Bitmap Books

Showing posts with label Sega. Show all posts
Showing posts with label Sega. Show all posts

Sunday, 14 September 2025

Shinobi: Art of Vengeance Review (Switch)

With all the recent retro revivals and intense 2D nostalgic throwbacks recently it’s hard to believe that we haven’t had a proper Shinobi gave for a long time. There was of course a 3DS game that wasn’t the best and most of the back catalogue has been made available, but Art of Vengeance is a resounding return to form.

The thing that stands out straight away are the gorgeous visuals. The game has been designed to look like a Japanese style painting and the colour and detail present throughout are stunning. In motion, everything flows as well as it looks with the game moving at an intense speed without faltering, even in handheld mode. It allows for a flow and momentum that every ninja game is crying out for.

The combat is much more involved than previous games as well. Historically, Shinobi games have limited the player to a jump and attack button, with the occasional special move. Here, there’s a combo system in play with light and heavy attacks and constantly upgradable and changeable special moves that can be bought from an in-game shop. There’re also instant kills and a host of movement options such as dashes and wall slides that wouldn’t be out of place in the latest indie Metroidvania.

To clarify, Shinobi hasn’t gone the Metroidvania route. The game is set out as linear, platform, levels. These can be revisited later when new power ups are acquired which can in turn can then be used to access a few hidden areas, but generally you are going from left to right through large levels and then taking on an impressively large and difficult boss at the end. Between each of the main platform levels there are also further throw backs to the past such as more action-based stages riding on horses or other vehicles.

The general games difficulty is challenging but fair. There’s certainly nothing here to compare to the Mega Drive games in terms of difficulty. If you do die you start back at a checkpoint, and as the levels are vast this is a smart design choice. It also helps to lessen the frustration on the few occasions it’s difficult to tell between a pit and what is the legitimate way forward. The bosses though are tough. They are damage sponges which go through varying phases of attack patterns, and we often found ourselves zooming through a level, only to be stuck at the boss checkpoint for a considerable amount of time. While this can be frustrating it’s good to see some of the old Shinobi challenge remaining in the game’s DNA.

Overall, Shinobi: Art of Vengeance represents a stunning return for Sega’s much-loved franchise. The action is slick and frenetic, and the level design is both beautiful and creative. Enemies are varied and provide enough of a challenge to be interesting obstacles and getting through a level provides enough satisfaction to continually push on to the next. Sega has been slow to mine some of its formally popular IP’s so we hope this is a sign of things to come. This is a creative, fun and intense success that it’s hard to see anyone not liking it, especially those with nostalgia for the original games.

Overall 9/10

Monday, 29 January 2024

The Legend of Steel Empire Review (Switch)

The Megadrive was home to an awesome range of 16-bit shoot’em ups and it’s great to see some of them making their way over to the Switch. We’ve had less high-profile releases of games such as Gleylancer and Gynoug, as well as some of the Thunder Force series. Steel Empire is the first to get a proper reworking though. First released in 1992, we’ve seen the game pop up a couple of times. First on the Gameboy Advance and then later the Nintendo 3DS. Unbelievably, the last release was now ten years ago so we are more than happy to have its steam punk inspired madness appear again on the Switch.

The wonderfully stupid story revolves around two waring factions. The tyrannical Motorhead Empire are trying to take over the entire world with their huge steam powered mechanical monsters and all that is standing in their way is the small, rebellious Republic of Silverhead. Players take on the role of head of the Silverhead air force and are charged with single handedly blasting through seven stages to victory.

The first thing you notice is how amazing the game looks. The original sprites have been kept as pixels but everything in the backgrounds and in terms of explosions has been given much richer colours and had detail added. There’s a few new FX and bits of lighting as well which really helps to enhance the overall look of an already pretty game, without sacrificing the style of the original. The game still runs in the original aspect ratio with the side of the screen now used for much of the information and feedback which works well in this case.

The original control scheme remains and is now fully customisable. Here buttons are used to shoot to the left or right with the final one primed to deliver the games version of the smart bomb which not only causes massive damage but clears the screen of projectiles, allowing much needed escapes from the constant onslaught of enemy fire. There’s no noticeable input lag either which is excellent.

In terms of powers ups, there is a simple but effective system in place. There are the standard extra lives, increased speed, and points to collect but there’s also icons that level up your ships rank up to a maximum of 20. Each level provides extra fire power or assist vehicles to help you, and it can often be worth taking damage in order to collect them, so you’ll stand a fighting chance of being able to down the massive units you’ll come across. You can also pick between two ships at the start of each mission. There’s a plane which is quick and agile but takes less damage and the slow but heavily armoured blimp. Each craft is better suited to one of the levels, so you’ll have to think carefully about what you’ll need.

Overall, The Legend of Steel Empire is great re-working of the original game which was pretty great to begin with. It’s chaotic but isn’t the hardest of shooters to get through so It’s testament to how fun it is that you’ll likely be more than happy to go round for another loop. There’s a lot of these types of game on the Switch but the style of Steel Empire means it’s still well worth checking out and can hang in there with the best of them.

Overall 8/10

Monday, 13 June 2022

Wonder Boy Collection Review (Switch)

ININ games are well versed now in the release of retro compilations. We’ve had Space Invaders, Darius, Turrican and now Wonder Boy gets the treatment. As before, this collection comes in two forms. You can go the Strickly Limited physical route and get a pretty comprehensive collection which includes more games and multiple versions of each, or this one which is far stingier in its content.

The standard Wonder Boy Collection contains four games. You get the arcade versions of the original Wonder Boy and Wonder Boy in Monster Land and the Genesis versions of Wonder Boy in Monster World and Monster World IV. The biggest and most obvious omission is Wonder Boy III: The Dragons Trap, but it is available as a separate release. Monster World IV is also available elsewhere with a recent remake, the physical version for which also includes the Genesis version and of course you can get the two arcade games as arcade releases as well. Confused? We won’t mention Monster Boy in the Cursed Kingdom or the fact the two Genesis titles were originally going to be on the Switch Mega Drive collection then.

The four games come with the usual selection of extras now expected as standard with these types of collections. That means save states, display options and the ability to remap controls. There’s also a rewind function. There’s gallery content which is a bit weird as it’s full of box art and instructions for versions of games not included but it’s nice to have.

In terms of the games themselves they hold up well. The first Wonder Boy is very different to the rest of course. Here you simply run along a route trying to avoid obstacles and throwing things to hit enemies. It’s a classic arcade style game and lacks much depth. It’s unlikely you’ll spend much time with it as it was never a massively great game in the first place.

Wonder Boy in Monster Land is where the series starts to really take shape. Despite being an arcade game it’s an adventure platformer where you can pick up armour and spells as you make your way through linear platform levels with explorations elements. It’s a really strange choice for an arcade game and the timer element seems forced but it’s great fun. Sadly, if you want the home Master System version, you’ll need to buy the more deluxe collection.

Monster World and Monster World IV see the series move to fully fledged console game adventure platformers. Both are good and will keep you occupied for a fair while. The only real complaint is that the reach of your sword is so tiny that combat can be frustrating at times. But there’s a lot to explore and find and there is enough inventiveness on show to set them aside from the Metroid’s and 2D Zelda games of the world.  

The biggest issue is who will buy this. It’s considerably cheaper than the deluxe version of course but it relies on people not having bought the three already available games or just really wanting to get hold of Wonder Boy in Monster World. The fact Wonder Boy III isn’t here is also a big issue. That said, if you have avoided all the previous releases and don’t want to go for the deluxe version then what’s here is good and provides a shot of quality retro fun for a near budget price.

Overall 7/10

Friday, 8 October 2021

The Sega Master System Visual Compendium Review

While we have a pretty decent knowledge of all things retro there are always blind spots. Despite the fact we’ve gathered a modest Master System collection together it would be fair to say that we are far from experts when it comes to the console. This latest Bitmap Book seemed a perfect opportunity to remedy that. So with thoughts of Alex Kidd in our head it’s time to take a look back at the much underrated ‘other’ 8-bit console.

As is standard with the visual compendiums you get the usual high quality cover and slip case. This time the colour is black which means your book won’t visually match other compendiums you have but makes sense in the grander scheme of things. As usual, the cover features a host of characters from iconic games which hits the nostalgia button right from the start. The compendium also comes with a set of old style Red/Blue 3D glasses to view some of the pages with. It’s a nice touch that ties in with the Master Systems hit and miss attempts at playing with early 3D in some of its games. Sadly, we didn’t get much from the 3D effect when looking at the pages – but then this could be down to colour-blindness so your experience may differ.

The book follows the now proven route in terms of content. You get the usual excellent intro full of information to both make you an instant expert and also pique your interest into what’s to come and an excellent selection of interviews from developers and industry veterans of the time such as Mutsuhiro Fuji and Steve Hanawa. The games are mainly presented with a single, well chosen, screen shot spread over two pages with decent amount of text to give further information about the game. 

Where this book does differ from other visual compendiums we have seen is in that some games have extra sections attached to them which fold out. This normally takes the form of level maps showing a large area of the selected game. These also come with extra written content as well as an added bonus. It’s a really nice touch that makes the compendium stand out and offers up a great physical Easter egg of sorts.

Away from the individual games there is also a host of excellent pictures of Master System peripherals sprinkled throughout and some features which focus on certain parts of the catalogue such arcade games and a section dedicated to different parts of the hardware – the photographs of which are absolutely sublime. There is also a section dedicated to the box art from different regions which showcases some of the best designs of the time so get ready to look at a lot of white square covered boxes.

Perhaps most interesting though is the section dedicated to the Master System release in Brazil. This covers a lot of the regions exclusive game and gives a good insight into the history surrounding the whole operation. Just try and resist looking for those games on Ebay or you may have a small cardiac event.

Overall, The Master System Visual Compendium is up to the same high standards of Bitmap Books other releases. We felt that this book in particular gave us a real urge to go and find a lot of these games and add them to our collection. As we weren’t experts on the console in the first place we found it a great way to get a detailed overview of the interesting and diverse back catalogue and also the systems place in the market in term of historical context. We may not have known much about the life of the Master System before this but after reading through we certainly love it more than ever.

Click here for store link. 

*picture taken from the Bitmap Books website.

Monday, 9 November 2020

Interplay Collection 1 (Evercade Review)

Interplay are a company whose golden age came during the 16 bit era where innovative, fun and iconic games seemed to be spilling out of the company one after the other. The first Evercade collection from the company brings two of their most well-known characters together along with four other games in a small but interesting group.

The filler on this cartridge comes in the form of Titan and Battel Chess. Titan is a potentially interesting but slow and clunky puzzle game where you have to deflect a ball around room removing blocks. It’s a bit like Arkanoid with the twist that the reflector can be moved anywhere and the only way that you can lose a ball is if it hits one of the dangerous spots around the room. Battle Chess is a really poor rendition of chess. The whole thing moves so slowly that it becomes tiresome after only a few moves. The sequences are nothing special either and most players will leave it to gather dust very quickly.

The inclusion of Incantation is interesting as it was one of the last games released on the SNES and as such commands a crazy price to get hold of a legitimate cartridge. Unfortunately, the game itself is really quite poor with it being a very basic and simplistic platformer. That said, it’s still nice to experience something so highly sought after and offering these types of hard to get titles is a good route for the Evercade to go down in the future.

The highlight of the package is unquestionably Earthworm Jim. The character is so iconic that it spawned its own cartoon series and toy line and still remains firmly imbedded in every retro gamers mind. Apart from the severe difficult the action platformer remains a joy to play and the innovation and humour still shine through to show just why so many people fell in love with it in the first place. This is the Mega Drive version as well which means all the levels are included (as the SNES version strangely lost one).

Jim is backed up by another fairly well known oddity from the 16 bit age in Boogerman. Another game that is a touch pricey, it has our hero jumping through a snot and toilet inspired world taking out enemies by flicking boogers, belching and breaking wind. If that all sound disgusting, don’t worry it’s meant to be. The game handles a little loose compared to Earthworm Jim but there’s a lot of enjoyment to be had and like it’s slightly more iconic stable mate it just does things that little bit differently from your everyday platformer.

The package is rounded out with Clayfighter which is a 2d Street Fighter clone that takes the unusual approach of having the look of a clay made stop motion animation. At its core the action is quite generic but the look and characters help to add some charm and replay value which will probably see you dip into it every now and again.

Overall, the first Interplay collection is an easy recommendation. Earthworm Jim is a classic, Boogerman is very enjoyable and Clayfighter is a nice distraction. The novelty of Incantation is welcome as well and in terms of value you can’t get much better than this for £14.99. Getting the games on their original system would set you back an awful lot more than that. In our view it’s worth it for Earthworm Jim alone with everything else as a glorious bonus. A great collection.

Game Ratings

Earthworm Jim 5/5

Boogerman 4/5

Clay Fighter 3/5

Incantation 2/5

Titan 3/5

Battle Chess 2/5

Thursday, 3 January 2019

Nintendo Switch Retro Roundup 1


Ikaruga


The hardcore shooter has remained pretty much the same as it ever was in its transition to Switch. There are some orientation modes but little else to distinguish it from other versions. Its colour swapping mechanic is still unique and it will always be a great game. Having it on the move is the real attraction here- just don’t smash your Switch in frustration.

Bloodstained Curse of the Moon

Preceding Ritual of the Night, Curse of the Moon is a rather brilliant homage to the classic 8-bit linear Castlevania games. Closest to Castlevania 3 in terms of mechanics it is a Castlevania game in all but name. Fans should love it and while challenging it’s not as completely unforgiving as the Konami NES games. It is Well worth a look for fans of the series.

Sonic Mania Plus

It finally took someone outside of Sega to make the Sonic game we have been wanting for years. The game is made up of remixed version of favourite stages as well as some brand new ones. The DLC is also included on the ‘Plus’ version which adds two new characters and a further remixed level mode. This is arguably the best Sonic game ever and rarely misses a beat in terms of level layout or design. Highly recommended.

Sega Megadrive Classics

The Sega Classics collection is a real mixed bag on the Switch. The biggest issue is that the Wonderboy games have been removed for no apparent reason. The Switch controls also seem very twitchy and awkward and having Sonic 3 and the Ecco the Dolphin games absent is annoying (along with a host of unlockable games from older versions of the collection). There are also a few games we can only describe charitably as ‘filler’.

The big highlight is that Treasures Mega Drive back catalogue is here with Gunstar Heroes, Alien Soldier, Light Crusader and Dynamite Headdy all present. Add in Landstalker, Ristar and many other Mega Drive classics and it still justifies purchasing – it could just have been so much more definitive and a whole lot better.

Wednesday, 11 November 2015

3D Gunstar Heroes Review (3DS)


As bizarre plots go, Gunstar Heroes is classic 16-bit era madness. You are in charge of protecting planet G9 from Colonel Red who to resurrect a huge robot named Golden Silver and then take over the planet. To stop this Professor White has hidden the four mystical gems that control the robot, but they won't stay hidden for long because with the help of Green (a Gunstar brother who Red has kidnapped), the Colonel will soon close in on the robot's power source.

What the plot amounts to is a number of side-scrolling, action-packed levels with lots of jumping sliding, diving and shooting for One or two players. Each level presents something new - one minute you might be running along quite happily, guns ablazing, and the next you might be sliding down the side of a mountain, or falling headlong into a futuristic mine cart, with your balance swapped between floor and ceiling. The game keeps you on your toes and the pace never lets up for a minute. It's an exhilarating ride.

Graphically, Gunstar is set in a sort of crazy Anime-inspired cartoon world. The emphasis is on big explosions and unleashing as much colour and movement as possible. It's hard to imagine how the Mega Drive coped with all the action and now it's running even more smoothly on the 3DS. Levels invariably finish with a number of manic boss battles with each monstrosity proving stranger than the last and generally filling half of the screen. In keeping with Treasure's standards, everything animates and disintegrates wonderfully and at the time this was about as good as it got on the Mega Drive in terms of the sheer amount of effects.

Much like the other side scrolling games that have made the move to the 3D Classic series there is nothing amazing in the 3D effect. There's some nice scaling and rotation but the game looks equally impressive just zipping along without the effect on. The now standard options for changing between the Mega Drive or Mega Drive II for emulation and having the Japanese and International versions available are also found here. The biggest addition to this version is a new mode which lets you cycle through all the available weapons instead of being reliant on the weapon drops.

Pure quality of presentation aside, the gameplay of Gunstar Heroes is every bit as good. With so much happening at any one time, it is essential to have a responsive and flexible control system. The game allows you to customise your shooting method - it can either be set up to fire while the player is moving, in the direction that the player is moving, or it can be fixed in one direction while you leap around in another. Additionally, our heroes can rely on a few other moves to avoid enemy fire; you can slide under obstacles, jump up to higher levels from below, and somersault off the walls, damaging anything and everything upon your descent. It's fluid and responsive action, and exactly what you need when you find yourself stuck in the middle of increasingly tight situations and set-pieces. 

Overall, Gunstar Heroes is an exceptional title. It looks great, it plays better and even the sound is orchestrated to make everything as hectic and adrenaline-pumping as possible. If there is a fault to be found, you could say that the game is perhaps a little too easy, given its straightforward design. But the two-player consolation ramps up replay ability, and even now the remit has hardly dated at all - meaning it is just as enjoyable and playable as it was upon release. Highly sought after (and rightfully so), Gunstar Heroes proves just how blisteringly good Treasure are

Overall 9/10 

Colour Blind Issues - No
Review Code - Yes 

 
 

Wednesday, 21 October 2015

3D Sonic the Hedgehog 2 Review (3DS)


The Sega 3D classics range has proved popular so far and it was only a matter of time before its number one mascot returned to the 3DS with what is arguably the blue speedster’s best game. Sonic 2 has long been heralded as one of the greatest platformers and though we personally never got on with it that well we were more than happy to give it another go.

The 3D version of the game comes with the now standard features we have come to expect. You can run the Japanese or world versions, emulate it on the Megadrive or Megadrive 2 and set the 3D effect to pop in or pop out of the screen. Along with this you can save and load at any time- even when your last continue has been used.

You can now also put the game into a level select mode where you can simply try out any stage you want at any time. This includes the pseudo 3D bonus stage which will run through its various rounds as you zoom down a tunnel collecting rings. The only thing really missing is being able to access the Sonic and Knuckles content which is unlocked when adding the game to the aforementioned cartridge. This is a shame but we wait to see what happens with the classics series in the future and what Sega has up their sleeves in this respect. The restored level from the iOS version is also missing.

As Sonic 2 is mainly a 2D side scrolling the game the 3D effect doesn’t really add much to it. We quickly turned it off and felt it was more a novelty than something that has elevated other classics such as Space Harrier and Out Run. Even the 3D bonus stage didn’t really come alive with the effect on which is a bit of a missed opportunity. The other minor grumble is that the colours seem a little bit off from the original version. At times some of the stages look a little washed out with the graphics not as vibrant as before.

That said, this is the most fun we have had with Sonic 2. This time around the tight level design and well balanced challenge seemed to fit the 3DS perfectly and we were more than happy to zoom through it in one setting. 

There are quite a lot of zones to get into and each one has its own thing that makes it unique and different from the last. One minute you’ll be bouncing around a giant pinball machine while another stage will see you trying not to drown in a forest or avoiding oil spills on a giant rig. It has the right amount of challenge while still remaining fun and inventive and the boss fights are also set just about right. There’s plenty to see as well as most levels have multiple routes through and contain more than enough secrets to keep you occupied and returning for another play through.

Minor issues aside what you effectively have here is the definitive version of a 16-bit classic platformer. There’s nothing here to convert people who never really got into Sonic but if you have never played it before or are a returning fan then you are going to love it as all the magic remains. In a world of indie 2D platformers this still stands head and shoulders above pretty much all of them.

Overall 9/10

Monday, 3 August 2015

3D Streets of Rage 2 Review (3DS)


The Sega 3D classics range has offered us up some excellent revisions of games from the companies golden era. So far the games that run ‘into’ the screen such as Outrun and Space Harrier have come out on top but there’s no denying that Streets of Rage 2 is a genre and generation highlight so even if the 3D effect didn’t add much then we were more than happy to dive into this.

Streets of Rage 2 is a classic scrolling beat’em up in the vein of Double Dragon or Final Fight. You can pick from four characters who differ in terms of speed, power, jumping ability and throws and then take on eight stages where colourful goons with silly names line up to be knocked out. It is a defining game for the 16 bit era and on the Mega Drive this is the pinnacle of the genre. It’s only real rival of the time was Final Fight but as the SNES version of the game lacked a character and the 2 player mode this is really as good as it gets on the home consoles of this time.

You get a fairly decent amount of moves to use with a punch/kick combination, several throws a super move (which depletes some energy), and the odd hidden special attack. Lack of moves is what always leads to the feeling of repetition in games of this kind but there is enough variety in enemy type and location to ward off the feeling longer than in pretty much any other game of the time. The level design is particularly imaginative in places and certainly raises the game up a level past the Rival Turfs of this world.

In terms of what has been added someone has clearly tried to make this as definitive as it can be. You can play around with a host of different options such changing the lives and difficulty of the game. There are also options to change the version of the game from the International one to the Japanese ‘Bare Knuckle’ version, a casual mode and the ability to change the screen to mimic an old arcade machine. You can even change how the sound is emulated if you prefer the Mega Drive 2 to the Mega Drive 1.

Upon completion of the game you get a few new modes to play with as well. One lets you kill everything in one punch while the more interesting unlockable is a mode that gives you one life with each of the four characters to try and get through the game with. 

It’s bursting at the seams with content and the 3D effect actually works as well (and you even get to choose if you want the effect to pop in or pop out). A big criticism of these types of game is that you can’t tell which level enemies are moving on. If you turn on the 3D effect this is no longer a problem and makes the game much fairer as you aren’t hitting air shots.

Overall, this is the best possible revision of Streets of Rage 2 we can imagine. There’s so much to play around with that fans of the original game will love it. There’s a lot of fun for newcomers as well with the only real criticism being that characters can be a little slow when walking around. It’s the definitive version of a generational classic and you’d be mad not to give it a look.

Overall 9/10

Monday, 27 July 2015

Tembo the Badass Elephant Review (PS4)


2D platformers are certainly back on the menu and Tembo is the next in line to make its way out into the world. There is certainly still room in the market for well executed spins on the genre and it’s been a while since we played a game where you get to control a commando elephant sent to save the world from an invading alien menace on an island shaped like a peanut.

Tembo certainly looks the part with large and colourful levels filled with graphical flourishes and lots of personality. Our hero conveys lots of heroic emotion through his expressions and the enemies look suitable shocked when a giant elephant lands on them. Rescuing the many captives around the levels also sees them ride on top of our hero as the destructive elephant parade smashes through just about everything in its path.

There aren’t that many levels to get through but each of the three main areas offers something new for players to get used to and they are suitably distinctive from each other as well. You start out in the city before moving to the Donkey Kong Country inspired highlands and then finally to the islands Sonic inspired amusement park. There are some chase sequences thrown in as well and some suitably impressive boss battles that pit you against thing even bigger than yourself.

Tembo has a host of different moves he can use to get around and smash up the enemy. He can charge, stomp and spray water while also being able to spin around in mid-air like a giant Sonic the Hedgehog. There’s also a much under-used slide attack to get to grips with. In fact, there are so many moves that it can cause a problem in certain sections of the game. A number of times we were jumping or running from something and pulled off completely the wrong move - which usually means death.

Sadly, out heroic elephant can be a bit of a pain to manoeuvre around. He does in fact control as you would imagine an elephant to which is fine when you are charging around but not so good when precision platforming or quick reflexes are required. It’s basically like trying to play the whole of Donkey Kong Country while riding the Rhino all the time. There’s nothing game breaking here but we lost count of the amount of needless deaths caused by the ungainly control system and with the games, somewhat pointless, lives system this can mean restarting levels from scratch.

Aside from the obvious Donkey Kong influence there is also a touch of Sonic in the mix. A couple of levels turn our hero into a giant spinning pinball and can’t help but conjure memories of everyone’s favourite Sonic 2 level. It works for the most part as well, as do most of the different things that have been thrown into the mix. The boss fights are particularly satisfying as well with some giant creations ready to be smashed up by our rampaging elephant. We've never seen giant bowling balls used so creatively either.

This isn’t the longest game in the world and it’s likely you’ll get through it in a couple of hours. There are a few extra things you can do such as seek out all the captive humans or destroy all the aliens but we didn’t feel a great urge to replay levels. The game thrusts a mandatory number count of defeated aliens on you a few times to allow the unlocking of the next stage and this really wasn’t needed and only acts to try and artificially lengthen the game.

As with a number of games recently you are going to struggle here if you have any form of colour blindness. There aren’t any colour coded puzzles but laser beams and bullets all but disappear against some backgrounds and that’s a big issue in a game that requires precise timing. 

Overall, Tembo the Badass Elephant may be short and a bit cumbersome but it is also a fair amount of fun and keeps players interested by introducing new things at regular intervals. There are certainly faults and frustrations but there is also a lot of imagination and good humour on show mixed in with a Donkey Kong and Sonic influence that makes the game a fun but brief ride.

Overall 7/10

Wednesday, 27 May 2015

3D Thunder Blade Review (3DS)


Sega’s 3D classic range continues at pace with its helicopter based arcade game the next to get the makeover treatment. Thunder Blade has always struggled for a decent home conversion and now we have yet another definitive version of the game. Whether that is enough is another matter entirely.

Thunder Blade is a mix of top down and into the screen 3D sections. Both look rather good with the 3D effect on but it can be very difficult to take everything in when you are being pummelled by incoming fire. 

There are only four levels which break down into three or four sections each. Each section requires the constant firing of guns and missiles to take out enemy tanks and jets and you’ll also need to keep your eyes open for scenery to avoid. The 3D effect does an excellent job in the top down sections of giving depth to the scenery so at least you can tell if you are about to fly into a building or not.

When flying into the screen it can all get a bit too much. You’ll need to weave in and out of obstacles and also avoid enemies crashing into you. These sections can be very frustrating as it’s difficult enough to move out of the way of gun fire without having to worry about a fighter jet you couldn’t even see flying straight into you. After this you move to take on a large boss which requires hovering over slowly while you blast away at its guns.

There are only four relatively short stages to get through and with a healthy amount of continues  and a level select it’s likely you’ll whizz through everything on sheer willpower alone. There isn’t that much replay value either as aside from a new arranged mode which adds a section and moves a few things around you’ll feel you have seen everything the game has to offer.

Thunder Blade’s biggest problem is that it was never up to the standard of many other of the games in the 3D classics range even when it was first released. It’s both short and frustrating, but then it always was. This is certainly the best version of the game out there (and it now plays as well as you probably remembering it doing in arcade), but it’s still not that great.

Overall, 3D Thunder Blade will likely be something that fans of the original will enjoy in short bursts. But there isn’t really much here in truth. It’s a good technical achievement but once you’ve run through the game you’ll likely have little impetus to do it again and that’ll take you all of ten minutes. It’s nice to see it get another hurrah (and we’ll certainly never be returning to the Amstrad version), but we’ll be sticking with 3D Outrun for our 3D classics fun.

Overall 5/10

Monday, 27 April 2015

3D Fantasy Zone II Review (3DS)


Fantasy Zone has always been one of the best series’ on Sega’s consoles and the Master System games are arguably the best of the bunch so it was great when they were announced for the 3D classics range. It’s a little odd to be getting the second game first but the fact it’s here at all is something to be celebrated.

A mixture of cute and surreal the Fantasy Zone series has always been known for its very bright and colourful graphical style and the fact it’s also pretty damn tough. The move to the 3DS has allowed for the graphics to really come alive and the limitations presented by the Master System are obviously not now in place. This means we get the true vision of the game developers wanted and it’s never looked better.

The 3D effect is not particularly amazing and certainly not up to the standard of the Outrun or Space Harrier (for obvious reasons). It does however provide a subtle extra spark to the game without making it mind blowing. But there is only so much you can do with a game set on a 2D plane anyway.

Players are tasked with flying their little ship left and right with the aim of blasting all the bases that produce monsters. Once the last base has been destroyed you are thrown into a battle with the end of level boss. It’s a bit like defender without the rescuing mechanic. You can also move over to the ‘dark’ version of each level if you want an extra challenge.

Bosses are inventive and huge. They often have small weak spots which you need to blast and fast reactions will be needed to have any chance at all. For instance – the first boss is a giant tree who requires his Pinocchio-esque nose to be shot back into his head. While doing this you need to navigate a constantly moving maze of logs. It’s tough and it only gets more difficult the further you get.

Luckily, there are a few things to help players along the way. First of all a new level select has been added to allow players to start from any level they have previously reached. As you only have three lives to complete the game this is most welcome. You can also buy upgrades for your ship but most of them have a very limited timed use so don’t expect to be taking on the boss with some kind of super laser.

The main thing is that the game is still fun to play in short bursts. The bosses can present big sticking points but then this is a title that first came out in 1987. The core game is still very good and the subtle improvements and additions should make it just about palatable for gamers used to more modern fare. 

Overall, it is great to see a game like Fantasy Zone II make it into the 3D Classics range. If you are a fan of the original then there is nothing here to put you off and you should check it out right away. New comers may find it tough but it’s an inventive game that still stands out and if you are up for a challenge then there is a lot of fun to be had.

Overall 7/10

Monday, 30 March 2015

3D Out Run Review


For many a retro gamer mentioning Out Run conjures up memories of racing at high speed through a host of idyllic locations in a Ferrari. There have been numerous remakes over the years but only the Xbox version in 2004 really managed to capture that spirit of freedom and speed that the original had. That’s all about to change as this could well be the definitive version of Sega’s much loved classic.

For those not familiar with Out Run – the goal is to race through the stages against the clock while avoiding traffic and other obstacles. There are multiple routes that can be taken and up to five possible final roads to travel down should you reach the last stage. Hitting traffic slows you down, while hitting obstacles at speed can flip and roll the car causing the driver and his blond passenger to fall out and eat up much needed time. 

Though fairly simplistic at heart – it can also be tough to complete at times. You have a high and low gear to help control your speed but sometimes those corners come out of nowhere and you’ll be flipping into the nearest corn field. Luckily for us the controls are wonderfully responsive so anytime you do find yourself viewing the brutal crash animations you know it’s your fault. It’s about speed and control and if things get too tough (or easy), you can alter the difficulty and your time allowance in the options menu. 

This is a conversion of the arcade game so you are getting the original experience with some nice enhancements. The two most obvious of these are the framerate and new 3D effect. The framerate has been bumped up to 60FPS which makes everything zoom by at breakneck speed and certainly captures the thrill the original game had upon first release. The 3D effect is also impressive and really adds to the experience. These two additions coupled with the classic graphical style really help to elevate the game and it makes everything a whole lot of fun.

There are a few other things thrown in as well such as some new songs and the ability to track your times and scores on each course. It all shows that a fair amount of care and attention has been put into this and someone clearly cared about the franchise during the process.

Overall, 3D Out Run is both a wonderful version of a classic game and something that is still fun and relevant today. It’s a game that always brings about a smile when playing and it comes from an era when the sheer joy of the experience was heralded above all else and there is no better game to illustrate the point than this.

Overall 8/10

Monday, 2 March 2015

Yakuza Review (PS2)


Yakuza was a much anticipated and much misunderstood title since the early previews first started hitting the news. Early reports suggested the game was a spin off from the much-loved Shenmue. These reports then turned to a more watered down ‘inspired by Shenmue’ as time advanced. The truth is apart from having adventure elements and a fair few mini games the game bears little resemblance to Sega’s much missed franchise.

Instead of Shenmue light what we have here is a very violent, well-put together and highly entertaining tale of one man trying to piece together his life after ten years in jail. The man in question is Kazuma Kiryu, the once so-called ‘Dragon of the Dojima family’. Kazuma is an honour bound and stupidly tough Yakuza who as we see in the opening chapters on the game will do anything to protect those he cares for.

Once the story takes us to the emergence of Kazuma after his incarceration we find many things have changed. This is where the story really kicks in, as the player must try to piece together what has been going on in the ten years you have been away from the action. The story is well put together and apart from a few low points holds the interest of the player while painting the main characters of the piece with an unusual amount of depth, compared to what you normally find in a video game anyway.

The main section of the game comes in two parts. First off you get to wander around the town of Kamurocho looking for clues and mixing with the citizens. The second part of the game is where the main focus lays, the combat. Various gangsters and street scum will confront Kazuma as he goes about his investigations just asking to be pummelled senseless.

Combat at first seems a little limited but new moves and techniques can be gained as you level up various statistic bars as well as training with a martial arts master who you meet fairly early on. The only time things get repetitive is when random goons confront you on the street as you go from place to place. Most of the time you can run away from them but it can be a real pain when you are trying to get somewhere quickly and some street punk calls you name and tries to mug you.

The fighting system is nothing if not solid. Punches land with bone breaking thuds, faces get stamped on, guts get kicked and that’s before you bring into the equation the many weapons and the heat commands. Pretty much anything that can be picked up can be bashed over an enemy’s head, and there is an absolute plethora of knickknacks at hand. Bicycles, neon signs, golf clubs and samurai swords are only a few of things that can be used to inflict wince inducing damage upon your opponents causing them to emit delightful screams of pain.

Using the Heat commands brings a whole new world of hurt to the table. Once the heat meter is filled context sensitive action become available. For example grabbing hold of an enemy and moving him to a near by wall allows our hero to bash the unfortunate goon against it before stomping on their face when they slump to the ground. Later on the ability to use heat actions with weapons allows even more brutal actions to be administered to the low life populace.

Aside from the main quest there are multitudes of side quests that can be sought out. On first play through players may find the main narrative too much of a draw to go wandering around looking for lesser morsels of brutality. It is also very easy to overlook the amount of quests available, around a hundred in all.

Upon completion a whole range of extras are unlooked such as being able to wander around the city looking for side quests without the main quest active. If the wandering around is too much then you have the option of having the bad guys lined up before you in various themed matches such as fighting all the bosses, or lower yakuza family members.

What we have in Yakuza is a highly effective Japanese gangster story crammed into a PS2 game, and a visually impressive one at that. Taking on the groups of enemies is a joy as you very rarely tire of smashing them to bits as you really feel they are the scum of the earth and often want to keep kicking them even when they are out cold. Sega may not have brought us a new entry into the Shenmue series but what we have here is first truly effective update of titles such as Final Fight or Double Dragon. For that as well as many other reasons every PS2 owner should go out and get hold of a copy.

Overall 8/10

Monday, 16 February 2015

Jet Set Radio Review (Dreamcast)


Set in the city of Tokyo-to the plots revolves around gang warfare and corrupt police and government institutions. In an attempt to stop the freedom of expression of its citizens just about everything that kids do has been outlawed, including skating. In an attempt to fight back against the powers that be rebel groups of skating gangs have sprung up to try and claim back areas of the city.

Starting with one character you must build up the gang known as the ‘GGs’ in order to battle both the other gangs and the police department and what better way to lay down chaos and anarchy than by covering everything in graffiti? The game works by presenting you with a number of small missions to undertake, these missions involve skating around areas while avoiding the police and painting over the marks left on walls and other structures by rival gang members. It sounds simple but in reality the police department will do everything from using run of the mill foot troops, to calling in tanks and the odd apache gunship in order to stop you.

What sets the game apart is undoubtedly the visual style. By using the cel-shading technique Sega has managed to create something completely unique and fresh. While at first the new graphical style may seem nothing more than just a cosmetic touch, without it the game would feel extremely flat. What the Cel-shaded look does is make the game a sort of living comic book, excellent considering the Japanese setting. Everything just seems to feel right about the look adding huge amounts of charm and really making Jet Set Radio one of the leading titles on the Dreamcast.

The quirky atmosphere developed by the visuals is further enveloped into the mind by the excellent Japanese techno-cyber pop soundtrack. Again being much more than just a cosmetic touch, if it was not there the game would be seriously lacking in the heavy levels of fun and charm brought by the music, all of which is of an excellent standard and not annoying in the least, something that cannot be said about the Xbox version.

However the game is far from perfect and the controls have to take the main blame for this. Your characters jump, grind, perform tricks and paint with relative ease. The problem comes when you are trying to turn to jump onto a rail. When you need to do this the camera is incredible awkward and more often than not you will completely miss the jump and have to try again. Not a problem most of the time but when the last few seconds of the clock are ticking away and you miss the rail for about the fifth time it can be very frustrating. Saying that though, with practice the problem soon disappears.


While the game has you doing more or less the same thing throughout, the variety of locations is excellent. Meaning you never find yourself getting bored with the constant spraying action. Some levels are set in sewers while others are abandoned train yards, neon heavy high streets or old junkyards each portrayed with their own unique and personality. Complete all the missions in one area and you get a boss section where you have to drive out a rival gang once and for all by ‘tagging’ them ten times each before the timer runs out.

Another problem with Jet Set Radio is that it really is to short, and accomplished skaters will not have too much trouble racing through the game. Once you manage to work out where all the areas to spray are the levels can be finished without much trouble. That is not to say the game does not offer up a challenge, it certainly does as finding all the areas that have to be sprayed can prove tricky, it just wont take you forever to finish it.

Overall, Jet Set Radio is inspired, mixing skating with the Japanese influences has created a beautiful and charming game that every Dreamcast owner should have, and the rest of us should get a Dreamcast to play. While short lived the game offers enough charm and incentives to keep you coming back to it even when it has been finished, and customisable graffiti and a large amount of playable skaters help keep the action fresh throughout the madcap levels. 


With a bit more attention spent on how the camera works and a rethink about using the time limit as a way to push up difficulty this would be up there with the all-time classics. As it is though it's an enjoyable experience that really should not be overlooked.

Overall 8 







Wednesday, 4 February 2015

Ninja Gaiden Review (Master System)


There is no doubt that Ninja's are cool. There is just something about them that lends itself to walking around speaking in some of the worst accents known to man. You see, Ninja's are mysterious and magical, almost superhuman (which makes them ideal for videogames). Indeed, back in the days where every other film going straight to video was one where some American bloke would train to be a ninja and defeat some evil Japanese master, the gaming market was filled with endless Ninja games. A large amount of these titles were utter rubbish. Think back - how many can you remember? Shinobi? Probably. Last Ninja? Maybe. And of course Ninja Gaiden.

To start with, the plot seems rather straightforward - after all, this was the time before games really needed such things. The story goes that the Dragon Ninja village has been completely destroyed and a magical scroll taken. Enter Ryu Hayabusa, the last surviving ninja who must get the scroll back before it destroys the world. After each level the plot is updated and although the old 8-bit system manages to add a few twists and turns that engage the player (and make you want to push on to see how it all turns out), clearly this title appears to be more than just a rushed ninja cash-in. 

Being on the Master System, graphics are a touch small but that doesn't take away from the action. Characters are always clear, and there is no slowdown or other nasty graphical glitches to spoil the fun - it's just you against them, and whoever can react the fastest will win. Ninja Gaiden is not really about the graphics, and although the backdrops and locations are all nicely done, it is the gameplay at the core of the title that proves Ninja games - when programmed well - positively shine.

The levels in the title scroll from left to right, with the occasional bit of climbing from time to time. Each area is a good blend of action and platform-jumping precision - all carried out with a huge injection of style. Okay, so in terms of fighting, you haven't really got that many moves (limited as you are to sword slashes and a few special weapons) but that is arguably all you need - as once the initial levels have been cleared, the focus is very much on working out how to reach platforms that seem just out of reach. 

Our nimble hero can hang under ledges, rebound off walls, and jump a fair distance in order to make his way safely through the levels. Though only given a few moves, it is the way in which you must use everything at your disposal to progress that impresses (and even reminds one of how the 'basics' have been adapted for newer releases like Prince of Persia: The Sands of Time).

Making your way across a screen can involve any number of jumps and bounces while flipping between different levels of the platforms; at the same time having to take out enemies mid-movement to avoid being knocked to your doom. Luckily, the controls are responsive enough to cope - meaning every death is fair. 

Ninja Gaiden holds up remarkably well against newer titles. It may seem a little bit restricted by the screen, but the challenge is perfectly-balanced and ultimately requires pure skill and dexterity to get through. It comes highly recommended.

Overall 8/10

Wednesday, 28 January 2015

Sonic Spinball Review (Mega Drive)


Tired of being constantly trounced on the head by our little blue friend, Robotnik takes a new approach in his ongoing struggle to cause mayhem and to generally immobilise all things cute and fluffy. The evil maestro's latest plan has seen the ovoid villain build a huge fortress in the style of a massive pinball machine - surely, Sonic should now succumb as he is bounced from pillar to post by huge flippers?

Each of the levels in Sonic Spinball is built around a pinball template. However, unlike conventionally-themed games of this nature, this perhaps became the first 'goal-based' pinball titles and also contains a few deft touches of platforming action. Specifically, the goal of each level remains in line with previous Sonic titles - that being to seize the Chaos Emeralds. Though players must now go about this in a far different way than before. 

Table design in Spinball is of an excellent standard with a great deal of imagination being poured into the different levels. Each specific area consists of multiple routes, which in turn lead to the scattered Chaos Emeralds. The tricky part is, after you lose a life all switches and levers are reset, meaning everything has to be reactivated in order to progress. This can prove frustrating, but is uniquely counterbalanced by a high level of fun, which soon wards off anxiety. Each map is a huge puzzle hybrid rather than just a simple pinball table. This helps to raise the standards of brilliance. 

Graphically, the game is not as memorable as you would like it to be, though this has more to do with limitations of the console and thus can be overlooked, especially when the game plays so well. Limited by its colour palette, the 16-bit graphics do the job well and you can clearly see everything that is meant to be seen - there is even a touch of background detail thrown in for good measure. Even more impressive is, that whilst Sonic is being thrown around the screen at a ridiculous pace, the image never blurs or slows down which means you are always in control of the little hedgehog as he remains more or less in the centre of the screen throughout. 

If there is something that does tarnish the finish a little it is the difficulty. Initially when starting a level, you will have no idea what you are meant to be doing. The player is simply expected to launch Sonic about until the direction finally clicks into place. Because of the speed you are moving at, it can sometimes be difficult to gauge what needs to be activated, while simultaneously keeping Sonic safe from harm. This coupled with the fact that when you lose a life you have to activate everything all over again (and when all your lives are expired you have to restart from level one),could lead to players giving up early on.

Overall, Sonic Spinball is an imaginative and ingenious use of the licence. It's clear the game is much more than just a cynical cash-in on the name and indeed is right up there with Sonic's more traditional adventures. Still fairly easy to acquire, anyone who is a fan of pinball games - or Sonic in general - should pick it up at the first opportunity. A timeless, playable release which speaks to the countless character-based iterations that followed (such as Kirby Pinball and Pokemon Pinball), this simply reinforces the indefatigable influence of Sonic. 

Overall 8/10

Wednesday, 19 November 2014

Master of Darkness Review (Master System)


Through gaming history Dracula has appeared with alarming regularity to cause trouble to innocent people and attempt to cast his shadow across the world. Normally opting for the Belmont family in the Castlevania series it seems the master of darkness has finally come up with a way to stop from being defeated. All he had to do all along was appear in a game that had no Belmont’s in it! Enter comedy named DR. Ferdinand Social who with the help of his Ouija board discovered something very bad was about to happen in Victorian London. 

Making your way through five different areas, each split into smaller stages you must overcome the creatures of the night in what would appear to be a fairly standard platform adventure game that's not a million miles away from a certain other platform adventure game that concerns Dracula. However, though level design may be similar to the Castlevania games there are enough well crafted touches to make Master of Darkness carve out its own identity. 

Cosmetically, the game is way ahead of the 8-bit Castlevania games with characters being clearer and better defined. Backgrounds are detailed without being cluttered and the colours never clash with the foreground meaning enemies are always visible and do not disappear into the scenery. Flickering is remarkably low and slow down never really effects what is going on either, so right from the off this has the edge over Konami’s game. However, the Castlevania games on the NES where released between 1987 and 1989, and this title showed its head in 1992 so comparison, although inevitable, is a touch unfair. 

Gameplay wise there are a number of nice touches that raise the title above the standard platform adventure game that clogged up the shelves in the late eighties and early nineties. First of all our hero has a number of different weapons to choose. These range from daggers and swords to guns, bombs and even a boomerang, each weapon having strengths and weaknesses meaning you have to pick the one that suits your play style the best. Social is a very responsive character to control and the good doctor jumps around with ease and can even change direction quickly enough to take out incoming creatures. Level design is another notable thing with ordinary side scrolling sections put to shame by some levels containing collapsing floors and floating boats, all helping to keep the action fresh and enjoyable. 

Overall, Master of Darkness succeeds in being a good fun title that avoids the pitfalls so many other adventure games of this type fall into. Though remarkably like Castlevania, you cannot get away from the fact that this title came a few years after the NES series and thus has better graphics and game mechanics, however it does lack a bit of soul and the epic feeling created by the Belmont’s struggle is sadly lacking. But if it is a fun game you want, then this could well be it.

Overall 7/10