life and will have to race that track again. You can gain extra lives by finishing in the same position three races in a row.
The second one-player mode is the Time Trial Mode. It’s pretty self-explanatory, you simply race each track and try to gain the fastest time possible.
One of the Ghost House tracks (screenshot taken by the author)
Although one-player mode is fun and challenging, this game really comes into its own in two-player mode. Hours of swearing at your best mate and calling them “cheating bastards” as I recall from my youth when I’d lose.
In two-player mode, you and a friend can compete in Mario Kart GP, Match Race and Battle Mode. In two-player mode, the same rules apply for Mario Kart GP as in one-player mode, but you compete simultaneously via split-screen. In Match Race you can pick and choose which tracks you wish to compete on for a single race without other CPU racers.
Battle mode is also head to head and sees each racer begin with three balloons spinning around their kart. You have a choice of four arenas in which you can pick up weapons and power-ups and attack your opponent. The first player that has all their balloons popped, loses. All of these features give the game loads of replay value.
Battle Mode (screenshot taken by the author)
Game Development
Wikipedia claims that in an interview with Super Mario Kart creator Shigeru Miyamoto, that SMK was originally developed as an experiment to see if they could create a game capable of displaying the same game on the same screen simultaneously. Whilst I have heard this before, sadly, I haven’t been able to verify this quote, as Wikipedia’s links are broken. If this is true, then this experiment was fortuitous for Nintendo because it culminated in the creation of one of the most popular sub-series of games ever created, with the initial instalment selling over 8 million copies.[1]
What can I say? This game is great! The gameplay is easy to learn. A nice little touch, to stop you dominating the grid all the time, is that if you are in first place, you will get less effective power-ups and weapons. The further back in the pack your are, the better your weapons and power-ups.
Graphics
The graphics are bright and colourful. Each character is unique and easily identifiable. The tracks are designed in Mode 7 which lends itself very well to these types of games (although nowadays looks a bit low-res).
Music
The music sounds perfect for the game. The title music has a fun Caribbean beat to it.
Personal Memories
I had a blast revisiting this game, and it was as fun as I remembered. My blood was pumping as I scraped wins, and dodged banana skins. My favourite character to play with is Yoshi. I tried other players too (I really dislike playing with Bowser and Donkey Kong Jr) and found that I also like playing with Mario and Koopa Troopa.
Did I Complete The Game?
Although I completed 50cc mode, as of yet I cannot seem to win the Star Cup in 100cc mode.
What The Critics Said:
Electronic Gaming Monthly:“This is the best driving game to come along for some time. Mario Kart may look like an F-Zero clone on the surface, but there are many interesting upgrades ranging from power-ups to special combat battle modes using a split-screen layout. Replay options and plenty of tracks add to the appeal of this super game. Overall 8.5/10”.[2]
Gamerpro: “Here’s one that’s a winner. Super Mario Kart makes wheel-spinning, bumper-grinding, motor racing actually cute! The little guys definitely have a lot of drive. Overall 4.75/5”.[3]
Electronic Games: “Super Mario Kart has a fast-paced feelwith plenty of in-depth play. While the gameplay isn’t totally revolutionary, the action does deviate from what we’ve been exposed to in the past to make this new driving adventure something worthwhile to add to the collection, whether you’re a fan of driving titles, or Mario. Overall 93%”.[4]
Superplay: Matt Bielby – “Quite simply the best racing game yet on the Super Nintendo, and one of the funniest, most playable ones on any system. The balloon-bursting option is a delight! Guaranteed to be one of the most played carts in the Superplay office for the rest of the year. Overall 93%”.[5]
Superplay: Jonathon Davies – “Everything we could have hoped for, and more. It’s completely impossible to fault. In fact, this is the sort of thing the Super Nintendo is all about – sheer perfection (ahem). (Make sure you find yourself a decent opponent, though). Overall 93%“.[6]
My Verdict:
“A simple concept but a fantastically fun game, especially in two-player mode, that will keep you coming back for more. Tons of replay value, with countless evenings with friends and family is what this game is all about.”
Rating:
What are your memories of Super Mario Kart? 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.
Every once in a while, a game comes along and raises the bar for video games everywhere. In the 70s there was Space Invaders, Pong, and Asteroids. In the 80s you had Pacman, Super Mario Bros. and Tetris. In 1991 Street Fighter II hit the arcade and was an instant hit with people lining up to spend their pocket money for a few minutes of intense action.
Title screen (screenshot taken by the author)
Street Fighter II Turbo: Hyper Fighting is a competitive fighting game developed and published by Capcom for the arcade and released in 1992. It is part of a sub-series of Street Fighter II games along with Street Fighter II: Championship Edition, Super Street Fighter II: The New Challengers, Super Street Fighter Turbo, and Hyper Street Fighter II: The Anniversary Edition. I will not be reviewing each sub-series instalment individually, so they will all be lumped in together. For this review, I revisited Street Fighter II Turbo: Hyper Fighting version that can be found of the SNES Mini.
Street Fighter II Turbo: Hyper Fighting was also ported to the following:
1992 – Amiga, Atari ST, Commodore 64, Amstrad CPC, Spectrum ZX and PC (DOS)
1994 – CPS Changer
1995 – Game Boy
1997 – Master System
1998 – Saturn and PlayStation
2004 – Mobile
2006 – PlayStation 2, XBox and PlayStation Portable
2018 – PlayStation 4, XBox One, Nintendo Switch and Windows
Plot
According to Street Fighter “canon”, Ryu won the first tournament by defeating Sagat. During the battle, Sagat was badly injured by Ryu, hence his chest scar, and suffered a mental breakdown. Later, the story seems to have changed a bit. Now, Sagat was winning the fight quite easily. When Ryu had been knocked down, Sagat offers a hand to help him up. Ryu, possibly affected by the darker nature of his martial art, takes advantage of this show of mercy and performs a Shoryuken to Sagat’s chest. Ryu goes on to win the tournament. Sagat melts away, is recruited by M. Bison and joins Shadaloo (Shadowloo – a powerful and deadly criminal organisation).[1]
There are 12 characters to choose from and the fights take place all over the world (screenshot taken by the author)
So, we find ourselves entering a second tournament. Who are the competitors?
Ryu is the champion of the first tournament and a student of Shotoken karate. Dedicating his entire life to martial arts, Ryu has no home, no family or friends. He wanders the globe testing his skills against other fighters.
Ken is also a student of Shotoken karate, but has a huge ego to match his fighting ability. In recent years, Ken has not been training as hard, and is not as sharp as he used to be. A challenge from fellow student Ryu prompts Ken back into action and he enters the tournament.
E. Honda is the greatest sumo wrestler of all time and has received the highly prestigious title of “Yokozuna” (Grand Champion). After hearing that the world doesn’t consider sumo wrestling a true sport, he has entered the tournament to prove himself.
Guile is ex-special forces. He was captured and imprisoned, along with co-pilot Charlie, during a mission to Cambodia (or Malaysia depending on which information you read). After months of imprisonment in the jungle, they escaped and began their long trek back to civilisation. Along the way Charlie died, and Guile has been seeking vengeance ever since.
Chun-Li is an undercover Interpol officer secretly tracking a smuggling organisation known as Shadowloo. The trail leads to the tournament in which she enters, believing that one of the Grand Masters (Balrog, Vega, Sagat or M. Bison) is responsible for her father’s death.
Blanka is somewhat of an enigma. From the rainforest of Brazil, he is the source of reported sightings of a creature that is half-man, half-beast. Recently he has been found wandering into cities and fighting whoever dares to confront him.
Zangief is a proud Russian. He loves his country and he loves fighting! One of his favourite pastimes is wrestling bears, hence the scars all over his body.
Dhalsim has spent a lifetime dedicating himself to yoga. He has a disciplined mind, but now he wishes to enter the tournament to test his fighting skills. Proving himself will help him gain a higher state of consciousness.
Balrog (based on boxer Mike Tyson) is a former Heavyweight boxing champion who has been banned from the ring for disobeying the rules. He is very strong and very aggressive, and fights in the streets of Las Vegas for money. He is also bodyguard to M. Bison.
Vega is a nobleman by birth, and has spent time blending Ninjitsu with skills learnt while he was a matador. He has been nicknamed the “Spanish Ninja”.
Sagat was once labelled “King of the Street Fighters” but has since lost this title due to being defeated by Ryu in the first tournament. Skilled in Muay Thai boxing, he plans to regain his title in this tournament.
M. Bison is a mysterious but powerful man. He is the leader of the criminal organisation Shadowloo and the ultimate boss that must be defeated to ensure victory.[2]
Fight! (screenshot taken by the author)
Gameplay
Street Fighter II can be played in one or two-player modes. In one-player mode, once you have selected a fighter, you must battle your way through all the other opponents before fighting the Grand Masters: Balrog, Vega, Sagat and M. Bison. There are eight difficulty settings allowing for less experienced players to practice on easier settings. Each character has their own motivation for entering the tournament, and in order to see each character’s own unique ending, you need to defeat the game on at least level six (as I recall but I may be wrong).
Shoryuken! (screenshot taken by the author)
Each character is distinct (although nowadays some argue a little stereotyped) and has their own individual fighting styles, except for Ken and Ryu who have the same Shotoken fighting style.
How Does It Handle?
Like all great games, Street Fighter II is easy to play but difficult to master. Once the fun of the one-player mode has been exhausted, Street Fighter II really comes into its own with a highly addictive two-player mode. All over the world, you can be guaranteed to bump into people who have memories and stories about rainy afternoons and late nights with friends playing into the the early hours of the morn. Additionally, during one and two-player modes, you can increase the fun and challenge even more by turning the time limit on or off, and increasing or decreasing the speed of the game.
Graphics
The fights take place all over the world with beautifully illustrated and animated backdrops. The characters are highly detailed and are easily recognisable.
Music & SFX
The music is memorable, with each fighter having their own distinct tune. Some, annoyingly, get stuck in your head. Many of the phrases from the fighters such as hadouken, yoga flame and tiger uppercut have be one part of our everyday lexicon.
Balrog was based of former Heavyweight Boxing Champion Mike Tyson (screenshot taken by the author)
Did I Complete The Game?
I have completed the game in the sense that I have finished the game with all 12 characters and have seen their respective endings. However, I have not defeated the game with all 12 players on the hardest setting.
What The Critics Said:
Edge Magazine: “If you own SNES SFII it’s still a tricky decision whether you should buy Turbo: at current import prices, probably not. But if you’ve yet to be introduced to the genteel art of street-fighting, and have a few pounds to shed, SFII Turbo is the one to get. Overall 9/10“.[3]
Gamepro:“Despite the minor quibbles with the AI of the computer, the repetitive crowd-noise effect, and the removal Re-Dizzy Combos from CE mode, SF II Turbo is worth every penny for its boss and speed features alone. Overall 5/5“.[4]
Nintendo Power:“This game is a must have for all Super NES players who like action and competition. Overall 4/5“.[5]
Electronic Games:“For those looking for a good fighting game, Street Fighter II is the best to date. Capcom should be proud. This translation has no equal. Overall 94%“.[6]
Superplay:“Faults? Well, as a one-player game it’s superb, but inevitably has its limits – it’s the two-player game that makes it so great, even trouncing Super Tennis for laughs and general lasting interst. Overall 94%“.[7]
Super NES Buyer’s Guide: “Spectacular graphics, great animations and realistic sounds make this a great game to get! Overall 9.3/10“.[8]
Electronic Gaming Monthly: Steve: “All the moves, graphics, gameplay and sounds are rolled into a 16-Meg cartridge that will do anything but disappoint fans of the arcade original or fighting games in general. Awesome! Overall 9.5/10“.[9]
N-Force: “The smooth animation’s poetry in motion, it’s martial art! Apart from minor control problems which will be remedied with the new joypad, this is everything you could ask for. If you’ve got a SNES you’ve got to get a copy. It’s the game of the year! Overall 96%”.[10]
Megazone: “Street Fighter II is already and undoubted classic on the arcades and this classy conversion will be a smash hit for the Super Nintendo. Overall 95%“.[11]
Awards:
Best Game of the Year (All Games Systems) & (SNES) – Electronic Gaming Monthly’s Best and Worst of 1992[12]
Best Video Game Ending (All Systems) – Electronic Gaming Monthly’s Best and Worst of 1992[13]
Joint winner of Best Video Game Babe (All Systems) – Electronic Gaming Monthly’s Best and Worst of 1992[14]
Hottest New Character in a Video Game (All Systems) – Electronic Gaming Monthly’s Best and Worst of 1992[15]
Best Trick That Didn’t Work (All Systems) – Electronic Gaming Monthly’s Best and Worst of 1992[16]
According to Wikipedia, Street Fighter II won several more accolades, but as of yet, I have been unable to find the original magazines to verify.
My Verdict:
“Memorable characters, memorable music, and fab gameplay. SFII has multiple difficulty levels, plenty of different characters to use, and a competitive two-player mode, giving this game huge replay value. SFII remains close to the hearts of gamers everywhere.”
Rating:
What are your memories of Street Fighter 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.
[11] Iredale, A., ‘Review: SNES – Street Fighter II’. Megazone. (October/November 1992). Issue :36-7.
[12] ‘EGM’s Best and Worst of 1992: Best Game of the Year (All Game Systems) & (SNES) – Street Fighter II: Turbo’. Electronic Gaming Monthly’s 1993 Video Game Buyer’s Guide. (1993). :14.
[13] ‘EGM’s Best and Worst of 1992: Best Video Game Ending (All Systems) – Street Fighter II’. Electronic Gaming Monthly’s 1993 Video Game Buyer’s Guide. (1993). :20.
[14] ‘EGM’s Best and Worst of 1992: Best Video Game Babe (All Systems) – Street Fighter II’. Electronic Gaming Monthly’s 1993 Video Game Buyer’s Guide. (1993). :20.
[15] ‘EGM’s Best and Worst of 1992: Hottest New Character in a Video Game (All Systems) – Street Fighter II’. Electronic Gaming Monthly’s 1993 Video Game Buyer’s Guide. (1993). :20.
[16] ‘EGM’s Best and Worst of 1992: Best Trick That Didn’t Work (All Systems) – Street Fighter II’. Electronic Gaming Monthly’s 1993 Video Game Buyer’s Guide. (1993). :22. (
In 1986, The Legend of Zelda was released for the NES and sold over 6 million copies.[1] Its success spawned a whole series of video games that continue today, with every instalment being much anticipated by fans all over the world. A Link to the Past was one of the SNES’s earliest games in Europe, but sadly I wouldn’t get to play it through properly until 2019.
Title screen (screenshot taken by the author)
The Legend of Zelda: Link to the Past is the third game in the Zelda series. It is an action-adventure game developed and published by Nintendo. It released for the SNES in Japan in 1991, and Europe and North America in 1992. It was ported to the Game Boy Advance as A link to the Past and Four Swords, as well as the Wii, Wii U. It was accessible for the Nintendo 3DS through the Virtual console and the Nintendo Switch through Nintendo Switch Online. The chose to review the SNES which came with the SNES Mini.
Plot
You play as young adventurer Link who must defeat the evil Ganon from gaining the power of the Triforce which would allow him to turn the world dark and evil. Link must save the Kingdom of Hyrule and stop Ganon by rescuing several maidens who are the descendants of the Seven Sages. To do this he must scour the dungeons and defeat a plethora of enemies and end of dungeon bosses.
Link can slash or pick up bushes and stones to find health and rupees (screenshot taken by the author)
Gameplay
Link is armed with a sword, shield, and bow and arrow with which to fight his enemies. By killing the many minions throughout the worlds, you can gain rupees, arrows and health. Your sword has two actions: You can swing it to attack or if you hold the attack button, your sword will charge and will produce a 360 degree swing, which is handy if you are surrounded by enemies. Once you gain the Pegasus Boots you can charge your enemies and stab them with your sword. Along the way you can acquire upgrades for your armour, sword and shield as well as many magical items to aid you in your quest.
The open world design enables you to explore every inch of the Light and Dark worlds, which can become frustratingly tedious at times as it involves returning to the same areas with new items to access secret areas. However, a cool aspect of the game is the need to warp from the Light and Dark worlds in different parts of the map in order to access areas that are inaccessible in the other world (it’ll make sense when you play it). The enemies re-spawn which can be annoying at times, but it also gives you the opportunities to gain more health, rupees and magic.
It would be very easy to get lost in this game. Thankfully you have a map to refer to. The map screen has a Mode 7 design which is a layer that can be easily rotated and scaled, and lends itself very well to racing games such as Super Mario Kart (1992).
The increasing difficulty of the dungeons and end bosses adds a challenging aspect to the game. You will find yourself spending many hours on this game as there is so much to explore. Don’t feel bad if you use a walkthrough, as some items are hard to find.
Link must warp from the Light to the Dark worlds and back again to gain access to certain areas
Graphics
This game looks fab. The graphics are bright in the Light World but not garish. The darker tones of the Dark World differentiate the two worlds very well. The overhead perspective offers a more 3D feel to the game and allows more detail and colour to the backgrounds and sprites.
Music
The main music for the Light World, known as the Hyrule Overture, is dramatic and fitting for the game. It is the music of a hero!
The dungeons increase in difficulty, so make sure you are well prepared before attempting them (screenshot taken by the author)
Personal Memories
My little brother had a SNES growing up, but he didn’t buy Link to the Past. The first time I saw it was at my friend Graeme’s house. I never really got to play it, but I watched the very early bits of it and was amazed by how great it looked. When I bought the SNES Mini, I was excited that I would finally get to play it. Was it as good as I’d hoped? Hell yes! My only gripe was that by the end of the game I was a bit bored as I felt it had become monotonous, and I should have been wanting more. Other than that, this is a great game and I would recommend it to all.
Did I Complete The Game?
Yes, but I did have some assistance from a walkthrough to find certain items.
What The Critics Said:
Nintendo Power: George: “This game is amazing. Its got incredible graphics, great sound effects, and it’s a well thought out adventure. Overall 4.675/5”.[2]
Electronic Gaming Monthly: “Wow! This is the closest a game has ever come to being perfect. Everything except the graphics gets the best score possible. Unfortunately, Nintendo let us down when it comes to the graphics as there is nothing spectacular here. Overall 8.75/10”.[3]
Computer and Video Games:“The graphics are very simple, but the animation is fluid and the game is packed full of colour. Sound-wise, Zelda III is spot on. It has some great orchestral scores and lovely sound effects throughout. If you liked the first two games, or you fancy a spot of RPG related malarkey, the get this straight away. It’s a corker! Overall 89%”.[4]
Superplay: “The long awaited 16-bit Zelda is a brilliantly designed and implemented adventure that puts similar games to shame, in much the same way as Mario dominates the platform world – Nintendo’s top programmer was involved in both games. Overall 9/10”.[5]
Awards:
Best Video Game Sequel (All Systems) – Electronic Gaming Monthly’s Best and Worst of 1992[6]
My Verdict:
“It was worth the 27 year wait!!! Beatutiful to look at, excellent gameplay, and an engaging story. Frustratingly lengthy at times, but a classic of the genre, and every gamer must at least attempt to play this game.”
Rating:
What are your memories of Zelda: A Link to the Past? 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.
[4] O’Connor, F., ‘Review: Famicom – The Legend of Zelda III’ Computer and Video Games Magazine. (February 1992). Issue 123: 68.
[5] ‘What Cart? RPG/Adventure Games: SNES – Zelda III: A Link to the Past’. Superplay. (November 1992). Issue 1:90.
[6] ‘EGM’s Best and Worst of 1992: Best Video Game Sequel (All Game Systems) – Legend of Zelda III‘. Electronic Gaming Monthly’s 1993 Video Game Buyer’s Guide. (1993). :17.
The Super Mario Bros. franchise is one of the most popular series of games ever to grace the planet. The brothers, who are plumbers by trade, seem to be regularly called upon to defeat the evil Bowser, and rescue Princess Toadstool (Super Mario 2 is different, as it was originally intended to be a different game). So get ready for a whole new adventure, of sliding down drainpipes, squashing Goombas, dodging Bullet Bills, discovering the secrets of the Ghost Houses, and the introduction of a new ally named Yoshi.
Title Screen (screenshot taken by the author)
Super Mario World is a side-scrolling platform game developed and published by Nintendo, and released for the SNES in Japan in 1990, North America in 1991, and Europe in 1992. It would later be released for the Game Boy Advance in 1991/2. The version I chose to review can be found on the SNES Mini.
Plot
In Super Mario 3, Mario and Luigi saved the Mushroom Kingdom from King Bowser. In need of a vacation, they visit Dinosaur Land for some much needed R&R. During their vacation, Princess Toadstool disappears…again! While searching for her, the brothers find a dinosaur egg which soon hatches, and they are introduced to Yoshi.
The Overworld Map at the beginining of the game (screenshot taken by the author)
Gameplay
The game begins on a map of the Dinosaur Land where yellow and red dots indicate the levels that need to be traversed before you can progress. If the dot is red, it means that there is a secret area or alternative route that once found, will open up another secret area. Ghost Houses also tend to have secret areas too.
Collect 5 Yoshi coins in one level to gain a 1-up (screenshot taken by the author)
The game follows the standard Mario gameplay of running from left to right and jumping over obstacles, and either evading or killing a variety of enemies. Power-Ups include the standard Super Mushroom, Star of Invincibility, Fire Flower that allows you to throw fireballs, and a cape that allows Mario to fly and/or descend slowly. Mario and Luigi can also perform a new spin and jump move which allows you to destroy blocks you are standing on (or next to if you’re wearing the cape).
Yoshi has his uses too. He can eat pretty much anything. Some of the enemies he eats will stay in his mouth and can be spat out at other enemies. Depending on what he eats will depend on what he spits out. If he eats a Koopa Troopa (green shelled turtle), he will simply spit out a green shell, but if he eats a Koopa Paratroopa (red shelled turtle), he will spit out fire balls. If you are hit when riding Yoshi, he will squeal and you will simply dismount him without losing any power-ups you have. Yoshi will continue to run until you re-mount him or he runs off screen.
There are several underwater levels to challenge you but, unlike Sonic, Mario doesn’t need to find air bubbles to survive (screenshot taken by the author)
Another new feature means you can now store a power-up in a blue box at the top of the screen. You can make the power-up drop down manually to change your ability, or it will automatically drop when you are struck by an enemy.
Evading ghosts in the one of the many Ghost Houses (screenshot taken by the author)
Coins and Yoshi tokens can be collected as usual to increase point and gain extra lives. Every time you collect 100 coins you will gain an extra life. Each level contains five Yoshi tokens. If you collect all five in one level, you gain an extra life.
More of the Overworld Map (screenshot taken by the author)
Once a level is completed, you can still play it again, but with an addition that if you wish to exit the level before making it to the end, you simply pause the game and press select. You will then be taken back to the Overworld Map.
How Does It Handle?
It is not difficult to see why this game is considered one of the greatest. The controls are tight and there’s plenty of secrets to find. The game is easy to learn and fun for all ages to play. You will be drawn back to revisit the game time and again.
Graphics
Brightly coloured levels with beautifully illustrated and animated sprites. The levels are challenging but fun, and look great.
Music
The music will get stuck on a loop in your head. Interestingly, when riding Yoshi, extra drum beats are added to the music which is a cool little addition.
Replay Value
Super Mario World can be played in one and two-player modes which allow you to take it in turns to complete levels. As you progress through the game you will be given a percentage of how much the game is completed. However, you don’t need to have played all the levels and/or found all the secret areas to complete the game. For those of us that simply must find every secret of a game, this will add to the replay value, as you will be replaying levels trying to find alternative routes and secret areas.
Did I Complete The Game?
I have completed the story but have yet to achieve 100% on the game.
What The Critics Said:
Computer & Video Games: “What a truly terrific game! With seven worlds and over a hundred sub-levels, Mario IV has incredible depth of gameplay. Overall 96%.”[1]
Electronic Gaming Monthly: “The ultimate Mario adventure! Super Mario World is a perfect subtitle, with 96 areas to explore. Everything just plain blew me away! Overall 9/10.”[2]
Super Play: “An amazingly deep and playable platform game, and a credit to Nintendo. Unmissable. Overall 94%.”[3]
Awards:
Best Graphics and Sound (SNES) – Nintendo Power Awards 1991[4]
My Verdict:
“I had so much fun revisiting this game. It holds up very well. Beautifully illustrated and animated, and I love the music! There are loads of fun new features, and the game has great replay value. A true landmark of a game in the side-scrolling platform genre.”
Rating:
What are your memories of Super Mario World? 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] Glancey, P., ‘Review: Super Mario World’. Computer & Video Games. (March 1991). Issue 112:48-50.
[2] ‘Review Crew – Super Mario 4’. Electronic Gaming Monthly. (August 1991). 25:18.
[3] Brookes, J., ‘UK Review – Super Mario World’. Superplay. (December 1992). 2:84.
[4] ‘Nintendo Power Awards ’91 – For Graphics and Sound (SNES)’. Nintendo Power. (May 1992). 36:58.
You stand in the tunnel and hear the chants from the stands echo all around you. Your supporters expect glory. Can you immortalise yourself and your team by winning silverware and reigning supreme? Tie up the laces of your football boots and adjust your shin pads. It’s not just Kick Off, it’s Super Kick Off!
Title screen (screenshot taken by the author)
Super Kick Off is the sequel to Kick Off 2. It was developed by Anco Software, Tiertex Design Studios and Enigma Variations, and published by US Gold, Imagineer, and Misawa Entertainment in 1991. It was released on the Mega Drive, Master System, Game Gear, and SNES. I chose to review the Mega Drive version.
How Does It Handle?
The in-game menu icons are not labelled but are fairly self-explanatory. One league and three cup competitions, plus a two-player mode, adds to the replay value. It is also possible to increase the overall speed of the game and adjust the difficulty setting of the opponent, to add more of a challenge.
The teams are a random array of Europe’s better teams from the early 90s. The names of the players are not real but are close enough to distinguish who they really are (Griggs = Giggs etc.). Oddly, some players begin out of position. For example, when playing with Man Utd, Spruce (Steve Bruce), starts upfront instead of in defence, so a little tinkering is needed to amend such insanity.
Controlling the ball takes a bit of getting used to. You have to either manoeuvre the player around the moving ball or press the ‘trap’ button before changing direction. The ‘trap’ button also acts as the pass button and so many times the ball gets kicked wildly out of play. Tackling is pretty much non-existant other than running into the opposition to steal the ball, and the offside rule tends to happen at odd times during the match. Once you can beat the computer regularly on the hardest setting (14-0 if you must know), you know it’s time to stop playing the game.
Although an improvement on most previous football games, I am still at a loss as to how computer designers were consistantly unable to produce a realistic football game in the 80s and early 90s. You only need three buttons: For attacking – 1) short pass, 2) long pass, and 3) shoot. For defense – 1) standing tackle, 2) sliding tackle, and 3) control nearest player to the ball. It’s that simple!
In-game action (screenshot taken by the author)
Graphics
The game is played with a top down view, similar to that of World Cup Italia ’90, but the overall graphics are more detailed, especially where the sprites are concerned. The game has added footballers with different skin tones, making the game more realistic. The pitches are also prettier and the crowd is brightly coloured.
In-game menu (screenshot taken by the author)
Music & SFX
The music is forgettable and not as catchy as World Cup Italia ’90 which had a very Latino feel to it. There are a few SFX but the gasps from the crowd everytime the ball is either saved by the goalkeeper or goes out of play is rather annoying.
Half-time (screenshot taken by the author)
Replay Value
Most sport games have plenty of replay value as there is always another team to play as and there is always a two-player mode.
Did I Complete The Game?
Yes, I won all leagues and trophies in this game.
What The Critics Said:
Mean Machines Sega:“The best football game going, and one which every Mega Drive owner, regardless of their interest in sport, should leap out and purchase. Overall 95%”.[1]
Sega Power:“You wanted a decent football game and you’ve got one! You’ll need patience to get used to controlling the players, but it’s more than worth the effort. Overall 5/5“.[2]
My Verdict:
“An improvement on most previous football games, and certainly worth playing. However, they are still a long way to go where football games are concerned.”
Rating:
What are your memories of Super Kick Off? 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 – Super Kick Off’. Mean MachinesSega. (February 1993). 5:18-21.
[2] ‘The Hard Line: Mega Drive – Super Kick Off’. Sega Power. (September 1993). 46:98.
“Red…7…28…hut, hike!!!” John madden is back! Get ready for hard-hitting defensive plays and Hail Mary passes, as we delve into this offering from Electronic Arts.
Title screen (Screenshot taken by the author)
Madden ’93 is another in the line of the Madden franchise. It was developed by Blue Sky Productions for the Mega Drive and Electronic Arts for the SNES. It was published by EA Sports Network and released in 1992. I chose to review the Mega Drive version.
The game looks identical to its predecessor (Screenshot taken by the author)
Ah yes, American Football, that favourite of North American Sports that just doesn’t seem to translate well in the UK. The computer games did, however, and this one was no exception.
Gameplay
You can play either one-player, two-player, or two-player co-operative which is fun to play, as I did with both my brothers.
Like its predecessor, you have the option to play Pre-Season, Regular Season, Playoffs and Sudden Death modes. Although I question the purpose of pre-season as it doesn’t add anything to the team or player stats. The only difference is that the play clock is disabled, meaning you can take as long as you like when selecting plays. A new mode, All-Time Greats has been added which is a smaller 8-team tournament.
Throwing plays is still the best tactic (Screenshot taken by the author)
What’s New?
Some of the new features include stumbling, taunting, head-butting, and one-handed catches. Although you can play in snow, wind and rain etc., they still haven’t added a random weather option, which would be a nice touch. Sadly, there is still no sign of real player names, but on a positive note, you no longer need a password as the game automatically saves your progress.
How Does It Handle?
The gameplay has been improved since it’s predecessor. It’s tougher to dominate matches with a throwing game as defensive players intercept and block the passes a lot more. The running game is slightly better with faster runners, but I’d still recommended not bothering and sticking to a throwing game.
Graphics
The graphics are pretty much the same as Madden ’92. In that, they still look very good. Not complaints here.
Did I Complete The Game?
In many modern sports games you don’t necessarily complete these sorts of games, as much as win the league and cup titles, and then move on to the next season. Completing early sports games simply means winning a tournament or league once before restarting with a different team. I have won the play-offs many times with several different teams including Chicago, Cincinnati, Buffalo and Philadelphia.
What The Critics Said:
Computer & Video Games Magazine:“Definitely the worst of the trio, and hopefully EA will learn that ’92 is virtually impossible to improve on. Overall 77%”.[1]
Gamesmaster Magazine:“John Madden ’93 is simply the most sophisticated, intriguing and complex game available on any system anywhere. If you fancy yourself as having a brain as well as a fast trigger-finger, this is the game for you. Overall 90%”[2]
Sega Power: “Can’t fault it as a football game, but the differences between this and the ’92 version aren’t that noticebale. If you haven’t got any of the John Madden games, get it. Overall 5/5”.[3]
Gamerpro:“John Madden Football ’93 is even more fun to play than Madden ’92…it’s clealy the benchmark for all other football video games. Overall 4.6/5”.[4]
Mean Machines Sega: “Not a bad game at all, but hopelessly redundant nonetheless. Go for the slightly better John Madden ’92 if you’re after a definitive American football game and give this one a miss. Overall 89%”.[5]
Awards:
Best Sports Game of the Year (All Systems) – Electronic Gaming Monthly’s Best and Worst of 1992[6]
My Verdict:
“Overall, the game is more challenging than Madden ’92, which is for the better. A step forward for the franchise.”
Rating:
What are your memories of Madden ’93? 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] Anglin, P., ‘Game Review: Mega Drive – John Madden ’93’. (January 1993). Computer & Video Games Magazine. (January 1993). Issue 124:90.
[2] ‘Game Review: Mega Drive – John Madden Football ’93’. Gamemaster Magazine. (January 1993). Issue 1:66-8.
[3] ‘The Hard Line – Review: Mega Drive – John Madden Football ‘93’. Sega Power. (September 1993). Issue 46:97.
[4] Weekend Warrior ‘Pro Review: Genesis – John Madden Football ‘93’. Gamerpro. (December 1992). :141-2.
[5] ‘Review – John Madden Football ‘93’. Mean Machines Sega. (December 1992). Issue 3:102-4.
[5] ‘EGM’s Best and Worst of 1992: Best Sports Game of the Year (All Game Systems) – John Madden Football ‘93‘. Electronic Gaming Monthly’s 1993 Video Game Buyer’s Guide. (1993). :16.