Ecco the Dolphin – Review

Heroes come in all shapes and sizes in video games. Muscle-bound barbarians, ace spaceship pilots, martial arts experts, and yes, even Italian plumbers, to name a few. In 1992, Sega took a chance on a new hero. This one couldn’t wield swords or axes, or pilot machinery, or cast magic spells. It didn’t know kung-fu and certainly didn’t grow larger having eaten mushrooms. No, this hero lived in the ocean but needed air to breathe. He was agile, could swim at great speeds and leap from the water to soar above he waves like an albatross. This hero was a dolphin!

Titlescreen (Screenshot taken by the author)

Ecco the Dolphin is an action-adventure developed by Novotrade International and published by Sega. It was released on the Mega Drive in 1992, with versions also being released on the Master System, Game Gear, and Sega CD. Versions were later released for the Wii Virtual Console (2006), Xbox Live Arcade (2007), as part of Sonic’s Ultimate Genesis Collection (2009) for the Xbox 360 and PlayStation 3, Nintendo 3DS (2013), and Sega Genesis Mini (2019). For this review, I played the Mega Drive version.

Plot

Ecco is a dolphin. There is nothing particularly special about him other than the unique star pattern on his forehead. One day, whilst swimming with his pod, he leaps high into the air and at that exact moment, a vortex opens and sucks up his pod (as well as other ocean dwelling sealife). Ecco needs to find out what happened to his pod from creatures much older and wiser than himself. He embarks on a long journey into cold and unfamiliar waters, where strange and deadly creatures live.

Ecco can use his sonar to stun or to talk to other creatures (Screenshot taken by the author)

Gameplay

The basics of the game are simple. When pressing a direction, Ecco will swim in that direction. When you stop swimming, Ecco will drift, adding some realism to the game, since the sea is always moving with the tides. To increase speed, press the ‘C’ button, and Ecco will speed up, handy for when you’re almost out of oxygen or when you need to leap out of the water and over obstacles. The ‘B’ button makes Ecco dash. This is mainly used to attack the many dangerous and deadly creatures he encounters, as well as, breaking down shelled walls.

In each level, you must explore each area Ecco travels through looking for clues as to where your pod has gone. This includes rescuing other dolphins, speaking to killer whales, and swimming though mazes to find glyphs that give Ecco a sonar song that you can sing to other glyphs that are blocking your way.

Rather than have time limits for the levels, Sega offer us two energy bars. One is health and the other is oxygen. To replenish your health, simply dash and catch smaller fish. To replenish your oxygen bar, you need to find an area where you can breach the surface of the water or find where oxygen bubbles are rising from cracks in the seabed.

The ‘A’ button is Ecco’s sonar ability and can be used in several ways:

  • Press and hold ‘A’ until the sonar bounces back. This opens a map segment, again very handy for when you are lost in caves.
  • Communicate with other friendly sea creatures such as other dolphins and killer whales. These friends can offer advice and hints to you.
  • Move starfish circles that will eat rock and open previously blocked pathways for you.
  • Large glyphs are found dotted around the levels that offer tips or give Ecco a password so that when he comes across one that blocks his path, he can use his sonar to clear the way.
  • After the first few levels, Ecco gains the ability to use his sonar to stun enemy creatures.
Eating the smaller fish helps Ecco restore lost health (Screenshot taken by the author)

How Does It Handle?

This becomes challenging when you are deep under sea in a labyrinth of caves. To recover health, Ecco must dash into the shoals of smaller fish to gobble them up. If you die, you simply go back to the beginning of the level. You have infinte lives in this game and believe me, you’ll need the am all!

The enemies include sharks, jellyfish, pufferfish, and crabs….those crabs can fucking do one! They come out of nowhere and make a ‘B’ line for you. I admit, I dropped the ‘C’ bomb several times during my playthrough due to those little wankers. Frustratingly, the enemies also respawn which pisses me off even more and makes the game even harder.

This game may look cutsie, but it is fucking hard! Rage quitting is standard for this game, especially when you are near the end of a level and those fucking crabs come out of nowhere and kill you. Thankfully, you receive a password after every level.

Another aspect of this game that is irksome about this game, is when you have to navigate through narrow caves and sometimes you need to manoeuvre through even narrower gaps past sharp coral. There are points where you cannot do this without injuring yourself, not matter how hard your try to avoid them.

Graphics

There are few that would disagree that the graphics of this game show the Mega Drive at its pomp. Bright and colourful, with incredibly detailed backgrounds and sprites. From the multi-coloured shoals of fish, to the array of seas sponges and plants on the sea bed, there is so much that draws the eye. An accurate and nice touch is where the deeper you go, the darker the background becomes, emphasising that light doesn’t penetrate that deep into the ocean.

Music

The music is very understated in this game, but it works so well. Some of the music is very relaxing and calming, which is surprising because for most part, you are not very relaxed at all. In fact, the game will give even the most seasoned gamers anxiety.

Personal Memories

I remember when a childhood friend of mine bought this game. We were stunned! Not only did the concept of controlling a dolphin seem unique (to us at least), but the attention to detail was at such a level that I think we firmly believed that gaming had reached its apex…how young and naïve we were.

Replay Value

The game only has one difficulty setting and so offer little in the way of replay value other than simply showing the awesomeness of the graphics to a friend.

Did I Complete The Game?

Nope, and I have never met anyone who has either.

What The Critics Said:

Mean Machines Sega: “A Megadrive classic without doubt, and a strong contender for best game ever! A unique underwater experience for those tired of unoriginal pop. Overall 97%.[1]

MegaTech: “Original concept combined with wonderful graphics and amazingly engrossing gameplay make this a classic. Overall 94%.[2]

My Verdict:

“This is by far, one of the most original and best-looking games the Mega Drive has to offer. Incredible graphics and atmospheric music offer a unique gaming experience. The difficulty of the game is the only this that lets it down.”

Rating:

What are your memories of Ecco the Dolphin? 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] ‘Ecco the Dolphin – Review’. Mean Machines Sega. (December 1992). Issue 3:24-8.

[2] ‘Game Index – Ecco the Dolphin’. MegaTech. (October 1993). Issue 22:99.

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Comix Zone – Review

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

Title screen (Screenshot taken by the author)

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

Game Boy Advance (2002)

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

Wii Virtual Console (2009)

Xbox Live Arcade (2009)

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

iOS as part of the Sega Forever collection (2017)

Android as part of the Sega Forever collection (2017)

Plot

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

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

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

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

Gameplay

Sketch must fight his way through a number of comic scenes using hand to hand combat. Along the way, you are joined by your pet rat, Roadkill, who can help attack the baddies, assist in solving puzzles (I use this term very lightly), and can even sniff out power-ups.

Throughout the game, there is a running commentary. Either General Cyan gives you instructions, or speech bubbles appear as your character and the baddies engage in repartee.

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

How Does It Handle?

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

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

Tip:

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

Graphics

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

When engaging in fighting, “wacks” and “pows” appear again adding to the comic strip feel. Another nice touch, comes when there are times that you can kick you enemies through the comic border into the next scene. It look quite dramatic!

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

Music

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

Replay Value

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

Did I Complete The Game?

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

What The Critics Said:

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

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

My Verdict:

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

My Rating:

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


[1] ‘Review Crew – Comix Zone’. Electronic Gaming Monthly. (August 1995). Issue 73:35.

[2] ‘Rating Genesis – Comix Zone’. Next Generation. (August 1995). Issue 8:75.

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.