Called the leader of the 16-bit revolution, this system enjoyed great popularity in the 1990's and eventually cost Nintendo its monopoly of the video game industry.  It was more commonly known as the...  
SEGA GENESIS  
     
     
 

GAMES YOU'LL WANT

DRAGON'S FURY: Even if you don't like pinball, you can't help but appreciate all the imagination and detail put in this game.  If you DO like pinball, you'll love this.
GUNSTAR HEROES:  It's both a visual tour-de-force that demonstrates the true power of the Genesis and a fun, addictive game that outguns its inspiration, Contra.
LANDSTALKER:  The isometric perspective hurts this game's appeal, but fortunately, it's got plenty to spare.  The Genesis really needed an action/RPG like this one.
LEMMINGS:  This imaginative and charming puzzle game was ported to a whole lot of systems.  Lemmings on the Genesis was one of the best versions.
M.U.S.H.A.:  So many great shooters... so many  choices!  In the end, M.U.S.H.A. just barely edges out tough competitors like Forgotten Worlds and Gaiares.
ROAD RASH II:  The Road Rash series broke the 2D barrier on the Genesis, offering fast, convincing three dimensional playfields.  It's a kick to play, too!
SHADOW DANCER:  All of the Shinobi games on the Genesis are great, but I have a special spot in my heart for this one.  A dog truly is man's best friend here.
SONIC 2:  Now here's a tough call.  One of the Sonic games belongs here, but which one?  I'm picking the first sequel, which introduced Tails to the series.
STREET FIGHTER 2: CHAMPIONSHIP EDITION:  Admittedly, the voices are pretty raspy, but everything else in this port is on par with the Super NES version.
STREETS OF RAGE 2:  An exceptional beat 'em up with more depth than you'd expect, along with graphics, music, and characters that really leave an impact.

GAMES YOU WON'T

ACTION 52:  It's fifty two games in one... and not one of them is worth playing.  You'd have to go to Taiwan to find a Genesis game more cheaply made than this one.
AWESOME POSSUM:  This allegedly "awesome" possum stinks up the Genesis the way his flattened relatives stink up the side of the road.
BATMAN RETURNS:  The first game, designed by Sunsoft, was fine, but the biggest challenge here is finding your character in the grainy purple backgrounds.
BEAST WRESTLER:  Wrestling has never been so horrifying.  Unfortunately, this has nothing to do with the monsters & everything to do with the frustrating control.
CHASE HQ II:  Taito made some of the best games on the Genesis... and some of the worst.  It's a pity Chase HQ II couldn't have been one of the better ones.
DARK CASTLE:  Macintosh owners may look back fondly on this clumsy, primitive side-scrolling platformer, but nobody who grew up with a Genesis ever would.
DRAGON'S REVENGE:  Dragon's Fury deserved a sequel, but it shouldn't have been this one.  Tengen's spinoff is ugly, contrived, and above all, disappointing.
GROWL:  Why are all the games with ecological themes the worst ones?  Awesome Possum, Captain Planet, and this sloppy beat 'em up are great examples.
SEGA ARCADE CLASSICS:  You'll seriously think about going back to your 2600 after playing these crummy ports of Centipede and Missile Command.
TIME KILLERS:  The Genesis isn't known for its tournament fighting games, but anything you choose is guaranteed to be better than this.

REVIEWS

DOOM TROOPERS

PLAYMATES (ADRENELINE)
SIDE-VIEW SHOOTER

  

Gee, this was programmed by the creators of the Vectrex? Oh, how the mighty have fallen... I can't believe anyone would have the gall to release something so hideously bad this late in the Genesis' life. It's already got one foot in the grave... is it really necessary to play doctor (Kervorkian) and hasten its demise? Anyways, here's all you need to know about Doom Troopers in one neat little list...

1. It's a shameless merchandising tie-in for a line of toys
2. The programmers thought they'd be considered hip for computer rendering the main characters. Problem is, they forgot that you have to do it WELL to gain any sort of popularity from such a gimmick
3. There's an SNES version of the game, and it's nearly as crappy as this one
4. Konami should sue Playmates for soiling the Contra name with this cheap rip-off
5. Adreneline Entertainment should change its name to fit the pace of the software it designs... my suggestions are Estrogen Entertainment and Benzodopramine Entertainment
6. I mentioned that this game sucks donkey, right?
7. It's a given that the programmers are Buchanan supporters, because they designed Doom Troopers so that the character named Steiner dies every thirty seconds (not that the other one dies any less...)
8. I've seen board games with less flat level design
9. The programmers added pointless amounts of gore for the reason described near the top of the list, but it doesn't hide the fact that the game blows
10. Love that music! Love that music! Love that music! Love that music! Love that music! Love that music! Love that music! Love that music! Love that music! Love that...

And that about does it. If you buy, rent, or even waste your mental capacity thinking about this miserable excuse for a game, you deserve to be cursed with it for the rest of your days. If Adreneline pulls this crap with their Playstation and Saturn releases, you can bet that I'll pay them a little visit and introduce to their programmers a whole new storage space for their Vectrexes...

EARTHWORM JIM 2

PLAYMATES (SHINY)
SIDE-SCROLLING PLATFORMER

 

My first reaction to EWJ2 was kinda underwhelming... it is, after all, the sequel to a title which received a phenomenal amount of hype and deserved very little of it. Say what you will, boys and girls, but Earthworm Jim was, cute animation aside, a mediocre, derivitive title that reeked of the game engine Shiny CEO Dave Perry had already worn thin in four other Genesis carts during his tenure at Virgin Games (those would be Cool Spot, Aladdin, Global Gladiators, and The Jungle Book, in case you're keeping score). Expecting more of the same, I nevertheless bit the bullet and rented EWJ2 anyways, since Genesis games have after all been a rare commodity thanks to the release of the Playstation and Saturn. I was VERY surprised to discover that Earthworm Jim 2 was a giant step up from the previous game in respects to technique. Perhaps EWJ2's originality and level length were the trade-offs for this newfound replayability, but hell, who cares? As far as I'm concerned, there's no game in graphics and sound; just GAMEplay, and Jim 2 has THAT in spades (well, OK... it's more like clubs or diamonds, but in comparison to the first title you could get away with calling it spades. I'm babbling, aren't I? Next paragraph, please...).

Anyways, the plot revolves around the kidnapping of Earthworm Jim's fiancee', the lovely Princess What's Her Name, who as you may recall was flattened by a misguided (literally, since Jim launched it!) bovine at the conclusion of the previous EWJ. For reasons unexplained in the game and instruction manual, What's Her Name survived the incident and was on the verge of marrying our hero... that is, until Psy-Crow managed to abduct her. Pretty cut and dry in comparison to the first game's plot, but hey, it works. Anyways, this gives Jim an excuse to comb the galaxy in search of his purloined life partner, but more importantly, gives us something to do while dodging the glut of 3-D fighters and lame-o Acclaim disasters that have been all too common in the hobby lately.

Anyways, EWJ2 plays more or less like the first game, but the added play mechanics and weaponry is what sets it apart. Jim had a measly two guns in his premiere, but in EWJ2, he's armed to the teeth with four more, including a missile launcher, a very handy three-way finger gun, and a behemoth called a Barnyard Blaster which clears the screen of EVERYTHING, provided you're not hit while Jim struggles with it. But that's not all... no sirree Bob! Jim's also armed with his pocket rocket (in a very cool isometric shooter sequence reminescent of SNK's sleeper hit Viewpoint), an excavation laser, and a marshmellow (yes, really) in three unique rounds which help break up the monotony of simply running from point A to point B (as was often the case in the first Earthworm Jim). Plus, there's a spine-chilling scene that takes place inside a stomach (Jim is for reasons beyond my comprehension disguised as a blind cave salamander here), a hilarious game show with a severed head as the host, and a climactic ending where Jim is pitted against his hated foe Psy-Crow in a deadly foot race to the woman, er, bug he loves.

So, it's established that EWJ2 has variety, and variety is the spice of life. But what about great graphics and tunes? Well, there's more than enough of both to keep even the most jaded of gamers (like myself, although you probably couldn't tell from this review...(:D ) satisfied... the Digicel animation process has been tweaked, and the sprites benefitted greatly from this- they're brighter, crisper, and sharper than the character art from the first game. The backgrounds are similarly inspired: they're as twisted and surreal as those in Earthworm Jim, but some, like the cilia in Villi People, warp and bend, adding depth to what would otherwise be a lot of pretty wallpaper. And we can't forget about the soundtrack! It's composed by Tommy "What, me overrated?" Tallarico, but we'll forgive it for that, since it's much better than the musical scores in Aladdin and Robocop Vs. Terminator. Not many of the tunes are original, but that's OK 'cuz that kind of music fits in well with the bizarre, cartoony theme (if you've ever seen Ren & Stimpy, you'll know what I'm talking about). The voices are sort of a mixed bag, however... they are indeed very clear, which is in itself commendable on the Genesis, but since Doug TenNapel left, they just don't have the same flair... Jim no longer has a Texan accent, and some of his trademark phrases (like "Whee, doggie!" and "Whoa, Nellie!") were left out entirely. There's a really cool Pauly Shore inspired "Tenderrr!" whenever you pick up mealworms, but I wouldn't have sacrificed Jim's original voice for it. It could be worse, though... Shiny could have asked Dan Castellaneta to provide his, er, talents to the project...

Long story short. If you liked Earthworm Jim, you'll love EWJ2. If you hated Earthworm Jim (as I did), you'll probably end up liking EWJ2 anyways, if just for its improved play mechanics and less confusing level design. Either way, it's definately worth renting.

HIGH SEAS HAVOC

DATA EAST
SIDE-SCROLLING PLATFORMER

 

I was never a huge fan of Data East, even when they were considered one of the more important third party game designers for the NES. It was pretty clear even back in the days of Karnov that their games were derivitives of more popular titles with different characters and a couple of new ideas, inserted not to make the gameplay better but just to keep players from realizing how similar a fat Russian guy who breaths fireballs is to a fat Italian guy who tosses them. As time went on, Data East's games became even more parasitic, leeching most of the great ideas in successful titles and adding even more trivial differences, like the ability to dizzy opponents by knocking off a scarf or some other small piece of clothing. That and a cast of, heh heh, "new" characters are the only two differences between Data East's Fighter's History and Capcom's Street Fighter II... and they just weren't enough to keep people interested in the game.

Out of all the clones Data East has made, however, High Seas Havoc has got to be one of the most shameless. Stop me if you've heard this before... actually, don't, because you have. Havoc's a cute animal character who's teamed up with an even more adorable sidekick, Tails... er, Tide, Tide! Sorry. Um, anyways, the dynamic duo eventually stumble upon a beautiful maiden (who looks a whole lot like Amy from the Sonic series), who tells them about a powerful hidden gem. Before they can locate it, however, both the girl and Havoc's baby brother are kidnapped and held hostage by a bloated villain who... well, you see what I'm saying. The only thing missing are robots, which is understandable because the plot (one of the few things that distances High Seas Havoc from ground-bound Sonic) revolves around pirates, and even if robots had been invented around that time, you probably wouldn't want to put them that close to sea water.

The plot isn't the only thing that smells suspiciously like wet hedgehog. In the actual game, Havoc runs through a variety of brightly colored stages, hopping on enemies and picking up valuables that somehow hover off the ground. There are springs- actually trampolines- with both platforms and large quantities of gems hanging above them, and instead of monitors, Havoc can break open treasure chests filled with power-ups. Even when Havoc tries to differentiate himself from Sonic, he winds up stealing ideas from other games, like Guile's flash kick or running down hills littered with timed explosives (if you loved that scene from Strider, you'll get more of it than you can handle in the first round of High Seas Havoc).

So basically, you've played games just like this from the moment you first turned on your Genesis, and because Sonic's been in all kinds of sequels and spinoffs, you've probably played a lot of them. I've gotten a little tired of the Sonic series, so I don't find a clone like High Seas Havoc particularly appetizing. However, if you love side-scrolling mascot games enough to struggle your way through something lousy like, say, Knuckles: Chaotix or Sonic Adventure 2 (you're wrong, it sucks, good night), you'll really enjoy this one. High Seas Havoc is even more beautiful than the Sonic games, with bright colors and lots of shading that make the characters- especially the bosses- worth noticing. Unfortunately, the sound is a bit of a counterweight, with low quality tunes being made worse by rough voice and music samples. Right in the middle is the gameplay, which is solid but frustrating later on. You'll be glad that Havoc doesn't slide around much when he moves, because that precision will be extremely important when you're riding around on the backs of tiny cave ants or jumping from the masts of ships while being pelted with boxes that seem to come out of nowhere. The bosses, probably the most imaginative part of this unimaginative game, are sadly not much fun to fight, because they can not only take a lot of punishment but have overly powerful attacks that make it very risky to hit them... particularly Bernardo and that wolf near the end of the game who reminds me of Sephiroth from Final Fantasy VII.

Even with all these annoyances, I've got to admit that High Seas Havoc is one of the better Sonic clones on the Genesis... in comparison to Socket and Awesome Possum, it glistens like the incredibly powerful gem you're supposed to snatch from the clutches of Dr. Robo- uh, Bernardo the pirate.  However, there are so many legitimate Sonic games for the Genesis that there's really no need for even a well designed knockoff.  If you like this style of gameplay but you're no longer interested in the Sonic character, you might consider High Seas Havoc worth digging up.

SATURDAY NIGHT SLAMMASTERS

CAPCOM
WRESTLING

 

Most people who know me also know that I have harbored an incredible hatred for wrestling games since the dawn of my now defunct fanzine. I mean, don't get me wrong; I used to love watching the WWF back in the mid 80's, when the matches were actually somewhat believable (only barely, but I wasn't very old at the time and I to this day catch myself watching entire episodes of the Mighty Morphin' Power Rangers, so go fig), idiotic characters like Doink were nowhere to be found, and you could actually watch popular wrestlers like Hulk Hogan every week without having to pay outlandish premiums for the priviledge. But the WWF-licensed Acclaim wrestling games for the NES never accurately captured the atmosphere of the Titan Sports franchise. Remember Wrestlemania? Don't you wish you didn't? FCI and Tecmo both did a better job with their their respective titles, but although WCW Wrestling played a fine game and Tecmo World Wrestling was very innovative, with a commentator and cut-away cinema screens, both retained the mindless 'beat your controller buttons to a pulp' gameplay that typified the genre.

Then came the 16-bit revolution and more of Acclaim's WWF games. In my humble opinion, none of them were very good... even the SNES versions of WWF Super Wrestlemania and Royal Rumble were pretty ugly in comparison to the better games in the then new tourney fighting genre. Other titles, like Sega's Wrestle War and Dreamworks' Jesse the Body Ventura Wrestling, were so bad their respective companies were forced to leave them in Japan or cancel them completely. A ray of hope came with the pre-release hype surrounding SNK's Three Count Bout, the first wrestler to incorporate the play mechanics and graphics of SNK's South Town Series of tourney fighters, but that too fell flat on its face, as the game's difficulty was beyond ridiculous and the control consisted largely of beating your palms against the buttons in the futile hope that you'd escape defeat at the hands of the game's ruthless adversaries.

All this changed with a seemingly unassuming little coin-op by Capcom, one Saturday Night Slammasters. Not one of Capcom's most hyped arcade releases, to be sure, but an incredible leap forward in wrestling game design nevertheless. The graphics were smooth, cleanly drawn, and well detailed, much like those in SF2 and Final Fight, the music fit the mood perfectly, and best of all, the control was fine-tuned to be much more responsive than in previous wrestling titles, and the antics of the 'sport' were reproduced beautifully, with all the cheesy egg-on lines and flamboyant fighters a fan could possibly want. A short time later, the SNES and Genesis got their very own versions of this revolutionary title, thus bringing us to the actual review (about time, eh? :).

I'm not going to spend a lot of time comparing the two versions, although I WILL say that both titles are good. To get the most accurate arcade experience, however, I HIGHLY recommend you pick up the Genesis game. It's superior to the SNES Slammasters in all respects but the admittedly rough vocals and the removal of the four player tag-team match, which was replaced with a 'World Heroes'y death match mode that's sadistic fun but not to the point of being preferable to a four player free-for-all.

I'd rather compare the Genesis game to the coin-op, because frankly, the translation is so close that it's nearly impossible for fans of the arcade game to fault it in any respect. Like the coin-op 'Slammasters', the control is in direct comparison to other wrestlers such a quantum leap forward that a ten is the only logical score I can give the game in that category (that is, if I WERE rating games in seperate categories, which I obviously am not...). Slams and whatnot are performed with SF2-style curls after winning a lock-up with another pugilist, and while the set-up DOES have its faults (the CPU will usually shake you off before the motion can be completed), it's much preferable to the interface in other titles of this type. The graphics are MARVELOUS. Aside from a little color bleed in the brighter reds, they're totally faithful to the coin-op. The characters are well shaded and animated, and there's plenty of cheering fans (including, inexplicably, Chun Li) taking pictures and waving fists from afar. The musical scores deserve special note. Although very digital (better than very twangy, right?), they're wonderful reproductions of the original coin-op tunes, better than the orchestral SNES ones, in fact. Voices are a tad rough, as I'd mentioned before, but the other sound effects are typical of Capcom (shwacks when a blow connects, the SF2 style breakage noise when a player brings a chair down on his hapless foe, etc.) and work well with the theme. finally, There's the humorous pre and pro-match comments and the ideosynchrocies and eccentricacies of each character which, although unrelated to any wrestling franchise, are perfect depictions of the sport (well, the endings are a tad lame and naive', but you may never see them because the game is very long, requiring you to beat each contestant twice to claim and then hold on to the championship).

Bottom line- if you love wrestling games, this is the best one yet. Run out to your local retailer and pick this puppy up NOW (GameFan-ish enough for you?  Well, no, nothing could possibly be that bad.  By the way, Tyrone, what the hell were you thinking, man?!  You left Tips & Tricks to work for the drooling nincompoops at GameFan???  I- oh, forget it.  Just be sure to get all your shots before heading down there... you just know anyone as stupid as the GameFan staff has to be living in their own filth...).

SONIC 3D BLAST

SEGA (TRAVELLER'S TALES)
ISOMETRIC ACTION

 

Well, I've waited... and waited... and waited... but finally, after suffering through two of the longest years ever for Genesis owners such as myself, I've finally played a game that makes suffering through the droughts, Sega's criminal neglect, and (worst of all) the 32X all seem worthwhile. I'm talking about Sonic 3-D Blast, an innovative isometric extension of the popular Sonic series with everything that made Donkey Kong Country a smash hit for Nintendo, plus a whole lot more. You know you're in for something special when you first plug in S3DB and are treated to an incredible opener which you'd expect to see on the SegaCD or Saturn. Next comes another surprise- a full-motion video short starring Sonic and his new friends the Flickies. It's grainy to the point of being blocky, but it is full-screen, and it certainly looks no worse than the footage in the SegaCD debacle Bram Stoker's Dracula.

Of course, none of this would matter if the game itself were poor, and since Sonic 3-D Blast was programmed by a European firm, not the Japanese design team responsible for the first games in the series (a lot like Donkey Kong Country, now that I think about it), this was a genuine concern. True, Traveller's Tales' first Genesis game, Toy Story, was a great visual accomplishment, but its gameplay was even more shallow than Donkey Kong Country's, with few power-ups and a seriously limited title character. Luckily, although S3DB was programmed by Traveller's Tales, Sega of Japan had a great deal of say in how the game was designed, resulting in a unique new Sonic title that (unlike Donkey Kong Country) retains the flavor of previous games in the series.

In fact, Sonic 3-D Blast kind of reminds me of a great Sonic game that never saw the light of day here in the United States, Sonic Arcade. There was so much going for this coin-op- powerful 32-bit hardware, precise trackball control, and three player simultaneous gameplay- that I to this day cannot understand why Sega left the game unreleased. S3DB, it would seem, is Sega's atonement for this grave oversight, as it offers the same perspective and gameplay that made Sonic Arcade (and before that, the Atari classic Marble Madness) so entrancing. There's only one teensy, weensy problem with this... Traveller's Tales didn't bother to make S3DB compatible with Sega's tersely supported Mega Mouse, so you'll have to own the equally obscure Sega Sports Pad (actually a trackball) to play the game as it was intended. And to think mine is broken... <sigh>

Not that Sonic controls poorly with a joypad... it's a little odd that, when reversing directions, Sonic does a U-turn before actually walking in the new direction, but otherwise, I've found the control in S3DB to be a vast improvement over other games with isometric perspectives, like Equinox and Landstalker. Visually, S3DB shines... the cleanly rendered sprites are a match for anything you'll find in Donkey Kong Country, and the backgrounds are typical Sonic, with the high-tech look and attention to detail you've come to expect from the series. The downside here is the tiled ground, which isn't really much of an improvement over what you'd find in Marble Madness. The sound, like the graphics, is textbook Sonic... there are plenty of quirky and somewhat repetitive tunes to go around (including a few that were lifted directly from other Sonic games), and the sound effects are just as you remember them- pleasant enough if not entirely realistic.

In short, Sonic 3-D Blast's only major shortcoming is the fact that Sega didn't release it in time to upstage Donkey Kong Country. If they had, there's a good chance that the Genesis would have been much better off today, but having been released now, in conjunction with a Saturn version, I don't think S3DB will help the system much. In any case, Sonic 3-D Blast is a fantastic game and the first legitimate reason to bring your Genesis out of retirement since the release of Vectorman last spring.

ULTIMATE MORTAL KOMBAT III

WILLIAMS
DIGITIZED TOURNAMENT FIGHTER

 

The ULTIMATE Fighting Game? So much for truth in advertising. There's nothing ultimate about this hackneyed reissue of Mortal Kombat 3... the new characters are for the most part clones of Sub-Zero and there appear to be no other improvements over the first Genesis version of MK3. In fact, thanks to the omission of Sheeva and the cheat codes from MK3, and the addition of the impossibly hard Endurance Round from the original Mortal Kombat, Ultimate Mortal Kombat 3 could actually be considered WORSE than its predecessor. Thank you, Williams, for your latest and not-so-greatest screw job yet.  I hope you don't plan to treat Dreamcast owners like this, although judging from what I saw of Mortal Kombat Gold at this year's E3, I wouldn't bet against it.

 
     

 

Sega's first portable system didn't enjoy the same success as the Genesis due to a higher retail price than its main competitor, the Game Boy.  Still, for years the only way to play Sonic the Hedgehog on the go was on the...  
SEGA GAME GEAR  
     
     
 

GAMES YOU'LL WANT

BUST-A-MOVE:  The Game Gear translation of Taito's cute puzzler is better than any other handheld version, even Super Bust-A-Move on the Game Boy Advance!
FROGGER:  You can't buy this, but you CAN download it from the Internet, a course of action I strongly advise you to take.  It's a great sequel to the arcade game.
MORTAL KOMBAT:  Astonishingly, this pocket version of Mortal Kombat is better than the Genesis version.  You won't believe the size and detail of the characters!

SONIC: TRIPLE TROUBLE:  Robotnik, Knuckles, and Fang.  Triple the enemies means triple the fun for Sonic fans with a Game Gear.
TAILS' ADVENTURE:  Sonic's kid sidekick finally gets a chance to stand on his own.  It's a bit more cerebral than your typical Sonic game, but still good in its own right.

GAMES YOU WON'T

AERIAL ASSAULT:  Here's my definition of hell... a boring, Master System quality shooter that goes on and on forever.  Bring a drool bib... you'll need one.
BEAVIS AND BUTTHEAD:
  "Huh huh.  Hey, Beavis, this game sucks."  "Yeah, yeah!  Can I, like, hit it with a hammer or something?"  "Yeah, that'd be... cool."
CHICAGO SYNDICATE:  Good luck trying to figure out this misbegotten spinoff of the Genesis fighter Eternal Champion. 
SONIC BLAST:  It's like Donkey Kong Country, except with Sonic characters and some of the ugliest computer rendering you've ever seen.
THE LAST ACTION HERO:  You'll wonder how Sony made it big in the video game industry after releasing dreck like this simplistic beat 'em up.

REVIEWS

FROGGER

SEGA
ACTION

   

Several years ago, I was lucky enough to obtain a copy of this handheld version of Frogger.  Sega had intended to release this for the Game Gear over ten years ago, but decided against it for undisclosed reasons.  This made no sense at all to fans of the company who naturally assumed that Frogger was Sega's property.  However, now that we know the game's true origins, it becomes more obvious why Sega was unwilling to distribute it.  They never had the right to make a sequel to Frogger at all, because it was actually Konami's game.  Other web sites have reported that this sparked a lawsuit between Konami and Sega, and as is often the case with custody battles, the game went back to its biological parents, leaving its adoptive family empty handed.

In retrospect, I wonder if the Frogger series would have been better off had it remained under Sega's control.  We've seen a lot of lousy games calling themselves Frogger since Konami reclaimed the license.  You couldn't directly blame them for the atrocious Playstation version of Frogger... although asking Hasbro to design an update of a classic coin op is as good as dragging the game through the mud yourself.  However, the frustrating, unappealing Playstation 2 game was entirely their faults.  If you haven't tried Frogger: The Great Adventure, all you need to know is that you'll hate everything about it, from its Southern-fried reinvention of the Frogger character to the odd hop-walking that literally cripples the control.  Konami was also responsible for a handful of mediocre Frogger spin-offs on the Game Boy Advance... the only one of these that truly cuts the mustard is buried beneath five other games on the exceptional Konami Arcade Classics.

Sega never had the chance to make a dozen Frogger games, but their one and only sequel on the Game Gear eclipses anything Konami has done with the license.  It strikes an even balance between adding new features and keeping the game faithful to the original, so the player is never bored but never questions the game's relevance to the Frogger they remember as a child. 

The biggest difference between the arcade game and this update is the main objective.  Instead of finding a home for your frog at the top of the screen, you'll rescue small orange toads scattered throughout the vertically scrolling rounds, then bring them back to the cabin at the beginning of the stage.  This adds the important element of risk and reward to the gameplay... you can either rescue the toads one at a time, ensuring that they'll stay put if you die, or you can press your luck, grabbing all three in one run and saving yourself a lot of time in the process.  Just be careful, because if you're hit with all three toads trailing behind you, you'll have to start that round from the beginning.

The Game Gear version of Frogger benefits greatly from the addition of power-ups and bonus items.  In your quest to retrieve the toads, you'll also find treasure chests, apples, eggs, and, most appropriately, flies for Frogger to devour.  Frogger can collect some of these items by leaping on them, but sometimes, you'll need to snag the prizes with a quick flick of your tounge.  Flies are toughest to collect, since they remain hidden until you flush them out by leaping at them.  Once they're discovered, they'll spiral around you, giving you a brief shot at striking them with your tounge before they vanish.  They're worth a lot of points, but the most helpful item in the game has to be the egg which grants Frogger temporary invincibility.  Neither the biggest Mack truck nor the hungriest alligator will be able to harm you while you're energized by this incredible edible prize.

As you can already tell, there's a lot of variety in this game.  You'll find even more of it in the level designs and obstacles.  Unsatisfied with traditional Frogger staples like turtles and cars, Sega added gigantic tanks, dinosaurs, trains that move in both directions, and even rivers of blood to the game's two dozen rounds.  Every third stage brings with it a new surprise, and there are even bonus rounds which let the player relax and snap up a rainbow of delicious apples as they float by on logs.

The game is very well designed, holding up beautifully even ten years after it was released.  The graphics may not be as loaded with color and detail as the artwork in Konami's Frogger games for the Game Boy Advance, but they're still quite charming, with plenty of animation and a style of artwork that's cartoony without being downright silly.  The music doesn't offer as much variety as the arcade game did, but it certainly fits, and won't try your patience the way most Game Gear (and Game Boy, and Neo-Geo Pocket...) soundtracks do.  Finally, the control is responsive and, for the most part, responsive.  It suffers slightly from the Game Gear's mushy D-pad, and you can't rotate Frogger in place like you could in many of Konami's games, but you'll only wish you had this ability during the bonus rounds, where it can be tough to line up with the apples due to the dividers blocking your path.

It's hard to make this judgment from just one game, but the Frogger series would have been much better off in Sega's hands if the Game Gear version had been an indication of the quality of future releases.  Even if this wasn't the case, it's hard to imagine Sega doing any more damage to the Frogger franchise than Hasbro or Konami's clueless Hawaiian division.

TAILS' ADVENTURE

SEGA
ACTION/ADVENTURE

   

"What? A mascot game!? Tails fans rejoice!"

Too many people tend to pass this game by because it's not your typical Sonic game, but for me it was the game that really made the system (Game Gear) worth its cost. It possesses lots of trappings of a great game: good play control, decent graphics, and a password system. While I found most of the Game Gear Sonic games to be sorely lacking compared to their Genesis counterparts, Tails' Adventures did not disappoint.

What this game is not, however, is a normal Sonic game. It is more action-adventure oriented than the pure action of Sonic, and it is not as fast-paced. You'll actually find yourself (gasp) revisiting stages with newly-acquired items to accomplish things which were impossible on your first run through. The game's focus is more on exploration and using items than a straight run-through.

The plot involves Tails taking a break from being Sonic's sidekick in favor of some relaxation on a small island where he's built himself a little house complete with a workshop (this was, I believe, the first game that officially established Tails as a mechanic). Lo and behold, the peace is shattered when an army of bird warriors tries to take over the island (for what reason is left unknown; hey this is still an action game, not an RPG). So off Tails goes, armed with skills gained from his many hours of following Sonic around, as well as his talent with gadgets.

Unlike in the regular Sonic games, here Tails does not attack bodily except when using special items (such as the Super Spin Dash item, which sadly is a huge waste since the play mechanics for the dash were very poorly done). Tails begins the game armed with bombs--yes bombs--which he chucks at enemies. Later on he picks up or builds other items and weapons to use, including an ever-vital remote-controlled robot and the SeaFox, a submarine. Naturally Tails can also fly to explore or to escape attacks. His flying ability is limited by a meter which can be extended using Chaos Emeralds. The flying mechanics are actually different than the regular Sonic games--rather than tapping a button repeatedly to flap, here you press a button just once to get Tails airborne, after which you can move around freely using the control pad. This gives you much finer control on where Tails flies, which in some levels is quite necessary. It also allows you to, at the press of a button, plunge out of the sky like a lead weight whenever you desire. A rather surprising addition to Tails' list of moves is the ability to climb--he can cling to the edge of platforms and will automatically scale ledges that are low enough by just pressing toward them.

Tails' Adventures is somewhat short compared to many games of its type, but it is a lot of fun to play through and possesses only moderate difficulty. If you're unfortunate enough to own a Game Gear I really do recommend picking this one up.

 
     

 

This console was the beginning of the end for Sega, but after you play it you'll wonder why it didn't catch on the way the Playstation had.  If you're a fan of Capcom's fighting games, your collection of systems isn't complete without a...  
SEGA SATURN  
     
     
 

GAMES YOU'LL WANT

GRANDIA (JPN):  Refine everything that was great about Lunar, then remove all its lesser qualities, and you'd be left with one fantastic RPG.  That RPG is Grandia.
MARVEL VS. STREET FIGHTER (JPN):  The sequel to X-Men vs. Street Fighter is more fun and lighthearted than its predecessor.  Dan is in top form here.
METAL SLUG (JPN):  Saturn fans can't live on Capcom fighters alone.  Luckily for them, there's Metal Slug, an intense military shooter with a touch of dark humor.
MIDWAY'S ARCADE CLASSICS VOLUME 1:  Six flawlessly emulated Williams games are brought together in one exceptional collection.
NiGHTS:  This was an unexpected surprise for Saturn owners.  Instead of a sequel to Sonic, they got NiGHTS, a gorgeous, imaginative game that defies description.
NIGHTWARRIORS:  This clash of classic movie monsters is arguably the best fighting game ever.  The graphics are superb, and it plays as good as it looks.
PANZER DRAGOON SAGA:  In a world of generic role-playing games, it's nice to find something that doesn't shamelessly steal all of its ideas from Squaresoft.
PANZER DRAGOON ZWEI:  If you can imagine how exhilarating it would be to ride a dragon, you can imagine how exciting it is to play this superb shooter.
STREET FIGHTER ALPHA 2:  To this day, there isn't a game in the Street Fighter series that has surpassed this one.  I even prefer it to the loud and flashy Alpha 3.
VIRTUA FIGHTER 2:  Although it's been eclipsed by two sequels, Virtual Fighter 2 is still a marvelous game in its own right.  I'd choose this over any of the Tekkens.

GAMES YOU WON'T

BATTLE MONSTERS:  It's kind of like playing a Harryhousen movie.  Actually, that's only half true... it's nowhere near as innovative, but every bit as antiquated.
CLOCKWORK KNIGHT:  Admittedly, this isn't terrible... it's just so bland and uninspired in comparison to other, better side-scrolling platformers.
CRITICOM:  Sadly, the characters (including a wrinkly alien nerd in a metal diaper and a possessed dominatrix) aren't the only awful things in this futuristic fighter.
CROC:  Like dozens of other 3D platformers, Croc desperately wants to be Super Mario 64.  It doesn't even come close thanks to lousy control and tiny stages.
DARK SAVIOR:  Surprisingly, the sequel to Landstalker is dark, depressing, and dull... the exact opposite of the game that inspired it.
ELAN DOREE' (JPN):  You'll have more fun doing el laun-doree than playing this simplistic, frustrating fighter, which features a cast of dragonriders.
MIGHTY HITS (JPN):  This obscure light gun game is the Saturn's rough equivalent of Point Blank... and when I say "rough", I'm not kidding.
RACE DRIVIN' (JPN):  There's nothing slower than the cars in Race Drivin'... and nothing faster than your hand reaching for the Saturn's eject button after you play it.
RISE 2: RESURRECTION:  They made a sequel.  I just can't believe they actually had the gall to make a sequel to one of the worst fighting games ever made.
SHINOKEN (JPN):  The operative word here is "no."  The Neo-Geo's failed Killer Instinct clone is no better on the Saturn.  The computer rendering is completely awful!

REVIEWS

BUG!

SEGA (REALTIME ASSOCIATES)
3D PLATFORMER

 

It's an unwritten law that every post-crash video game system must have an obnoxious mascot to go with it... the Genesis has Sonic, Nintendo's systems has Mario, the 3DO has Dana Gould, er, Gex, and the Saturn has Bug!. He's your typical wisecracking anthropomorph, sort of a computer rendered Bubsy with antennae and a thorax, and he does your typical mascottian things- stomping on enemies, hunting down power-ups, making smart-ass remarks, et al. There's one big difference, though... Mario and Bubsy were stuck on one plane of perspective. Bug!, however, is less restricted and can take off in any one of four cardinal directions (toward the screen and away from it as well as left and right as is typical in games in this genre), provided that there is in fact a pathway in the direction he chooses. Walk from left to right and the game plays like any other in the genre, but take one of the northern or southern paths, and the Saturn responds by scaling the screen inward or outward in an impressive display once thought impossible on the system. It's a little disorienting at first, but hey, that's the price you pay for neat 3-D eyecandy... :) That aside, Bug! is just your standard side-scrolling Sonic and/or Mario clone, without nearly enough new ideas to set it apart from better games in the genre, like Ristar and the clearly superior Jumping Flash!. I'd recommend a rental, or better yet, purchasing the $5 Saturn demo disk with three rounds of the game as well as a stage from Sega's overrated 3-D shooter Panzer Dragoon.

BUST-A-MOVE 2: ARCADE EDITION

ACCLAIM (TAITO)
ACTION PUZZLER

 

Truly one of the classics in the Neo-Geo's otherwise derivitive software library, Bust-A-Move has arrived on the Saturn with dozens of new puzzles, a Vs. mode for one player as well as two, and even an edit mode which guarantees to keep the game fresh even after its many modes have been beaten. It goes without saying that this very well-rounded package is a must-buy for fans of the original. However, I do feel it important to note that Bust-A-Move 2 is, despite its candy-coated cutesy setting, one of the most frustrating games you can buy for your Saturn. The puzzle mode isn't so bad in this respect, but the Vs. mode against the computer... aargh! In it, you're pitted against twelve bizarre characters ranging from ethnocentric little girls to the undead to cast members from Bubble Bobble, and the difficulty of each battle varies wildly from character to character. For instance, Beluga (the purple fiend from Bubble Bobble) isn't too hard to dispatch, and the blue snake woman in the middle of the game makes ridiculous mistakes which cost her the match in a matter of seconds, but the girls... yeesh! You're forced to take on a very young African tribesgirl in the third stage, and dispite her innocent wide eyes and fondness for the color pink, she really knows her stuff and can literally flood your side of the playfield with bubbles if you're not quick. The same applies to the little girl who waits for you at the Great Wall of China. She looks like a two-year old Chun Li, but does enough damage to her opponents to make the Super Street Fighter 2-era M.Bison jealous! This wouldn't be so bad if these two characters weren't such sore winners. The pink tribesgirl in particular leaps up and down with her fist outstretched squealing "Do do do, do do do!" EVERY TIME she dumps a load of bubbles into your playfield, and this gets absolutely maddening after the seventh time. You can turn down the sound effects in the options screen, buuut I'm not really willing to do this because there are some great voices in the later stages that I'd rather not miss. I would be a lot happier if I had the option to just shut her up...

This isn't as inconsequential as you'd expect, but is nevertheless not too tough to ignore when you consider the overall quality of the game. One thing that could be the deciding factor in whether or not you'll want Bust-A-Move 2 is its high level of cuteness. Bubble Bobble fans will adore the opening screen and the cartoon introductions in the Vs. CPU mode, but anyone with a low tolerance for doe-eyed, extremely Japanese characters will want to think twice before picking this up. However, everyone else who loves puzzle games just has to have Bust-A-Move 2. I can't wait to try Super Puzzle Fighter 2 Turbo next!

DAYTONA: CHAMPIONSHIP CIRCUIT EDITION

SEGA (AM2)
3D RACER

  

I probably don't have the right to review this, since I've only played one round of Daytona:CCE on the Sega Screams game sampler, but what the hell... I fully admit that I haven't had much experience with this game, so I'll make this review short. The first Daytona on the Saturn was a fine game in its own right, but was quite laughable in comparison to Ridge Racer, with a low frame rate, excessive pop-up, and some of the most intensely dumb music ever in any video game. Sega realized that Daytona was somewhat of a misfire on their parts, and decided to release this championship edition as an atonement of sorts as well as an attempt to capitalize on the popularity of the Playstation's flagship racing title. The graphics in CCE are smooth and have a slicked over, high-tech look, just like in Ridge Racer, and the cars themselves are more compact this time out and smack of RR's vehicle design. It's plainly obvious, even from the single round I'd played on my demo disk, that Daytona:CCE wants to be Ridge Racer. It succeeds in copying RR in most respects, but not in the most important one: control. Even with a digital controller, Ridge Racer controls beautifully, but to fully enjoy CCE, it must be played with Sega's 3D control pad or steering wheel. Playing the game with a standard controller is an exercise in frustration... the gameplay is unforgivably stiff, and if you try to use both gas and break pedals at once (an accepted procedure in the first Daytona), the breaks lock up and you're left sliding out of control! Arrrgh!!! If you kicked yourself for buying a Saturn after playing Ridge Racer, and own a 3D controller, CCE is worth a look. Otherwise, stick with the first Daytona.

GUARDIAN HEROES

TREASURE (distributed by a little company called Sega)
SIDE-SCROLLING FIGHTER

 

First, let me get one thing off my chest: "Why the HELL did Sega completely ignore the fact that this game was designed by Treasure!?" Like most Saturn instruction booklets, a gaggle of American playtesters and marketing losers were given sole credit for the creation of the game, and the name Treasure is nowhere to be found in either its own manual or Battle Arena Toshinden Remix's, where Guardian Heroes was advertised. Even in the game itself, Treasure's glorious spinning violet logo has been reduced to a cheesy static picture, and you're given no clue whatsoever as to who designed Guardian Heroes until you actually finish it. I guess it's to be expected from the same company who would have us believe that they released the first consumer video game system six years after the 2600 was introduced...

Anyways. I've been a huge Treasure fan since the advent of the cult hit Gunstar Heroes, and was naturally expecting big things from this odd cross between Golden Axe and Street Fighter 2. I can't say I wasn't disappointed, as Guardian Heroes offers the most frenzied fighting action this side of Street Fighter Alpha 2, but the game has various annoying quirks which set it a notch below the game which (didn't) make Treasure famous. Sega of America is to blame for some of these (ie the crappy Treasure logo, no music in the character select screen), but most of the game's flaws can be directly attributed to Treasure itself. For instance, the storyline, while competantly translated and reasonably clever, gets old fast and has a tendency to bog the game down in otherwise intense moments. Guardian Heroes' characters are remarkably long-winded, and their conversations are more difficult to speed through than they should have been (you're forced to press the right shoulder button, then the C button, to skip through each line of text. Oy...). While it's true that Treasure wanted GH to be considered a fighting RPG, endless lines of text was not the way to justify this catagorization.

Secondly... the characters are rather quirky, and there's simply not enough of them to use in the quest mode. Oddly, half of the enemies you'll beat up in an average game of Guardian Heroes have magic points and special moves just like the title characters, but you can only use them in the versus mode after you've defeated them. A survival mode with an abbreviated story line and a larger selection of characters would have greatly bolstered Guardian Heroes' playlife, but alas, that was not to be. Instead, you'll have to settle for the versus mode, which allows you to have a six character battle royale with the ability to select teams and several of the locales from the actual game. It's a nice addition (especially since up to six human players can participate in this mode!), but playing as unique fighters like the Muscle Heads and the Undead Soldier just makes you wish you could use them in the Story Mode all the more.

OK, enough complaints. What Guardian Heroes does have makes it more than worth the purchase. The gameplay is as I'd mentioned before an odd mixture of Golden Axe and Street Fighter 2, with the basic attacks and magic of GA and the special moves and combo system of the latter. There are all sorts of breakable objects, plus the combos can get into the eighties or higher if you cast spells at the right time (HA! Try topping THAT, Killer Instinct!). Also thrown in for your pleasure are elements from nearly a half-dozen Neo-Geo games, including intense super special moves and a three-tiered playing field which allows you to switch planes if things are getting a little too hot to handle in your own. Very cool stuff. It doesn't stay fresh for long, since the selection of characters is so thin and the fighting action isn't quite as indepth as it is in Street Fighter Alpha 2, but it's still fun to jump into the game with someone who hasn't played it. They'll be overwhelmed by Guardian Heroes' incredible graphics and chaotic battles.

Guardian Heroes is, like most Treasure releases, a game you simply have to have in your collection. However, it doesn't touch the ceiling of Saturn perfection as Capcom's best fighting games had, and isn't even as revolutionary as Treasure's first Genesis efforts. But considering the way that Sega had treated the company, is that any surprise?

NIGHTWARRIORS: DARKSTALKERS' REVENGE

CAPCOM
SIDE-SCROLLING FIGHTER

  

Back in 1993, a humble Genesis game named Gunstar Heroes shook the very foundations of the video game industry and shattered misconceptions about Sega's often maligned console with its jaw-dropping special effects and terrific gameplay. A half year after its release, it was sold at clearance for $19.95 at most retail outlets.

So why is it even more depressing that NightWarriors, easily one of the best titles ever released for the Saturn, is selling for the same ridiculously low price at most stores? If you've played both, the answer is clear: Gunstar Heroes had everything you could possibly ask for in a video game- intense action, innovative level design, two player simultaneous action, wonderful graphics- but this didn't change the fact that it was at its heart just that- a video game. NightWarriors, on the other hand, is a work of art. What else can you call a game with hand painted, museum quality backgrounds and characters which animate with more fluidity than those in any Saturday morning cartoon?

This, of course, is not to say that NightWarriors falls short as a video game. In fact, it excels here as well, with the rock-solid gameplay we've come to expect from Capcom. However, much of the game's charm stems from the vast imagination of its creators. Before the Darkstalkers series, nobody expected much from fighting games with monsters and aliens as the main characters, because the characters in these games weren't too much different than their human counterparts. Darkstalkers legitimized the concept of vampires, werewolves, and yeti duking it out, because their interpritations of these classic movie monsters were fresh, innovative, and in some instances better than those of their creators. It may be presumptuous of me to say this, but I feel that Brahm Stoker and Mary Shelly would be quite satisfied (or, at the very least, very amused) by Capcom's reinventions of Dracula and Frankenstein's Monster. One thing that could be said with absolute certainty is that the creatures in the Darkstalkers series far outclass their movie counterparts. The emaciated mummy in Universal's cheesy black and white flicks doesn't hold an incense candle to Anakaris, a towering Egyptian pharoah who can transform his wrappings into massive poisonous vipers and drops fourty foot tall coffins on his victims. Similarly, the merman Rikuo could swim circles around the Creature from the Black Lagoon, with his incredible agility and the power to transform any part of his body into that of other sea creatures.

Nightwarriors builds on the success of Darkstalkers' personable cast of characters with two newcomers, Hsien-Ko and Donovan. Hsien-Ko is charming as a Kyonshie (remember the hopping Chinese phantoms that made up 95% of the population in the corny NES beat-'em-up Phantom Fighter?) with enough tricks up her sleeves to make Moose from the Ranma 1/2 anime' and game jealous. As for Donovan, he seems to take some inspiration from the title character in the mediocre animated feature Vampire Hunter D, but is more likely a parody of Simon Belmont, much as Street Fighter Alpha's Dan was of the title characters in SNK's The Art of Fighting. In addition to these characters, the bosses Pyron (an imposing human flame) and Huitzil (a Mayan contraption with over a dozen crushing and slicing weapons as standard features) are now playable, which is a nice- if somewhat extraneous- feature. Truth is, the bosses are absurdly powerful and throw the game's balance off to such an extent that it's unlikely that anyone will use them more than a few times.

OK, now to the gameplay. It's great (would you expect anything less from Capcom?), but there are a few quirks which keep Nightwarriors from being as balanced or as playable as Street Fighter 2 and its many sequels and upgrades. For starters, the attacks are easy to perform but tend to have illogical and downright bizarre trajectories. I find it incredibly frustrating when, as Felicia, I attempt to counter a grounded enemy's attack with a ducking fierce punch, only to wind up leaping straight into the air with a claw flail and landing on the foe's extended fist. Huitzil and Pyron are even worse in this respect, as the range of their projectiles are affected greatly by the strength of the buttons pressed. Pyron's Red Dwarf Sun immediately curves upward and rockets off the screen if you initiate it with a Fierce Punch, and has a standard trajectory if it's started with a Jab Punch. It would have made far more sense if the angled attacks had been assigned to the weaker buttons, as these are naturally associated with weak, short-ranged hits.

Not that that's a big deal, of course. In fact, there are several features in NW that are sorely lacking in the Street Fighter series. My favorite is the enhanced special attack system... provided you have enough energy stored away in your power bar, you can greatly improve your character's special moves by pressing two punch or kick buttons when initating them. For instance, Sasquatch's already cool Typhoon Twister Kick creates a large, snowy tornado which encases enemies in ice when enhanced, and Bishamon's Katana Toss forces enemies to commit seppuku on themselves in its powered up form. And if that weren't enough, there are extremely impressive and uproariously funny EX moves which can only be performed with a full power guage. Street Fighter Alpha fans can say what they like, but I'd rather slamdunk my opponent through a demonic hoop or drop them into a frozen lake with an angry whale than perform a tired jumping uppercut which hits enemies eight times instead of the usual two or three.

It'd be redundant for me to call NightWarriors a must-buy for Saturn owners, since it's already obvious that I think quite highly of the game. But is it worth buying a game system with next to no third-party support, that's likely to be obsoleted by another Sega console in the next two years? If you absolutely must have the full Darkstalkers experience, yes. If you're willing to accept anything less than a perfect translation of this arcade classic, feel free to pick up the pared down version of Darkstalkers for your Playstation. However, true fans of the series will be more than willing to plunk down $120 for a used Saturn and a copy of NightWarriors. Hell, this game not only convinced me to buy a Saturn, but was purchased weeks before I actually picked one up! That's strong testimony coming from someone as jaded as myself.

RESIDENT EVIL

CAPCOM
ACTION/ADVENTURE

 

After being inundated with hype from both the professional game rags and fanzines, I guess it was in my destiny to buy this. I wasn't too happy about having to pay $45 for the game (as $20 is usually my self-imposed limit for Saturn purchases), but at the time, I could either buy it, Mortal Kombat Trilogy, both Tunnel B-1 and Criticom, or go home emptyhanded. MKT was out of the question, because, well... if you'd read my review of Ultimate Mortal Kombat 3 on this web site or in Video Zone you'll understand. Tunnel B-1 fits in the dreaded Doom rip-off category, and Criticom was renamed Criticrap by most gamers, so I decided to pass on both games. And going home without any Saturn games would have been stupid, so I made an impulse buy and brought home Resident Evil.

Was I glad I did? Not at first. In fact, I absolutely hated the game for the first fifteen minutes... the characters, while admirably well rendered and texture-mapped, move like robots, and the weapons system made absolutely no sense to me. I had to force myself to really get into Resident Evil, but the effort paid off in the end. After thirty more minutes, I couldn't pull myself away from the game. Resident Evil presents the player with constant, nagging questions... "What's in this room?" "Is there something around this corner?" "What do I do with this thing?" And every time you answer one question (usually with the business end of your combat knife), three more pop up. Like a good horror movie, Resident Evil is loaded with tension... you never know what could happen next, and if you drop your guard for even a moment it could spell your demise.

However, like any garden variety slasher flick, Resident Evil is filled with aggravatingly arbitrary situations that'll make you feel as helpless as the blonde bimbo that's running from Freddy Krueger in the Nightmare on Elm Street films. For instance, you're offered a variety of weapons as you progress, but ammo for these sidearms is hard to come by, and if you waste it, tough titties... you either have to do without when you need it most or start from an earlier point in the game. And believe me, Resident Evil's flaky control makes it tough to make every shot count. You have to hold down the right shoulder button on the Saturn joypad to draw your weapon, then use the D-pad to aim, then press the B button before you can actually fire. By this time, the game's tougher opponents (such as the demon dogs sprinkled throughout the courtyard) will be all over you like hemoglobin on blood cells. Resident Evil would have benefitted greatly from analog joypad support, but in a final crushing blow, no such support is offered, forcing owners of the controller to suffer just like standard Saturn joypad users.

As long as I'm nitpicking, may I add that the puzzles in Resident Evil are by any measure ridiculously easy? For instance, there's a shotgun in the game which is perched on a lever that triggers a falling ceiling. Instead of doing anything especially clever to keep the lever from lifting, you simply replace the shotgun with a broken one to escape with the weapon. Oooh, that's a real brainstrainer. Other puzzles in the game are similarly uninspired... the toughest of the lot are a security panel which plays the game Lights Out in reverse and an art gallery with paintings of people in various stages of life. These aren't 7th Guest quality brainteasers, folks.

So here's my verdict... I admire what Capcom has done with Resident Evil. The game is certainly diverting, with a long quest and some eerily realistic enemies that, if you'll pardon the expression, blow up real good. However, there's plenty of room for improvement. Here's to hoping that Resident Evil 2 has analog joystick support, better puzzles, and fewer arbitrary deaths than its innovative but somewhat flawed forebearer.

RISE 2: RESURRECTION

ACCLAIM (MIRAGE)
FIGHTING

 

Yes, I spent good money on this.  Don't ask me why... I hated the original Rise of the Robots on the Super NES, and after reading tons of negative reviews on the Internet and in fanzines, I knew this sequel wasn't much better. But damn it, I just have to try every damned fighting game ever released for the Saturn, no matter how lousy it is!  This morbid curiousity led me to waste my time and money on stinkers like Criticom (the words "That didn't hurt!" still ring in my ears to this day...), Toshinden Remix, and Battle Monsters.  What can I say?  I'm sick... I need help.

But anyway, about Rise 2: Resurrection.  It sucks.  Specifically, it's not even slightly fun.  It's not fun to play, it's not fun to look at, and it's not even fun to ridicule, because the characters, the backgrounds, and most likely the designers have no personality at all.  Everything in this game is so lifeless that you half expect to catch a whiff of rotting flesh every time you play it.

I'll make one itsy bitsy teenie weenie (yellow polka dot bikini... that she wore for the first time today... oh, um, sorry) concession.  You get a lot more options in Rise 2: Resurrection than you did in the rather bare-bones Rise of the Robots.  There's a combo system, super moves, fatalities, and fourteen characters to choose from, each with a wide selection of alternate colors. Unfortunately, this just gives you even more reasons to hate the game.  The mechs are so small you could mistake them for nanoprobes, the alternate color schemes would embarass Earl Schieb, and the dull metallic backgrounds are next to impossible to tell apart.  The entire game is about as pleasing to the eyes as a severe case of glaucoma, without the marijuana high.  Even the ultrahyped soundtrack by Queen's Brian May comes up deuces... I've never heard an electric guitar sound so bored.  Of course, starring in a game like this, who could blame it?

As for the "new and improved" gameplay, it's new, but it sure ain't improved.  All the characters have three seperate punches and kicks (instead of the one punch and kick that would animate more slowly depending on the buttons you press), and you can get a little combo action going if you're quick, but Resurrection still has that icky Rise of the Robots feel to it.  Computer opponents have no trouble beating you into a corner (unless you've got a character with a Blanka-style electrical shield move, in which case you can mash the buttons until your fingers fall off to keep him off your back), and even if you do manage to land a blow, you don't "feel" it connect. Because of this, you're forced to keep one eye on your enemy and the other on his life bar to make sure you're damaging him.

So why would I bother buying a game this awful?  Well, I don't really consider Rise 2: Resurrection a game.  I prefer to think of it as a towering, hand-chiseled monument to the unfathomable stupidity of Acclaim in the mid 1990's.  It's an important piece of video game history, and just like the Constitution or the Mona Lisa, it's best kept behind a thick glass case with plenty of security guards and infra-red sensors, to ensure that nobody ever touches it again.

STREET FIGHTER: THE MOVIE

ACCLAIM (CAPCOM)
DIGITIZED TOURNAMENT FIGHTER

 

Go, Ming!  Go, Ming!  It's your birthday!  It's your birthday!

"After all my work in ER and 'The Joy Luck Club', you had to show them this..." An embarassed Ming-Na Wen to Conan O'Brien, after watching a clip of her work in the Playstation version of Street Fighter: The Movie

I haven't talked to a single gamer who can tolerate this cheaply produced cross between Street Fighter 2 and Mortal Kombat (and judging from the above quote, the actors were equally unenthused about starring in it), but y'know, I must admit that I have a certain admiration for the original designers in that they had the gonads to alter the eternally popular SF2 engine and risk pissing off fans of the series in the process (and boy, did they! :). And hell, it was about time someone tried to incorporate Street Fighter 2's precise, intuitive controls into a fighting game with digitized graphics... who's idea was it to release Mortal Kombat with a block button, anyhow!? Urf... But anyways, here's the deal. Capcom went through the original game as designed by GameStar, took out the storm trooper and most of the Mortal Kombat-style moves, and replaced these features with better control and characters more familiar to the series, like Dee Jay and an unfittingly scrawny incarnation of Blanka. They sold the rights to the new and improved game to Acclaim (who'll apparently buy the rights to anything that's been on a film reel), and smash boom bang, we have Playstation and Saturn versions of a title which could very well have been released on the Genesis and SNES.

In fact, the dull digitized characters aren't even as detailed as the vivid sprites on the 16-bit versions of Street Fighter 2, or even the 8-bit Turbografx version, if you're willing to go that far back. Their outfits look like second-hand wardrobes from the Goodwill Thrift Shop for Needy Fighting Game Characters, with drab earth tones and butt-ugly reds and oranges, and the actors themselves are nothing to shout about. They're stiffly animated, and many of their attacks are clumsily performed (as one would have to expect from a digitized version of a game with superhuman characters). The voices are pretty silly, too, but are especially bad on the Playstation, where Jean Claude VanDamme announces the beginnings of rounds and the characters' names. If you thought the scratchy vocals on the Genesis version of Street Fighter 2 were bad, try deciphering phrases like "Roun' Wan" and "Yeew Ween"...

Things aren't all bad on the Saturn version, though. Its access time is nearly half that of the Playstation's, and the control is much better thanks largely to Sega's nifty six button pads. Even the full motion video is better... it's very blocky, but it moves at a much smoother clip than the full-mo on the Playstation version (and I thought that system had compression hardware especially designed to handle the stuff...odd...). So if you've got to have a copy of this game and own both systems, the Saturn version is definately the one to get... that is, if you find it on clearance and can't afford X-Men, Night Warriors, or Street Fighter: Alpha. Otherwise, it's only worth renting once. Coincidentially, when you DO rent it, have a friend who loves Street Fighter 2 come over, and pop this in when he's not looking. Watching him wince at every special move and sound bite is in itself worth the three clams... >:)

VIRTUA FIGHTER 2

SEGA (AM2)
3D TOURNAMENT FIGHTER

 

Like I've said countless times, I'm not fond of 3-D fighting games. Nevertheless, I was very pleased with Virtua Fighter 2, as it does two things people never thought possible... 1. It proves that the Saturn can hold its own against the Playstation in respects to polygon manipulation, and 2. It made a fan out of me. I'm undecided as to which of these feats is more amazing, but this much is obvious... if you own a Saturn, you've gotta buy this game. It's expensive, but believe me, it'll end up saving you money in the long run if you loved the coin-op. Even if you didn't, it's still worth having, as it utilizes the Saturn hardware more effectively than any other game for the system.

(Apparently, Sega felt the same way, since you can get a free copy of the game alongside two others when you buy a Saturn. The only minus is that it comes in a cardboard sleeve that doesn't exactly make the CD shatter proof. Be sure to pick up a few jewel cases if you plan on doing something crazy like purchasing a brand new Saturn from Toys 'R Us)

VIRTUAL ON

SEGA (AM2)
3D MECH WAR

 

Y'know, the concept of battling mechs seems like it would lend itself well to the video game medium, but I personally have never played a truly memorable game with fighting droids. Take Heavy Nova, for instance. From the back of the box, you'd think that it was one of the best Genesis fighting games ever released, but its overly complex control scheme and excruciatingly slow characters make you wonder why you ever bothered to graduate from Rock 'Em Sock 'Em Robots. Or how about Cyborg Justice? Its gameplay was surprisingly smooth, and the characters could augment themselves with all kinds of deadly weapons, but its overall presentation was, in keeping with most American-designed Genesis games, cheap and unsatisfying. I was hoping that Virtual On would reverse that trend, and for the first ten minutes, was totally convinced that it had... On's complete freedom of movement and lightning fast gameplay gives you the kind of adrenaline rush that was sorely lacking in games like Heavy Nova, and its graphics and sound (while not superb) add a touch of intense realism to the game's white-knuckled battles.

However... that was just the first ten minutes. I was really enjoying myself when the CPU threw me mindless chumps like VR Temjin, but like Super Mario 64, once I really delved into the heart of the game, I found it much more frustrating than it needed to be. And unlike SM64, I wasn't willing to return to give the game one more try after losing dozens of times to a particularly annoying challenger like VR Dorkas. After the second round, the computer gets unbelievably good at hiding behind barriers and hacking you into little bite-sized morsels with its close-range weaponry, and it's absolutely maddening how, no matter what you do, it's next to impossible to draw a bead on the CPU's character with your own attacks. If you try to hide behind a barrier and squeeze off some shots, your opponent will do the same thing or worse yet try to sneak up on you and deliver a close-range blow which will rob you of over half your energy. If you decide to leap into the air and fire a volley of blasts, he'll simply send a homing device up after you and force you to make a crash landing. And if you chase after your hated nemesis, he'll mercilessly pound you with devastating special attacks until you're reduced to a flaming pile of scrap metal. It's because of On's infuriating one-sided nature that most matches against the CPU will be reduced to a game of cat and mouse, with you running for your life trying to stave off an inevitable defeat for as long as possible.

As frustrating as Virtual On is, however, you do have to admire the game's freedom of movement. It gives On a Street Fighter 2 meets Cybersled kind of feel, with the ideosyncratic characters of the former game and the frenzied, paranoid action of the latter. With two players (in the somewhat cramped split-screen mode), I could almost imagine the game to be a lot of fun, but if you're going it alone, it's strongly recommended that you pass on the full release and just play the Virtual On demo included with the Sega Screams game sampler.