Abridged (I refuse to call them
"Capsule") Reviews
Call them "abridged." Call them
"synoptic." Call them "miniature." Call them "composite." Just please, don't
dare call them "capsule." Not that that isn't an apt term -- in fact, it's
probably better than anything I could think of -- but it is already used on two
other sites of which I know, and probably some others of which I don't. I'm a
tad bent on diversity, and so I elect to call these small synopses of what are
or will become (case depending) my reviews "abridged," instead of the more
popular "capsule."
Seriously (yes, the previous was my uptight, snobbish
idea of a joke,) it hasn't escaped my notice that I haven't been posting new
reviews with any real regularity. What with the present demands of my academic
situation, I'd be surprised if I suddenly found myself able to do anything about
it. That in mind, I've done what I can with the little free time I have, and
produced this archive of very brief reviews.
These are designed for a
two-fold purpose: Both to explain my opinions of the games I haven't reviewed,
and provide condensed versions of the existing lengthy reviews for those who
don't have the time/interest to read them.
Also, please be aware that
some of the points in a given abridged review may not be covered in the full
version if said full version belongs to that fraternity of horrible "Old Era"
reviews. However, even those are linked via the game's title if a full review
exists.
Finally, I have composed a tangential set of SNES Abridged
Reviews, should you care to read them.
Okay, I think I've covered
everything. Now, onto the abridged library (if it really merits such a
title.)
-1942-
A primitive World War II shooter that, despite sluggish
action and boundless self-repetition, manages to be a lot of fun. Mindlessly
enjoyable, but what the devil is that beeping sound?
-720-
A much
better idea than its execution does justice, 720 is ruined from the
beginning by an unnecessarily stingy timer and (at the risk of repeating Bryan
Cord's assertion) slippery play control. Also, the events lack diversity, and
they only get longer as the “classes” progress -- no more difficult.
-8
Eyes-
Cluttered graphics, badly
instrumented music, unresponsive play control, and the resulting excessive
challenge comprise this pitiful effort. Similar to Castlevania, but this turkey
does individualize itself by doing wrong everything CV did right.
-Abadox-
Even though the plot is nothing more than Life Force with a
man instead of a ship, and certain sound effects tend to grate on one’s nerves,
this game isn’t all that bad. The graphics and action redeem it to a point, but
one tends to go through speed power-up withdrawal upon losing a life, and too
many of the gun adapters do the same thing.
-Adventure Island II-
The
dinosaurs do something curb the difficulty that ruined first installment, but
there should have been a way to dip into one’s reserves during the levels, so as
to prevent the many situations in which Higgins has to dodge artfully and race
to the end without a weapon. Also, with the stages of any given category as
minimally varied from one another as they are in this game, there is no reason
for the quest to be as long as it is.
-Air
Fortress-
Decent graphics (other
than the hero’s sprite), somewhat inspirational music, and easy-to-learn play
control do not compensate for the fact that the stages are completely
uninspired. Why a game in which all of the stages are basically the same would
contain a second quest remains a mystery to me.
-AirWolf-
Is it
just me, or is it extremely difficult to keep the chopper on track?
Plotting the crosshairs on the same input scheme as the transport’s direction
was one big mistake; making the game a perpetual repetition of the same task was
a second; and the density of enemy fighters was the coup de grace. The only part
I really like is landing to pick up hostages/fuel -- and even that is fractured
by the fact that the helicopter falls like a brick.
-Alpha Mission-
This game does virtually nothing to hold my interest, mostly because it
lacks inspiration. Two songs, three kinds of enemies in two colors, and
basically one repeating level... Next!
-Astyanax-
Slow action, revolting music, and a ridiculous fairy tale
of a plot (of which I admit I’m too critical) drain Astyanax of its potential
greatness. It’s nice to have omnipotent spells, though.
-Athena-
If
Athena’s randomly planed jumping control doesn’t deter you from this mediocre
side-scroller, her utter lack of striking range will. Fans of mythology had best
opt for Battle of Olympus.
-Baseball-
If you’re playing
this game at the moment, please check and see if you are controlling my
outfielders. They don’t seem to listen to me. Still, the computer seems to
grapple with the same insubordination, so the game can’t be dismissed as
unfair.
-Baseball Simulator
1.000-
Forget sports games, this is
one of the best games ever made for the NES. The Ultra Plays add a nifty
element to it, and the stats tracker gives purpose to play. Plus, the music is
stellar, and it’s nice to have a variety of season lengths to choose
from.
-Baseball
Stars-
You'll encounter this
comment more than a few times if you choose to read the full review, but I'll
state it here anyway: If the game were half as good as its self-celebration
insinuates, I would probably have a grand ol' time playing it. Unfortunately,
all the internal hoopla conceals what is, at best, a slightly-above-average
product. Playable a little at a time, but I can think of more than a few
baseball games I would rather play.
-Bases
Loaded-
An institution in its time,
and erstwhile favorite of Nintendo Power. A user-friendly, advanced
pitcher-batter interface coupled with decent presentational merits makes this
game great fun, but a season length shorter than 162 games and a save option (as
opposed to the immemorable and time-consuming multi-letter passwords) would have
hardly been outrageous demands.
-Bases
Loaded II-
As good a rendition of
baseball as I’ve yet found, though not of the universal quality of a Baseball
Simulator 1.000. Still, its at-bat graphics, music, and general interface are
quite impressive, cheapened only by the poor field animation.
-BaseWars-
Good graphics, the freedom to customize each member of your
robotic team, and the notion of fighting over the rights to a base are all
BaseWars requires to make it entertaining. In my case, however, the tendency to
lose your outfielder, generally tractionless “M-cycles,” and inability to bunt
take precedence. I never could get into this game.
-Battletoads-
Beat-em-up action devoid of humans... Doesn’t sound like it
should work, but it does. Good play control, well-paced action, and more than a
hint of whimsy make from this silly premise one of the most innovative (albeit
not one of the greatest) games in the annals of the NES.
-Bionic Commando-
An interesting premise backed by colorful graphics and very good music.
The bionic arm is an interesting idea, but there are far too many situations in
which jumping would have been so much easier. That alone ruins the experience,
in my case.
-Blades of
Steel-
Konami’s faith in this game
(they used it to advertise Jackal) aside, I really do enjoy it. The
mechanics are fluid and workable, and it’s easy enough to score. Plus, the music
is reasonably inspirational, and the play control reflects real ice hockey quite
accurately (although that isn’t always a pleasing trait.) My sole complaints are
that, at the “Pro” level, the fights involve too much parrying, and I have no
idea what the announcer says when a pass is made. I have it narrowed down
between “press the pole”, “testicle”, “strike the gold”, “light the coal”, “past
the cold”, “vestibule”, and “Brest-Litovsk”, but that is as close as I can
discern. Could it be “pass to goal”?
-Blaster
Master-
Between the diversity of
stages and excellent music, Blaster Master has a lot of potential. However, that
potential is never reached because far too much time is spent looking for
things. Severely overrated, IMO.
-Bubble Bobble-
Fun music, a
neat premise, and rampant cuteness fail to triumph over poor graphics and a
feather-worthy falling speed (it’s also practically impossible to direct
yourself when falling.) The ability to fire upward is sorely absent as
well.
-Bump ‘n
Jump-
The River Raid of driving games,
and a damn fun way to kill an hour. The technical merits are, at best, average,
but the focus of the game inclines more toward mindless self-amusement than any
graphical revolution. The aforementioned mindless fun is impeded, though, by the
fact that you get knocked into hazards all the time.
-BurgerTime-
Of
the many botched arcade ports that were made for the NES, this one ranks among
the worst (or ranks among the rank, to be whimsical.) Of course, many of the
game's faults -- such as the limited pepper supply and dangerous method of
reloading -- are carried over from the arcade, but the meager presentation does
more than its share to drag down the play mechanics. What I chiefly cannot
forgive, though, is the number of times I have died because I mistakenly thought
I was in a position to get off the ladder.
-Captain
Skyhawk-
This is your basic
minimum-frills shooter. Neither graphics nor sound are exactly imperative.
However, its most important aspect -- the interface of flying -- is near
perfect, hindered only by a few stages that deliberately scroll too
quickly.
-Castlevania-
The father of generations, and I can see why. Superb music,
a cornucopia of interesting special weapons, and the memorable vampire-hunting
premise place this game among the elite classics of the NES (but, I’ll admit,
it’s not one of my favorites to the degree that it is for some.) Simon’s jumping
is a little weighted, though.
-Castlevania II:
Simon’s Quest-
Konami had no
interest, with regard to their classic series, in making one game over and over,
and it shows here. The same tried-and-true action is kept, but this time Simon
explores all of Transylvania, thus creating plot-forwarding comparable to that
of most early RPGs. Unfortunately, the non-linear elements tend to detract from
the game more than they add to it. I never have any idea where I am.
-Castlevania III: Dracula’s
Curse-
And so Konami returns to its
roots... This game is similar to Castlevania, but all its technical merits are
improved. Also, the highlighted Belmont no longer travels alone. He encounters
three companions along the way, but can only take one at a time -- unfortunate,
that. Still a great game, mind you.
-Clash at
Demonhead-
Second only to the Koosh
ball in terms of non-medical stress reduction, but that’s not due so much to the
fact that it’s easy (in fact, it’s pretty challenging) as to the fact that its
premise simply doesn’t exist to be taken seriously. Decent graphics, a fun plot,
a navigable non-linear world, and strange facial expressions galore await you
here.
-Cobra
Triangle-
A variety of tasks, coupled
with the occasional catchy song and an arcade-like mindset will get the player
hooked almost immediately. However, the boat turns a bit sharply, and the game
is virtually impossible to beat.
-Code
Name: Viper-
An interesting plot --
involving a Harrison Ford-esque special agent -- is betrayed by an unnecessarily
limited view of the action (i.e. everything is too big) and repetitive music.
Plus, the hero’s life meter is a joke, and I have no tolerance for the demand to
search as many as 50 doorways per stage.
-Commando-
Similar to the
walkabout scenes in Blaster Master, but this one is somewhat fun in its
own right -- that is, until the enemies start pouring out in droves. At that
point, the game becomes more trouble than it’s worth.
-Contra-
As is so
often said, this game’s challenge rating is plucked from the realm of the
impossible by the 30-man code. Plus, the graphics are decent, the music has a
distinctly military feel, and the variety of rifles insures that you’ll find one
you like. One complaint: the base stages (two and four) do nothing but add
drudgery to an otherwise great game.
-Crystalis-
Every technical
facet of this game is overshadowed by the marvelously original, fun story (which
isn’t to say that the game is presentationally weak.) The only problem -- and it
is manageable -- is that the swords don’t charge when the hero is moving.
-Donkey Kong 3-
If the stages lasted a little longer, I might not be so
bothered by the fact that they keep repeating. However, as things stand, this
poor beleaguered gardener’s plight doesn’t quite hold my interest.
-Double Dragon-
The classic beat-em-up arcade game is more than a trifle
flawed in this translation. The player and enemy hit each other at the same time
far too often, and the character sprites are too small. However, the music is
quite good.
-Double Dragon II: The
Revenge-
Don’t ask me why I so love
this game’s music, but the first stage’s tune gets me excited without fail.
Anyway, the characters are of better size in this sequel, 2-player play is now
simultaneous, and the play control is original without being convoluted (though
the execution of special moves is by-and-large random.) However, the tendency of
the game to mix isometric and 2-D terrain into the same levels is a mite
irritating.
-Dragon
Warrior-
This game has to be given a
bit of leeway in evaluation, because it was pretty much starting from scratch
when it was made. Keeping in mind that an RPG of this caliber had never been
originally made before DW (Ultima: Exodus, though similar, was a translation of
a significantly more primitive computer RPG,) it is remarkable that the people
who made it achieved what they did. The graphics are basic (though colorful in
places,) and the plot consists mostly of interacting with people (which is
actually pretty fun,) but there is an inherent joy in the experience of this
game. The only real problem is that the music tends to repeat itself.
-Dragon Warrior II-
This one introduced monoliths, towers, ships, and
multi-member parties to the series. Again, the color palette is entertainingly
colorful (but more consistently so,) and the music is greatly improved. However,
the plot is a bit disjointed, and contains far too many tangents.
-Dragon Warrior III-
Having traded one problem for another in its second
installment, Enix finally managed to do everything right with this one. The
graphics are good, the music is equally entertaining, and the fun of interacting
with townspeople is resurrected amid scads of individualized villages. Also,
betting on monster fights is a fun diversion, and a good way to make
money.
-Duck Hunt-
Having finally replaced my Zapper, I now realize how good
this game truly is. Sure, the task gets awfully redundant, but the play
mechanics are so perfectly rendered that, for once, I can't justifiably blame
the game for my mishaps.
-Duck
Tales-
The music is decent, the play
control easy enough to pick up, and it’s kind of fun to bounce around the levels
on a cane. However, the overriding motive -- to make Scrooge the richest duck in
the world -- provides virtually no incentive to play.
-Elevator Action-
A neat premise in theory, and somewhat fun as an arcade-style game, but
the reality is that your task is just too repetitive to encourage earnest play,
and its early year of release means primitive technical merits. That would be
pardonable if this were a better game, but alas...
-Faxanadu-
Different-but-good music, blurry-but-nice graphics, a
variety of stores, and an interesting plot serve to make this game seem enticing
at its beginning. But the plot is never really pursued to course, and the hero’s
jumping is as futile as any of his contemporaries on the NES. Still, Faxanadu
can be quite fun if you are content to play only the first part over and
over.
-Final
Fantasy-
One of the most consistently
brilliant series in videogaming history begins here, and this game, for its
time, is no exception to that standard. The plot is mythological without being
quaint, and thereby extremely involving. Also, the music is pretty good (though,
I admit, not up to par with Nobuo Uematsu’s later masterpieces.)
-Flying Warriors-
A super hero-esque adventure, the plot of which could quite
deftly enthrall the player if actually hitting the enemies were not so
difficult. Still, this is one of those curious titles for which purchase can be
justified simply because it is rare.
-Galaga-
The famed arcade
classic is re-created flawlessly in this version. Technical merits are
superseded by timelessness, and the result is hours of sentimental -- albeit
pretty routine -- play.
-Galaxy
5000-
The best I can think to say of
this game is that it’s average. The graphics are certainly that, though some of
the in-race music is all right. Also, the play control is difficult to get used
to, and the animation is terribly choppy.
-Gargoyle’s Quest II-
For one
thing, Firebrand zips right along on the overworld. For another, his development
is perfectly implemented. And for a third, “Firebrand” is a damn cool name. The
action is not only perfectly designed, but beautiful both in sight and
sound. Unfortunately, Capcom did the same thing with this game’s plot that they
did with that of Breath of Fire II -- create a different vehicle for its
predecessor’s major conflict and call it a new game. That does not necessarily
make for a poor story, though. In whole, this may well be the last great game
made for the NES.
-Goal!-
Never has a sports game
been so done in by realism as Goal!. Possession exchanges are so common that a
penetrating scoring drive depends entirely on hot-potato-style passing. There
are a few bugs in the system though, and if you shoot the ball from the right
spot you can score fairly regardless of the situation. There is little fun in
that, however, since the computer AI never figures it out. Plus, blowouts are
not at all enjoyable when you can only score in one way.
As an aside, the
music is fairly good.
-Godzilla-
Each enemy monster is greatly individualized, the graphics
are good, and, for whatever reason, it’s heartwarming to see Godzilla and Mothra
on the same side. However, having to traipse (or fly) slowly across countless
stretches of land on which the task is always the same gets old all too
quickly.
-Golf-
Once the player gets used to its style, Golf can be fun
regardless of its technical shortcomings (most of which are just the results of
its early time of release.) Still, the game is way too stringent about
boundaries, and mis-hits are only of the extreme kind.
-Gradius-
Some of
the music is pretty good, and I have no complaints about the graphics, but this
game is only fun until you lose your first life (which can actually be prolonged
for some time if you maintain a force field and use a turbo controller.) After
that, you’re taken back to some point in the stage that is invariably teeming
with enemies, with the benefit of neither powerups nor a thirty-man code.
-The Guardian Legend-
This game is great in all of its presentational capacities,
including the innovative plot. However, the challenge is a bit excessive in the
later levels. Personally, though, I’ve always found that to work in the game’s
favor, since the later levels and bosses are far too surreal and, in some cases,
macabre for my taste. Gotta love those blue landers, though.
-Gyruss-
If Galaga were modernized, given some semblance of a backstory,
and otherwise “suped-up”, the product would be something like this game (that
claim neglects, of course, the short-lived arcade hit Galaga 2000.)
Excellent visuals, curiously symphonic audio, and the implementation of depth
via the 360-degree control scheme bring a classic paradigm into the... well, the
late 80s, anyway. I could do without the bosses that break apart when shot,
sending little bits of themselves at the player, though.
-Hoops-
A decent
simulation of basketball, but it would have been scores better were most of the
players not so slow, the ball not stolen so often, and so many of the shots not
fated to being bricks.
-Ice
Hockey-
The last (and, not
coincidentally, the best) of Nintendo’s early sports games. In this one, rosters
can be individualized among three player types, teams are more relevant, and the
soundtrack is more evolved. The graphics are more refined as well. All in all,
Ice Hockey is about as good as fundamentalistic sports games come.
-Ironsword: Wizards & Warriors
II-
It is incomprehensibly strange that
this sequel chose to fix only the facets of its predecessor that didn’t really
need fixing. More attention is paid to modifying Kuros’ arsenal, a magic meter
is introduced, and currency begets more than just admission to the boss’ lair --
but those are little more than bells and whistles. The first game’s principal
shortcoming -- frustration -- remains intact. The main purpose of the levels is
still to jump around aimlessly (for some time, I might add) searching for
something, and rampant falling opportunities turn that into an experience more
irritating than a game of Chutes & Ladders. However, the music is a vast
improvement.
-Iron
Tank-
This one almost presents
Jackal-style action more aptly than Jackal, but the play control
is not in tune with the fast response time it necessitates (i.e. the tank turns
too slowly). I cannot begin to count the number of blows I’ve suffered because
my confounded gun wouldn’t point in the right direction.
-Jackal-
The key
concept here: masked innovation. In other words, nothing on the surface seems
all that revolutionary, but it’s an interesting novelty that this game chooses
to spotlight the military ATV, and, for once, touching certain enemies actually
does away with them. Also, the music is flat-out stellar. I suppose it
would have to be to merit the product plugging in Blades of Steel.
-Jeopardy!-
This is an inspired rendition of the show, and the theme song is just
plain timeless. However, the characters are somewhat stupid-looking, and the
questions seem a mite easier than the typical Jeopardy! fare.
-Kid Icarus-
Overridingly, this game seems to be ahead of itself. The
music could have been excellent if it had waited for the advent of better
instrumentation, and more time should have been taken to refine the play
control. Still, this game is fairly interesting. The only huge shortcoming is
the futility of Pit’s life meter.
-Kung Fu-
Take grating sound
effects, combine them with an irritating song and uninspired action, and this
game will be your product. Plus, -- as if that weren’t enough -- it takes an
inordinate amount of time to walk the short distance that comprises each level
because the majority of enemies do nothing but restrain the character.
-Legacy of the
Wizard-
I can’t speak for anyone
other than myself, but it always pains me to see such a magnificent soundtrack
wasted on such a mediocre game. The correct path to take with each character is
far too inobvious, and it is often impossible to return to the path from which
you came, even (and especially) if you went the wrong way in the first
place.
-Life
Force-
Refined audiovisuals and the
thirty-man code redeem this game from the many situations in which losing lives
is more-or-less perpetual. Likewise, the length and diversity of the stages
compensate for the fact that there are only six of them.
-Low G Man-
A
surprisingly enjoyable game, especially once the player gets used to the
controls. The mediocre animation is forgivable simply because this is an
outright joy to play.
-Lunar
Pool-
An inspired premise,
centering around unique tables and adjustable friction, rests at a virtual
stalemate with the lack of a decent sountrack and frequent situations in which
the cue ball gets trapped. I should probably stop expecting to get through all
the tables in one game.
-Magic
Johnson’s Fast Break-
This game has
very little potential, and falls short of even that because the ball is stolen
far too often, and the graphics are horribly undetailed. Also, five-man rosters
would have made the experience significantly more interesting.
-Marble Madness-
The innovation and engaging nature of this game wears off
by the fourth “race,” but until then Marble Madness is fairly enjoyable.
However, even that enjoyability is somewhat siphoned because not enough time is
allotted to complete the later stages, and thus the player is always in a
hurry.
-Mega Man-
Not surprisingly the most primitive of this proud series’
games, but certainly not the worst. The Blue Bomber’s surroundings lack detail,
and most of the enemies are fairly mundane. However, the music hops right along,
and it’s fun to see the many little oddities that were left out of later
installments.
-Mega Man
2-
A vast improvement upon its
predecessor, and possibly (if not probably) the best in the series. The graphics
are stellar, and the music is among the best found on the NES. Also, the bosses
are inspired, and the large enemies are absolutely awing.
-Mega Man 3-
The
only other game in the series that comes close to Mega Man 2 in terms of overall
quality. This one’s graphics are still exceptional, its music still superb, and
its bosses maintain MM2’s standard of originality while straying from the
elemental motif. However, the Doc Robot stages are completely unnecessary, and
simply make the game too long.
-Mega
Man 4-
This is where the classic series
takes a turn for the insipid. The plot is that, as is the music, and the
repertoire of standard enemies consists mostly of bland attempts to recreate
MM2’s massive animal robots. Likewise, some of the bosses seem to indicate that
Capcom was simply running out of ideas.
-Mega Man 6-
It’s strange, but
this game actually manages to make the same mechanics seem less hackneyed
than they did two installments ago. Granted, that’s mainly due to the fact that
the audiovisuals have been improved, but “Power Megaman” adds an interesting
twist. Also, the enemy robots are once again inspired (with the exception of
“Wind Man”, that is.) Capcom has milked the whole “animal” motif, though.
-Metroid-
Maybe it's just me, but schleping through all the labyrinthine recesses
of a game with no plot-forwarding does little to allure me. I'll accord
Metroid some leniency for being as seminal as it is, but, outside of the
music, that may well be the game's only noticeably positive quality.
-Mike Tyson’s
Punch-Out!!-
The redundancy of the
game’s task is entirely camouflaged by the fact that the player will spend the
majority of his/her time watching the opponent, both to enjoy the sheer whimsy
with which each is presented, and to anticipate the next attack. Innovation and
humor are all that are necessary to save this game from its mediocrity in most
technical capacities.
-Mission:
Impossible-
Truth to one’s title is
seldom a bad thing. However, what few technical merits -- and what little plot
(no offense to MI fans intended) -- this game has are superseded by the fact
that this mission is quite literally impossible. None of the characters move
quickly enough to survive certain essential parts of the levels, and their
“special” weapons are practically useless. Worth a look only for its decent
rendition of the classic title sequence.
-NES Open: Tournament Golf-
The
illegitimate sequel to Golf, and a much more technically refined version of its
predecessor. The variety of new options and variety of opponents make the game
quite enjoyable, but once the player gets the handle of the controls, “Open”
becomes too easy.
-NES Play Action
Football-
Its poor graphics are easily
redeemed by both the wide view and the fact that NFL rosters were licensed (even
if the team logos were not.) However, the players themselves move much too
slowly (with the hastened clock, breakout plays can last upwards of one minute,)
and no pass play truly involves anything more than hurling the ball into the air
and directing the receiver to it.
-Ninja
Gaiden-
The introduction of cinema
scenes, though revolutionary, is not where this classic makes its impact -- at
least not in my case. Rather, it is the fact that NG manages to both present
those scenes, and maintain excellence in most of its traditional capacities. The
graphics are good, -- though a tad rough in some of the backgrounds -- the
action is fast-paced without being rushed, and the plot is quite possibly the
best of any game ever made for the NES. The oft-maligned challenge can be dealt
with if the player is willing to spend enough time determining the pattern upon
which each given level is modeled. Otherwise, to be blunt, you’re in for
hell.
-Ninja Gaiden II: The Dark Sword
of Chaos-
Following excellence with a
higher degree of excellence is seldom achieved, but NG2 seems to do so with
relative ease. The black grains in the backgrounds are eliminated, the music
uses a greater variety of instruments, and the plot is as good as NG’s. Also,
the level of challenge is more accessible.
-Ninja Gaiden III: The Ancient Ship of Doom-
What happened after the Roaring 20s? Not to say that NG3 is
that horrible of a decline, -- the graphics and music are still great -- but the
play control is a little sluggish and many of the enemies do too much damage.
Also, the plot turns the surrealism of its predecessors into something
completely incoherent. Nothing happens for a reason, anymore.
-Nintendo World
Cup-
The surrealistic,
no-holds-barred approach this game takes to soccer is absolutely inspired. Its
technical facets aren’t perfect, but it’s constructive to be able to act out
your aggressions in the way NWC permits. Now, if only the clock weren’t so
slow...
-Pinball-
An award-winning pinball machine it ain’t, but that doesn’t
mean it's not enjoyable. There are about seven or eight basic novelties to be
found here, and unleashing the more elusive of them can become an obsession with
marked haste. Fun has seldom been so simply and adroitly represented as it is
here. I just wish I weren’t so terrible at keeping the ball in that bonus
room.
-P.O.W.-
Decent audiovisuals, a plethora of weapons, and a
conceptually interesting plot easily win out over the hero’s puny life meter.
However, the game does drag a bit because of the lengthy stages.
-Racket Attack-
One of many sports games that would have been decent if the
matches didn’t take so blasted long. However, there is a vague thrill in playing
only a set or two.
-Rad
Racer-
An entertaining, Pole
Position-esque racing game that is dragged from grace by an interface that,
rather than rate the player in terms of the time taken to complete each course,
mandates that he/she reach a certain point in a certain amount of time to
continue.
-RBI
Baseball-
The fact that all of the
players are shaped like Babe Ruth is somewhat indicative of the old-school
mentality of this game. Aside from the authentic MLB rosters, “RBI” doesn’t have
much to go on. The “season” mode is just a string of individual games, and the
interface of play offers nothing out of the ordinary.
-R.C. Pro-Am-
There are far too many oil slicks, but the cars would be virtually
impossible to control even if there were not. Also, the novelty of being able to
shoot your adversaries wears off quite hastily, and the results of the races are
determined by each car’s position when the winner crosses the finish
line.
-River City
Ransom-
The graphics aren’t
particularly good, but the action is quite lively and draws the player in almost
immediately. Also, the array of stores has not yet been paralleled by any other
game.
-RoadBlasters-
I guess this is
one of the maxims upon which I found all the scrutiny to which I subject video
games: Great games are those that would remain so if divested of the merits of
their appearances. The point of my voicing that here is that RoadBlasters
is not one of those games. Playing it in this form, I realize that the only
reason I ever enjoyed it in the arcade was because the enemy cars looked neat
when blown up. Fuel is quite scarce, and regaining it depends entirely on never
missing your target. Thus, you will often not take shots that could prevent your
destruction for fear of driving down the “multiplier”.
-Side Pocket-
This
is one of the best -- though also among the more passive -- two-player games
I’ve yet encountered, and the bonus scoring system is innovative. However, those
lacking a mind for real pool will likely not have an easy time here. Still, the
nifty in-play song will keep you in a light mood, thus preventing any paramount
frustration.
-Skate or
Die-
The superior of 720, but
that still isn’t saying much. The play control is rather unresponsive and the
“competition” elements are atrociously implemented.
-Soccer-
Never
have I seen dribbling so poorly designed. The player literally loses control of
the ball after touching it, and thus the play control demands more acclimation
than should be necessary. After that, though, there is a marginally good time to
be had.
-Solar
Jetman-
Fly around in an egg-shaped
pod, ward off enemies, and return spoils to the mother ship... What minute
interest this premise arouses within me is squelched by the practically
unmanageable controls. Even in the best of cases, I find myself ricocheting off
the walls at least twice per trip.
-Spot: The Video Game-
Novelty
games based on pop culture (no pun intended) seldom appeal to me, but this one
is a noted exception. The Othello-like objective is carried off well, and the
spot itself is hilarious. However, I’ve never been able to get heavily into
games in which I am convinced I'm going to lose until the final move puts me
over the top.
-StarTropics-
The halting play
control gets quite annoying, and the plot is mostly a parade of tangents, but
neither of those factors ruins the game. Instead, it is the freshness of the
tropical setting, the enjoyment of the aforementioned tangents, the colorful
graphics, and the catchy music that triumph.
-Street Fighter 2010-
A uniquely
orchestrated action game in which the player squares off against a variety of
adversaries. Its originality allows for a pleasant experience, but the setting
is a bit too post-apocalyptic for my taste.
-Strider-
A plot both
thought-provoking and entertaining -- though rather poorly translated --
combines with decent audiovisuals to save this game’s appeal from the murk
produced by its stiff play control. All in all a good game, but if I have to
climb one more hill...
-Super
C-
I don’t care how sentimental -- how
much of a purist -- you are, or what you may have heard elsewhere. This game is
a vast improvement upon Contra, from the enlarged graphics to the faster
“bullets” to the removal of those horrid 3-D base stages.
-Super Dodge Ball-
This game would have been a perfect example of how to turn a playground
pastime into a video game if the characters didn’t flicker so blasted much.
Still, some of the music is very good, and the inspiration is obviously
there.
-Super Mario
Bros.-
If you aren’t familiar with
Super Mario Bros., then this site is so far out of your element that you’ll need
an expedition grant to return to it.
-Super Mario Bros. 2-
A far cry
from either of the two games that bookend it, but I’ve always found it
liberating to be able to pick up and throw anything you can find.
-Super Mario Bros. 3-
I’d be fonder of the Koopa Kids had they not become so
overused so fast, but SMB3 is still a pretty good game. The variety of “suits”
insures that there’s something for everyone, even though two of them are about
as rare as raw meat.
-Super
Pitfall-
Either Pitfall! wasn’t
as great a game as it seemed (a truth no real connoisseur of videogaming should
be willing to accept), or this game needs a lot of work. Seriously, at the time
of SP, some kind of objective would not have been a gross request.
-Super Spike V’Ball-
This game makes a noble attempt to create a stellar
rendition of volleyball, and comes about as close as any game ever has. The
graphics are decent, it’s nice to play in a variety of cities, and a few of the
songs border on superb. Plus, the “super spikes” add an interesting little twist
to the game. However, the repetitive “bump-set-spike” of volleyball simply
doesn’t make for a particularly good video game.
-Super Sprint-
A
very fundamental racing game -- average in virtually all capacities.
However, it is potently addictive in its simplicity -- definitely a worthwhile
investment.
-Tecmo
Bowl-
In comparison to its sequel, this
game is presentationally weaker, a bit more balanced in its challenge, and
equally playable. However -- though this doesn’t effect my impression of it -- I
can’t help but chuckle at a game whose “up to date” NFL rosters include Steve
Largent and Walter Payton.
-Tecmo Super
Bowl-
The play is very well-paced.
However, the live-play graphics are as poor as the cinemas are immaculate, and
breakout plays are all too common. The latter hardly ruins the game, though,
since the player gets his/her share as well.
-Tecmo World Wrestling-
Okay,
now how in the name of hell did Tecmo expect us to read lengthy color comments
while being beaten to a pulp? The game consists of too much grappling and too
little hitting to be interesting, and the wrestlers are just plain lame. I have
no aversion to designer-created wrestlers, unless said designers consider
he an innovative fighter whose leading characteristic is baldness. Pro
Wrestling does it better -- no small feat when one considers that PW
was made during the infancy of the NES.
-Teenage Mutant Ninja Turtles-
Seldom a fan of cliché, surfer-dude mannerisms, I actually support the
depersonalization of the Turtles. I cannot, however, stomach a game in which I
recoil and the enemies don’t; nor do I care for those works in which
“statistical diversification” translates to mean that the heroes can do nothing
well but their respective fortes. I am also unsettled by difficulty curves that
are more like scatter charts -- in which, *ahem* the second stage is the
most difficult. I’ll give due notation to the visuals and walkabout scenes, but
this entire game is bogged down by factors which, had they been solitary, it
could have overcome.
-Teenage Mutant
Ninja Turtles II: The Arcade Game-
The
Turtles literally take flight when hit, and the color palette is a tad bland.
Also, because of the restriction of technique in this version, it doesn’t really
matter which Turtle you choose. However, the action is still quite fun, even
though most of the bosses take scores of hits to defeat.
-Tennis-
Again,
because of this game’s early year of release, there really isn’t much of a
soundtrack. However, the graphics are fairly colorful, in spite of their
inevitable primitivity. The only real problem with the gameplay (and it is a big
one) is that the slightest error in timing sends the ball miles off your
intended mark.
-Tetris-
The fundamental nature
of the presentation doesn’t impede the inspiration of Tetris in the least. No
puzzle game has ever been this addictive, though it is a trifle frustrating that
there doesn’t seem to be an ordained last level.
-Top Gun-
The
“mission” concept is quite interesting, and the film’s music is translated
stellarly. However, there is far too much inactive time in the air, and thus the
action is a bit sluggish. Also, it would take Chuck Yeager to complete that
confounded midair refueling sequence.
-Top Gun: The Second Mission-
If
Top Gun’s action was too slow-paced, this game is a ludicrous overcompensation.
This time around, the player has virtually no time to think and react, and, as a
result, the game is unbelievably difficult.
-Track & Field-
The game’s
only real hook is the feeling of superiority that accompanies the use of a turbo
controller. Without one, the going gets tough rather abruptly. Even with the
aforementioned benefit, the skeet shooting event remains a sizable pain in the
tuchus.
-Track & Field
II-
A marked improvement upon its
predecessor (even if the highlighting is a little dark), but this one still
doesn’t quite have the hook I was looking for -- probably because it’s quite
difficult even with a turbo controller. Still, some of the events can be a blast
if you’re content not to do very well.
-Ultima:
Exodus-
Never has there been so
much fun in walking around doing nothing as in the case of this game. Also, the
bright and diverse color palette redeems the primitive graphics to some extent,
and the music, though poorly instrumented, has a certain appeal. Just don’t aim
to finish this one.
-Ultima: Quest of
the Avatar-
The graphics are more
refined, but the color palette contains way too much black and dull green.
Likewise, the music -- with a few exceptions -- is lacking of the inspiration of
“Exodus.” It’s also a terrible chore to trudge across the now oversized
continent, and every single thing you do affects how far you are from completing
the game.
-Vice: Project
Doom-
I’ll concede that this game
rips off too many other titles to speak of, but they form a good combination
(albeit one previously used in The Adventures of Bayou Billy.) Plus, the plot
has pretty much everything you could want, including as interesting a plot twist
as comes readily to mind.
-Werewolf:
The Last Warrior-
As someone who has
never had much of a fondness for comic books, the appeal of this game is by and
large lost on me. Plus, the programmers elected to make A the attack button and
B the jump button. Rogues...
-Wheel of
Fortune: Family Edition-
A decent
translation of the classic game show, though lacking of its real theme song. One
problem: the prize round is completely wrong -- the puzzles, since they draw
from the same pool as the rest of the game, are frequently too long to be
realistically solved with five letters. Plus, since the prizes don't have any
palpable ramifications, the round in itself is fairly pointless.
Thanks
are due to Loogaroo (the rhyme is
unintentional) for informing me that it would have been anachronistic for the
game's prize round to give the player R, S, T, L, N, and E.
-Willow-
The excellent, well-forwarded plot -- though it doesn’t
have anything to do with the movie -- gives a compensatory incentive to the
excess of walking around. Yet it does not, in addition, compensate for the
myriad of dead ends.
-Winter
Games-
I can’t, for the life of me,
figure out why this game is so much worse than its Apple IIgs counterpart, but
it is. The graphics are absolutely horrid and the game asks way too much of the
player. Plus, there are only four events, none of which are well presented. This
sucker is constantly at odds with 8 Eyes for the distinction of being my least
favorite NES game.
-Wizards &
Warriors-
The music is, well,
different, but some of it actually works pretty well. Likewise, the variety of
accouterments is marginally interesting, and the medieval theme is carried off
commendably. Conversely, the stages consist of way too much jumping around (and
falling, one mustn’t forget,) and, in a Murphy’s Law-esque fashion, the key you
need will often be in the one place you can’t reach.
-World Games-
Yet
another of Epyx’s games that loses a few steps from the computer version, but
this one isn’t nearly as slipshod as Winter Games. The graphics are still a
severe decline, but the actual events are more nobly translated, and, this time,
the fun of a multi-event pseudo-Olympiad remains intact. Still nothing stellar,
mind you, since the controls are fairly confusing.
-Xexyz-
This game
disappoints me, but I freely confess to having overestimated it. Honestly
speaking, Xexyz is presentationally handsome, and the plot’s not anything
to scoff at. However, every stage consists of mainly the same task, thereby
keeping the game from being in any way addictive.
-Zelda, The Legend of-
One of the coolest arsenals of items (I seldom use the word “cool,” but
there’s no more apt description in this case) combines with a fresh take on a
traditional objective to make this game the classic that it is. However, -- and
I know I’m blaspheming here -- I tend to get a little more sick of the overworld
song than I’d like.
-Zelda II: The Adventure
of Link-
It seems most people
either love this game or hate it, but I’ve never felt horribly strongly about
Zelda II. I incline more toward disliking it, but that’s due more to the tight
play control and frequent overly difficult situations than its lack of
resemblance to the first. Most of the music is quite the triumph,
though.
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