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Showing posts with label Super Nintendo Entertainment System. Show all posts
Showing posts with label Super Nintendo Entertainment System. Show all posts

Monday, 2 February 2026

Street Racer Collection Review (Switch)

I don’t think it’s a secret that we do love a QUByte collection here at Retro 101. As long time SNES collectors it’s great to see some of the more obscure titles out there being given a second life and we’ve been hoping Street Racer would get a release for quite some time. Indeed, back in the day there was a semi-sensible argument to be had that it might even be better than Mario Kart.

This collection may seem a bit strange as there was only one game in the franchise, but it becomes more coherent when you realise Street Racer was quite different depending on the system you played it on. Here we have the SNES, Mega Drive, Gameboy and DOS versions of the game with their various quirks and alterations.

We’ll start by saying that the Gameboy version is only here from a curiosity point of view and you’ll likely spend a few minutes with it as it’s not great. A bigger shame is that the package omits the PS1 and Saturn versions of the game. They are most closely aligned to the DOS version but much tighter in their controls so it seems an odd choice unless there were emulation issues, but then there’s no shortage of either consoles games on the Switch currently.  

The most well-known version of Street Racer is the original, SNES version from 1994. It was most notable for allowing four player split-screen via the multiplayer adapter. Something that’s seems crazy now when you think just how crushed the image would look and how small TVs were at the time. Still, it’s a crazy cross between street fighter (there’s even a sumo wrestler driver), and kart racing with a host of colourful characters in crazy, Wacky Races style vehicles.

Each character has a front and rear attack that can be deployed whenever you like and they can also punch to the left or right. Karts have health bars which when depleted see you really slow down. The only on track collectibles are stars, which can give bonus race points and turbo picks ups. The structure is like Mario kart in that you engage in a series of races across themed courses in different cups. You can get bonus points for punching, lapping opponents or a few other things though which means even if you finish down the pack you can stay competitive. One thing we will say though is the controls feel a tad lose compared to the Evercade version, which is odd.

The one real issue is that the tracks are really short. This is evened out by races having a higher lap count, but it can be almost impossible to get yourself to the front of the pack if you have a bad start as a race can fly by in under a minute. It will be a lot for new players to take as it’s very fast and frantic, far more so than other kart games. The SNES version at least gets to utilise its mode 7 to make tracks seem as dynamic as 16-bit consoles will allow.

As well as the standard racing there are two fun bonus modes included. There’s the rumble where all the cars are in an arena and you need to knock them off the edges, and a soccer mode where you are trying to score goals. Both games work surprisingly well and are good distractions.

The Mega Drive version by contrast doesn’t hold up as well. The lack of the Mode 7 magic means you get quite generic tracks which all seem to blend after a while as they snake away into the distance. It all feels a bit dull and samey, a real shame as the game still moves at a frenetic pace. Much like the Gameboy version it seems unlikely you’ll spend much time with this.

The DOS version at least brings something different to the collection. The game looks and plays quite a bit different with tracks designed to look more cartoon like and races taking a steadier pace. There are also a few collectibles and picks ups you can use. It reminded us of a slower Wacky Races than the chaotic SNES game, but it is something you’ll likely go back to a few times.

Overall, while we personally are happy to see one of our favourite games from the past revitalised there are a few problems here. The price of £17.99 is way over making it an impulse purchase and seems a strange price point for an obscure title. Also, missing the PS1 and Saturn versions is a real shame as if you are putting together a collection like this it now feels incomplete for the hardcore fan. That said, the SNES and DOS versions are fun, so if you can overcome the price and lack of completeness then there’s a lot to play with here.

Overall 7/10

Monday, 28 April 2025

Rendering Ranger Rewind Review (Switch)

The last few months have seen an increase in companies taking obscure retro games, giving them a lick of paint and then re-releasing them back into the world. As a result, we’ve had games that were never likely to appear on the Nintendo Switch Online Service brought back into the light. Rendering Ranger, one of the rarest and most expensive Super Nintendo games is the latest of these and another welcome addition.

Rendering Ranger is a side scrolling platform shooter similar in some ways to Super Contra. It’s not up there in terms of the legendary status but the general running, gunning and jumping are within the same area. There are also certain levels which move into a horizontal shooter where you pilot a ship. There’s also a basic powerup system where your weapons improve through pick ups but that’s about it. It was a simpler time.

Graphically, the game ties into the dystopian sci-fi aesthetic of the time in pretty standard fashion. There’s some cool enemy design and the game runs at about a million miles an hour as well so everything comes together in a slick and fun way. The action is intense and unrelenting, but the controls can be a little lose compared to other games which can lead to frustrating deaths. The game world does seem a bit cramped as well.

The levels themselves are also a little long and often have some repeated elements that verge on outstaying their welcome. There’s only so many times you want to go through the same loop of enemies and obstacles after all. Boss fights are well judged though with them being challenging without them falling into the realms of bullet sponges or being seemingly unfair.

Luckily, there are a fair few quality of life elements added to ease the old school difficulty. You can save and load at any point and there is also a rewind function. The game is fairly forgiving as well so all these combined mean players not used to older games should have a good chance of settling in and having a good time.

If you do die there is also a password system in place so you should be able to keep making progress. There are also a whole host of filter, screen size and border options to play around with and even the unreleased, European, version of the game has been included under the Targa title along with a music player and some museum options.

Overall, Rendering Ranger Rewind does an excellent job of presenting the very best version of the game and giving players the best chance of engaging and enjoying it. The game itself is just below the level of the cast iron classics of the time but is a fast paced and thoroughly enjoyable experience for retro game fans. We can also never get annoyed by companies spending the time to bring these more difficult to get hold of games to a wider audience.

Overall 7/10

Monday, 19 August 2024

Aero the Acrobat Review (Switch)

There are so many Super Nintendo games out there that it’s inevitable that not everything would appear on the Online service. It’s proving to be a goldmine for retro developers, and we’ve previously looked at the Top Racer Collection from QUByte and recently enjoyed working our way through the Jurassic Park compilation brought about by Limited Run Games. Fresh from an Evercade release, Sunsofts Aero the Acrobat is the next to make its way to Switch (and will soon be followed by its sequel).

Fairly well received upon original release, Aero the Acrobat fell into the second tier of Super Nintendo platformers behind the Super Marios and Donkey Kongs. It also shifted decent enough numbers for a sequel and spinoff game. We can also age ourselves quite badly by telling you there’s an original copy of the game sitting on the shelf. Honestly though, this is the first time we’ve really put a significant amount of time into it and it’s certainly good fun.

The thing that will take players the most time to adjust to is how Aero controls. We are so used to either Sonic or Mario style implementations that anything else just feels slightly off. Aero is probably closer to the more slip, slidey Sonic approach but after a few levels it all came together. The

It’s important to note that Aero can’t defeat enemies by jumping on them as well. He needs to do a jump and spin attack or use one of the many pickups such as stars which can be thrown. Even then there are a fair few enemies that are immune to your attack and simply need avoiding. There’s lots of objects around the colourful levels to interact with such as unicycles and trampolines as well which fit with the overall circus theme.

Levels themselves are loosely mission based with criteria needing to be met before you can exit. These normally require the player to search out platforms to disperse or a certain number of hoops to jump through. Most of the time this is fine but if you miss one there’s a strict time limit so it can mean a restart if you are not careful. In all honesty, the levels would be fine without these restrictions.

In terms of additions for this re-release there isn’t much in terms of the core game. You get the rewind and save state upgrades most retro revivals now seem to have and a few screen and filter options. However, you also get a host of gallery extras including the original instruction manual and a host of design and production stills. It’s a decent collection of museum items and something that could have easily been overlooked. It shows that little bit of extra effort that has been out in and it’s much appreciated.

Overall, we are glad to see one of the better and often overlooked games from the sixteen-bit era make its way to a new audience. Aero is well worth playing and is more than a simple clone of a bigger franchise. It’s not as slick as the big boys but it remains inventive and fun throughout. Now, if someone could just get hold of Skyblazer and Shadowrun that would be great.

Overall 7/10

Monday, 1 February 2021

Technos Collection (Evercade Review)

Now owned by Arc Systems, Technos is most famous for Double Dragon and the Kunio-kun series of games. Basically, anything that involves bashing people with weapons and things that happen to be lying around in the street. It’s a back catalogue that seems like a smart fit of the Evercade and this first collection from the company certainly has some highlights.

There are eight games here in total with seven of them coming from the companies NES back catalogue and Super Double Dragon being the lone Super Nintendo offering. As SNES games go though it’s certainly not a bad one to include. The original cart is very expensive now and this is the first time it has appeared on a system since its initial launch all those years ago.

The game itself is pretty solid as well. It’s quite a technical brawler with different types of kicks and punches available and a parry and counter system also in play. The only real downside with it is the fact it moves along quite slowly and there is a lot of repetition in terms of the enemies that you face. That said, it is well worth playing and it looks absolutely gorgeous with the detail of the levels and sprites rivalling the best the system had to offer.

The other Double Dragon representation comes in the form of the original two NES games. The first game is quite different from the arcade with added maze sections and some different levels. Players also have to level up their character in order to pull off more moves. It’s an odd but fun game that is severely helped by the save state system.

Double Dragon II remains the highlight of the NES trilogy and seems to hold up just as strongly as it did back when first released. It’s up there with the best the NES had to offer in terms of brawlers with varied levels, decent graphics and a solid move set. It’s Well worth seeking out for fans of the series.

Renegade and the highly regarded River City Ransom also make this first collection. Using a less refined version of the system used in Double Dragon II, Renegade is fairly entertaining but is really showing its age in terms of how basic and unforgiving it is and is one for the hard core and history loving fans only. River City Ransom is yet another highlight though with the mix of brawling and light RPG elements still able to create an engaging and interesting take on the genre. It does require some grinding but is packed full of charm and small touches that newcomers and old fans alike will be drawn to.

The rest of the package is rounded out with oddball sports games. Street Challenge is a kind of urban version of track and field which is never quite as fun as the concept suggests, while Super Dodge Ball is hounded by flickering sprites and slowdown that can make an otherwise entertaining game a real chore to play. Once you get used to the controls, Super Spike V’Ball has a decent amount of fun on offer though the later pairings are almost psychic in how they anticipate your moves. Also, this is one game that would really benefit from a two player option to get the most out of it.

Overall, the Technos collection is a solid addition to the growing Evercade line up. Most of the games are solid and the inclusion of the SNES version of Double Dragon will catch the eye of collectors. There’s three really good games on here and the others fill out the package well. It’s a worthy addition for brawler fans – even if it is a bit odd to have a Double Dragon collection without Double Dragon 3 and actual Arcade based version of the game on it. Now, I wonder who has the rights to Battle Toads and Double Dragon: The Ultimate Team?

 

Game Ratings

Double Dragon                                                                    3/5

Double Dragon II: The Revenge                                        4/5

Crash ‘N’ The Boys: Street Challenge                              2/5

River City Ransom                                                            4/5

Super Dodge Ball                                                              3/5

Super Spike V’ball                                                            3/5

Super Double Dragon                                                       4/5

Renegade                                                                          3/5

Thursday, 20 June 2019

Flashback Review (Switch)


Set in the year 2142, Flashback follows the story of Conrad Hart, member of the Galaxia bureau of investigation. After discovering that an alien race is infiltrating earth, Conrad is relentlessly hunted down and kidnapped by the non-human race. Awaking aboard their craft (without his memory), the only thing in his mind is to escape. After stealing a hover bike and making a break for freedom, Conrad is shot down and crash lands on a strange jungle-type planet. Conrad must now find his way back to earth, but first he has to remember what he is going back for.

Flashback presents itself as a sci-fi action adventure game with more than a passing influence from classic platformer Prince of Persia. Indeed, it does contain a great deal of gap jumping and hanging from ledges, though to say the game is just a Prince of Persia clone is way off the mark, as a heavy adventure aspect runs through the core of the experience. Upon its release (for a few months), Flashback was the only game anyone was playing, and even now the sci-fi storyline (bordering on Cyberpunk at times) remains a very interesting and engaging tale to discover.

Flashback introduced a definitive version of a graphical style that had been tried in games such as Prince of Persia and further developed with Another World. Due to this style the title’s main character appears to move much more realistically than any games character before. The characters in Flashback are (if anything), a little small, but this does not detract from the fact that each sprite is well animated and contains a considerable amount of detail. Furthermore, each area within the game is absolutely beautiful, high in detail and uses a wide colour palette to represent the future circa 2142.

This new version of the game has a new sound track, which unfortunately does not quite live up to original. Sound effects are crisp and the music still works to enhanced by the cinematic style of the game which often switches to a small cut scenes when something of interest is discovered. This acts to make Flashback feel more like an interactive movie, and keeps the plot moving along at a steady pace.

The unique graphical style allows Conrad to perform a wide variety of moves with ease, which is a good thing, as to get through the game you need to use every advantage available. Our hero can jump, grasp ledges, roll around and all manner of other things - even being able to decide whether after an action he will draw his gun ready to fire. For this type of game the control system is just about perfect. The Switch version of the game also runs much more smoothly than before meaning many of the frustrations surrounding positioning Conrad are eased considerably.

Despite the claims of the advertising blurb there are few new additions in this Switch re-release. As mentioned before the new soundtrack doesn’t quite work and the saving system should have been overhauled for a much better experience. The rewind feature is very useful (allowing you to wind back time if you make a mistake) and this will undoubtedly help players progress through the more frustrating moments but that is about it. The physical version of the game also comes with a very badly designed case that doesn’t fit the manual and also won’t hold the game card steady. This is ridiculous and just screams of poor design.

Overall, Flashback remains outstanding title, a highly interesting plot underpinned by decent graphics and a solid control system that means you are always wanting to push on to see what piece of information will reveal itself. This Switch re-release is pretty bare bones in terms of features though. Much more could and should have been done to give the game the love and respect it deserves. It’s still worth playing but returning fans won’t find much here that they couldn’t get by booting up the original and the physical edition is nothing short of pathetic.

Overall 7/10

Wednesday, 11 March 2015

Street Fighter 2 Turbo Review (SNES)


Over the decades countless fighting games have been released, but only a few are actually worth remembering. If you look back through contenders and pretenders, it was not until Street Fighter II burst onto the Super Nintendo in the early nineties that things became really interesting on home consoles.

From that moment onwards the floodgates opened and the market was flooded with the good, (Mortal Kombat, Killer Instinct) the average (Tuff ‘E’ Nuff) and the really bad (Kasumi Ninja). Street Fighter II Turbo was the first in a seemingly constant stream of Street Fighter updates. To entice players it offered the four boss characters from the previous release, combined with improved graphics and more frantic action.

Someone out there may be unfamiliar with the Street Fighter story, and if so, then this paragraph is just for you. The Street Fighter tournament aims to find the best fighter in the world. With such a distinctive title on offer, competitors travel long distances with the aim of beating people up for fame, fortune or for a far more worthy reason. The common theme that runs throughout the Street Fighter series focuses on Ryu; the martial arts master who fights to test himself. In the previous tournament Ryu defeated Sagat in the final, hitting him so hard with his dragon punch that it burned a scar across his chest. Now Sagat wants revenge, and gathers along with a strange mix of characters for the next tournament.

Characters and locations are now more colourful and vibrant in comparison to the first Street Fighter II, however the odd piece of detail has disappeared - for instance the two signs that could be used to throw people through are now missing from Ryu’s stage (although admittedly this is just a minor point).

Characters are large and move incredibly smoothly with no discernible delay between pressing a button and the action-taking place on screen. Graphically, the game was extremely strong on release and even now it has dated very well. Controlling each of the characters is an absolute joy each character moves and plays in a completely different way (apart from Ryu and Ken), giving players a wide choice of different styles to pick from. The boost in speed is also welcome addition, as it makes the action flow at such a high velocity - all carried out without a hint of slowdown. With such large characters this is something that really deserves recognition.

Furthermore, the game plays so brilliantly because it allows players to plan a couple of moves ahead, allowing for basic combination moves to be pulled off with relative ease. An example of this dynamic is while Ryu is connecting with a jumping kick you can input the command for a fireball or dragon punch and the character will pull off the move directly after finishing the kick without hesitating between blows. A process that would become ever more built upon as the series developed.

What is on show in terms of a control system is arguably the best example of controls for a two-dimensional fighting title that has ever been developed. Even to this day the control system here has never really been bettered and it is unlikely it ever will be.

Overall, Street Fighter II Turbo takes a classic game and improves it further. The addition of enhanced graphics, four extra playable characters, faster gameplay and an extra bonus game creates a perfect game beyond comprehension in its greatness. No other fighting game of the era can come close to comparison with its pure genius. If you own a Super Nintendo you must have this game, it's as simple as that. If you don't have a Super Nintendo go and buy one.

Overall 10/10

Wednesday, 17 December 2014

Super Castlevania IV Review (SNES)


Following much the same story as the first NES Castlevania, the first SNES outing for the Belmont family has Simon Belmont heading off into the depths of evil in order to save the world from the dark engulfing shadow of Dracula’s cruel hand. The story is that an evil group of people hold a ceremony in an old destroyed abbey outside a small town. As the ritual is performed dark clouds begin to form then just as the group reach a crescendo of chanting, lightning strikes the ground splits it in two and once again Dracula rises from the confines of his tomb.

Following in the foot steps of previous releases, Castlevania IV has the heroic Simon Belmont storming through a number of vertical and horizontal scrolling hack n' slash levels, as he makes his way towards Dracula’s castle. Most levels involve a fair few precision jumps, a bit of stair climbing, swinging from skyhooks with the whip and the general destruction of all things evil. Most (but not all), levels are rounded off with an impressive boss creature. 

The launch of the Super Nintendo heralded much hype about the capabilities of the machine in terms of something known as Mode 7. What Mode 7 amounts to is that the machine can set things in a seemingly three dimensional world when it is actually only two dimensional. It can also scale sprites differently and a number of other dull technical things that are of little interest. Castlevania IV uses this strategically through certain key areas forming a stunning showcase for Nintendo’s new found trickery. 

Most notable are two sections of level four. First of all the player finds themselves inside a giant spinning tube, even now the graphics are good enough to make you feel dizzy meaning you really have to concentrate to stop from falling to your doom. Next comes a huge rock monsters at the end of level, upon striking said monster it gradually shrinks before finally expanding to fill the whole screen and disappearing into the distance, not as impressive as it once was, but back in the day this truly was as good as it got. 

Mode 7 aside, the rest of the graphical content of the title is of an exceptionally high standard. Each level offers something new to be impressed by. Level one sees a huge metal fence come out of the ground at the start of one section then as our hero progresses through, vines and leaves begin to sneak slowly up it. Level two has some beautiful running water effects, and the small droplets that fall from the stalactites in level three have a subtle beauty all of their own. 

Each level looks different from the last, ranging from the expected castle environments to marshes, underground caverns and murky dungeons to name a few. Inhabiting each area are unique monsters as well as the standard bats and skeletons that appear throughout the game. All creatures are well animated and surprisingly detailed for a sixteen-bit title and it all adds to the games a very distinctive look and atmosphere. 

Along with exceptional graphics comes an even more impressive use of music. This is easily one of the most sonically impressive title ever to be released on any format. The sheer range and depth of sound present is outstanding withsound gradually building in each level before erupting into a full on gothic/classical experience. At times you may find yourself listening to the music instead of concentrating on what you are doing as the amount of layers each work contains is staggering, a truly exceptional achievement which gives the game so much atmosphere that even now certain parts can seem quite sinister. 

While at first appearing to contain fairly standard and uninspiring gameplay, playing the game for more than five minutes soon reveals an astonishing amount of flexibility and depth in the control system. As well as the standard jumping and straightforward monster slaying action, all of which can be carried out with ease due to responsive controls, comes the new addition of Simon's whip. The whip can be used to attack in a three hundred and sixty degree field. 

Furthermore, after the initial attack with the whip is made, if the attack button is kept held down the whip looses its rigidity and can be flicked around, something that proves useful if you miss a small target with your initial strike. Apart from attacking, the whip can also be used to swing from hooks located around the levels, while most of the time the player is required simply to swing from one side of a drop to another, on the odd occasion more skill is needed and this helps to keep levels varied and the action constantly surprising. 

Overall, it is plain to see that Super Castlevania IV is one of finest titles ever to appear in the gaming market. Very rarely does a game come as a complete package of graphics, sound and gameplay. Add to that a very well developed learning curve and the sheer variety to be found in level design and you are looking at an ageless classic that every single Super Nintendo owner walking the earths surface should own. With only Symphony of the Night and the PC-Engine version of Dracula X possibly being in the same league, for Castlevania fans the series has never really got any better than this. 

Overall 9/10 



Sunday, 21 September 2014

Castlevania: Dracula X Review (SNES)



Set in the year 1792, Dracula rises from the grave wiser from all the years spent being beaten by the Belmont family. Instead of simply going straight after the latest Belmont, he instead waits and observes. The Belmont he discovers is Richter, and after some time spent following his movements Dracula decides he needs a tactical advantage in his latest battle against the forces of good. The master of darkness takes Richter’s girlfriend Annette hostage along with her sister, a Nun and the local Doctor’s daughter. Now Richter must take up arms against Dracula once more, however, one false move could end in the tragic death of one of Dracula’s innocent hostages. 

Castlevania V is a very striped down version of the stunning PC Engine game and sticks to the standard formula laid down in previous instalments, what we get is a fairly standard hack and slash platform adventure game. If anything this instalment in the series is a step backwards from the original Super Nintendo game, levels follow the tried and tested pattern of jumping over tricky gaps, whipping skeletons and defeating a big monster at the end of each stage. While in the prequel levels where significantly different in both look and style throughout, the stages present in this instalment feel a touch too similar for comfort, this unfortunately means that at times things can get a little samey at times.

Graphically, stages are more colourful than the previous title- this however is not always a good thing. The new graphics seem to take the series away from its gothic style and at times almost seem to be making the game like a cartoon. This is not good as the series has always been centred upon a very intense underlying style that bubbles away under the surface. 

Although the stages look a little out of place characters are much bigger and more detailed than before, instead of standard humanoid skeletons that look very fragile, new look skeletons have been added and are now hunchback like hulking embodiments of the dead, much more intimidating and a lot more dangerous. Richter himself looks completely different from Simon, with a blue tunic and more animations replacing Simon’s grey armour. However the inclusion of the mode 7 trickery present in the original is all but a distant memory now, it is hard to understand why it has not been used this time around as it conjured up numerous moments of magic in Castlevania IV. 

Unfortunately, while the graphics of the game have become more detailed the gameplay side of things also seems to have taken a number of backward steps. The three-hundred and sixty degree field of attack has sadly been done away with, in fact Richter can only whip straight in front now, meaning on occasion enemies on ledges above you are stupidly difficult to get rid of. Furthermore the whip can no longer be used after an initial strike, whereas before it would remain active letting the player circle it around if the initial target was missed. Though the gameplay is somewhat basic the game still is a lot of fun to play and if you have not played Castlevania IV for a while it all becomes very forgivable. 

Vampire X also has a few innovations of its own, though nothing as inventive as the prequels whip mechanic. Richter can perform a stylish, if a little pointless, back flip move and a super move that differs depending on what secondary weapon you are carrying. 

Overall, Vampire X is nowhere near close to the greatness of its prequel or the full PC Engine version of the game. however, to overly criticise the title is to miss out on a highly enjoyable instalment in the Castlevania series. The look and music may have changed a little but that is forgivable as games are set centuries apart. What is disappointing is that all the innovations from the previous game have not been built and developed upon as it makes Vampire X seem unfinished in a sense. The loss of levels and characters from the PC Engine game is also a real shame. That said, any Castlevania fan is likely to forgive the faults and once you do there is a lot to like.

Overall 7/10 
 

Wednesday, 20 November 2013

The Legend of Zelda: A Link to the Past Review (SNES)


The only Zelda game to appear on the Super Nintendo outside of Japan, A Link to the Past improved and developed upon the ideas set down in the first two games, taking the best from each and forging them into a whole new masterpiece. As the story goes, Gannon has escaped from the world of darkness aided by an altogether nasty wizard named Agahnim. Agahnim kidnaps Zelda and dethrones the king, and its up to Link to restore order to the land. 

Taking the top down perspective of the first in preference over the more side on platform action presented in The Adventure of Link the game has you exploring the land of Hyrule locating dungeons and finding the necessary artifacts to banish evil from the land. What takes this adventure onto a different level though is the sheer depth of the quest. Throughout the land you will encounter countless little side quests and sub plots that will have you playing continually until you discover every single thing it has to offer. 

Graphically the game is excellent, with a rich colour palette being used to create your surroundings. Everything is bright and bold, working extremely well to create the right feeling and atmosphere. All the characters, locations and monsters you encounter all fit seamlessly into the landscape, one section leading into another never leaving you confused how you managed to appear in a certain area. 

Dungeon design is also of the highest standard, with the learning curve being set just right. Each Dungeon becomes a little trickier than the last, needing you to use all the items in your possession to progress to the next area. Puzzles are also excellent thought out, with most requiring logical solutions, meaning that you are never stuck in one point for too long working out why a door won't open. 

Overall though, the dungeons form only a small part of the quest you are undertaking. With areas on top of the ground being used to display just as many inspirational touches as those below it. For example, early on in the game you will come across a magic portal. Walk through it and you find yourself transported to the ‘Dark World’. This gives greater scope to the game as a whole needing you to swap from one world to another in order to progress in your quest, with the added incentive of being transformed into a white rabbit.

A Link to the Past is an absolutely exceptional title and one that every Super Nintendo owner should have. Everything about it is just perfect and it's a true gaming masterpiece . Inspired dungeons, brilliant magic items, huge boss monsters and the odd touch of Zelda humour all add up to what is arguably the most magical of all the Zelda titles. Absolutely essential.

Overall 10/10

Monday, 19 August 2013

Shadowrun Review (SNES)


Shadowrun represents the definitive example of a game in the cyberpunk genre. The plot follows amnesia sufferer of Jake who, after being killed by a gang at the very start of the game he is revived by a mysterious women. Jake awakes in the morgue unaware of who he is and why he was killed. Piece by piece you must uncover just what is going on and who it is that's after you.

A number of things set the tone perfectly in the Shadowrun world. First of all, the brooding soundtrack hangs in the air implying danger is only around the next corner- no over exaggeration as the title contains a number of random events and enemies that may or may not occur. Every street is littered with hiding places for snipers all too willing to pick you off as well.

Shadowrun’s story is set among the streets of a large city run by mega corporations, with different suburbs and areas creating the feel of a varied and diverse cityscape to explore. Something which helps to build the impression of a living city is the number of people who are just going about their everyday business. Market sales men, doorman, business men, bar patrons and just ordinary people moving around the streets are in enough of an abundance to make you feel that there is a lot going on outside of your own characters adventure.

The fact all the seemingly unimportant characters found in the game may be fearful of gangs or aware of magic creatures but still go on about their everyday lives as normal is a master stroke by the developers as without it the city would feelcold and dead. Instead it feels alive, and Gangs and creatures there are in abundance with everything from Orcs to vampires stalking the streets.

Shadowrun is a world where technology and fantasy collide to create a unique adventure where these things are excepted by the citizens as normal. Everyone knows that these creatures exist, indeed most of them work openly in the city, the threat comes from the corruption of the mega corporations rather than any pre-conceived fantasy rule set of how creatures should act.

Shadowrun proves that fantasy and sci-fi settings can sit side by side with spectacular effect. During the game you will be able to enhance yourself with technology to gain skills, as well as ‘jack’ into computers to steal money and information, but along side this sits the fact you can create magic spells and have a spirit guide to lead you through the game. 

Technology is technology and magic is magic, there is no attempt to explain away the fantastical in terms of some tacked on technological babble about viruses or mods. When you see a vampire or a dragon, no explanation is given as to why it should exist, as none is given as to why humans should exist, you just except it and because of this Shadowrun becomes a far more rich and rewarding experience without convoluted plot points placed to explain away every aspect of magic.

Shadowrun represents and original idea executed to perfection, unfortunately it sold terribly and as a result the ideas found in the title where not expanded upon. A great shame as anyone who has the pleasure of experiencing what the title offers will not be disappointed. The recent revivial of the franchise with 'Shadowrun Returns' shows the popularity of the franchise and we hope to see more titles in the future. They will all have to go some to beat this though.

Overall 8/10 

Wednesday, 10 April 2013

Flashback Review (SNES)


Set in the year 2142, Flashback follows the story of Conrad Hart, member of the Galaxia bureau of investigation. After discovering that an alien race is infiltrating earth, Conrad is relentlessly hunted down and kidnapped by the non-human race. Awaking aboard their craft (without his memory), the only thing in his mind is to escape. After stealing a hover bike and making a break for freedom, Conrad is shot down and crash lands on a strange jungle-type planet. Conrad must now find his way back to earth, but first he has to remember what he is going back for.

The title presents itself as a sci-fi action adventure game with more than a passing influence from classic platformer Prince of Persia. Indeed, it does contain a great deal of gap jumping and hanging from ledges, though to say the game is just a Prince of Persia clone is way off the mark, as a heavy adventure aspect runs through the core of the experience. Upon its release (for a few months), Flashback was the only game anyone was playing, and even now the sci-fi storyline (bordering on Cyberpunk at times) remains a very interesting and engaging tale to discover.

 Flashback introduced a definitive version of a graphical style that had been tried in games such as Prince of Persia and developed with Another World.Due to this style the title’s main character appeares to move much more realistically than any games character before. The characters in Flashback are (if anything), a little small, but this does not detract from the fact that each sprite is well animated and contains a considerable amount of detail. Furthermore, each area within the game is absolutely beautiful, high in detail and uses a wide colour palette to represent the future circa 2142.

Accompanying the lush graphical style are some very effective mood building sound effects and an excellent soundtrack. As Conrad digs deeper into the plot, music lays subtle but broodingly sinister tunes over proceedings - something that really helps to make the player engage with the story. This feeling is further enhanced by the cinematic style of the game which often switches to a small cut scenes when something of interest is discovered. This acts to make Flashback feel more like an interactive movie, and keeps the plot moving along at a steady pace.

The unique graphical style allows Conrad to perform a wide variety of moves with ease, which is a good thing, as to get through the game you need to use every advantage available. Our hero can jump, grasp ledges, roll around and all manner of other things - even being able to decide whether after an action he will draw his gun ready to fire. For this type of game the control system is just about perfect, the only problem is that sometimes it can be a little slow to do things due to the large amount of animation for each movement. This  rarely has a negative impact on the game however.

Overall, Flashback is an outstanding title, a highly interesting plot underpinned by decent graphics and a solid control system that means you are always wanting to push on to see what piece of information will reveal itself. If there is a criticism it would be that the game does rise in difficulty quickly, and finishing it will require reflexes that even the most hardcore player may not be able to produce after a diet of Playstation and Xbox games. In spite of this, players are likely to persevere simply because the quality of the title is so high. The game is still fairly easy to get hold of and well worth hunting down should the opportunity arise. Flashback is a classic game that for a while was the next big thing, and in such a competitive era this was not easily achieved.

8/10


Monday, 1 April 2013

Super Smash TV Review (SNES)


Smash T.V. is set in 1999 (at the time of release, the near future), and revolves around the idea that television has tapped into the violent aspect of human behaviour. It seems that only two things make for good ratings anymore; violence and game shows. Thus, Smash T.V. is born and contestants must enter into different arenas, and battle through whatever stands in their way in order to win. The prizes for success range from huge piles of cash to luxury vacations and quality luggage. So step up lucky contestants and enter the competition that makes the Running Man look like catch phrase.

The game sets itself out as a mix of classic retro shooter Robotron and an awful lot of adrenaline pumping action.  Viewed from a top down perspective, players move from room to room with each room needing to be cleared of monsters in order to proceed. During the shooting of enemies, money and prizes will appear offering bonus points. A huge range of death dealing weapons such as rocket launchers and giant spinning discs are also on hand. It all sounds fairly straightforward, but Smash T.V. is one of the hardest games ever.

Upon entering each room, monsters will enter from each of the four doors surrounding the area. The difficulty comes as creatures endlessly poor into the arena, literally hundreds of enemies could be heading your way. Other aspects to consider include mines laid all over the floor, wall mounted gunners and the fact your standard gun would do more damage if you threw it at them. Each room turns into a frantic race to keep your weapon powered up while weaving in and out of the mountains of monsters, and remember you are supposed to be picking up bonus points at the same time.

Graphically, things are as good as they need to be with each room looking more or less exactly the same and characters do not have a huge amount of animations. But Smash T.V. is about more than just graphics. A wide range of different enemies exist in three of the main levels - meaning that you are never shooting the same type of enemy from room to room. Furthermore, each room contains a good mix of each with six or seven different types of creature coming at you on numerous occasions.

The somewhat functional graphics allow the game to fill the screen with large amounts of potential targets without any noticeable slowdown or flickering. Controlling the death-dealing contestants in Smash T.V. is also a work of gaming brilliance. Using the Super Nintendo pad in the best way possible, the direction buttons unsurprisingly move you around while pressing any of the X, Y, A and the B button causes your character to fire in whichever direction that button is situated. For instance X causes you to fire up screen, Y, to the left and so on. This control method means you have a fighting chance as you can run in one direction while firing in another. It also allows you to circle enemies far more effectively than many other versions of the game found on retro consoles.

Difficulty though is what keeps this circulating around the gaming circuit even to this day. Renowned in the gaming community as nigh on impossible to get to the third level (let alone complete) Smash T.V. has built up a reputation that leads to only the bravest of gamers trying to take it on. However, just because the game is difficult, does not mean it's unfair. Every death is fair in the respect, that nothing kills you that you cannot see coming, though most of the time you would need some form of intergalactic nuclear strike to take it out - but hey, no one said is was going to be easy did they?

Overall Smash T.V. is a thing of legend, an adrenaline pumping, hardcore title that has yet to be matched. Anyone searching for a challenge will need look no further than this. If you think you're a skilled gamer, then Smash T.V. is waiting to tell you that you're very wrong. Smash T.V. is absolutely unmissable.

9/10


Thursday, 11 October 2012

Sim City Review (Wii Virtual Console)

Sim City (Wii VC Review, 800 points)

The classic city building simulation game makes its way to the Virtual Console and we could not be happier about it. Sim City on the SNES was a great conversion with everything being implemented well across the control pad and a few Nintendo twists, such as appearances by Bowser and Mario, being added.

For the uninitiated, the game sets you up as the major of a new city, it's your job to manage the budget and carefully build up the place using a base of Residential, Commercial and Industrial zones. Along the way you will be given gift buildings which range from a bank to zoos and Dutch windmills. Each building brings either a boost to the surrounding areas or in the case of the bank gives the player a new option on your statistics panel.

Although the game may appear somewhat simplistic, especially considering how far the Sim City series has come, there is till more than enough to keep you occupied. The game has a large amount of hidden depth and it is easy to lose control of a city if you develop it too fast in the wrong areas. Keeping the balance while expanding your Metropolis in waiting is highly addictive and you can expect to lose large chunks of time as you become transfixed by the urge to build just one more block.

Several scenarios are in place for players who wish to try something a little different. Each one revolves around one of the disasters that can occur such as earthquakes, floods, monster attack or nuclear meltdown. Here you are given the task of fixing the damage done by the disaster in a set number of years. These scenarios act as a minor distraction but, in truth, the main game of building and managing is too strong to keep you away for to long.

Graphics and sound may be basic but everything is presented very clearly and effectively and a large amount of graphs and meters are on hand to help you keep track on the growth and problem areas of your city. Getting everything just right is a difficult task as while your city continues to grow so will crime, pollution and traffic. All these things must be taken into account so having so many aids to tell you where the problems are is very welcome.

Overall, despite its basic presentation, Sim City is a great addition to the Virtual Console. Spend some time with it and it soon becomes clear there is far more going on than meets the eye and watching your city sprawl across a map is a great feeling. Furthermore, copies of SNES Sim City are difficult to find and the battery save in most cartridges will have long since died making saving. The VC version removes all these problems and allows you to dip into the game at the push of the button, something which should retain its interest for many hours to come.

8/10