Game Corner: The Revenge of Shinobi (Mega Drive)

Released: 2 December 1989
Developer: SEGA
Also Available For: Android, Mega/SEGA-CD, Mega-Tech, Nintendo Switch, Nintendo Wii, PC, PlayStation 2, PlayStation 3, PlayStation 4, PlayStation 5, PlayStation Portable (PSP), Xbox 360, Xbox One, Xbox Series S/X

The Background:
Back in the 1980s, ninjas were a big deal. Mysterious, agile, swift-footed martial artists tossed shuriken and took movies, comic books, cartoons, and videogames by storm. We had everything from silent assassins working for the US government, mutated turtles, a slew of rainbow-coloured warriors, and games so iconic and so challenging that they defined a generation of players. SEGA saw considerable critical and commercial success with Shinobi (SEGA, 1987), a tough but rewarding arcade title later refined for its home console conversion. For the sequel, director Noriyoshi Ohba wished to showcase the then-new Mega Drive hardware through a more story-driven title, one better suited to the home console market. Thus, Shinobi gained a life bar and was purposely given a steep difficulty curve to encourage player experimentation. To balance things out, Shinobi was given a finite magic system to help in trickier situations, as well as a handy double jump for improved platforming. Of course, the game became notorious for including unlicensed appearances by major pop culture icons, leading to numerous revisions and graphical tweaks to avoid a lawsuit! One of the defining Mega Drive experiences of my childhood, The Revenge of Shinobi has stood the test of time as a classic of its generation, impressing with its visuals and gameplay variety as much as it frustrated with its mechanics and difficulty curve, and even directly inspired a semi-recurring comic strip here in the United Kingdom. The Revenge of Shinobi has had a tumultuous life post-Mega Drive, occasionally omitted from retrogame collections in favour of its sequel, though a remaster did briefly appear on digital stores (alongside some Trophies and quality-of-life features) in 2012.

The Plot:
When the criminal organisation Neo Zeed murders Joe Musashi’s master and kidnaps his bride-to-be, Musashi once again dons his Shinobi garb and sets out to rescue her.

Gameplay and Power-Ups:
The Revenge of Shinobi is a sequel to the arcade, ninja-themed run-and-gun (more of a “walk-and-gun”, I suppose) Shinobi and, like its predecessor, is an action platformer that sees players guide Joe Musashi, the titular “Shinobi”, across eight stages (billed as “Rounds”), each with three parts (referred to as “Scenes” in the manual and comprised of two action stages and a battle against the game’s “Power Villains”). The Revenge of Shinobi incorporates a “continue” feature, limiting players to three continues per game, and allows players to choose from four difficulty settings (with the hardest settings limiting how many lives they have) and four control schemes. Personally, I prefer “Type 2”, which maps Musashi’s attack to the A button, jump to the B button, and “ninjitsu” magic to the C button. You can also customise how many shuriken Shinobi starts with, and I’d recommend setting it to the maximum amount as you’ll be chucking a lot of throwing stars in this challenging title. Musashi’s primary attack is to throw ninja stars, which he can do while walking, crouching, or jumping. When enemies get close, Musashi strikes with his Oborozuki blade or a kick, with most enemies literally exploding after just one hit. Musashi has a decent, if clunky jump that players can use to hop over simple obstacles (walls, crates, and junk cars) or onto moving platforms, but he can also perform a somersault to reach higher ground or flip over chain-link fences. Unfortunately, this somersault is extremely finnicky to perform as, rather than simply tapping B twice, players must awkwardly press B at the height of their jump, meaning the somersault is effectively useless in restrictive locations like hallways and interiors. This also means you can’t hop halfway across a gap and then activate the somersault; if you try this, you’ll plummet to your death. It’s worth pulling this move off, though, as you can press A when somersaulting to fire a spread of shuriken, though this quickly depletes your stock. Luckily, players can break wooden crates for more shuriken, health, and even extra lives. However, you must watch out for sneaky (often unfair) timed bombs that can whittle down your health or send you down a bottomless spit thanks to the game’s aggravating knockback.

Power up Musashi’s attacks or utilise his devastating ninja magic to clear out enemies.

Musashi can also collect “Power Packs” to increase the speed and power of his attacks, gaining his sword and changing his shuriken to flaming projectiles. When walking or crouch-walking while powered up, Shinobi holds his kunai before him to reflect projectiles, which is a handy feature. Defeating enemies and clearing stages also adds to your high score, with Musashi’s life bar increasing by two when players reach 100,000 points and earning extra lives whenever they clear a Round or reach first 50,000 and then 100,000 subsequent points. Pausing the game lets you select one of four ninjitsu techniques to use with the C button, with each having different pros and cons. Ikazuchi, the “Art of Thunder”, surrounds Shinobi with an electrical shield to protect him from damage and even seems to hurt enemies, though it fades after too many hits. Kariu, the “Art of the Fire Dragon”, summons great plumes of dragon-like fire to damage all enemies. Fushin, the “Art of Floating”, increases the speed, height, and length of your jumps and somersaults, allowing you to easily cross gaps. Though it lasts until the Scene ends and can be used alongside other ninjitsu, it can be unwieldy. Finally, Mijin, the “Art of Pulverising”, sees Shinobi self-destruct, costing a life but dealing big damage to enemies and bosses. You can use each ninjitsu twice per life and can earn additional uses by finding rare ninjitsu items in crates; if you perform the somersault attack, you may also find hidden items scattered through the environments. Unlike in the original game, there are no quasi-first-person sections in The Revenge of Shinobi and no hostages to rescue. You simply move from right to left, taking out any enemies and crossing deadly gaps, until you reach the exit or defeat a boss. However, you must occasionally step on switches to open doors or clear a path, crouch-walk through hidden passageways, Fushin-leap across gaps, and ride moving platforms or chains to bypass instant-death hazards.

A challenging title made all the more tricky thanks to some clunky controls.

The Revenge of Shinobi starts out quite fair, demanding little from players than to avoid projectiles and hazards, but quickly becomes a challenging title. Players must avoid being skewered by bamboo spikes, crushed by sliding crates, and scorched by bursts of fire. Molten steel, raging waters, and bottomless pits will cost you a life and you must also take care to not be sucked out of Round 3’s air locks. Fushin comes in handy when tackling Round 2’s waterfall, where you hop to dropping logs and high platforms, and your jumping prowess is tested when you hop to and from Round 5’s bridge avoiding speeding red cars. When in Round 3’s military airfield, players must somersault over the chain-link fence to avoid or take out the armed guards stationed there, while Round 5 sees you hopping to moving laser turrets to scale Neo Zeed’s skyscraper headquarters. When navigating the pier Scene in Round 7, you must hop to rubber dinghies, then avoid the massive turrets stationed in a similar Scene in Round 8. Some stages, like Round 2: Scene 2 and Round 6: Scene 1, see you using the rooftops to avoid enemies and pits, while Round 6: Scene 2 sees you ducking and jumping over hazards while plodding across a speeding train. While you’ll encounter enemies popping from hidden doors as early as Round 2: Scene 2, Round 8: Scene 2 presents a frustrating door maze, where you must choose the correct path, battling every enemy faced in previous stages, and thanking the gaming gods that The Revenge of Shinobi doesn’t have a timer and that online guides are a thing! Still, the game’s difficulty can be daunting at times. Musashi and his enemies have quite large hit boxes and Shinobi is a bit clunky to control, especially when jumping. You can’t scroll the screen up or down, making it easy to be blindsided by enemies; though, on the plus side, enemies don’t respawn. Those damn bombs also become a massive headache as you progress, to say nothing of enemies that deflect your shuriken or disguise themselves as nuns!

Presentation:
Although The Revenge of Shinobi was an early title for the SEGA Mega Drive, it’s still very impressive from a visual standpoint. Joe Musashi may not have any idle poses, but he strikes a dramatic pose with each ninjutsu, collapses in defeat when killed, and assumes a more aggressive stance when powered up. While the basic ninja enemies aren’t much to shout about, the samurai are far more detailed and I liked the agility of the Pink Dragon enemies, who fall to their knees after taking a few hits rather than exploding like Shinobi’s other enemies. These explosions are ridiculously fun and I liked how some enemies wield swords or other weapons that deflect your projectiles, forcing you to alternate between high and low attacks. While some stages can be a bit bland or cluttered at times and the game lacks the colourful, visual “pop” of the Mega Drive’s most popular titles, there’s a lot of detail in every area. Round 1: Scene 1 transitions from dusk to night, for example, waters rage in Round 7 and 8 (with the latter also including rain effects and a lighthouse in the background), and there’s some minor examples of parallax scrolling at work. The game’s introductory scene features a large, partially animated sprite of Sonny Chiba Musashi deflecting some shuriken and a still image of him holding his murdered sensei as the game’s plot appears in text. Between each Round, you’re treated to a world map that shows your progression and the game’s sound effects should be readily familiar to anyone who’s played the Streets of Rage trilogy (SEGA/Ancient, 1991 to 1994) since those games copied them, and some graphical elements, wholesale from The Revenge of Shinobi. The game is also a licensee’s nightmare, depending on which version you play, as Musashi encounters enemies clearly inspired by John Rambo (Sylvester Stallone) and bosses either inspired by or blatantly ripping off Doctor Robert Bruce Banner/The Hulk, the T-800 Terminator (Arnold Schwarzenegger), Peter Parker/Spider-Man, Bruce Wayne/Batman, and Godzilla! It’s surreal encountering these enemies, even if you’re playing a version that recolours or alters their sprites, as they’re decidedly at odds with he game’s more grounded aesthetic.

There’s some decent visual variety and crazy moments, but it can be cluttered at times.

To be fair, though, The Revenge of Shinobi may start out rather mundane and traditional, with Musashi exploring a bamboo forest and guarded pagoda before hopping to the nighttime rooftops, he’s soon storming a well-armed military airfield, awkwardly navigating the claustrophobic interior of a steampunk-like airship, and somersaulting through the neon-drenched skyline of Chinatown. Equally, while his enemies start out as simple ninjas appearing in puffs of smoke or from hidden doorways, he’s soon taking on assassins disguised as nuns and dodging laser blasts from automated turrets. While the game’s soundtrack is practically burned into my memory, particularly the intro music and opening Scene, it is disappointing that The Revenge of Shinobi repeats a few of its tracks, especially considering the variety packed into each Round. This can also be a double-edged sword, to be fair: the train Scene, for example, starts off in a really bland tunnel and then jumps to the extreme with a cluttered and confusing background (though I liked seeing passengers mingling in the carriages). I enjoyed the chaos of the steel mill, however, and the busy bridge (despite how difficult it can be to avoid enemies and cars and not plummet to your death), and especially liked the detail in splashing waters in the pier Scenes. These effects were far more effective than in the waterfall Scene, where it can be difficult spotting enemies and even Musashi’s sprite due to the clashing colours. While the game strangely lacks an end credits sequence, there are two endings depending on how quickly you defeat the final boss and whether or not you rescue Naoko. I also liked that the Power Villains changed colours to visually indicate that you were dealing damage (though sound effects also helped with this), and how they dramatically exploded upon defeat, with some even breaking apart for added effect. While the game performs pretty well, never taxing the Mega Drive’s hardware too much, there can be some instances of slowdown and sprite flicker when a lot of big, moving sprites are present.

Enemies and Bosses:
There are only a handful of enemies in The Revenge of Shinobi, but the game eventually mixes and matches their combinations and offers palette swapped variants who are a bit tougher and more aggressive in their attacks. One of the most common enemies you’ll face are Neo Zeed’s ninjas (or Omote), who appear in a puff of smoke or from behind hidden doors or even flying about on bat-like wings! These guys can jump, somersault over you, and toss shuriken of their own, but explode in one hit. They’re bolstered by samurai (or Kabuto), who deflect your shuriken with their katana and have a long reach, and attack dogs that pounce at you. Neo Zeed’s reach extends to the American military, meaning you’ll often face off with soldiers armed with rifles, tossing grenades, or stationed behind machine guns. These guys can also lie on the ground and come in pairs to fill the screen with machine gun fire and are often accompanied by “Gunners”, the Rambo-esque brutes that carry flamethrowers. Kasumi (who win top price in the Elektra Natchios lookalike competition) fool you by disguising themselves as nuns and then leaping with a flying kick and sai in hand. The game’s Bruce Lee-like martial artists also utilise flying kicks, while the White Phoenix enemies have incredible reach with their spinning, bladed nunchaku. I really liked the Pink Dragon enemies, robed dancers who elegantly spin around, deflecting your shuriken, and take multiple hits to defeat before crumbling to their knees rather than exploding (a detail not mirrored by the Kasumi). These enemies eventually start mingling and you’ll encounter them all in Round 8: Scene 2, which can be especially aggravating as their projectiles and sprites take up screen space and box you in. It’s also worth remembering that the Gunner’s flames and the many bombs you encounter linger onscreen for a few seconds, so you must either take your time or execute a somersault to avoid damage. Hazards like jet flames, pits, molten steel, turrets, and lasers are also present, though you can use some of these to help upwards in some Scenes.

Some totally legal cameos pop up alongside the colourful and bizarre bosses.

Each Round ends with a battle against a “Power Villains”. The first, the Blue Lobster, is a large samurai who shields himself and has fantastic reach with his Masamune-like blade. However, by utilising the arena walls, you can avoid his attack and execute the somersault spread to whittle him down. Next, Shinobi encounters the super agile Shadow Dancer in a kaleidoscopic nightclub. This guy is essentially a supped-up Omote but he’s quite challenging as he can only be damaged when on the ground, fires a shuriken spread, and turns pitch-black near death to make him even harder to spot! Round 3 pits you against a heavily-armoured super computer, protected by ceiling lasers, that can only by damaged by targeting its exposed brain. At the end of Round 4, you battle the “Master Attacker” in the junkyard. This hulking brute tosses cars and debris, has a shoulder charge, and turns out to be a kamikaze robot, but you can again use the high ground and somersault attack (or Kariu) to damage him. Next, you’ll clamber over a massive, missile-carrying vehicle, attacking the red orbs when they pop up and avoiding shots, the blue spark that travels across the ground, and falling to your death. Round 6 sees you ambushed by Spider-Man and Batman (or a spider-like ninja and a menacing vampire) in a two-stage battle. Spidey crawls along the ceiling firing webs and descending on a web line (that also makes him invulnerable), while Batman swoops at you and is surrounded by bats (though these, like Spidey’s webs, can be destroyed). As if that wasn’t bonkers enough, either Godzilla or a fire-breathing Brontosaurus await in Round 7’s final Scene. Either way, you must again use the high ground to attack the beast’s head, watching for its atomic breath and large tail, and hopping from one side to the other to avoid damage. Finally, Shinobi battles “The Boss” for Naoko’s life. This squat, kabuki-like crime lord is mostly stationary but protected by a mane of impenetrable hair that he whips and flings at you. You must stay close, firing at his exposed belly, and utilise Ikazuchi (since all other magic seems ineffective) to outlast his attacks and finish the fight quickly, otherwise Naoko will be crushed!

Additional Features:
As mentioned, there are multiple difficulty settings in The Revenge of Shinobi. So, if you somehow find the game too easy on “Easy”, you can give yourself a harder challenge by limiting how many lives you have. There’s no real benefit to this other than bragging rights, though, as the ending you receive relies solely only how first you defeat The Boss and if you can keep Naoko from being killed. If the game proves too challenging, you can set the shuriken count to 0 in the game’s “Settings” menu and wait a few seconds for the number to change into an infinity symbol, granting you unlimited projectiles. Hidden extra lives can also be farmed in some Scenes, though there’s oddly no high score table to aim for (you must record your score in the manual like some kind of caveman!) If you’re lucky enough to still own the seventh-generation remaster, there are twelve Achievements/Trophies to obtain, with one being awarded for using all ninjutsu attacks, one for beating the game without a continue, and others for oddball tasks like deflecting ten attacks or falling down a waterfall. Other modern re-releases are oddly missing Achievement support but do come with save states and, often, rewind features, which make this challenging title far easier and much more enjoyable to playthrough.

The Summary:
Like many kids back in the day, I’m sure, The Revenge of Shinobi was an essential title in my Mega Drive library. This was probably the most challenging game I owned back then, yet I kept it and often revisited it time and again despite often running into a brick wall around Round 7. Years later, I picked up the remaster for the PlayStation 3 and finally finished the game for the first time, and I’m still a bit regretful that I ended up selling that console and losing that version of the game. Thanks to re-releases, The Revenge of Shinobi is more accessible than ever but there’s something magically nostalgic about revisiting it on original hardware. The game holds up pretty well, especially the soundtrack and some of the sprite work. It can be clunky at times (Joe Musashi is very slow and his jump, particularly his aggravating somersault, are difficult to master) and the environments lack a lot of the detail and variety you’d expect from later Mega Drive titles, but I appreciate that the developers tried to make each Scene stand out in their own way. I still get a thrill hearing that Round 1: Scene 1 beat kick in and laugh every time those blatantly ripped off enemies crop up, and I love how Musashi can hop behind chain-link fences and bolster his attacks with ninjutsu magic. The Power Villains are all large and suitably impressive, testing your jumping skill and forcing you to think about when and how best to use your ninjutsu, while the stage variety always keeps you on your toes. I may not enjoy the bridge, train, or many of the platforming mechanics and that damn door maze might’ve driven me mad, but I’m glad that the game tried to be a bit ambitious and mix things up. It’s a shame that the developers didn’t rejig the first-person-esque sequences for the first game or the hostage rescue mechanics into mini games or gimmicks for some Rounds, and that the screen area is unnecessarily restricted at times, but this is still a classic mega Drive title. It was undoubtably surpassed by its sequels, but there’s a special kind of magic to the Revenge of Shinobi that still gives me the feels to this day and I’m always glad to boot it up again, though I admit this blatant nostalgia is the reason it gets an extra fourth star as the awkward controls, slow pace, and difficulty curve do bog it down.

My Rating:

Rating: 4 out of 5.

Great Stuff

Was The Revenge of Shinobi a staple of your Mega Drive library back in the day? How do you think it compares to the first game, and its sequels? Which of Musashi’s ninjutsu attacks was your favourite and did you also struggle with his somersault attack? What did you think to the stage variety and the soundtrack? Which version of the game did you own and what did you think to the crazy bosses? Did you ever defeat The Boss and rescue Naoko? Which of the re-releases is your favourite and would you like to see a Shinobi collection released for modern consoles? Share your memories and opinions on The Revenge of Shinobi down in the comments, go support me on Ko-Fi, and check out my other Shinobi reviews.

Mini Game Corner: Shinobi (Arcade)

Released: 16 November 1987
Developer: SEGA AM1
Also Available For: Amiga, Amstrad CPC, Atari ST, Commodore 64, IBM PC, Master System, MSX, Nintendo Entertainment System (NES), Nintendo Wii, PC Engine, PlayStation 3, Xbox 360, Xbox One, Xbox Series S/X, ZX Spectrum

A Brief Background:
For quite a while, between the seventies and mid-nineties, ninjas were all the rage. Sneaky, costumed martial artists wielded katana and tossed shuriken and appeared in numerous cartoons, comic books, movies and videogames. Games were treated to everything from ninja turtles, rainbow-coloured warriors, and games so challenging that they defined a generation. Since ninjas were so prevalent in the gaming industry, it wasn’t that surprising that SEGA built an arcade game around a skilled ninja warrior. Although vastly surpassed by its Mega Drive sequel, the original Shinobi was a commercial success whose demanding gameplay proved extremely popular. When Shinobi came to the Master System, it received a noticeable downgrade in graphics yet some welcome quality of life features, such as a health bar and the elimination of one-hit deaths, which led to it being equally lauded. Shinobi kicked off a successful side franchise for SEGA, one sadly left to the wayside for many years, and saw numerous ports to other consoles, though many were since delisted.

The Review:
Joe Musashi’s debut as the shuriken-throwing Shinobi is a 2D, sidescrolling affair that’s essentially a ninja themed run-and gun. Players can either go it alone or play alongside a friend to fight their way through five stages (known as “Missions”), with three to four rounds per Mission (with the final round being a boss battle). While you’re playing against a three-minute time limit on the arcade version, I never experienced any time outs and you’re given plenty of time to play as each round is quite short. The Master System version lacks the timer but is noticeably harder, even though Musashi can take multiple hits before dying, since the controls are much clunkier and players have no continues. On the arcade version, your game lasts as long as you have pocket change, though there are no checkpoints mid-round. However, the game throws you a bone by not requiring you to rescue hostages each time you lose a life. Yes, Musashi’s goal is to rescue a handful of hostages in each area, with the captives generally guarded by street thugs, ninjas, Mongolian swordsmen, and bazooka-wielding goons. Rescuing hostages awards points, with players earning extra lives with enough points and landing their initials on the high score table at the end of the game, and upgrades Musashi’s attacks. Rescuing them is mandatory on the arcade version, with the exit only accessible once they’re rescued, but is optional on the Master System version, where they also refill your health. By default, Musashi tosses shuriken with one button, though he’s limited to tossing them in the direction he’s facing or while crouching rather than in any direction or off a somersault. When enemies get close, Musashi kicks or punches them (providing he doesn’t take a hit and die), but this is upgraded to a sword slash (and a nunchaku and a ball and chain on the Master System version). Shinobi’s shuriken are swapped out for a missile-firing pistol (very discreet!) and even grenades on the Master System.

Hop about, employ magic, and toss shuriken to rescue hostages and take down the baddies.

Shinobi’s big gimmick is Musashi’s ability to leap onto walls and into the background by holding up and pressing the jump button. These inputs also allow him to drop back down as well, and players must switch back and forth between the foreground and background to rescue hostages, take out or avoid enemies, and progress across stages. It can be clunky at times, and difficult to see where you’re supposed to jump, and some enemies are obnoxiously placed to sap your lives and pocket money. Musashi can duck or jump over crates to avoid incoming fire or progress further, and utilise “ninjitsu” magic at the press of a button. Unlike in later games, this magic is severely limited and changes depending on which Mission and version you’re playing. I saw Musashi duplicate himself and dart around the screen with flying kicks, summon a lightning storm, and conjure tornados, though I couldn’t figure out how to do the magic on the Master System version. After clearing a Mission, players are awarded point bonuses to add to their high score and must take on a first-person bonus round (accessibly by rescuing hostages on the Master System). Here, you frantically toss shuriken at ninjas as they hop from the background, with the round ending in failure if they reach you. While most of Shinobi is geared towards simple run-and-gun action, you’re often tasking with hopping to pillars, wading in water, clambering up and down pipes, or clearing gaps to progress. This can be a tricky prospect as Musashi is incredibly sluggish, has a large hit box, and jumps like he has lead in his shoes, meaning you’re far more likely to plummet down a pit than reach your intended destination. Unlike in later games, though, there are no additional hazards or gimmicks to worry about here, though the sheer number of enemies and projectiles means Shinobi is an incredibly challenging title regardless.

The game’s hit and miss in terms of visuals, but definitely at its strongest on the arcade.

Despite being a SEGA kid, and owning a Master System, I never played Shinobi growing up. I played The Cyber Shinobi (SEGA, 1991) and The Revenge of Shinobi (ibid, 1989), but never this one. Consequently, I can’t help but be disappointed with how the game looks. Sure, there are some fun voice samples and grunts, the distinctly Oriental music was certainly fitting, and the title screen showcasing Musashi’s animated head was somewhat impressive, but the game is very basic compared to its sequels. On the arcade, Musashi and his enemies are large, colourful sprites with limited animations and annoyingly big hit boxes. Musashi is garbed in black and has his face exposed here, and lacks some of his later abilities, but still strikes a dramatic pose when using magic, which fills the screen with fun, varied effects. Each Mission begins with a briefing document showing the boss and your place on a crude map, and the locations are somewhat varied. You’ll battle on the city streets, against a background of Marylin Monroe posters and simplistic skyscrapers, across the docks and inside a large ship, hop across a rocky mountainside, most likely get a headache from the dense and mangled bamboo forest, and finally battle inside a pagoda full of ninjas. I did like the water effects when you’re outside the docks, with enemies casting a shadow so you can anticipate their appearance, and the large structures at the end of most stages, such as caves and Oriental buildings. Bosses are fought in enclosed arenas that are given some visual flair, taking place on a balcony looking out on treetops or against a dragon mural, and the large sprite art and sprite manipulation in the bonus stages was certainly impressive. While your only reward for beating the game is some text regarding the ending and your place on the high score table, that’s more than Master System players get, as the game abruptly ends on home consoles! The Master System version is also far uglier, with loads of sprite flickering, clunkier controls, and a truly awful visual downgrade from the arcade that’s only echoed in other inferior ports.

While some bosses are fun, others are ridiculously cheap thanks to the one-hit-kill mechanic.

Musashi is attacked by knife- and gun-wielding street punks, bazooka-firing troopers, and a slew of colourful ninjas. Some resemble Peter Parker/Spider-Man and pop from water, fly from the thick bamboo forest, or appear in a puff of smoke to flip about with katana. Kabuki-masked enemies toss bones, Mongolian warriors swing or throw their blades, weird little hunchbacks leap about, and bo-swinging monks hop between the foreground and background. Most are defeated in one hit, but their projectiles fire high and low, enemies are often perched right where you need to jump, and some deflect your shuriken. Ken-Oh, a hulking ninja garbed in black armour, is the first boss you face. He launches fires fireballs that can be extremely difficult to avoid as they fill the screen and easily sap your lives as you frantically try to jump and toss your shuriken at his helmet. The Black Turtle attack helicopter was much easier, despite its gatling gun and the ninjas it spawns. You can deal a lot of damage with your ninjutsu magic, and the helicopter even displays battle damage and goes down in an impressive explosion. The Mandara was a crippling step up in difficulty, however, being a two-stage boss battle that features an insta-kill wall of electricity and starts with an advancing troop of boddhisatvas that must be destroyed before they reach you. You must then avoid the Mandara Master’s bouncing projectiles and hit the jewel on its forehead to win. The Lobster, a massive, armoured samurai, was the easiest boss, providing you get your timing down. All this guy does is slowly advance and swing his sword, but he’ll stun-lock you if you’re not careful. To defeat him, you must time your jumps to hit his head, forcing him back and easily besting him if you’re quick enough. Finally, Musashi faces Nakahara, the “Masked Ninja”, in a four-phase challenge. First, the Masked Ninja jumps at you, leaping off the walls, and you must time your shots to land when his shield is briefly gone. Then, he turns into a tornado and flings blades at you, before hopping about while shadowed by duplicates, and finally rushing in to land melee attacks, all of which can be tough to avoid and it’s even hard to know if you’re done damage!

The Summary:
Despite my love and nostalgia for The Revenge of Shinobi, and my appreciation for the Master System, I’ve never been that enthused by the original Shinobi. I could tell just from screenshots and a bit of gameplay that it was a clunky and demanding experience, and my opinion has only been cemented after this playthrough. I played through both the arcade and the Master System version and, while there are subtle differences and some tweaks for the home console version, both were unforgiving at times and a chore to get through. Joe Musashi is ridiculously difficult to control, awkwardly leaping to and from the background and being far too big a target for this mission. Enemies are relentless, constantly spawning and tossing projectiles and causing cheap deaths thanks to the outrageous one-hit-kill system. This is mitigated on the Master System, but the game’s still an uphill battle thanks to the awful visuals and problematic controls. Musashi isn’t as spry as I’d like and drops like a stone when trying to clear gaps, and isn’t acrobatic enough to avoid the simplistic bosses’ attacks. His ninjutsu magic, while impressive, is incredibly limited and almost useless against bosses, and you’re barely given a chance to learn enemy patterns or level layouts before you’re pumping in more coins and replaying the same sections over and over. I liked the variety and aesthetic of the game, and the first-person bonus rounds, and that you have to rescue hostages, though these were better implemented in the home console ports. It’s amazing to me that Shinobi was as popular as it was at the time as I find it very difficult to believe anyone got very far in this unforgiving piece of jank, which punishes you at almost every turn, even when playing on the Master System (where some cheat codes ease the pain). I’m honestly glad I started with its superior 16-bit sequel, which outclasses this offering in every way.

My Rating:

Rating: 2 out of 5.

Could Be Better

Did you ever play Shinobi in the arcade, or own it on home console? Were you impressed with the game and its unique jumping mechanic? Did you also struggle with the one-hit kills and Musashi’s large hit box? Which of the bosses was the most troublesome for you and did you ever clear all the bonus rounds? Did you prefer the changes made for the home console release? Would you like to see a new Shinobi collection? Whatever your memories and experiences of Shinobi, share them in the comments, support me on Ko-Fi, and check out my other Shinobi reviews.

Game Corner: Ninja Gaiden (Nintendo Switch)

Released: 12 December 2018
Originally Released: 9 December 1988
Developer: Tecmo
Also Available For: Mobile, Nintendo 3DS (Virtual Console), Nintendo Entertainment System (NES), Nintendo Wii (Virtual Console), Nintendo Wii U (Virtual Console), PC Engine, Super Nintendo Entertainment System (SNES; remake), Xbox (Unlocked in Ninja Gaiden (Team Ninja, 2004))

The Background:
Whether they were silent assassins working for the US government, mutated turtles, or rainbow-coloured warriors fighting for and against our world, ninjas were a staple of the 1980s, especially in videogames. While often depicted as agile foes, ninjas also made up some of gaming’s most memorable characters and, in 1988, a very particular ninja effectively defined the difficulty of 8-bit games for a generation of players. Developed alongside a beat-‘em-up arcade title of the same name, Ninja Giaden was specifically created to capitalise on the ninja craze of the eighties and marked developer Masato Kato’s first full-time project as a video game designer. Inspired by some of Nintendo’s most popular titles, director Hideo Yoshizawa sought to create both an iconic protagonist and truly challenge players to give them their money’s worth. The game stood out by emphasising story as much as action through impressive, anime-style cutscenes and was re-titled for its North American release. Ninja Gaiden’s difficulty was a major talking point upon release and this reputation grew into legend over the years, with many reviews and online personalities ranking it as one of the most challenging retrogames of all time. Regardless (or, perhaps, because of this), Ninja Gaiden is also noted as one of the best of its era, despite some drawbacks in its design, and it even inspired some well-regarded sequels back in the day, to say nothing of challenging a new generation of gamers through 3D reboots decades later.

The Plot:
When ninja Ryu Hayabusa’s father is seemingly killed in a duel by an unknown assailant, he sets out on a quest for revenge that soon pits him against a demonic entity known as Jaquio.

Gameplay and Power-Ups:
Ninja Gaiden, one of the most notorious and quintessential titles for the classic NES, is a 2D, sidescrolling action adventure in which players assume the role of Ryu Hayabusa, a black clad, katana-wielding ninja who battles his way through six levels (referred to as “Acts”), each with as many as four different screens (or “Areas”), to avenge the supposed death of his father. There are no difficulty options here; instead, you must endure one of the games that defined the term “NES Hard” with only unlimited continues and your own perseverance. Well, that’s not quite true. Ryu Hayabusa is extremely fast, agile, and capable, quickly slashing and defeating most enemies with one hit with a press of B or X and nimbly hopping across gaps, to platforms, and to ladders with A. Each enemy you defeat awards points (though there’s no high score table and these don’t seem to grant you extra lives) or a special jar to restore some health. These are must-have items as you’ll be bombarded by respawning enemies (seriously, they often spawn the second you kill one!) and destructible projectiles. You must also be mindful of the timer, which pushes you to keep moving and risk plummeting your death across the game’s many chasms. Oh, and be wary of the extreme knockback Ryu suffers when hit, which often sends him careening to his death. If you lose all your lives and have to continue, you must start from the first Area of the last Act you played, though the game throws you a bone in Act IV by not forcing you to battle past the penultimate boss more than once.

Slash, wall jump, and toss projectiles at an endless swarm of enemies in this tough platformer!

While Ryu is quick and agile, he can be cumbersome in mid-air and is prone to falling through platforms that are otherwise solid, so you must time your jumps properly, which is easier said than done with the sheer amount of chaos on screen! Ninja Gaiden’s big gimmick is Ryu’s wall-spring jump ability, which allows players to hop between walls and vertical sections by tapping A. This is super fun and utilised perfectly, with Ryu clinging to the wall until you press A and easily hopping to higher ground. However, Ryu’s strangely unable to climb over edges, forcing you to jump to a nearby platform and then jump back to progress, and also cannot drop down a pit even if he climbed up it. These sections never outlive their welcome, however, and, if anything, I would’ve liked to see more of them as opposed to the tricky jumps across bottomless pits! Ryu can also utilise special items, usually by pressing up and B, though these are tied to a “Spiritual Strength” ammo count and are usually best saved for bosses or more hectic sections. Ryu can toss shuriken for a ranged attack and utilise boomerang shuriken, blast a fire wheel in a spread attack, and turn his jump into a bladed somersault with the “jump and slash technique”, which instantly kills all bosses! Each of these costs a different amount of Spiritual Strength, so you must smash lanterns and defeat birds to increase your ammo. I’d also recommend holding down and B when you have the jump-slash since it must be saved for the final boss and costs the most Spiritual Power to use. Players may also find the odd extra life, protect themselves with a rare flaming shield, and even freeze all onscreen enemies with a sand timer, though it’s best to time this just right as you don’t want to take damage from the frozen enemies! Any power-ups are lost between Acts, forcing you to get yourself up to strength for each boss, though every projectile can be destroyed if you time your attack just right and many enemies can be tricked into falling to their deaths or despawning if you can manipulate the screen correctly.

Ninja Gaiden does not let up for an instant and constantly screws you over at every turn.

Ninja Gaiden fully deserves its reputation. I played on the Nintendo Switch, so I had the advantage of save states and rewinds, and even then I could see how challenging this game would be back in the day. Things start off quite tame, to be fair, and you’re introduced to Ryu’s wall-spring jump and the platforming challenges in a way that eases you into the gameplay loop. However, it’s not long before birds are swooping in, ninjas are leaping from offscreen, and enemies and projectiles are filling the screen, screwing up your jumps, knocking you down pits, or whittling down your health bar as you hop and climb about. There isn’t much to the game, technically speaking, with no environmental hazards to worry about save for some dragon-themed turrets and the many pits that fill the stages. there is no lava, for example, no toxic funk, and Act III doesn’t include slippery platforms or icicles. Platforms don’t even move or crumble beneath your feet; they’re just spaced further apart, get gradually smaller or have enemies perched on them, and the game tasks you to clamber up ladders or hop up vertical shafts to progress. Some Areas do have you moving from the right side of the screen to the left, to be fair; each Act has different destructible gimmicks to drop items and power-ups; and you occasionally climb long-ass ladders, avoiding birds as you go. There are no bonus stages to break up the action, however, though the game places a surprising emphasis on story, more so than most games of its era. Ninja Gaiden’s difficulty is in its platforming challenges and the sheer influx of enemies, who constantly fly at you and spawn in no matter how many times you defeat them. They linger right where you need to drop, guard small platforms over pits, and rain down in large numbers, mocking your attacks as you struggle to be quick enough to clear some breathing space. There’s always something else up ahead and you’re constantly being tested, with the game requiring split second decisions and punishing you severely if you hesitate or don’t take risks. The special items certainly help in these situations, but it’s a calculated risk as you don’t want to be left on empty when the boss appears!

Presentation:
I was honestly blown away by Ninja Gaiden. While the game’s a little too zoomed out at times, making the sprites a bit too small and reducing their detail, this greatly benefits the gameplay as you can always see the entire screen and get a better idea of what’s coming at you. Every sprite and projectile stands out against the different, colourful backgrounds and I never lost track of Ryu, even when the game noticeably struggled to keep up with the action. Sprite flickering and screen tearing is common in the later stages of Ninja Gaiden, where the enemy numbers increase, you’re more likely to be tossing projectiles, and the bosses get bigger and more ambitious. Still, I can forgive this as it’s a product of its era and adds to the charm and my progress was never impeded by these issues, just the damn knockback, Ryu’s stiff mid-air movement, and the cacophony of hazards onscreen! While enemies are somewhat basic and Ryu doesn’t have an idle animation, he exudes a lot of personality in his swift movements and fun wall jump and is fleshed out beyond most other 8-bit protagonists thanks to the many anime-style cutscenes that relate the game’s story. These were incredibly impressive, boasting large, partially animated sprite art and a lot of dialogue, even if there were some translation errors. Ryu’s battle sees him accosted by the Central Intelligence Agency (CIA), fall for the beautiful and mysterious Irene Law, learn of an ancient curse on some statues, and get mixed up with demonic forces! Cutscenes occasionally interrupt the gameplay, providing a dramatic view of the ominous Temple of Darkness and seeing Ryu challenged by Bloody Malth, to say nothing of detailing Ryu’s quest for revenge and some unexpected revelations regarding his father! This is all set up from the opening cutscene, which includes some parallax scrolling and sets the standard of the anime aesthetic for the game, though I admit that I wasn’t blown away by the game’s soundtrack, which was fitting for the action but not exactly memorable.

The game’s anime-style cutscenes and impressive visuals were a surprising highlight.

Players battle across some varied, if uninspired, environments throughout Ninja Gaiden, including the city streets (with alleyways, buildings in the foreground, basic skyscrapers in the background, and neon signs to jump to), battle the first boss in a seedy bar, and hop to girders against the rocky walls of a spawling factory. This leads to an outside location where you must hop to stone platforms and pillars against a mountain range, a flowing river with wooden platforms dotted across its surface, and the aforementioned snowy mountaintop where Ryu must climb vines as makeshift ladders. Act IV sees Ryu parachut into an Amazon rainforest, where the background is a mess of tangled greenery and the swamp-like water spells instant death if you slip from the log platforms. This ends with you scaling another mountain and magically infiltrating the Temple of Darkness, a suitably gothic castle full of tracks, mine carts, and featuring a long stone bridge, with dark brick work contrasting the orange foreground. When you venture into the Temple of Darkness, you’re faced with an excruciating grey backdrop, one dotted with demonic statues and imagery, that’s rivalled by Act V’s purple brick background and stone-grey platforms. Thankfully, this eventually gives way to a looming mountainside, and you’re tasked with hopping across some of the game’s trickiest jumps and heading up the mountain, which stretches high into the sky and ends with a castle rooftop set against a cloudy night sky. What really impressed me about this final Area was that it returns as the first Area of Act VI, with you now going to the left for Ryu’s toughest challenge yet! As you venture deeper into the gothic structure, you’re faced with columns, tall walls, and demonic imagery. With more surfaces to cling to, you may find your jumps or progress impeded as Ryu accidentally clings to walls you weren’t aiming for, which is just another headache to contend with as enemies fill the screen and tax the 8-bit hardware to its limit.

Enemies and Bosses:
There are a handful of enemies that stand between Ryu Hayabusa and his vengeance, with most of them being recycled again and again and only becoming more troublesome due to their sheer number and annoying placement. At first, you’re slaughtering street punks who rush you with baseball bats, toss knives, or fist-fight you while wearing boxing gloves. Dogs scramble across the floor at high speed, bats and various birds fill the airspace and screw up your jumps, and even tigers take a shot at you once you land in the rainforest! You’ll come across soldiers who charge at you, fire bursts from machine guns, and wield bazookas, sword-wielding baddies, martial artists who fly at you with a propeller kick, and even brutes swinging maces! Green-clad ninjas rain from the sky and slice at you with katana, Halloween-themed killers toss machetes and axes in sporadic arcs that seem to always hit you thanks to the game’s janky hit boxes, and dragon-themed cannons spit fireballs. Ninjas fly overhead on jetpacks, tossing a spread of shuriken that are all-but-impossible to avoid, gaunt corpses slink about, and Grim Reaper-like banshees chuck wooden swords (or possibly crosses). By far the worst of the regular enemies, in my opinion, are the scythe-tossing minions whose blades fly like boomerangs and are incredibly difficult to avoid or destroy, especially when other enemies leap from offscreen or they respawn half a second after being destroyed! As you play, you’ll inevitably spot the “Enemy” health bar in the heads-up display. This is reserved for encounters with the game’s bosses, the “Malice Four”, and shows you’re doing damage to your tougher foes even if your health is dropping dangerously low.

While some bosses are easily exploited, you’ll need specific special weapons for the final challenges.

The first of the four is the hulking Barbarian, who slowly stalks you in a dive bar and swings a cutlass-like sword up close. You must use your speed and wall-spring jump to outmanoeuvre him, which is easier said than done due to his hit box. The masked Bomberhead awaits in Act II and carries a chain blade that he twirls around and flings your way. This can be tricky to avoid as its direction is seemingly random, but your projectiles serve you well here and you can toss everything since you lose it all anyway. Act III’s Basaquer is much more daunting since he’s far more mobile and harder to hit. He somersaults overhead and kicks up a slew of destructible stones upon impact, but the flame wheel makes short work of him. Act IV forces you to battle two foes at once, each with their own health bar, in an enclosed space, with sprites flickering and the hardware limping along. The large, dog-like Kelbeross hop around and ruin your health bar, but you can position yourself under the pillars to stay safe and whittle them away at your leisure. Bloody Malth certainly cuts an intimidating figure with his ceremonial armour and lightning, but his shield is purely for show so just toss your projectiles until he’s done and don’t fall off the roof! The difficulty really spikes at the end of Act VI, where you face three bosses back-to-back, starting with Ryu’s brainwashed father, attacking an orb rather than his sprite to undo his brainwashing. Then, the demonic wraith Guardia de Mieux/Jaquio attacks, floating above and spitting two fireballs that are virtually impossible to avoid! Honestly, without the insta-kill jump-slash, I have no idea how you’re supposed to beat this guy so be sure to have that item when you reach him or you’ll have to play through Act VI again! Finally, a Xenomorph-like demon represents your final challenge. This is a far easier battle, however, as all you must do is avoid or destroy the fireballs he rains down and attack his dome-like head and spiked tail to reveal his glowing heart, which must be destroyed to gain victory.

Additional Features:
There’s nothing else on offer in Ninja Gaiden, unfortunately. Not even a high score table or additional difficulty modes, which is very rare for a game of this era. There are no cheat codes for the NES version, either, so the only additional features of note are the save state and rewind features offered by the Nintendo Switch. These are a godsend for this game and dramatically reduce the difficulty, replacing it with frustration as you constantly rewind back to undo mistakes, though it’ll be no help at all if you reach Jaquio with anything but the jump-slash!

The Summary:
I’d heard all about Ninja Gaiden and was well aware of its reputation as one of the hardest games of the 8-bit era of gaming. It was a daunting prospect, one I doubt I would’ve tackled without the Nintendo Switch’s modern-day features, but I’m glad that I did. The game is very visually impressive, making the most of the NES hardware and being particularly ambitious with its anime-style cutscenes and story-based narrative. While his sprite is very basic, Ryu Hayabusa exudes a lot of personality and has a remarkable range of movement. There are a lot of special attacks on offer to help keep the game interesting and fun, though it’s incredibly satisfying to slash enemies into an explosion of fireworks with your katana. The wall-spring mechanic was inspired, adding an extra layer of verticality and fun to the otherwise simplistic platforming, with my only note being that I would’ve liked to see more of it! The enemies wore out their welcome very quickly, unfortunately, both visually and with the slew of enemies and projectiles reaching obnoxious levels simply to frustrate players and encourage further rentals. I much preferred the big, more fearsome bosses, though even they are handicapped by a lack of attacks and animation frames. While environments aren’t anything too innovative, I liked how the game emphasised high walls and pillars at times, even if many were purely there to mess up your jumps. The challenge offered by the platforming is truly taxing and I’m sure it tested many NES kids back in the day. The rewind and save states help with this, but you still need a lot of skill, luck, and trial and error to deal with everything happening on the screen. I had a lot of fun with Ninja Gaiden, even in its more frustrating moments, and I was impressed by a lot of it, even when the hardware struggles at times. However, I would’ve liked to see a bit more from the game, be it a bonus round, difficulty options, or more emphasis on the jumping and climbing.

My Rating:

Rating: 3 out of 5.

Pretty Good

Was Ninja Gaiden a beloved addition to your NES library? How did you fare with the game’s challenge and did you ever beat it on original hardware? What did you think to Ryu’s wall-spring jump and special attacks? Did you struggle in the penultimate battle against Jaquio? Which game in the franchise is your favourite and would you like to see the original series re-released on modern consoles? Let me know your memories and thoughts on Ninja Gaiden in the comments, support me on Ko-Fi, and check out my other retrogame reviews on the site.

Back Issues: Sparkster

Story Title: “Last of the Rocket Knights!”
Published: 9 June 1995 to 18 August 1995
Writer: Nigel Kitching
Artist: Keith Page

The Background:
The incredible success of Sonic the Hedgehog (Sonic Team, 1991) saw anthropomorphic mascot platformers take the 1990s by storm, birthing everything from a sentient period, a gun-toting jackrabbit, a superpowered earthworm, and an intergalactic adventurer. Therefore, Nobuya Nakazato’s rocket pack-wearing possum fit right in at the time and delivered one of the best action platformers on the Mega Drive. Rocket Knight Adventures (Konami, 1993) was popular enough to get not one, but to sequels. While one was exclusive to the Super Nintendo, Sparkster: Rocket Knight Adventures 2 (ibid, 1994) was a well-received (if expensive and obscure) Mega Drive sequel that served as the inspiration for Sparkster’s one and only comic book appearance. This was a six-part story published in issue 53 to 58 of Sonic the Comic, a fortnightly publication I diligently collected as a kid which regularly included back-up stories adapting other SEGA-based franchises. Although writer Nigel Kitching was said to have worked on a follow-up story, it was scrapped when it turned out the publishers had lost the license, bringing Sparkster’s life outside the videogames to an end as he didn’t get an animated spin-off like some of this peers.

The Review:
“Last of the Rocket Knights” begins with Sparkster in a spot of bother. Where he was once the celebrated hero of the planet Elhorn who led their famous Rocket Knights to countless victories, those days are long in the past and Sparkster is now a wanted man possum. Forced to skulk around Zebulos City incognito, Sparkster returns to find himself wrongly persecuted thanks to the efforts of the malicious lizard king, King Gedol. As Sparkster ponders this state of affairs, he’s accosted by Paerie, King Gedol’s commander, who favours action over explanations. His lackadaisical subordinate, Grum, takes his orders a little too seriously and blasts Sparkster with a flame burst from his titanic mech armour, earning Grum a chastising since King Gedol is eager to acquire Sparkster’s mystical armour. Luckily for him, and the titular Rocket Knight, Sparkster avoids being barbecued thanks to his rocket pack and quickly bests Paerie’s troops, including blowing Grum and his towering armour to kingdom come by exploiting an old flaw in the mech’s design. Injured and defeated, Paerie nevertheless delights in informing Sparkster that he’s the last of the Rocket Knights and that King Gedol has conquered all of Elhorn in the hero’s absence. Consequently, the once tranquil realm has become a dark world where despair and mistrust run rampant. Having captured Castle Zebulan, King Gedol rules with an iron fist, punishing insurrection by death and entrancing their monarch, Princess Shelly. However, when Sparkster heads to the princess’s bedchambers, his very presence snaps her from the spell that King Gedol cast over the entire kingdom to seize control. Thanks to his enchanted armour, Sparkster is immune to the incantation and just being close to him is enough to dispel it.

Sparkster fights to free the people of his kingdom, and Princess Shelly, from King Gedol’s dark magic.

Unfortunately, this proves a temporary cure as King Gedol’s spell takes hold over Princess Shelly when Sparkster moves to brood by the window, causing her to alert the lizard guards. Although Sparkster easily holds them off, their monstrous ruler, King Gedol, appears in Princess Shelly’s room and expresses his dark desire to marry her, a whim that the enchanted princess is happy to oblige. Stunned and overwhelmed by King Gedol’s guards, Sparkster is powerless to keep the monster monarch from gloating of his plot to make his rule legitimate through the marriage and his lust for the Rocket Knight’s enchanted armour. After ordering Sparkster to be hauled to the castle dungeon, King Gedol makes preparations for the wedding, including garbing Princess Shelly in an elaborate gown and introducing her to his mother, Stubb, who’s overly critical of Princess Shelly’s skinny disposition and more interested in devouring the possum princess! They’re interrupted by news of Sparkster’s escape, having once again surprised and overwhelmed his captors with his rocket pack. Rather than flee, Sparkster fights through the castle to rescue Princess Shelly, discovering that the palace guards of Zebulos have also been brought under King Gedol’s sway. Luckily, he frees them from their enchantment with his armour and gains a couple of allies for his venture. Keeping them close by to ensure King Gedol’s spell doesn’t take hold again, Sparkster is distraught to spot the elaborate wedding procession passing by outside, with the deluded crowd cheering in support. When his allies feel the spell returning, Sparkster locks them up to keep them safe and blasts off alone, fighting past King Gedol’s guards. However, he’s overwhelmed by the pure, dark magic of a gigantic green crystal, the source of King Gedol’s enchantment over the people of Elhorn and a gemstone of such awesome evil power that it brings Sparkster to his knees, despite his magical armour.

Sparkster easily bests his demons and rescues the princess, freeing Zebulous from King Gedol’s rule.

While Sparkster struggles to compose himself, King Gedol is driven to a frenzy when Stubb stubbornly refuses to hand over her wedding ring, disapproving of his son’s choice in women and forcing King Gedol to swipe a replacement from the archbishop. As Sparkster shakily gets to his feet, the gemstone unleashes warped reflections of him, manifesting his darker impulses into physical form and forcing him to literally and figuratively battle himself. The twisted, leering reflections taunt him, effortlessly avoiding his sword swipes and rocket charges, but are easily dispelled once the heroic Rocket Knight realises that they’re simply figments of his imagination. Thus, Sparkster shatters the gemstone, dispelling his evil doubles and freeing the people of Elhorn from King Gedol’s dark spell. Consequently, just as the archbishop is about to conclude the wedding ceremony, the attendees object to the union in droves, scuppering the monster’s plot. When Princess Shelly and the attendees physically rally against him, King Gedol takes his mother’s advice and retreats up the cathedral wall with Princess Shelly as collateral. He’s so determined to escape that he leaves his mother behind and, in her desperation, Stubb attempts to claim that she’s merely a frail, manipulated old lizard. Emboldened by the rebelling masses, Sparkster finally reaches the cathedral, where King Gedol threatens to harm the princess unless his demands for a rocket pack and safe passage are met. However, Princess Shelly isn’t a helpless maiden and defiantly elbows King Gedol in his bad eye, only to tumble over the edge. Rather than let King Gedol save her, Princess Shelly chooses to drop to her death. Luckily, Sparkster swoops in to save her and, when King Gedol flies in a rage, the lizard king seemingly plummets to his death. Unable to save him and low on fuel, Sparkster chooses to get Princess Shelly to safety rather than investigate and stands ready to aid the princess, and his people, in rebuilding following the mad tyrant’s takeover.

The Summary:
Like a lot of the additional stories from Sonic the Comic, “Last of the Rocket Knights” is a very different story to Sonic’s more action-packed adventures. Leaning heavily into its fantasy setting and being more of a dramatic piece, the story essential acts as a follow-up to Sparkster: Rocket Knight Adventures 2 and is focused more on the titular hero’s desperate attempts to free his people from enslavement. Keith Page does an excellent job in recreating the anime-style aesthetic of the Rocket Knight videogames, particularly their cover and manual art, adding a great deal of depth and detail to his backgrounds even if the action mostly takes place in the same locations (either the city or inside the castles). While Sparkster appears as a quirky, cutesy character sprite, he’s a determined and experienced veteran soldier here, easily dispatching multiple armed guards and taking out towering mech armours by fighting smarter, rather than harder. This is emphasised multiple times in the story, with Sparkster quickly targeting the source of the reflections hounding him (which has the knock-on effect of keeping the populace from attacking him) and luring King Gedol into defeating himself by taunting him at the end. It’s not clear how long Sparkster has been gone but it’s seemingly long enough for King Gedol’s forces to have wiped out the Rocket Knights (by implication) and to have forgotten how to fight them. Time and again, Sparkster easily evades his foes and outsmarts them by using his rocket pack and, time and again, they fail to take into account his unique abilities, which paint King Gedol’s forces as largely incompetent. Sparkster’s abilities extend to his armour, which is described as magical and having once belonged to the first Rocket Knight. King Gedol covets it for its vaguely defined power and simply being in its presence is enough to weaking the monster’s spell, with the armour being the only thing keeping Sparkster from being overwhelmed by the gemstone’s dark magic. I would’ve liked to see this element given more time or perhaps been explored in a follow-up, as it’s not entirely clear how acquiring the armour will benefit King Gedol, who’s obviously too big to fit into it.

A very different, dramatic fantasy story that’s enjoyable enough, despite some flaws.

Despite its darker narrative and comparatively stoic protagonist, “Last of the Rocket Knights” has some goofy moments that perfectly fit with Sonic the Comic’s distinctly British sense of humour. While King Gedol is introduced as a menacing figure with an intimidating presence in his regal outfit and monstrous visage, he’s quickly shown to be a hot-headed, blundering mummy’s boy who legitimately pines over Princess Shelly and wishes to legitimise his rule. King Gedol is humiliated by his mother, who objects to his bride and delays the wedding, and King Gedol seems to have little true power, despite his vast army, since he only conquered Elhorn because of an evil gemstone. Once that’s destroyed and the people turn against him, King Gedol is sent running and he chooses to make demands rather than fight, showcasing no physical or magical powers to justify his lofty position. Although Princess Shelly spends the entire story under King Gedol’s spell, she’s clearly distraught by the state of her kingdom and refuses to be a mere pawn once she regains her senses. She fights back and is even willing to die rather than be King Gedol’s captive or unwilling bride, showing she’s got a fair bit of moxie. The story is bolstered by some decent action that recreates Sparkster’s abilities from the comics and he’s rarely shown to be on the back foot, even though everyone in Elhorn is against him. It does waste time having Sparkster free some Zebulan guards only to almost immediately lock them up, the two merely being there to give Sparkster someone to talk to, which is a shame as it would’ve been nice to use those panels to showcase some more action. There was a lot of potential to show Sparkster fighting a city full of enemies and painting him as an underdog figure but, instead, he flies straight to the source of the problem and solves it with only a slight delay when he’s apprehended by King Gedol’s guards. I definitely think the story would’ve benefitted from a follow-up or two as we saw other spin-off stories benefit in this way, but this one-off story was enjoyable enough and stands out a little more thanks to being a self-contained tale.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you enjoy Sparkster’s one and only appearance in Sonic the Comic? What did you think to the way it adapted the story and characters of the videogames? Were you disappointed that there wasn’t a greater focus on action? What did you think to the characterisation of Sparkster and King Gedol? Would you have liked to see follow-up stories, or other adaptations of the Rocket Knight videogames? What were some of your favourite non-Sonic stories in Sonic the Comic? Share your thoughts down in the comments, support me on Ko-Fi for more StC content, and go check out my other Rocket Knight reviews.

Movie Night: Superman

Released: 11 July 2025
Director: James Gunn
Distributor: Warner Bros. Pictures
Budget: $225 million
Stars: David Corenswet, Rachel Brosnahan, Nicholas Hoult, Edi Gathegi, Nathan Fillion, and Gabriela de Faría

The Plot:
When xenophobic madman Lex Luthor (Hoult) orchestrates a smear campaign against and conspires to murder Clark Kent/Superman (Corenswet), the Man of Steel must prove to the world that he is its protector.

The Background:
When Superman was brought to the big-screen with Superman (Donner, 1978), it resulted in a critical and commercial (if chaotic) success. Although this was echoed with Superman II (Lester, 1980), things quickly took a nose dive, despite Christopher Reeve’s iconic performance. After a nearly twenty year hiatus from cinema screens, Bryan Singer tried to to recapture the magic of Richard Donner’s original film with Superman Returns (Singer, 2006), a critical failure that derailed sequel plans and led to Zack Snyder reinventing the character with Man of Steel (Snyder, 2013). Although a box office hit, Man of Steel divided critics and, while Henry Cavill’s portrayal was widely praised, the subsequent DC Extended Universe (DCEU) struggled to find its footing and, despite long-running plans for a Man of Steel sequel and Cavill (eventually) reprising his role, Warner Bros. opted for a complete reboot of the DCEU with James Gunn at the helm. Initially titled Superman: Legacy, the film was the first live-action chapter in Gunn’s DC Universe (DCU) and was inspired by many of Superman’s most beloved stories. This was reflected in the new Super-Suit; designed by Judianna Makovsky, it combined elements from many different comic book sources. With Cavill out, David Corenswet won the role specifically because he embodied Gunn’s vision of a younger, more optimistic interpretation of the character and it was Corenswet who insisted the costume had the iconic red trunks. After missing out on previous DC roles, Nicholas Hoult was cast as Lex Luthor, shaving his head and studying the work of Grant Morrison and Frank Quitely for the role. Gunn chose to skip the origin story and focus on a Superman in a world where costumed heroes are well established and was compelled to include Krypto the Superdog after connecting with his own adopted pup. Despite childish backlash from misguided die-hard Snyder fans, Superman was met with overwhelmingly positive reviews that praised a return to form for the inspirational hero, the action-packed fun, and the heartfelt narrative. Though some criticised the overreliance on CGI and cluttered runtime, Superman made over $560 million at the box office and paved the way for future DCU projects,

The Review:
In a fantastic change of pace for DC’s live-action efforts, Superman takes place in a world where superhuman individuals (or “metahumans”) are not only commonplace but accepted. In James Gunn’s DCU, metahumans have been public knowledge for about 300 years and Superman has been active for at least three by the time the movie starts, dropping us in a world where Guy Gardner/Green Lantern (Fillion), Kendra Saunders/Hawkgirl (Isabela Merced), and Michael Holt/Mister Terrific (Gathegi), the corporate sponsored “Justice Gang”, respond to alien, interdimensional, and metahuman threats alongside the world’s most powerful metahuman, Superman. In another change of pace, Superman distills the origin to a simple line of text and dialogue, giving us a Clark who’s already established as a reporter at the Daily Planet (one known for his exclusive interviews with Superman) and already in a relationship with feisty reporter Lois Lane. This also means that the world is well accustomed to Superman and other metahumans, with the Man of Steel celebrated as a symbol of hope and benevolent protector, though Superman is undergoing some scrutiny at the start of the film (and throughout) for taking it upon himself to intervene in a conflict between warring nations Boravia and Jarhanpur. While Boravian president Vasil Ghurkos (Zlatko Burić) launches a public tirade against Superman, the United States government refuses to act against the Man of Steel without proof of malicious intent, with General Rick Flag Sr. (Frank Grillo) being especially supportive of Superman, though even normal citizens question Superman’s unilateral actions when the “Hammer of Boravia” attacks. When grilled by Lois, Clark vehemently defends himself, claiming he did what was right and intervened to save lives. Thus, Superman sees the good in everyone and who has a very black and white view of the world; he knows what’s right and doesn’t hesitate to use his powers to help those in need.

Superman finds his relationships tested by his determination to put his powers to good use.

This desire stems from a damaged message from his long-dead Kryptonian parents, Jor-El (Bradley Cooper) and Lara Lor-Van (Angela Sarafyan) in which they express their love and hopes for him to serve humanity as a protector. Superman takes great comfort in these words, finding solace in the knowledge that he has a higher purpose even if his people are long dead. Additionally, Clark was raised with the standard virtues of right and wrong associated with the character thanks to his adopted parents, Jonathan and Martha Kent (Pruitt Taylor Vince and Neva Howell), who nurtured his kindly nature and contributed greatly to his characterisation as a loveable goof. Despite his amazing powers, Superman struggles as much as any normal man, constantly swooping in to save those in danger and checking to make sure those around him are okay and always pushing to end conflicts with as little violence and death as possible. He’s therefore irritated when the Justice Gang mortally wound a rampaging kaiju and aghast at the idea that he should just stand back and let people die when he could intervene. While Clark and Lois have a very passionate relationship behind closed doors and keep up the pretence of being bickering co-workers, their views on this matter drive a wedge between them early on. While Clark wears his emotions on his sleeve and expects Lois to cut him some slack, Lois is more hesitant about long-term relationships and isn’t afraid to ask the big questions, even of Superman. Though she considers breaking up with him because of her doubts, Lois not only stands by Superman, she comforts him when Lex Luthor launches a smear campaign against him, and teams with Mr. Terrific to rescue him after he willingly surrenders to the authorities. This comes after Luthor raids his Fortress of Solitude and broadcasts the entirety of his parents’ message, which surprisingly reveals that Kal-El was sent to rule a backwoods people, severely shaking Superman’s outlook on himself and his mission to safeguard his adopted world.

While Lois has a lot to do, even teaming with Mr. Terrific, the rambunctious Krypto steals the show!

Superman may well give Lois more to do than any previous Superman-centric movie as she gives the Justice gang (particularly the conceited Guy Gardner) a grilling for abandoning their friend, braves Luthor’s unstable “pocket dimension” to locate her lover, and even pilots Mr. Terrific’s T-Craft to ferry him around when he’s injured. While Lois doesn’t hold back when questioning Superman, her deep-rooted desire for the truth sees her digging deeper into Luthor’s malicious vendetta against Superman. She’s aided by peppy photographer Jimmy Olson (Skyler Gisondo), who uses his unexpected way with the ladies to convince Luthor’s current squeeze, Eve Teschmacher (Sara Sampaio), to give them the clues to both locate Superman and reveal that Luthor financed Ghurkos in return for half of Boravia. Lois is depicted as more than Superman’s equal, braving any danger for a scoop and meticulously presenting her evidence to crabby Daily Planet editor Perry White (Wendell Pierce), who supports her efforts to expose Luthor as a liar and a traitor. While his people are long gone, Superman’s aided by a handful of robotic helpers at his crystalline Fortress of Solitude and begrudgingly cares for the energetic and disobedient Krypto, the Kryptonian dog of his unruly cousin, Kara Zor-El/Supergirl (Milly Alcock). While this isn’t Krypto’s first venture outside of the comic books, he steals the show here with his unruly and feisty behaviour, causing chaos due to his super speed and strength much to Superman’s exasperation as he’s struggled to train the pup. An all-CGI creation (though you’d never know it), Krypto’s an adorable superpup who pounds around in a cape, goes for the face when threatened, and nips at Superman’s heels at every opportunity. Though he reluctantly tolerates the dog, Superman is enraged when Luthor pupnaps Krypto, further damaging his reputation by storming into Lex’s office, and endures horrendous torture at the hands of the reluctant Rex Mason/Metamorpho (Anthony Carrigan) when he surrenders to rescue the dog.

While the Justice Gang’s methods clash with Superman’s, it’s nice to see established metahumans.

Although the Justice Gang are clearly the tools of corporate mogul Maxwell “Max” Lord (Sean Gunn), garbed in uncomfortable matching outfits and showing up to avert any crisis and get some much-needed publicity, they are extremely competent superheroes in their own right. While we don’t get any meaningful backstory on any of them, especially the alluring and deliciously battle hungry Hawkgirl, beyond some snarky comments from Guy about how he was chosen to be a Green Lantern, the team is well established and close enough to Superman to know his true identity. Although Mr. Terrific takes centre stage, I enjoyed the abrasive and egotistical Guy Gardner the most and was very pleased to finally see a Green Lantern on the big screen again. Guy is rude, belligerent, and full of himself, believing himself the leader of the Justice Gang and stepping up to anyone who questions his motives, authority, or even the group’s name. Guy is the most vocal of the group in turning on Superman, immediately condemning him as an alien threat, while Hawkgirl is more dismissive and Mr. Terrific is more concerned with the facts. Shown to be a somewhat stoic but unrivalled genius, Mr. Terrific utilises various tech, most notably his T-Spheres, to analyse a threat and determine the best, most efficient course of action, lethal or otherwise. While Superman bemoans their recklessness, the Justice Gang disregard his complaints as they don’t hold themselves accountable for property damage or loss of life, painting them as very rough around the edges. Mr. Terrific is both impressed and horrified to learn the Luthor has harnessed a black hole to create dimensional portals all over the world and kit out a hazardous pocket dimension as his own prison, where the egomaniac throws any dissenters and forces monkeys to slander Superman online. Metamorpho is kept under heel there to save his baby son and forced to transmute his body into Kryptonite to torture Superman. While he initially demands that Superman not try to talk or reason with him, Metamorpho has a change of heart after witnessing how cruel Luthor is and restores Superman to full health, assisting him in fending off Luthor’s goons and even joining the Justice Gang to curb the invasion of Jarhanpur.

Vindictive Luthor schemes to discredit and destroy Superman with his self-made enforcers.

After years of enduring subpar or wildly eccentric cinematic interpretations of Lex Luthor, Superman finally gives us easily the greatest and most despicable version of the balding madman ever seen on the big screen. Nicholas Hoult excels in the role, effortlessly commanding every scene and bringing a cold, clinical focus to Lex that’s matched only by his ruthlessness and descent into abject tyranny. Already resentful of metahumans, Lex is driven to a self-confessed envious rage by Superman, whom he sees as an alien interloper who is stunting human growth and stealing the spotlight from hard-working, natural geniuses like himself. Committed to first discrediting Superman and then destroying him, Luthor concocts a convoluted scheme to turn the public against the Man of Steel to gain authority to apprehend and destroy him, all while funding the Boravia/Jarhanpur conflict to profit from the war. Constantly in command of every situation, Luthor easily infiltrates the Fortress of Solitude and steals Superman’s personal data, employing his homegrown metahumans – the cybernetic Angela Spica/Engineer (de Faría) and the mysterious Ultraman – to distract Superman while directing a team of all-too-willing underlings to commit horrendous atrocities. Sacrificing her humanity for Luthor’s dream, able to turn her body into any weapon she can imagine, the Engineer attacks with nanotech, easily hacking the Fortress of Solitude and almost suffocating him. Equally, Superman meets a physical match in the ruthless Ultraman, who mirrors his abilities and is directly controlled by Luthor, who’s meticulously studied Superman to counteract and predict his every move. Beneath his silky-smooth facade, however, Luthor is a raving lunatic who condemns anyone who questions him to his pocket dimension, happily tortures and executes those who get in his way or is even remotely tied to Superman, and who relishes the chance to prove his intellectual superiority over the Man of Steel.

The Nitty-Gritty:
It’s clear that James Gunn is influenced by many different sources for this film. Obviously, the classic Richard Donner films are the most prominent, with composers John Murphy and David Fleming sampling the iconic John Williams theme and giving it a glam-rock edge and the opening and closing titles mirroring Donner’s films. The design of the Fortress of Solitude is also ripped directly from Donner, though Gunn populates it with distinctly “Silver Age” Kryptonian automatons who tend to Superman’s needs. The entire film pops with colour and exciting action, just like a comic book, and Superman is purposely given a corny edge to make him a loveable throwback to a simpler time. Superman also takes place in a world where metahumans, Gods, and monsters have become an accepted part of everyday life. Therefore, while civilians still flee for their lives when the Hammer of Boravia and a fire-breathing kaiju attack, it’s treated as another day in Metropolis, with even Superman and Lois barely acknowledging an interdimensional imp threatening the city during their reconciliation. Superman goes one step further with this, introducing pocket dimensions, establishing the Hall of Justice as the Justice Gang’s headquarters, and hinting at a larger universe beyond our world through a Green Lantern and certain dialogue. Everything feels very “lived in”, like we’ve jumped into the third film in a franchise, without being overwhelming or difficult to follow as the focus is on the characters, their interactions and relationships, and their different dynamics. The world is in awe of Superman but turns on him immediately once Luthor broadcasts his message, with even his allies questioning his true purpose, and this twist is used to push Clark away from being beholden to his lost and unknown people and back towards his true heritage: namely, his Earth parents and their lessons.

Even when Luthor turns people against him, Superman strives to do the right thing.

Although I wasn’t sold on the costume at first, seeing it as a mishmash of different elements from various Super Suits over the years, it looks fantastic on screen. It’s so gratifying to see the trunks and the cape symbol make a return and Corenswet fills the suit out beautifully, appearing as visually iconic as Christopher Reeve did all those years ago. Superman isn’t some invincible demigod here, either. Like in the John Byrne stories I grew up with, Superman is extremely powerful but still physical vulnerable, suffering a brutal defeat by the Hammer of Boravia and enduring incredible agony to return to full strength using a concentrated dose of solar radiation. Superman visibly struggles with his bigger, more impressive feats, increasing the stakes as it’s not always certain that he’ll succeed. Superman also makes a point to rescue civilians wherever possible, something the Justice Gang see as secondary, and even tries reasoning with the Engineer and Ultraman as he always sees the good in people. Superman’s greatest weakness here, however, isn’t just the Kryptonite Metamorpho synthesises to poison him but his own insecurities. Superman believed he was embarking on a sacred mission and is overwhelmed by doubt upon hearing his parents’ full message, but continues to fight anyway, determined to prove that he’s there to help regardless of what people say. The Kents, especially Jonathan, greatly contribute to this, encouraging him to forge his own path based on what he knows is right. To that end, Superman surrenders and allows himself to be imprisoned and tortured, all with the goal of rescuing Krypto and ending Luthor’s schemes, even if it causes him great pain, trusting that his actions will prove that he’s not a threat. Luckily for him, Lois helps turn public opinion back in his favour as Eve’s clandestine selfies reveals Luthor’s plot, though the people of Jarhanpur still believe in Superman since he helped liberate their people from tyranny.

Superman rallies to redefine his mission, battle his crazed clone, and disrupt Luthor’s mad scheme.

Thanks to Lois, Mr. Terrific activates one of Luthor’s interdimensional portals and, after convincing Metamorpho to aid him, Superman escapes from the pocket dimension, recuperating at the Kent farm, reconciling with Lois, and determined to stop Luthor. In his mad ambition to publicly discredit and destroy Superman, Luthor overloads one of his portals and causes a rip in space and time to tear through Metropolis, literally splitting the city in two. Though a mandatory evacuation spares many lives, the entire planet is threatened by this tear, which can only be stopped using Luthor’s access codes. After narrowly escaping being suffocated by the Engineer’s nanites, Superman is horrified to learn that Ultraman is a mindless, brutal clone of his grown by Luthor with the sole purpose of destroying and replacing him. This revelation comes quite late in the film and is easily telegraphed as we never see Ultraman’s face and he’s there when Luthor access the Fortress of Solitude, and I don’t feel it landed all that well. It might’ve been better if Ultraman had been revealed to be a degenerating clone like Bizarro, but I feel the image of Superman battling his mirror image wasn’t as strong as the visual variety offered by the Engineer. It’s moot either way as Ultraman gets tossed into a black hole, leaving Superman free to confront Luthor and engage in a slanging match, one ended when Lois’s story breaks and Krypto manhandles Luthor. His reputation in tatters and his plans undone by Mr. Terrific’s genius, Luthor ends the film disgraced and incarcerated and Metropolis is sewn back together when the rip is shut down. Having declared their love for each other, Superman and Lois rekindle their relationship, the Justice Gang gets a new member in Metamorpho, and the world’s faith in Superman is seemingly restored. Although Superman despairs when his rowdy cousin returns from a bender out in space, he now finds comfort in viewing his memories of his childhood with his Earth parents.

The Summary:
I’ll be the first to admit that I was annoyed that we got another Superman/DC reboot after years of false starts and troubled efforts to get a live-action DC universe off the ground. I was hoping for a course correction with Henry Cavill and slightly sceptical of the new suit, but the colourful atmosphere and light-hearted action of the trailer gave me hope…and James Gunn certainly follows through on that promise. Superman is easily the best big screen adaptation of the Man of Steel perhaps ever, taking inspiration from many different interpretations and comic books and stitching together possibly the most accurate live-action distillation of the character and his chief nemesis. David Corenswet was fantastic in the title role, thankfully spending more time in the suit and just being a good man doing good things, while also not being infallible or so invulnerable that he’s not relatable. Nicholas Hoult was equally captivating as, in my opinion, the best Lex Luthor we’ve ever seen. He brought a malicious spite and smug energy to the role that blew his cinematic predecessors away, appearing as a true threat with an immense hatred for Superman. While I admit some of the supporting characters weren’t as developed as they could be, I’m intimately familiar with all of them so I’ll accept that in favour of a rich, fully realised world where superheroes are the norm. It is a bit odd that Supergirl never told Superman what Kryptonians were really like and somewhat reduces the emotional impact of Superman’s robots being trashed when they’re fully repaired by the end, but the engaging action and thought-provoking character interactions made up for it. I liked that Superman was questioned but not to the point where he was hated and feared, and the painfully relevant metacommentary on the state of politics and social media, and how people rallied behind Superman regardless of his bad press as they could see he was a good person. This was the Superman we should’ve gotten a decade ago, an inspirational hero who can spearhead a colourful and comic accurate live-action universe that finally does justice to these beloved characters while still offering a few fun twists along the way.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you enjoy Superman? What did you think to David Corenswet’s performance and his suit? Did you enjoy seeing him portrayed as fallible and vulnerable? Were you glad to see metahumans are the accepted norm in his new world? What did you think to Lex Luthor and would you agree this is the best cinematic portrayal of the villain? Were you a fan of Krypto and did you guess Ultraman’s true identity ahead of time? Feel free to share your thoughts on this new version of Superman, even if you’re a hardcore Snyder fan, in the comments, check out my other Superman content, and donate to my Ko-Fi to support more reviews like this.

Game Corner: Sparkster: Rocket Knight Adventures 2 (Nintendo Switch)

Released: 11 June 2024
Originally Released: 23 September 1994
Developer: Konami
Also Available For: Mega Drive, PC, PlayStation 4, PlayStation 5

The Background:
The success of Sonic the Hedgehog (Sonic Team, 1991) saw anthropomorphic mascot platformers become a popular trope throughout the nineties, with a superpowered earthworm, an intergalactic adventurer, and a gun-toting jackrabbit making a rocket pack-wearing possum seem normal! The brainchild of Nobuya Nakazato, the man behind many Contra titles (Konami, 1987 to present), Rocket Knight Adventures (Konami, 1993) was one of the most popular and celebrated Mega Drive titles. Despite a port for the Super Nintendo being allegedly cancelled, Rocket Knight Adventures was followed by two sequels the very next year: one exclusive to the Super Nintendo and the other this notoriously expensive Mega Drive-exclusive title. Although not as well-regarded as its predecessor and seen as inferior to its Super Nintendo counterpart, Sparkster: Rocket Knight Adventures 2 was praised for its colourful gameplay and tweaked rocket pack mechanics. Sparkster: Rocket Knight Adventures 2 inspired a six-part story in Sonic the Comic (1993 to 2002) but the franchise was dead in the water until Climax Studios attempted a revival in 2010, to mixed reviews. However, the game, the other 16-bit Rocket Knight titles, finally received a modern re-release with this Re-Sparked! collection, a widely praised release that came with some fun bonus materials and quality of life features.

The Plot:
When King Gedol’s lizard forces invade the kingdom of Zephyrus and rogue Rocket Knight Axel Gear kidnaps Princess Cherry, Sparkster searches for seven magical swords to oppose the Gedol Empire and best his rival.

Gameplay and Power-Ups:
Just like the other 16-bit Rocket Knight games, Sparkster: Rocket Knight Adventures 2 is a 2D, sidescrolling action platformer. However, unlike the original game and its similarly titled Super Nintendo cousin, there are no run-and-gun elements to Rocket Knight Adventures 2 as Sparkster’s sword has been robbed of its sword beam. This significantly impacts the primary gameplay as you now rely on Sparkster’s bog-standard sword swings, which can fall a little short at times. You attack with Y and jump with B, executing a jump sword swing and clinging to poles using Sparkster’s paws and tail when you jump to them. Unlike in the other games, Sparkster’s rocket pack charges automatically and has different levels of effectiveness depending on how full the meter is. As long as the meter’s at least partially full, you can press A to rocket dash in the direction you’re facing, diagonally to take out turrets, and upwards to get higher. If you press A without a direction, Sparkster spins on the spot to attack enemies and, when the rocket pack is fully charged, Sparkster spirals in a “Screw Attack” (no relation), travels further, and bashes through destructible blocks and walls. While waiting for the meter to charge does take a lot of agency away from the player, it charges pretty quickly and you have far more control over Sparkster off a upwards boost, which greatly aids with reaching platforms. Sparkster can still ricochet off walls to get higher, though this is still underutilised, in my opinion, with Rocket Knight Adventures 2 focusing more on traditional platforming. Players still collect gems for points, though this time there are two types: regular blue ones and red ones that kick-start a slot machine for additional gems, health (now apples and chunks of meat), extra lives, or a rocket pack that instantly sends you flying in a Screw Attack. Naturally, these can all be found in the game’s stages, too, and you receive a score tally after clearing each stage for bonus points.

Sparkster’s sword is nerfed but his rocket pack and mech game are stronger than ever!

Sparkster can also grab the new power-up icon that gifts him a flaming sword to increase your attack power, though you’ll lose this when hit or advance to the next stage and I can’t say I noticed a significant difference, especially as many enemies die in one hit. Rocket Knight Adventures 2 has seven stages and four difficulty settings, with players only seeing the true ending by beating the game’s harder difficulties. Sadly, the shoot-‘em-up stages from the other two games are gone, replaced by three sections where you control Sparkster’s giant mech, the SparkRobo. Two of these are Rock ’Em Sock ’Em Robot battles with Axel Gear that are similar to that one boss from the first game, and the other is a sidescrolling autorunner where you blast enemies from the sky using the SparkRobo’s rocket punch (Y, which can also be charged) and jump over bombs tossed by enemies on the ground (also with Y). Sparkster doesn’t ride any minecarts or miniature mechs here and only has to deal with one autoscrolling section, where players dispatch enemies, destroy or jump to crates, and hop between train carriages to avoid a nasty spill. Spikes, flame plumes and lava, and insta-death traps are still present, however, with quicksand swallowing you, moving platforms ridden past spikes, and even a sand twister tossing you about atop a pyramid in Stage 2. This stage has a higher and lower path, which you may wish to switch between for different rewards and dangers, while Stage 5 features many switches to open doors, doors guarded by projectile-firing gargoyles, and conveyer belts. Stage 2’s pyramid gimmick differs from the Super Nintendo version, featuring a race from rolling balls and false doors that loop you back to the outside until you find the correct path. You’ll also cross lava on moving platforms and by clinging to overhead pipes, which gain destructible spiked hazards and even Gedol henchmen by Stage 5. Stage 3 sees Paeli, leader of Gedol’s lizard ninjas, bombard Sparkster and the blocks of the stage from his airship. This destroys the ground and forces you to take high-speed tubes up to the top of the ship to destroy barriers and drop the ship from the sky.

Presentation:
Sparkster: Rocket Knight Adventures 2 is a bit of a mixed bag, visually, something immediately evident from the lacklustre title screen (simply the game title against a moving sky background). This does pan down into the opening cinematic and mech battle against Axel Gear, however, a fight you can skip if you wish, which causes you to miss a collectible and displays an absolutely garish secondary title screen. Unlike in the Super Nintendo game, stage intros are back but they’re far less visually interesting than in the first game, and every sprite has been redesigned to give it a more anime flair. Although I miss the cute, squat Sparkster of Rocket Knight Adventures, he looks pretty good here and is far more animated. He bops about as if itching to get going, his rocket pack is almost constantly aflame, and he stands heroically when left idle. Sparkster also squeals when hit, reacts when piloting the SparkRobo, has more animation frames, and displays more personality than on the Super Nintendo thanks to Rocket Knight Adventures 2 including more pantomime-like, sprite-based cutscenes. These are similar to those of the first game, seeing Sparkster leap into action when Axel Gear kidnaps Princess Cherry and advance between stages, with elements from previous stages (such as Stage 1’s train) appearing in others. Unfortunately, like the Super Nintendo title, Rocket Knight Adventures 2 cannot live up to or surpass the original’s soundtrack. Things are jaunty enough, for sure, but nothing stuck in my head like the main from the first game. Interestingly, Rocket Knight Adventures 2 does replicate the slowdown from the first game, with the frame rate noticeably dipping when Gedol’s forces drive vehicles or too many sprites and explosion effects appear at once.

The visual overhaul is great for Sparkster but not so much for the enemies and environments.

Perhaps most unforgivably, Rocket Knight Adventures 2 appears far blander than the first game and its Super Nintendo counterpart. Stage 1’s forest section is disappointingly subpar compared to the first game, with the ground being a far more basic block of sprites and the background having little to distract you, even when the overgrown ruins creep into play. The train section adds some spice and variety, for sure, but it paled in comparison to the Super Nintendo title. Similarly, while both games include a desert, they’re rendered very differently. Stage 2 has a neat shifting sand and heat shimmer effect in the background, but its pyramid is blockier and more akin to ruins, making it far less visually engaging than SEGA’s competition. Stage 3 took place atop the pyramid’s ruins and in an airship, which was, again, a far cry from the steampunk-style battle craft from the first game, even with its fake doppelgängers of Princess Cherry and larger, blade-like propellers. Stage 4 was like a poor imitation of a similar city stage from Rocket Knight Adventures; sure, the SparkRobo looks cool (if a tad goofy), but the city lacks the detail and appeal of the first game. Things pick up in Stage 5, which takes place outside and inside King Gedol’s heavily fortified castle-cum-weapons factory. The background is a bit busy at times, but I liked all the moving parts, alternate routes, and the danger brought on by the turrets. While the mech battles against Axel Gear are in bland, dark caverns, you battle him in a traditional swordfight against a grandiose background and confront King Gedol in his opulent throne room. If you find all seven “Keys to the Seal” swords, you’re also treated to a great sprite-based cutscene of Sparkster becoming “Gold Sparkster”, a form he retains for the end credits and loses when he returns the combined magical sword in the game’s ending.

Enemies and Bosses:
Instead of fighting pigs or wolves, Sparkster tackles the lizard forces of the Gedol Empire, whose infantry leaves a lot to be desired. Sure, armoured lizard-men spontaneously appear from boulders or even gems, but it takes a long time before they attack with swords. In Stage 1, for example, they might get the drop on you, but they just charge at you while unarmed; they don’t even lose their armour when defeated, making them far less satisfying to kill. By Stage 5, they’re hiding in large, snake-themed turrets and you’ll battle more formidable forces, such as gun-toting lizards (who oddly explode when defeated) and sword-wielding snakes whose body parts can hit you. Gedol’s forces drive steampunk-style vehicles in Stage 1, flailing their buzzsaw-like arms and forcing you to strike and rocket to safety, and pilot chicken-like mech walkers and float on balloons in Stage 4. Their forces are bolstered by some robotic enemies, such as annoying spiked balls that home in on you in Stage 3 and the returning robotic owls who can screw up your jumps. Interestingly, not only are bosses far weaker when playing on the easier difficulties, but you’ll miss some additional screens and mini bosses if you play on “Easy”. Stage 1 sees you battle a disturbing living plant that can only be damaged by rocketing into its face, which it protects with its extendable arms. You’ll also get an assist from some possum helpers when facing an ugly-ass lizard, with the two of you bouncing about an enclosed arena and the boss tossing bombs or rolling into you. A sentient plume of lava awaits in Stage 2, one that spews a flamethrower and controls the lava and forces you to the rail above to rocket into is face. Finally, there’s a large, robotic lizard face that hounds you throughout Stage 5, dropping spiked enemies, summoning lightning walls and lizard minions, and screwing up your traction with a conveyor belt.

Large bosses can cause a headache with their wide-reaching attacks and limiting your attack window.

The first true boss is a variation of the Raccoon Robot enemy from the first game, this time integrated into a train. You must rocket away from its wide-reaching ball arm and avoid its projectiles, quickly striking the weak spot on the front of the train and dashing to safety as the arm flails wildly, which is quite taxing as the arm covers almost the entire screen and the projectiles can catch you off guard. Stage 2 ends with a gigantic, armoured snake whose only weak spot is its torso. You must dodge its claw arm, which it’ll fire out to reel you in and vigorously shake you, then chase it to the background. While hiding back there, it bursts its long, extendable tail, bursting from the ground and swishes it about, though you’ll also have to watch when it leaps across the tomb. King Gedol’s second-in-command, Paeli, is fought on the roof of his airship and seems to be a sorcerer or genie or something. He fires a flaming shot that both hurts and shrinks you, transforms into a genie-like form, then bursts into harmless miniatures that rain down as bombs and apples. One of these miniatures sparkles, so that’s your target; hit him and Paeli runs around in a panic like Captain Fleagle for you to deal real damage to him. Near the end of Stage 5, tall, spindly robots stomp about, spinning their long, stick-like arms, tossing bombs, and firing lasers. They’re easy enough to take down, even with the rails, conveyers, and enemies nearby, but you’ll then fall into a small arena and battle two of them. One fires pellets, lasers, and spins its arms but, upon defeat, is replaced by its green brethren, who leaps to the ceiling dropping bombs and drops to the floor to be finished off.

Match your skills against Axel Gear then power-up to Gold Sparkster to depose King Gedol.

As in the other Rocket Knight titles, your most persistent foe is the rival Rocket Knight Axel Gear, who you fight in a mech battle at the start. Though this is optional, you’ll miss a Key to the Seal sword and learning the SparkRobo’s controls for later on. You must avoid Axel’s punches and hold A to block when he throws a shot or a projectile. Though you don’t get a projectile attack, you can throw uppercuts with B or Y or hold one of these to charge a straight punch. While this battle is much easier than the top-down mech fight from the Super Nintendo game, it’s no less tedious. Axel constantly guards and backs away and there’s a noticeable delay between button presses that can catch you out. While you don’t necessarily have to win this first mech fight, you will have to in Stage 4. However, to get to this rematch you must race through the streets and avoid Axel’s missiles, hitting them back at him to cause him to flee to his mech. Best his mech (with patience and persistence) and you battle Axel in a sword fight. Axel summons lightning walls that you can ricochet off otherwise they’ll hurt you and Axel again sports the same attacks as you, rocketing about, spinning as a flaming dervish, and swinging his sword. He does tend to hover about doing nothing, leaving himself open, and drops the final Key to the Seal upon defeat. With all seven, Gold Sparkster gets a permanent rocket charge and is much faster, which is very useful in the final fight with King Gedol. This is a two-stage affair, with the lizard king blinding you with a flash and charging lightning bolts from above or spawning a meteor shower. You can only attack him during this charge animation and, after enough hits, he transforms into a gigantic form that takes up the entire background! In this phase, King Gedol fires eye lasers that travel across the floor, walls, and ceilings, ricochet about, or randomly fire in all directions. You must dodge these and rocket into the gemstone that appears on his forehead to finally put him down for good.

Additional Features:
Sparkster: Rocket Knight Adventures 2 has four difficulty settings that fundamentally change the nature of the game, altering the length and challenge of the stages and changing the ending depending on how hard a challenge you set for yourself. You can further adjust the game’s difficulty from the main “Options” menu, changing how many lives and continues you play with. The game also includes a password feature, allowing you to skip to later stages and easily acquire all seven Keys to the Seal. These magical blades are hidden in each stage, sometimes in plain sight and sometimes requiring a bit of exploration to find. You’ll need all seven to play as Gold Sparkster and get the best ending, encouraging a replay or two (though be sure to take out Axel’s mech at the start for the first sword!) This Re-Sparked version also comes with the American and Japanese versions of the game, boasts an awesome anime opening, allows you to apply filters and borders, and negates even the hardest difficulty with a rewind and save state feature. The collection also comes with a boss rush, advertisements and concept art, the box art and manual, and the entire soundtrack for all three games. Those playing the PlayStation 4/5 version can also earn nine Trophies, one for clearing the first five stages, one for beating the game on any difficulty, one for unlocking Gold Sparkster, one for achieving the true ending, and one for beating the boss rush.

The Summary:
I’ve played Sparkster: Rocket Knight Adventures 2 before thanks to the magic of emulation, but never got past the first stage because, as a big fan of the original and an avid Mega Drive collector, I always wanted to own a physical copy of the game. It took a while, but the Re-Sparked collection finally made that a reality, only to present me with a game that’s visually inferior to its predecessor and Super Nintendo cousin in many ways. While Sparkster looks great and there are some interesting effects in some stages, the environments just seem far blander and far less engaging compared to the other 16-bit titles. Honestly, the game made a bad impression from the start and never really recovered; the rocket gameplay is much improved, but the main enemies lack animation frames and personality. The locations lack the steampunk trappings of the other titles and are far more generic which, coupled with the bizarre downplaying of the rocket pack and ricochet gimmick and removing Sparkster’s sword beam, means Rocket Knight Adventures 2 is just another colourful platformer. It’s fun enough, for sure, and some stages have interesting gimmicks, such as zipping through the airship and piloting the SparkRobo, but where are the flying sections? Where’s the quirky humour? Where’s the memorable music? The bosses were decent enough and I liked that you face more of them on harder difficulties. The one-on-one with Axel Gear is probably the best version of that fight, it’s just a shame you have to sit through another tedious mech battle to get to it. Rocket Knight Adventures 2 is also far too linear at times and felt the easiest of the three 16-bit titles, with King Gedol being the simplest of the final bosses and the hardest part being tracking down those hidden swords. In the end, I enjoyed Sparkster: Rocket Knight Adventures 2 but nowhere near as much as I wanted to. It fails to live up to its predecessor, lacks the visual punch of the Super Nintendo title, and was a disappointing experience after years of pining for it.

My Rating:

Rating: 3 out of 5.

Pretty Good

Do you think I’m being too harsh on Sparkster: Rocket Knight Adventures 2? How did you think it compared to the first game and the Super Nintendo sequel? What did you think to the new rocket pack mechanics and the lack of sword beam? Were you disappointed to see the flying sections removed? Did you ever find all the Keys to the Seal and unlock Gold Sparkster? Would you like to see a new entry in the Rocket Knight series? Tell me what you thought to Sparkster: Rocket Knight Adventures 2 in the comments, support me on Ko-Fi, and go read my other Rocket Knight reviews.

Game Corner: Sparkster (Nintendo Switch)

Released: 11 June 2024
Originally Released: 15 September 1994
Developer: Konami
Also Available For: PC, PlayStation 4, PlayStation 5, Super Nintendo Entertainment System (SNES)

The Background:
Sonic the Hedgehog’s (Sonic Team, 1991) incredible success paved the way for a slew anthropomorphic mascot platformers back in the 1990s. We had everything from a heroic frog, a gun-toting jackrabbit, an intergalactic adventurer, a fragile bobcat, and a superpowered earthworm, so why not a possum with a rocket pack? Created by Nobuya Nakazato, who spearheaded many Contra titles (Konami, 1987 to present), Rocket Knight Adventures (Konami, 1993) became one of the most popular and lauded titles for the Mega Drive. Although a SNES port was allegedly cancelled, Rocket Knight Adventures was followed by two sequels the very next year: one a notoriously expensive Mega Drive-exclusive title and this similarly-titled but unrelated SNES-exclusive game. Although largely praised for its visuals and gameplay, Sparkster was criticised for not further expanding upon the first game’s formula and 1994 was, essentially, the end of Sparkster’s brief time in the spotlight. Although Sparkster did get a six-part story in Sonic the Comic (1993 to 2002), he didn’t get a cartoon like his more popular peers and was forgotten until Climax Studios attempted a revival in 2010, to mixed reviews. Sparkster, and its other 16-bit titles, finally got a modern re-release with this Re-Sparked! collection, a well-received release that included bonus materials and quality of life features.

The Plot:
When the kingdom of Eginasem is attacked by Generalissimo Lioness’s Wolf Army and Princess Flora is kidnapped by rogue Rocket Knight Axel Gear, Sparkster fights to save the land.

Gameplay and Power-Ups:
Like its predecessor, Sparkster is a 2D, sidescrolling action platformer with run-and-gun action in which players take control of Sparkster and his rocket pack and battle through a fantasy land infused with a dollop of steampunk madness. As before, players choose between three different difficulties, though you’ll only experience the full game and the true ending by playing on at least “Hard”. To aid with this, Sparkster incorporates a password system, one still relevant as the rewind and save state features won’t help you when you get to a nigh-impossible boss battle in the late game. Sparkster’s entire repertoire of moves and abilities returns alongside a couple of additional abilities. You jump with B and attack with Sparkster’s sword and sword beam with Y. As before, holding this button charges Sparkster’s rocket pack, allowing him to blast off in the direction he’s facing, straight up, or diagonally. If you don’t press a direction, he simply spins on the spot and, when aimed at walls, he’ll ricochet to higher areas. While there’s no need to swim this time around, Sparkster still clings to vines, branches, and poles with his tail and you’ll be hopping, sliding, and jumping to these purchases a lot more this time around. Pressing L or R sees Sparkster perform a flaming kick, of sorts, for an additional attack and mid-air boost, something you’ll be using a lot to reach higher platforms as Sparkster’s otherwise uncontrollable after blasting off. Although there are still no power-ups to collect, you can grab gems to increase your score (and your life count once you get 100 gems), the odd 1-up, and fruit (apples and bananas) to refill your health. There are far more gems this time around as well, possibly to offset the steep difficulty curve, but there are no horizontal sections where you blast along using Sparkster’s rocket pack.

Rocket along for more action-packed adventure and a handful of new gimmicks.

However, the spirit of these sections is evoked when Sparkster hops on a chicken-like mech and races through the jungles in Stage 3. In this long section, you press Y to fire a ring shot from the mech’s mouth while also attacking with Sparkster’s sword beam to dispatch enemies coming from behind. You must also duck under spikes and other hazards, get launched to other mechs, and take out waves of enemies as you race along. Later, in Stage 7, the game adopts a top-down view and you control Sparkster as be flies through space in pursuit of Generalissimo Lioness’s massive ship. In this section, you can still fire Sparkster’s sword beam but can also hold B to fire a spread of pellets to take out turrets and enemies. This is actually a bit awkward thanks to the button placements and it’s easy to miss incoming projectiles as a result, though the section is a burst of exhilarating fun until you get to the near-impassable wall that is a top-down Rock ’Em Sock ’Em Robot mech-battle against Axel Gear. In Stage 4, you use tubes to blast around the interior of an attack submarine and must avoid water jets that blast you into ceiling spikes. Stage 5 sees you venture into a pyramid, one that constantly shifts as you pass door-like tiles. You must shift and rotate the environment to find goodies and progress, which can be very aggravating and confusing as it’s not immediately clear which configuration you need to move on. Later in this same stage, you ride a translucent, rotating triangle platform up a shaft, avoiding spikes as you go, while high-speed tubes masquerading as musical instruments blast you along or send you back a fair bit in Stage 6. This stage also sees you bouncing to drums, riding air currents, and using teleports not unlike those in Rocket Knight Adventures.

New, even cheaper hazards will test your reflexes, patience, and rocket skills.

Sparkster is extremely similar to Rocket Knight Adventures, so much so that, at times, it feels like a SNES reimagining of the first game. You begin in a very familiar medieval forest setting, blast to a steampunk-like ship, and encounter many of the same hazards at times. Similarly, the game’s difficulty curve is slow but steep and things start off easy enough, even with the seemingly endless waves of enemies spawning in, but you’ll soon see boulders transform into enemies, clamber between bars and poles to avoid molten metal, and battle against conveyer belt platforms that push you towards instant-death gears. Giant crushing hazards are also present alongside an odd paint mechanic in Stage 2 that briefly turns you red, sheer drops in Stage 3 where it’s almost impossible to avoid being damaged by robotic owls, and bursts of steam courtesy of wolves running on treadmills in Stage 4, which also includes an all-too-brief pogo mechanic. Stage 4 also sees you frantically outracing a wall of rushing water not unlike the flame wall from Rocket Knight Adventures, except this one pushes you into wall spikes or drowns you in seconds if it overtakes you. Stage 6 also has you quickly hopping between cymbals trying to avoid being crushed when they clap together and falling into the tubas, which warp you back to the start of the obstacle course. Stage 7 is, essentially, a pretty standard top-down space shooter that has you weaving between laser blasts and destroying turrets, while Stage 8 has you traversing a long corridor on a space station and ducking under gigantic missiles that instantly kill you on contact. You’ll also ride a flame burst up a long shaft battling an oddly shaped wolf mech and encounter ceiling turrets that bounce lasers off bug-shaped robots. While instant death hazards and bottomless pits aren’t as prominent in Sparkster and there are far less tricky sections where you’re outracing crushing or dangerous hazards, the gigantic bosses and some cheap moments are sure to wipe out your stock of lives.

Presentation:
Although Sparkster overhauls the graphics and presentation of Rocket Knight Adventures, redesigning Sparkster into a more serious, anime-inspired protagonist, it continues the same cartoonish charm of the first game. Leaner and sporting a grim frown, Sparkster constantly has one paw on the hilt of his sword, glares at you when left idle, and squeals when hit or killed. Sparkster outdoes its predecessor with a more elaborate title screen and opening cutscene, which employs in-game sprites to show Axel Gear kidnapping another princess. This scene, Sparkster’s cannon blast to space, and Axel’s later escape from Sparkster’s wrath all closely resemble cutscenes seen in Rocket Knight Adventures, lending more credibility to my claim that this game is part-sequel, part-remake. Unfortunately, there are far less cutscenes like this in Sparkster, no stage intros, and the music is a far cry from the first game. While it’s jaunty enough, there are no tunes to rival the main theme of Rocket Knight Adventures and, while the game performs far better, with none of the slowdown from the first game, this is greatly aided by Rocket Knight Adventures: Re-Sparked’s “Boost” toggle from the ZL menu. Still, there are a lot of impressive visual effects included here; day turns to dusk turns to night, the Stage 7 missiles have a quasi-3D look, Sparkster’s rocket pack seems to charge faster, and there’s a unique (if odd) feature in Stage 2 where all sprites are rendered as silhouettes behind giant white screens. I also really enjoyed the sense of speed as you race along on your chicken-walker in Stage 3. The environment blurs past and there’s a lot of action here and, thankfully, no bottomless pits or unfair, split-second tests of your reflexes.

Anime paintjob aside, Sparkster rehashes much of the first game in its visuals and mechanics.

Sparkster seems to lean into the steampunk/fantasy aesthetic far more than Rocket Knight Adventures. You start in an open field, hopping to branches and trees, before blasting to Axel’s ship in what’s basically a combination of two stages from the first game. Clouds fly past the ship, which features flashing lights, destructible elements, and wolves popping from holes in the floor. Stage 2 is a cluttered factory that’s a mess of chains, lights, steam, and tubes and can be tricky to navigate as a result. Similarly, Stage 5’s desert exterior can be confusing as many columns and stone blocks obscure you. There’s a neat heat shimmer effect to this stage and I did like venturing into the pyramid; as perplexing as it was, it was far more memorable than the attack sub. You do end up outside this submarine, going to the left side of the screen and taking down biplanes, but it’s a bit dull compared to Stage 6’s bizarre musical-themed world. While this sticks out like a sore thumb against the other steampunk and medieval settings, it’s certainly whimsical and unique, even if it’d be more suitably in Zool: Ninja of the Nth Dimension (Gremlin Graphics, 1992). Stage 7 may just be a space shooter but there’s a lot of detail on the Generalissimo’s gigantic mothership (too much, at times, as turrets, enemies, and projectiles are hard to spot). Generalissimo Lioness’s space station has an impressive curve effect to its long-ass missile corridor, multiple missiles sitting stationary, and claustrophobic missile shafts to ricochet around in. It’s all very visually similar to Rocket Knight Adventures but just different enough to be unique. Still, I would’ve liked a greater visual distinction between the Wolf Army and the Devotindos Empire as the wolves’ armour even flies off like the pig infantry’s and the game ends with a big sprite art of Sparkster flying at the screen, just like before. While this art and the background accompanying the credits is more detailed, it’s still all a little too similar to be truly original.

Enemies and Bosses:
Just as you decimated an army of wacky pigs in Rocket Knight Adventures, so too will you cut through various wolves in your quest to liberate Eginasem. These wolves are functionally identical to the Devotindos Empire’s infantry, charging you with swords and powering defences to keep you at bay. While they don’t wield bazookas, they pop from the foreground, transform from boulders, bounce you back with shields, and wear different outfits depending on which stage you’re on. Various wolf mechs also appear, such as the one fought when you ride a flame pillar in Stage 7, and wolves riding chicken walkers in Stage 5. Stage 5 also sees a wolf pilot the Elephant Robot in a fight that’s functionally identical to the Raccoon Robot mini boss from Rocket Knight Adventures. You must avoid its extending arms and buzzsaw hands (which play the keys at your feet), dodge the explosive maracas, and rocket into the orb on its forehead. Robotic enemies also appear, such as the aforementioned owls (returning from the first game) and various robotic drones shot down in Stage 3 and 7. Robotic shrimp-type-things bounce about on Stage 6, robotic worms pop from walls in Stage 4, and the massive, wacky robot monkey, Ukkey-Ukikky that acts as the mini boss of Stage 1. Ukkey-Ukikky leaps and dives at you, chasing you and trying to stomp you, and becoming more aggressive when you steal its bananas, though it’s not too difficult to rocket-charge into its big, stupid head. You battle a tripod robot not unlike an octopus in the pyramid, one which flies about after a few hits by spinning hits legs like helicopter blades. Stage 2’s mini boss is fought on a rising elevator whose core looms overhead as a glaringly obvious target, one protected by two turrets. You must also defeat a gigantic flying mech in Stage 7, one that punches, fires a spread shot, and explodes in a shower of apples upon defeat.

Gigantic and troublesome mechs box you in and stand between you and victory.

Colonel Wolfheim confronts you midway through Stage 3, piloting a praying mantis-like mech and relentlessly tossing bombs and flailing its long arms. Unlike the fight against Captain Fleagle, you simply attack Colonel Wolfheim’s mech directly rather than reflecting his bombs. Colonel Wolfheim returns atop the attack sub, now commanding a giant cannon protected by smaller turrets. After you deal enough damage, the cannon detaches and is revealed to be a mech, which fires a massive flame burst and swings its spiked arms around wildly. Your best bet is to get behind Colonel Wolfheim’s mech and rocket-burst into it. The first boss is Temper-Drilln, a gigantic suit of golden armour that bursts through the airship’s hull, spawns wolves to distract you, and fires an eye laser. You must hop to its fists as they punch through the floor and time your rocket charge into its eyes to bring it down, a difficult task given the limited room to manoeuvre. Stage 2 culminates in a battle against a massive trash compactor. You can cling to the pole overheard to attack the exposed core and dodge some of its attacks, which consist of debris and buzzsaw-like arms. If you drop down, be wary as the ground is a conveyor belt that causes you to take damage from the boss. Stage 3 ends in an autoscroller battle against the Crazy Caterpillar, a robotic insect that wriggles along an overhead vine and drops parts of its body to bounce and explode into you after taking damage. It also tosses regular bombs and bounces in front of you firing flame bursts that can be hard to avoid given your larger hit box thanks to your chicken-mech. At the end of the desert, you battle a robotic worm around a bunch of ruins, forcing you to platform about to chase it down. It also burrows underground, breathes fire, and splits apart when you hit the glowing red sections of its body. Midway through Stage 8, you attack the core of the Generalissmo’s space station, rocketing into four rotating crystals and destroying the rings that protect it, which speed up as you deal damage.  

The only consolation to Axel Gear being so damn difficult is the final bosses are much easier…

Like in Rocket Knight Adventures, Sparkster constantly pursues Axel Gear, a rival and corrupt Rocket Knight who kidnaps the local princess and evades Sparkster at every turn. You finally battle him at the end of Stage 6 before a giant organ. Like in the first game, Axel Gear has the same abilities as you, ricocheting about, flinging sword beams, spinning into you, and diving with a flaming kick. Thanks to the verticality of the arena, it can be difficult hitting Axel Gear, but it’s nothing compared to the top-down mech battle at the end of Stage 7! Here, you press Y to fire a weak-ass projectile, tap L and R to punch with each robotic fist, and hold the triggers to block. You can hold Y to charge a dash but, in my experience, it did nothing, and I wouldn’t guard for long as Axel destroys your arms. While you can land a few solid shots, Axel constantly has his guard up, rushes you, and obliterates you with an unblockable barrage. I genuinely have no idea how you’re supposed to beat this fight as I was forced to use a password to skip to Stage 8. This is, obviously, Generalissimo Lioness, who breathes fire across the ground, conjures a boomerang-like energy wave, and fires two electrical beams using his sceptre. It’s best to stay in the middle of these, duck under the energy waves, and perfectly time a jumping vertical rocket boost to avoid the Generalissimo’s attacks, attacking whenever you can until his biological visage reveals his cybernetic interior. The final boss, accessed only on “Hard” mode or higher, is the Missile Core, a large, stationary target that fills the screen with flaming projectiles resembling wolf heads, drops spiked mines, and fires a gigantic laser across the screen. You should dash to the far left to avoid the mines and safely destroy the projectiles then rocket-charge into the core, landing a quick sword beam strike before dashing to safety, though the projectiles increase as the fight progresses.

Additional Features:
Rocket Knight Adventures: Re-Sparked includes both the American and Japanese versions of Sparkster alongside the impressive anime opening, different filters and borders, the aforementioned “Boost” toggle, and the incredibly helpful rewind and save state features. The collection also includes a boss rush for the game, various advertisements and concept art, the box art and manual, and the entire soundtrack alongside various Trophies for the PlayStation 4/5 version. These require you to clear every stage (meaning you must play on at least “Hard” mode), finish the game on “Normal” mode, and clear the boss rush. There is also a hidden “Crazy Hard” mode in Sparkster that’s accessed with a push button cheat code and passwords to jump you to any stage on any difficulty, which is basically required as I have no idea how the hell you beat that Axel Gear mech fight!

The Summary:
As a huge, lifelong fan of Rocket Knight Adventures, I’ve always wanted to give Sparkster a go but, being a SEGA kid, I never got the opportunity, which is another reason I’m grateful for Rocket Knight Adventures: Re-Sparked. Although the visuals have been overhauled and are more anime inspired, losing the chubby, chibi-style look of the first game, everything is as colourful and sharp as ever. Sparkster is now grim and serious, constantly ready to fight and ploughing through enemies with a burst of gusto, and has more gems to collect that ever. Interestingly, Sparkster places more emphasis on traditional platforming than its rocket pack gimmick, even omitting the horizontal shooter sections from the first game, which was a bit of a mistake, in my opinion. The chicken-walker chase and top-down space shooter sections had the same energy, but it was disappointing to not do more with the rocket pack. I liked that there were less chase sections and insta-death hazards and there were some interesting new gimmicks, like the shifting pyramid, though it also felt a little too safe. Many sections, cutscenes, and even bosses felt very similar to Rocket Knight Adventures, almost as though the developers wanted to atone for not porting the first game to the SNES. I didn’t mind this, but it felt more like a rehash at times and was especially disappointing as none of the game’s tunes match those of Rocket Knight Adventures. I did enjoy the massive bosses and how they continued to be creative and visually appealing, but that mech battle against Axel Gear can go and burn in hell! Honestly, I was tempted to knock another star off simply for that, and the requirement that you must play on at least “Hard” mode to finish the game. Thankfully, the rewind and save state features eased the pain of these sections but I was annoyed that I needed a password to skip that boss, especially as the subsequent bosses were much easier. In the end, Sparkster is a worthy follow-up that has a lot of visual appeal. It performs really well and challenges even the most seasoned platformer player, but its difficulty curve and more repetitive sections bring it down a notch compared to the first, especially as the develops didn’t take full use of the SNES to expand on the story and in-game cutscenes.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you own Sparkster back in the day? How do you think it compares to Rocket Knight Adventures? What did you think to the anime paint job given to the sprites? Did you ever legitimately beat Axel Gear’s mech and, if so, how? Which of the new gimmicks was your favourite? Would you like to see a new entry in the Rocket Knight series? Whatever you think about Sparkster, share your thoughts below, consider supporting me on Ko-Fi, and check out my other Rocket Knight reviews.

Movie Night: Jurassic World Rebirth

Released: 2 July 2025
Director: Gareth Edwards
Distributor: Universal Pictures
Budget: $180 million
Stars: Scarlett Johansson, Mahershala Ali, Jonathan Bailey, Manuel Garcia-Rulfo, and Rupert Friend

The Plot:
Five years after Jurassic World: Dominion (Trevorrow, 2021), with dinosaurs limited to remote, tropical locales, Zora Bennett (Johansson) leads a team to an abandoned InGen research facility to locate potentially life-saving dinosaur DNA, only to encounter horrific dinosaur mutates!

The Background:
Michael Crichton’s 1990 cautionary tale about the dangers of genetic engineering was well received and caught the eye of famed director Steven Spielberg, whose 1993 adaptation not only revolutionised computer-generated effects but also became one of the most influential movies of its era. While its sequels weren’t as well received, the ridiculously successful Jurassic World (Trevorrow, 2015) revived the franchise and kick-started a new trilogy. However, time is a circle as reviews were notably mixed for Jurassic World: Fallen Kingdom (ibid, 2018) and Dominion, despite both making over $1 billion at the box office. It was Spielberg who pitched the idea of another Jurassic World film, leading writer David Koepp to mine new material from Crichton’s books in an effort to recapture the tone of the first movie with a focus on scientific accuracy and humans exploring a dinosaur environment. Gareth Edwards, no stranger to giant monster movies, and Scarlett Johansson jumped at the chance to join the franchise and Edwards insisted on filming on location as often as possible. As ever, the dinosaurs were created through a mixture of animatronics and CGI, courtesy of Industrial Light & Magic, with the team redesigning a more scientifically accurate Spinosaurus and taking inspiration from sci-fi and horror classics to present the tragically monstrous Distortus rex. Garnering largely mixed reviews and a box office of over $322 million, Jurassic World Rebirth was generally regarded as a retread of the previous films, offering some new elements and mindless entertainment, but was mostly seen as a disappointing and predictable rehash that more resembled a generic monster movie than the heights of the franchise’s peak.

The Review:
Honestly, Jurassic World Rebirth gets off on the wrong foot almost immediately from my perspective. Firstly, I feel we could’ve waited a good ten years for a new entry. Second, the title irks me no end. Why not just Jurassic Rebirth or Jurassic Island, just something to differentiate it like the revival trilogy separated itself from the original trilogy, especially as Jurassic World Rebirth takes a more back-to-basics approach. Third, the film takes place seventeen years after Jurassic World, only to find that the revived dinosaurs cannot survive in the modern-day climate. It’s too polluted, for one thing, and the world has changed too much to facilitate their long-term survival, so any surviving creatures have emigrated to the equator. No humans are allowed to travel to these areas and the world has lost interest in dinosaurs, to the point where palaeontologist Doctor Henry Loomis (Bailey) is in despair as museums are closing and all the dinosaur exhibits are being packed up. We got glimpses of this in Jurassic World (though the park’s packed attendance said otherwise) but that would never, ever happen. People go to zoos and museums all the time so they would flock to see real, live dinosaurs in urban areas. Also, to make matters worse, these films never delivered on the potential of seeing dinosaurs in the real world. The revival trilogy glossed over it and the creatures have been returned to near extinction, and Jurassic World Rebirth essentially wipes the slate clean and brings the franchise back to where it was around the second and third movies…only this time, Brachiosauruses are causing traffic jams and there’s a sense of apathy towards the creatures. Indeed, shady Martin Krebs (Friend) of pharmaceutical company ParkerGenix is only interested in dinosaurs since he (and the Board) believes that their largest specimens hold the key to curing or preventing heart diseases.

Zora and her motley crew brave dinosaur danger to obtain samples for medicinal purposes.

Determined to beat his competitors to this lucrative discovery, Krebs enlists mysterious mercenary Zora Bennett to lead an expedition to Saint-Hubert to collect blood samples from the three biggest dinosaurs ever to live. Though these creatures were conveniently resurrected by InGen, they currently inhabit an island where the dubious corporation dabbled in monstrous gene splicing and hybrids, leaving behind anything deemed too ugly or ferocious and eventually being slaughtered, the facility left in shambles, when the ghastly Distortus rex broke lose. Though initially sceptical, largely because she’s still processing the loss of her mother and a friend, Zora’s eventually convinced to join the highly illegal expedition by the promise of cold, hard cash. She plays Krebs like a fiddle, easily manipulating him into doubling his offer to get her long-time friends Duncan Kincaid (Ali) and Bobby Atwater (Ed Skrein) on the mission. While Duncan captains the ship and Zora oversees the weaponry, Kreb preps the special darts they use to extract their samples, which must be fired within ten feet of a live target. Strangely, none of them find this prospect scary, despite Zora later claiming they were underequipped against a dinosaur assault, and Loomis even being elated to see the prehistoric beasts up close. While Duncan’s other crew are largely expendable and may as well have targets on their backs, he exhibits some personality in the vaguely defined loss of his child and his believable relationship with Zora. Zora, however, is all over the place, being teary eyed one minute, cracking jokes the next, then being all business. It’s like her personality changes scene by scene, with her initially scoffing at Loomis’s suggestion that they make the dino medicine free for everyone and then refusing to leave anyone behind, making for a very unpredictable (if capable) character. At least Krebs is predictably untrustworthy, clearly having ulterior motives for collecting the dinosaur samples and even endangering Teresa Delgado (Luna Blaise) to keep her from calling for aid.

Beyond a semi-decent (if ridiculous) T.rex scene, this family added nothing to the film.

Yes, as if Zora’s rag-tag crew of barely defined misfits wasn’t enough, Jurassic World Rebirth clogs its runtime by introducing a civilian family stupidly taking a leisurely jaunt nearby. Led by patriarch Reuben (Garcia-Rulfo) and comprised on his youngster daughter, Isabella (Audrina Miranda), Teresa, and her lazy-ass stoner boyfriend Xavier Dobbs (David Iacono), the family get upended by a pack of Spinosauruses that aid the colossal Mosasaurus. Incredibly, the family stay adrift long enough for Zora’s group to rescue them but get separated from the others when the dinosaurs attack Duncan’s ship. Thanks to being present for much of their conversations, Reuben knows enough to lead his family through the perilous jungle and towards the abandoned InGen facility, acting as a thematic callback to Doctor Alan Grant’s (Sam Neill) own trek through Isla Sorna in Jurassic Park. Unfortunately, the family seem like an afterthought, a relic of a separate script for this largely redundant movie, as they contribute very little and barely have character arcs between them. It seems like the film’s building towards Xavier stepping up and earning Reuben’s respect, but every time he does (rescuing Teresa when she goes overboard, watching for predators while they rest), he immediately reverts to type and says the dumbest shit. Oddly, Xavier and Theresa barely say anything to each other, making me think he may as well have been Reuben’s unruly son since we don’t even get any romance between him and Theresa. Isabella is cute and somewhat raises the stakes and gives Reuben the chance to show what a devoted dad he is, but I never believed she was in real danger, even when the group are accosted by a hungry Tyrannosaurus rex. Isabella kind of gets a mini arc as she starts off hating dinosaurs and yet, despite being so traumatised by the events that she falls semi-mute and gorges on liquorice, she bonds with and adopts a cute baby Aquilops. Duncan is also quite taken by her and initially disgusted that Reuben would knowingly put his kids in such danger, eventually pledging to defend the youngster however he can, but even this is a half-baked idea as the two groups are separated for much of the runtime.

Since regular dinosaurs aren’t enough, we’re bombarded by these ghastly genetic freaks.

While it makes sense that InGen would have a separate island to conduct their more bizarre experiments, it does feel like overkill for there to be a third island. Jurassic World Rebirth could’ve easily taken place on the other side of Isla Nubar, where the other dinosaurs were developed before being shipped off, and very little would be different. InGen were apparently so rich that they could afford three islands, to build a whole bunch of high-tech facilities and stock them with as much product placement as you could want, and to afford the minimum $75 million a head for each dinosaur. When Loomis learns that InGen just let their mutations roam free rather than euthanise them, he’s aghast when Krebs gives a half-assed explanation that it was somehow better for the bottom line to not destroy the abominations, which I guess is designed to paint InGen as a morally bankrupt corporation but just seems insulting to me. This island is full of both regular dinosaurs and monstrous crossbreeds that finally push the franchise right over the line into generic monster movie territory. Whenever a regular dinosaur does appear, they’re often largely obscured or easily dispatched by one of their genetic offshoots, with the film sadly failing to deliver a compelling redebut for the Spinosaurus. Indeed, the dinosaurs oddly retreat once the group escapes to dry land, which is weird as they’re seen to be capable of exiting the water, unlike the larger Mosasaurus. While I’m grateful that the film doesn’t rely on the overexposed Velociraptors for a change, it does evoke both these creatures and the iconic kitchen scene from Jurassic Park with the Mutadons, weird ‘raptor/Pterosaur hybrids that return from a semi-tense chase in the finale. Krebs’ missions sees Zora and her team extracting samples a the Mosasaurus, a Titanosaurus, and a Quetzalcoatlus, with the latter proving especially terrifying and dangerous, especially as the group opt to take a sample from the beast’s eggs! The T.rex pops up for a cameo in an adaptation of the raft/rapids section of the original book, showcasing an amazing ability to swim that I never associated with it before, but we’re denied any dinosaur-on-dinosaur action this time around as the film ends with a desperate escape from both the relentless Mutadons and the horrifying D.rex.

The Nitty-Gritty:
Jurassic World Rebirth certainly leans into its horror aspects, that’s for sure. The body count is quite high, with the forgettable Bobby and Nina (Philippine Velge) both being offed by a Spinosaurus once the group finally reach the island. LeClerc (Bechir Sylvain), who’s single defining character trait is that he’s French, doesn’t far much better, being devoured by a Quetzalcoatlus while frantically escaping its nest. However, you can clearly see him being swallowed by the creature and Krebs is later bitten in half by the D.rex which, coupled with the dark, intimidating aesthetics and the overall more gruesome appearance of these dinosaur hybrids, certainly pushes Jurassic World Rebirth into a horror-adjacent monster movie. There’s an attempt at delivering something more here, but it’s very on the nose and nothing we haven’t seen a hundred times before. Loomis delivers a not-so-subtle soliloquy about how humans are an arrogant and destructive species that are destined to destroy themselves and/or been shaken off by the planet, and the film beats you over the head with the idea that the modern world is too polluted and unstable for the revived dinosaurs. The commentary about the public being sick of dinosaurs also harkens back to the metatextual undertone of Jurassic World, which suggests that we are sick of dinosaurs and want something more monstrous and exciting in these films, when that’s clearly not true given how much money the franchise makes. Jurassic World Rebirth stumbles somewhat by taking far too long to get going, lumbering us with forgettable characters for the first hour or so and building anticipation for the dinosaurs, which sounds great on paper but is unnecessary by the seventh movie. Not only that, but the film simply rehashes many of the narrative beats and visual cues of the pervious films, with characters stumbling through the jungle, being in awe of gigantic sauropods, fleeing from voracious carnivores, and sneaking about abandoned facilities. It’s all very familiar, making the film about as redundant as Jurassic Park III (Johnston, 2001) was back in the day because we’ve seen all this before, and done better.

The usual awe and grandeur is downplayed in favour of a more horror-focused approach.

It’s doubly frustrating as the film could’ve presented something new by exploring the impact dinosaurs have in the modern world, something barely touched upon in the last two films and constantly swept under the rug because God forbid we have a Jurassic movie not set in the jungle! Even Duncan complains about the jungle setting, and rightfully so as there’s nothing new here at all. I thought we were in for a treat with all those Spinosauruses, but we barely get a glimpse of one on land and they conveniently just swim away once the survivors beach themselves. Xavier gets stalked by some Velociraptors at one point but the scene’s played for laughs as a Mutadon pounces on them while he’s peeing, ostensibly to establish this flying ‘raptor hybrid as the latest threat but falling way off the mark as they’re essentially the same creature…but with wings they barely use. It was fun to see the T.rex/rapids scene make it onscreen, and it was quite tense watching Theresa drag the lift raft to the water, but it fell apart the moment the family jumped into the raft and tried to paddle away from the T.rex. As if that wasn’t crazy enough, they amazingly survive this encounter and the T.rex just gives up, despite clearly being able to walk around the rocks, never to be seen again. While it was nice to see something new in the Titanosaurus, they’re literally just bigger, more awesome variations on the Brachiosaurus and their weird, whip-like tails looked ridiculous. The star of the show is meant to be the D.rex, an honestly gruesome T.rex mutation that boasts four colossal legs, two spindly arms, and a massive, Xenomorph-like head. I’m torn, though, as the creature is used sparingly, adding to its horror and mystery, but it might’ve been good to get a sense of it stalking the island, perhaps having characters come across dismembered corpses, to help build towards its big reveal. I was also impressed by the Quetzalcoatlus, even if I didn’t get the sense of scale Loomis kept exaggerating. It would’ve been nice to see this and/or the Mutadons and T.rex factor into the ending to battle the D.rex, but Jurassic World Rebirth seemingly goes out of its way to avoid any big dinosaur fights…which, again, can be seen as either good or bad.

The terrifying finale with the D.rex is undercut by some bizarre narrative choices and dull characters.

I think I fall into the latter camp. The film seems to be trying very hard to evoke the spirit of the first movie, alternating between awe and horror and not big dinosaur fights, but that doesn’t make for a very exciting finale as the characters obviously stand no chance against the D.rex and yet still manage to avoid it without any outside assistance. After being separated, both groups head towards the InGen facility, with Zora’s group stopping off to collect their samples with a minimum of fuss, to rendezvous with Zora’s helicopter extract team. Theresa is eager to reunite with them and get some revenge on Krebs after he leaves her to die, only for him to pull a gun on them, take the samples, and attempt to flee without them. Obviously, this goes very badly for him as, in his last moments, he’s too obsessed with money and the dino samples to avoid being munched on by the D.rex. This monstrous abomination easily devours Zora’s helicopter in a startling sequence and stomps about the facility, largely missing its prey as Duncan leads them through a convenient series of underground tunnels. Though pursued by Mutadons, the creatures are easily evaded through a combination of bullets and convenience, though the group faces disaster when they struggle to lower the one remaining boat on the island. Realising that everyone’s in jeopardy, Duncan makes the brave decision to lead the D.rex away using a flare, much to Zora’s dismay, fading into the jungle and seemingly being eaten. However, barely two minutes after his heroic sacrifice, a flare goes up and he wades out completely unharmed, having miraculously survived the encounter with no explanation. Somehow speeding away from the island without the D.rex or any of the aquatic dinosaurs following them, Zora decides to agree with Loomis’s earlier suggestion and provide their ill-gotten samples to the world for free, thereby allowing countless people to benefit rather than the top one percent. And that’s kind of it. All the characters you’d expect to survive make it out, with barely a scratch, and all those hideous dinosaur hybrids are just left to wander around for the inevitable sequel (assuming they’re not killed off between films, which is what I expect to happen).

The Summary:
I was sceptical of Jurassic World Rebirth right from the first trailer, and with good reason. I feel we needed a longer break between films as the last trilogy definitely suffered from diminishing returns by the end, and nothing here makes me think otherwise. While it desperately tries to revisit the smaller scale approach of the first film, Jurassic World Rebirth comes across as a “best-of” compilation of moments from the previous movies, wrapped up in a largely generic monster movie that somewhat betrays the spirit of the franchise. It doesn’t help that there are far too many characters. It might’ve been better to reduces Zora’s crew to four and follow four survivors on the island as that family added nothing to the film, apparently being left over from earlier drafts and kept in to pad the runtime. The main plot of the film is laughable as I don’t believe that anyone would choose to visit this island, regardless of the money offered, unless they were poachers, a rescue team, or had wandered off course. I struggled to connect with any of the main characters as they were incredibly one-dimensional or kept switching personality from scene to scene, with even Loomis proving adept in the field because the plot required it. The dinosaur action was impressive, except for the Titanosauruses, but there’s not enough of it because the film wastes time building unnecessary anticipation. I liked that it leaned into horror, and the D.rex was pretty damn horrific, but I think we needed a bit more to keep things moving and the keep a sense of dread and urgency to the film (Zora’s group, especially, never seems to be in a rush despite literally facing a ticking clock). Ultimately, I think Jurassic World Rebirth may be more appealing to newcomers but, for long time fans of the franchise, there’s little here than hasn’t been done in previous films and it just feels like a big-budget cash grab designed to wring more money out of the franchise, whether it makes sense or not.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you enjoy Jurassic Word Rebirth? Were you disappointed that the dinosaurs were driven back to extinction again? Do you agree that there were too many characters in the film and that they lacked personality? Which of the mutated dinosaurs was your favourite and did you like seeing the rapids scene finally make it to the big screen? Which Jurassic film is your favourite and where would you like to see the franchise go next? Whatever your thoughts on Jurassic Word Rebirth, leave them below and then go read my other Jurassic reviews and donate to my Ko-Fi to support the site.

Game Corner: Rocket Knight Adventures (Nintendo Switch)

Released: 11 June 2024
Originally Released: 6 August 1993
Developer: Konami
Also Available For: Mega Drive, PC, PlayStation 4, PlayStation 5

The Background:
Thanks, largely, to the phenomenal success of Sonic the Hedgehog (Sonic Team, 1991), anthropomorphic mascot platformers were all the rage back in the 1990s to the point where, in a landscape featuring a gun-toting jackrabbit, an acrobatic bat, a superpowered earthworm, and an intergalactic adventurer, a sword singing possum with a rocket pack doesn’t seem all that strange! Designed by Nobuya Nakazato, the man behind many of the notoriously challenging Contra videogames (Konami, 1987 to present), Rocket Knight Adventures was lauded as one of the best titles available for SEGA’s all-powerful Mega Drive. Though a popular and well-regarded title, Rocket Knight Adventures was essentially Sparkster’s peak; a Super Nintendo port was allegedly cancelled and its sequels were both region-locked and ridiculously expensive for decades. While Sparkster received a six-part story in Sonic the Comic (1993 to 2002), he didn’t get an animated spin-off like some of his peers and remained in obscurity until Climax Studios attempted a revival in 2010. Mixed reviews notwithstanding, the game captured a lot of Rocket Knight Adventures’ spirit and long-time fans of the franchise finally got a modern re-release of the original three games with this Re-Sparked! collection, a warmly received release that included a handful of bonus materials to celebrate the unfairly forgotten series.

The Plot:
When the Kingdom of Zephyrus is invaded by Emperor Devilgus Devotindos’s pig army, heroic Rocket Knight Sparkster fights to rescue Princess Sherry from the clutches of his rival, Axel Gear, and stop their forces.

Gameplay and Power-Ups:
Rocket Knight Adventures is a 2D, sidescrolling action platformer with elements of run-and-gun action and some sidescrolling shoot-‘em-up sections. Players take control of Sparkster, the titular Rocket Knight, a possum clad head to toe in armour, armed with a sword, and carrying a surprisingly versatile rocket pack on his back. You swing Sparkster’s sword with A or Y, sending out an energy spiral to attack enemies from a set distance, and press B to jump, with Sparkster snagging poles and branches with his tail. By holding A or Y, you charge Sparkster’s rocket pack; once the meter is full and flashing, you can release and Sparkster will fly off in the direction you press. You must often use this manoeuvre to richochet off walls to progress higher in stages, sometimes over lava, and to blast between vines over large, spiked balls. If you don’t press a direction, Sparkster performs a grounded spin attack to deal damage and reflect certain projectiles and Sparkster is often invulnerable when performing his rocket attacks. The rocket pack can take some time to charge so it’s worth planning ahead if you’re looking to quickly blast away and you must often blast off while jumping for additional height, either to reach doors, platforms, or high up goodies. Sparkster has a large health bar (represented by hearts) but it’s whittled down quite quickly. Apples and bananas will partially or fully fill it and you can snag a handful of generous 1-ups along the way. You also earn extra lives if you collect enough points, receiving a bonus at the end of each stage. Before you start, you can also adjust the game’s difficulty, which changes how many lives and continues you have, though trust me when I say the game’s hard enough even on “Easy” mode.

Rocket through colourful stages and take on tricky platforming as the sword-wielding Sparkster.

Occasionally, Sparkster collects a power pack or is dropped into an area where he flies indefinitely. These sections turn the game into a high-speed, action-packed autoscrolling shoot-‘em-up and have you weaving Sparkster between missile and other projectiles while picking off airborne enemies. Sparkster can also swim, automatically treading water and moving through the drink depending on your button presses, attacking with his sword and blasting from the water with his jet pack. However, his movement becomes noticeably sluggish and his hit box alters, making it tricky to navigate the tight, hazard-ladened depths. Each stage tests Sparkster’s platforming and rocket pack skills in different ways, from simple ricochet tricks to jumping to vines and branches, to racing from hazards (such as walls of fire, spiked knights, and crushing floors) that spell instant doom to the Rocket Knight. Platforming is largely satisfactory here and the usual tropes of swinging platforms and precarious handholds appear, but you’ll also be riding mine carts, leaping across bottomless pits and ducking under spiked ceilings. Stage 2 has you pass behind waterfalls using special platforms to progress, Stage 3 sees you using the reflective surface of rising and falling lava to hop to platforms, while Stage 4 has you clambering on the underbelly of Axel’s ship trying not to plummet to your doom. When on the roof, and during the final confrontation with Axel, you battle a strong wind that’ll suck you to an instant death, while Stage 5 has you race through claustrophobic tunnels avoiding knights that kill you on contact. The challenge is palpable but increases as you progress, easing you into the game’s surprising difficulty and introducing new gimmicks that test how you control Sparkster. Unfortunately, there are no power-ups to aid you (no shields or invincibility or anything like that) and you’re limited by your lives and continues, though thankfully this version includes rewind and save state features that finally allowed me to beat the game after more than thirty years!

Various gimmicks and dangerous hazards make the late game a considerable challenge.

It’s not long before hazards become troublesome for Sparkster. Each stage is split into multiple, interconnected areas, with the first stage culminating in you traversing Castle Zephyrus, which is full of burning pits and sees you being chased by a wall of fire. This will instantly kill you if you don’t keep moving, made harder by the stone walls you must hop over and the flame bursts you must duck to avoid, though this is all practice for a similar section in Stage 5, where you must run, ricochet, and jump away from Axel as he pursues in an insta-death mech suit! While it’s simple enough to hop to tree branches in Stage 1, Stage 2 introduces spiked balls to avoid while jumping, while spiked ceilings and surfaces dog both your high-speed jaunts on mine carts and your efforts to control a propeller platform in Stage 5. Stage 4 sees you taking out bazooka-wielding pig soldiers in tight corridors, your progress barred by temporary energy barriers, while Stage 5 introduces the rising floor gimmick that ended my runs as a kid. With enough speed and timing, you can outrun this hazard but it’s very tight, even when abusing the rewind feature. This stage also includes teleporter doors that represent your goal in each section, though they’re functionally no different from the regular doors you enter prior to this stage. Stage 7 introduces a springing ground, almost a quasi-anti-gravity feature, to boost your jumps, though it’s limited to snagging some out of the way goodies and battling a boss. The autoscrolling sections start off simple, with you mowing down aerial enemies and attacking a giant, robotic snake, but your manoeuvrability is tested in Stage 5, where you weave between gigantic missiles and cross-crossing gunfire and engage in glorified dog fights with mech walkers. Things are much simpler when you’re blasting through an asteroid field in Stage 6, though you must still be mindful of the small projectiles that can get lost against the stars. Stage 5 also culminates in you taking control of your own giant mech, though your options are simply limited to stomping back and forth and swinging its buzzsaw arms with A or Y; there’s no block or charge attack or anything.

Presentation:
Rocket Knight Adventures is and always has been a joy to play, purely from a visual standpoint. Released at the peak of the Mega Drive’s popularity, when mascot platformers were extremely popular, the game oozes colourful, cartoonish appeal. Presented with a steampunk-style fantasy land, players explore environments teeming with personality. You see the castle being attacked in the background of the first stage, panicked civilians and chickens run and flutter, and enemies are sent into a panic when hit, running around with their briefs on show! Though he can be a little clunky and his hit box is quite large, Sparkster is a wonderfully realised character. Blasting past the Konami logo at the start and standing proud against the title screen and in the brief prelude, he radiates heroism. Not only does Sparkster bop up and down by default, but he also judges the player when idle and calls to them to get a move on. He also squeals in pain when killed, reacts with panic when falling, and regularly advances towards his objective and enemies in the handful of cutscenes between stages. As if these stunningly lively and detailed visuals weren’t enough, Rocket Knight Adventures is bolstered by an infectious soundtrack, one of my favourites of the era. However, it’s true that the game peaks with Stage 1’s iconic and instantly memorable overture, which is rightly evoked for the end stage score tally. Still, the boss themes are really good and add to the tension when facing these troublesome foes. One negative about Rocket Knight Adventures, however, is the slowdown which occurs when there’s too many sprites on the screen. Thanks to the large scale of some enemies and the many explosions and effects peppering certain moments, the game can struggle along for a few seconds. It’s never impacted my progress, but it is noticeable. Furthermore, the title screen, despite showcasing large sprite art for Sparkster and the game logo, is surprisingly bland, especially compared to the detailed environments.

A visually impressive treat with one of gaming’s best and most memorable soundtracks.

Things start out safe enough with Stage 1’s flat fields, which act as a testing ground for players to test Sparkster’s moves, but even this area is full of detail, from the aforementioned castle in the background to the besieged homes and ransacked environment. As you blast through the skies, mountains and water rush past, with a lovely splash effect appearing as you skim the water’s surface. Sparkster loves to charge head-first into enemy strongholds, the first of which includes busts, skewed portraits, and windows where the first stage’s boss looms. While Stage 2 starts comparatively bland, you’re soon climbing vines and avoiding spikes amidst a large waterfall and racing around on high-speed mine carts. Stage 3 begins in a quartz cavern with a reflective effect applied to the lava, extends to an underwater cavern, and ends with you battling a gigantic robotic fish in a volcano. Stage 4 takes place on Axel’s ship and really leans into the steampunk aesthetic, having you navigate inside and outside the ship, clambering to poles, jumping to platforms, and passing energy barriers powered by pigs on treadmills! Stage 5 takes the steampunk aesthetic to the next level as you blast through the skies of a heavily polluted, heavily guarded pig city. There’s a real depth to the polluted backgrounds that’s married with the mechanical facility to crash into, a robot factory full of narrow corridors and insta-kill hazards. Stage 6 and 7 add a science-fiction twist to the steampunk fantasy and see Sparkster blasting through an asteroid field and infiltrating Emperor Devotindos’s “Pig Star” space station. Though you’re limited to a few rooms and boss battles here, you can see the stars and asteroids in the background and end up falling back to Earth in an escape pod, burning up on re-entry and showered by debris from the exploding space station! The large sprite art returns for the end credits, which feature Sparkster heroically flying towards the camera, and the pantomime-like cutscenes add to the game’s visual charm, with Princess Sherry, King Zephyrus, and Axel gear all exuding the same personality seen in Sparkster’s cartoonish animations.

Enemies and Bosses:
The Devotindos Empire is primary made up of armour-clad pigs, disposable ground forces who stand no chance against Sparkster’s sword and rocket pack. Though they leap from the background, drop down on balloons, and wield swords of their own, the pig infantry is easily dispatched in a single hit. Occasionally, you battle large groups of them, but you can simply rocket through them, making them more of a nuisance than anything. The sailor variants are a bit more formidable thanks to their bazookas and you being confined to tight corridors, as are the jet ski riders, who fire a spread shot while you’re floundering in the water. Pigs also race around in steampunk-style cars and chicken walkers, which can be trickier to put down as they’re much bigger and take more hits to defeat. At least they can be defeated, though, which is more than can be said of the later spiked armour variants. You’ll simply bounce off these guys and be killed if you touch them, so you must run from them and lure them into a molten metal trap to end their threat. Emperor Devotindos bolsters his forces with other robot minions, such as robo-owls who can spoil your jumps and robotic duplicates of himself, which spring to life at the worst possible moments, take a few hits to put down, and offer a significant obstacle thanks to their large hit boxes and pursuing you across the environment.

The piggy pests pilot some perilous mechanical marvels that’ll test your reflexes.

The pig infantry also controls numerous large, steampunk-style craft to act as mini- and end bosses. The first is a lumbering tank that fires slow moving cannonballs and tries to roast you with its flamethrower. Your best bet is to rocket behind it to quickly pummel it, but you’re then forced to avoid and frantically slash it as it pinballs around in the rapids in an exploding frenzy. A large mech greets you at the start of Stage 2, taking up the background and sporting extendable arms with buzzsaw-like hands. You must battle the finnicky swimming controls to avoid being hit, attacking the glowing red sphere on the front of the mech to put it down. Stage 3 sees you battle a gigantic crab mech, attacking its extendable pincers and avoiding its ring shots once they’re destroyed, floating precariously close to the craft to hit its cockpit. This stage ends with you fighting a giant robot fish in a battle not unlike the Lava Reef Zone boss. You must jump to floating platforms, which get faster and faster, avoiding the lava and the shower of pellets the fish spits. When the pilot appears, be sure to smack him a few times and grab the bananas if you’re low on health. A more powerful pig walker attacks in Stage 5, one that fires dual lasers and is protected by an energy barrier you must whittle down before the craft can be destroyed. Finally, Captain Fleagle constantly hounds you in Stage 4. First, he hides behind an energy barrier and tosses bombs which you must reflect back at him (the timing can be tricky and the bombs have a large blast radius, so watch out!) You must avoid Captain Fleagle’s shots on the roof and send him running once more. After knocking sentient bombs onto a flying mechanical pig head on the underside of the ship, Captain Fleagle calls in his large mechanical doppelgänger. Mirroring Captain Fleagle’s movements, this mech causes debris to  by shaking its hips and fires large blasts from its torso, giving you a small window to attack it. Once it’s destroyed, the battered Captain Fleagle runs and jumps around in a panic as the battleship explodes, finally finished for good after a few whacks with your sword.

Giant, steampunk-style robots and mechs often act as gruelling end of stage bosses.

Gigantic mechanical enemies also appear as mini- and end bosses, such as the Snake Mecha that lunges at you in the first flying section and the Big Spider at the end of Stage 1. This thing crashes its head through the castle walls and ceilings, giving you a chance to land some attacks, but you must avoid standing in the wrong place and being smacked by its spiked tail. Stage 2 features a weird collection of spheres, not unlike a mechanical caterpillar, that dives in and out of a waterfall. You must do the same and blast between vines to avoid its wide arc and pummel the weak spot on the end of its tail, which is pretty tricky given the hazardous environment. Stage 2 ends with you battling a menacing steampunk train that charges towards you firing slow shots and then transitions to an upper path, swinging and extending its claw arms, before finally firing bouncing shots from its wrecked behind, its weak spot changing each time. A satellite-like robot challenges you in Stage 6’s asteroid field, blocking your shots with a shield and firing a dual spread shot, and you must take on the strangely sized pig mothership, too. Since this hurts you if you touch it and fires relentlessly, you must target the many turrets to deal damage, switching position as it teleports in and out, taking out its minions, and dispatching its giant mouth cannon before you get fried! As the fight progresses, the cockpit detaches, leaving you to destroy the main body of the ship. However, the cockpit transforms into a mech that fires pellets, a ricocheting laser, and flailing its arms. You must strike the ball it bounces between its hands to deal damage, then fly around as it bounces around the screen in a frenzy, which makes for a troublesome boss due to its large hit box and the lack of health pickups.

Axel Gear and the persistent Emperor Devotindos won’t go down without a fight!

Your most persistent enemy is rival, corrupt Rocket Knight Axel Gear, who kidnaps Princess Sherry and constantly ducks you. When you finally go toe-to-toe with Axel in Stage 5, it’s in a Rock ’Em Sock ’Em Robots mech battle. After racing to your mech, you must avoid his hits and tap A or Y to swing your buzzsaw-like, extendable arms and damage his craft. It’s a bit clunky and difficult to avoid damage but, eventually, Axel’s mech is destroyed. Axel then appears at the end of the asteroid section of Stage 6, now sporting a gigantic laser cannon and firing smaller homing missiles. You must loop behind him to attack and take out his smaller shots, watching for his circular movements as he prepares each shot. Axel than challenges you to a more traditional sword fight mid-way through Stage 7’s gruelling boss gauntlet. Here, Axel sports the same abilities as you, swinging his sword, unleashing a rocket spin, and ricocheting about. Note that your sword beams cancel each other out and he’ll eventually cause explosive decompression! You must cling to the poles, attacking Axel with your sword beam and avoiding his missiles and circle motions, finally flying with your rocket charge when he’s charging his own. Emperor Devotindos is the game’s final boss and certainly doesn’t go down easily! Your first battle isn’t too bad, with you simply dashing from across the screen and charging into the pig monarch, dodging his progressively faster projectiles. After enough hits, he reconstitutes himself into a maniacal cyborg and you must avoid his extendable legs and rocket into him diagonally. Emperor Devotindos downloads his consciousness into the Pig Star’s main core, causing it to float, teleport, and bounce around firing various laser spreads that you must avoid while charging at the small red weak spot. As you escape the exploding Pig Star, Emperor Devotindos (now little more than a television screen) pursues you, thrashing tentacle-like limbs, firing ring projectiles, and barging into you. You cannot attack here and must simply survive until atmospheric re-entry finishes the bovine bastard off, a daunting prospect as Emperor Devotindos is hard to avoid and deals a lot of damage.

Additional Features:
There are four difficulty settings to challenge in Rocket Knight Adventures, with each one altering how many lives and continues you play with and slightly altering the end text. If you beat the game on anything other than the hardest difficulty, you’ll be challenged to try a harder difficulty once the credits have rolled. Interestingly, you can input a code from the pause screen to record your progress as the game’s demo mode, though the level select code apparently only works in the Japanese version of the game. Luckily, Rocket Knight Adventures: Re-Sparked lets you pick between the American and Japanese versions of the game and offers a host of additional features, too. There’s the slick, sexy, anime style opening that makes me wish we’d gotten a cartoon back in the day, various filter and border effects, and the always helpful rewind and save state features. You can also play a boss rush mode and view various advertisements and concept art for the game, peruse the box art and manuals, and freely listen to the game’s kick-ass soundtrack. The PlayStation 4/5 version also comes with numerous Trophies for you to earn, with nine specifically earned from playing this game (best done on the hardest mode to stack them) and clearing its boss rush.

The Summary:
I’ve been in love with Rocket Knight Adventures since I was a kid. I was captivated by its bright, cartoonish visuals and fun, action-packed gameplay from the start and regularly find myself humming that memorable Stage 1 theme in my day-to-day life. One of the biggest gripes of my life-long gaming career is that I was never able to beat this game back in the day; that damn crushing floor always ended my playthroughs. However, this version of the game changed all that. It’s telling that I needed the rewind and save state features to finally beat this game and shows just how challenging Rocket Knight Adventures is. It lulls you into a false sense of security by easing you into the challenge, slowly adding more and more obstacles and insta-death hazards and leaning more on split second reaction times as you progress through its detailed and varied stages. Yet, while the difficulty curve is off-putting at times and the game occasionally seems needlessly unfair and cheap (infinite continues would’ve helped mitigate this), I still find it a hugely enjoyable experience. Sparkster is a fantastic character and often unfairly forgotten in the pantheon of mascot platformers and I loved his sword- and rocket-based gameplay. The ricochet mechanics were a neat feature; however, if anything, they were underutilised and the game relies on traditional platforming tropes and mechanics than its unique selling point, which is a bit odd. I loved all the big enemies and bosses, the switch to sidescrolling shooter sections, and the sheer variety on offer. No two stages are the same and the game’s constantly throwing new gimmicks at you, from mine carts to flying platforms to mech battles and races through mazes. There are few games as visually appealing on the Mega Drive than Rocket Knight Adventures, which has such franchise and merchandise appeal that I’m honestly surprised we didn’t get more games and tie-ins, such as toys and comics and cartoons. Still, that doesn’t diminish how enjoyable Rocket Knight Adventures is. To this day, it’s one of the best platformers on the system and this Re-Sparked version just makes it more accessible and entertaining than ever before.

My Rating:

Rating: 5 out of 5.

Fantastic

Was Rocket Knight Adventures in your Mega Drive library back in the day? What did you think of the rocket-based mechanics and the colourful visuals? Which of the game’s bosses was your favourite? Did you manage to clear the game without modern quality of life features? Which of Sparkster’s sequels was your favourite and would you like to see him brought back from obscurity? Either way, whatever your thoughts on Rocket Knight Adventures, leave a comment below, consider supporting me on Ko-Fi, and check out my other Rocket Knight reviews.

Wresting Recap: Women’s Money in the Bank (2017)

The Date: 18 June 2017
The Venue: Scottrade Center; St. Louis, Missouri
The Commentary: Tom Phillips, John “Bradshaw” Layfield/JBL, Byron Saxton
The Referees: Danilo Anfibio, Jason Ayers, Mike Chioda, Dan Engler, Charles Robinson, and Ryan Tran
The Stakes: Five-woman ladder match for a chance to cash-in on a World Heavyweight Championship at any time within a year

The Build-Up:
Since World Wrestling Entertainment (WWE) has dominated the wrestling landscape, they’ve understandably been at the forefront of creativity with their celebrated Superstars, their impact on pay-per-view entertainment, and the creation of memorable matches. The company has long awed audiences with their Tables, Ladders, and Chairs (TLC) matches, a concept “Y2J” Chris Jericho took to the next level when he came up with the “Money in the Bank” ladder match. Debuting at WrestleMania 21, this multi-man ladder match saw the winner retrieve a briefcase to cash in for a championship match anywhere, anytime and immediately became an annual fixture following its first self-titled event. However, for about ten years, the gimmick was exclusive a men-only match, unsurprising considering women’s wrestling was long an afterthought in the WWE, where cheerleaders and models rolled around in mud pits. In 2015, competitors like Paige were at the forefront of changing the perception of women’s wrestling and, after Stephanie McMahon took credit for spearheading a revolution in the division, the women finally got their first-ever all-female WWE pay-per-view event. Though not a ratings success, WWE’s female superstars continued to push for a bigger spotlight, leading to this first-ever women’s Money in the Bank ladder match. The match came about after the competitors all brawled with each other and demanded a shot at SmackDown Women’s Champion Naomi, leading to SmackDown Live General Manager Shane McMahon to announce the match and further fire up the competitors. Accordingly, much of the build-up regarding this match focused on the historic nature of it being the first-ever women’s Money in the Bank ladder match, and many of the competitors sought to live up to their family’s legacy and set a new standard not just for the women of the WWE, but for all of wrestling.

The Match:
These days, it’s not uncommon for big matches and championship bouts to open shows. The Money in the Bank pay-per-view often staggers these extreme, violent, and pulse-pounding bouts so they open and close the show, thus ensuring the crowd doesn’t get burned out. This explains why the first-ever women’s Money in the Bank ladder match opened the show in 2017, though I do think it should’ve taken the main event slot just to add extra emphasis on the groundbreaking event. Regardless, the match featured some of the top women’s competitors at the time in the WWE, and perhaps ever, including two of NXT’s lauded “Four Horsewomen”: The overrated and insufferable “Queen” Charlotte Flair and the fiery Becky Lynch (some time before her incredible run as “The Man”). They were joined by Tamina (truly the odd one out), Carmella (accompanied by flash-in-the-pan sensation James Ellsworth), and a staple of the women’s division, Natalya. As soon as the bell rang, they all dashed outside to grab a ladder, except for Becky and Tamina, who duked it out in the ring before Tamina asserted her dominance and teased the first climb of the match. Charlotte quickly stopped to that and took over as queen bee, downing her foes with her long legs and suplexes, before Tamina took her out, crushed Becky in the corner, and destroyed Carmella with a Samoan Drop. Obsessed with keeping her ladder, Tamina superkicked Natalya to the canvas and catapulted her into the ladder after setting it up in the corner. After collapsing it onto Becky, Tamina was driven into the ladder by Charlotte, though she got dumped back outside by Natalya before she could do any more damage and Tamina finally dropped after Becky blasted her with the ladder. Becky and Natalya then fought over the ladder in a tug o’ war that ended with Becky being slammed spine-first onto it.

A disappointing bout with too many dead spots and an awful ending…but at least Charlotte didn’t win!

Though Natalya set the ladder up, she took too long positioning and climbing it, allowing Charlotte to hit an electric chair drop just as Natalya’s fingers grazed the briefcase. Carmella then cut off Charlotte’s climb, beating and clambering over her as she was caught in the rungs, resulting in the two exchanging shots at the top of the ladder, Charlotte almost unhooking the briefcase, and both being dumped when Tamina toppled the ladder. Natalya and Becky then resumed their rivalry, with Natalya tying Becky into the Sharpshooter. Carmella broke the hold and attacked Natalya before Charlotte squaring off with Charlotte, before Charlotte took a nice double-underhook suplex from Natalya. A whip into a ladder and a springboard kick saw Becky take Natalya out to begin her climb, before being whipped into and flung off a corner ladder courtesy of Carmella’s handstand headscissors. Charlotte reasserted herself with her big kicks but Tamina intercepted her as she went for the briefcase, resulting in both tumbling to the canvas following a headbutt. A Spear from Charlotte saw Tamina awkwardly tumble outside, and another saw her clumsily collide with the ring steps, before Charlotte took down Tamina and Natalya (and herself) with a corkscrew moonsault to the outside. Becky cut Carmella off with a powerbomb and, with the crowd behind her, clambered to the briefcase…only for James Ellsworth to topple the ladder to a cascade of boos! With Carmella unresponsive, Ellsworth climbed on her behalf and unhooked the briefcase, resulting in Carmella becoming the first-ever Ms. Money in the Bank, to a cacophony of displeasure and disbelief from both the crowd and some of the referees.

The Aftermath:
This was a disappointingly slow and uninteresting affair, save for the controversial, insulting, and absolutely ridiculous ending. Unlike most ladder and Money in the Bank matches, the competitors largely spent their time on the outside, leaving just two to four women in the ring at once, which was weird as half of them hadn’t really received that much damage! The match was structured to paint Tamina as a dominating force, which kind of worked but Charlotte also had to be a dominating figure and completely stole her thunder, as bland as Tamina is. The crowd favoured Becky and Natalya as plunky underdogs and fighting spirits, but were in uproar at Carmella’s win, and that she needed a man to get the victory! There was basically no extreme spots, no ladder play beyond the basics, and nothing memorable about this first women’s Money in the Bank contest except for its ludicrous conclusion (which is best forgotten!) Perhaps in an effort to course-correct, or perhaps as part of their awful booking, the WWE immediately addressed the controversy on the following episode of SmackDown Live, where Ellsworth defended the outcome since the match had “no rules”. However, General Manager Daniel Bryan decided that wasn’t fair and stripped Carmella of the briefcase. He thus had the six women redo the match in the main event of the show, banning Ellsworth from the arena, only for Carmella to win anyway! Carmella held the briefcase for just under a year, finally cashing in on Charlotte in April 2018 to become the SmackDown Women’s Champion. Despite successfully defending the belt against Charlotte and the “Empress of Tomorrow” Asuka, Carmella was dethroned in August…by Charlotte. Natalya defeated the other competitors at Battleground to become the number one contender, capturing the SmackDown Women’s Championship from Naomi at the 2017 SummerSlam. Becky, Carmella, Natalya, and Tamina were also forced to co-exist in a traditional Survivor Series match, the build-up to which saw Becky’s popularity skyrocket following an errant shot by Nia Jax. Following this inaugural women’s Money in the Bank match, the WWE’s female competitors have competed for the briefcase at every subsequent Money in the Bank pay-per-view, cementing their legacy in the stipulation.

My Rating:

Rating: 2 out of 5.

Could Be Better

What did you think to the first-ever women’s Money in the Bank match? Were you pissed about the ending or did you think it garnered great heel heat for Carmella? Who was your pick to win? Were you disappointed by lack of big ladder spots? Which of the competitors was your favourite? Were there any competitors you would’ve liked to see included in this first match? What’s your favourite women’s Money in the Bank match? Whatever your thoughts on the Money in the Bank match, share them below, support me on Ko-Fi, and be sure to check out my other wrestling reviews!