Game Corner [Sonic Month]: Sonic Rush (Nintendo DS)


Sonic the Hedgehog was first introduced to gamers worldwide on June 23 1991 and, since then, has become not only SEGA’s most enduring and popular character but also a beloved videogame icon and, in keeping with tradition, I have been dedicating the entire month to celebrating SEGA’s supersonic mascot.


Released: 15 November 2005
Developer: Dimps / Sonic Team

The Background:
SEGA’s desperate attempt to create a mascot iconic enough to rival Super Mario paid off greatly when Sonic the Hedgehog expanded into mainstream popularity with Sonic the Hedgehog 2 (SEGA Technical Institute, 1992). Despite further success with subsequent platform titles and his first forays into 3D gaming, a series of costly decisions saw SEGA forced to withdraw from console manufacture, bringing the “Console War” of the nineties to an anti-climatic end. With SEGA focused on software development, the unthinkable happened when Sonic and SEGA-branded videogames appeared on Nintendo’s often-underappreciated GameCube console and Game Boy Advance handheld. Partnered with Dimps, Sonic Team created a trilogy of throwback titles for Nintendo’s handheld that were largely well received, despite some nagging criticisms. The partnership with Dimps continued when Nintendo succeeded the Game Boy Advance with the more powerful, dual screened Nintendo DS and SEGA immediately impressed when they dropped the first gameplay footage of their newest game for the new-fangled device at E3 2004. Director Akinori Nishiyama was keen to infuse the spirit of the classic games with the contemporary mechanics and fast-paced action of Sonic’s 3D titles and introduced not just the hotly-debated Boost gameplay to the franchise but also a brand-new character, Blaze the Cat, who would become a staple of the series. Released exclusively for the Nintendo DS, Sonic Rush has been widely praised for its back-to-basics approach, gorgeous graphics and fast-paced action, and memorable soundtrack. While some criticised the level layouts and repetitive elements, the game impressed enough to warrant a sequel in 2007 and the game is largely fondly regarded as an oft-forgotten gem of the franchise.

The Plot:
When Doctor Eggman steals the seven Sol Emeralds, their stoic guardian, Blaze the Cat, journeys to Sonic’s world to recover them. However, her nemesis, Doctor Eggman Nega, has followed her and in search of the seven Chaos Emeralds, leading Sonic the Hedgehog to oppose his mad plot for worldwide destruction.

Gameplay:
Sonic Rush is a 2.5D action platformer much like most classic Sonic titles and his 2D outings on the Game Boy Advance. Players can initially only control Sonic but will unlock new character Blaze after clearing the first level (known as a “Zone”). As is often the case, each Zone is comprised of two stages (or “Acts”), with a third dedicated to a boss battle against either Dr. Eggman or Eggman Nega. By entering the “Options” menu on the main menu screen, players can tweak some of the game’s settings, setting it to Easy, Normal, or Hard (which I believe impacts the amount of lives you start with and hits bosses take), disable the ten minute time limit for Acts, listen to the game’s soundtrack, or allow a friend to download a demo version of the game to their Nintendo DS. One new feature rarely seen in 2D Sonic titles is the presence of a world map; styled after the map screen in Sonic Adventure 2 (Sonic Team USA, 2001), this allows players to wander about a static screen to replay previous Zones or visit their allies. Miles “Tails” Prower and Cream the Rabbit will offer encouragement and enthusiastic support to each character, keeping track of how many lives they have, how many of the Chaos and Sol Emeralds they’ve collected, and the percentage that their worlds have unmerged (reduced as you clear Zones). Despite visually appearing very different, and their contrasting personalities (Sonic is all brash and happy-go-lucky and Blaze is quiet and reserved), Sonic and Blaze play in almost exactly the same way, visit the same Zones (albeit in a different order), and battle the same bosses (just with different madmen at the helms), though Blaze doesn’t have to worry about beating Special Stages to acquire her Emeralds.

Sonic and new ally Blaze can blast through Zones with their new Boost mechanic and abilities.

Both characters can jump with a press of A or B; holding the button lets them jump a bit higher and pressing down and A or B charges up either the Spin Dash or the Burst Dash so you can blast ahead in a burst of speed. When jumping, you can press the right bumper to perform an air dash as Sonic or Blaze’s Burst Hover, which gives her a little more airtime courtesy of a rocket boost from her boots. Unfortunately, Blaze is little more than a reskin of Sonic; her gameplay is slightly different thanks to her limited hover but it’s essentially exactly the same as Sonic’s, lacking additional features such as climbing or flying to really make her stand out despite her visual appeal, to the point where I wonder if it might’ve been better to have Blaze be incapable of boosting just to make her gameplay a bit different and challenging compared to Sonic’s. When flying off ramps, springs, or propelled through the air, you can press B, A, and R to perform tricks; these will both boost you higher and further, which is necessary to reach platforms and switches, and build up your “Tension Gauge”. When partially or completely full, you can hold down X or Y to blast off with the Super Boost or Fire Boost, respectively, which sees you plough through Badniks and breakable walls at breakneck speeds, completely invulnerable and surrounded by waves of supersonic or flaming energy. This boost mode allows Sonic Rush to reach speeds classic Sonic games could only dream of and is essential for outrunning giant rolling balls, blasting through enemies and Acts alike, building momentum with some of the game’s gimmicks, and entering Special Stages. It can be unwieldy at times, though; just as you should exercise caution with your trick moves, you should use the boost sparingly as you could overshoot platforms or run head-first into one of the game’s many bottomless pits. Sonic and Blaze can also grind on rails to pick up speed and perform tricks, fill the Tension Gauge by defeating enemies, and make use of giant bullets and hovering UFO-like vehicles, though these latter two are equally cumbersome due to being difficult to control and having to use the Nintendo DS’s dual screens to navigate.

Despite a few new gimmicks, both characters sadly share the exact same playstyle.

Sonic Rush uniquely uses the dual screens to spread its action out vertically; you’ll often by sprinting down slopes from the top screen to the bottom, which is quite fun, and you’ll need to pay attention to the top screen when planning jumps to avoid Badniks or spot platforms and switches. Otherwise, the bottom touchscreen is mostly relegated to menus and the Special Stages, which I’ll talk about later, and the bulk of the game is comprised of tried-and-true Sonic gimmicks. You’ll grab Golden Rings to survive hits and earn extra lives when you collect 100, suck in air bubbles when lumbering underwater, run through loops, bounce from springs, and avoid or be frustrated by sudden spiked hazards as you blast through the game’s seven Zones. There’s a lot that’s familiar about Sonic Rush; the ramps, boosters, and many of the Zones and enemies are modelled after Sonic Adventure 2 and married with a tweaked version of the classic gameplay mechanics, effectively bridging the gap between the “Classic” and “Modern” iterations of Sonic and laying the foundation for Sonic’s mid-2000s Boost-centric gameplay. You’ll spring from bungees, be blasted about by water jets and cannons, jump to moving or temporary platforms, boost into giant propellers to cover greater distances, resist the urge to pull off tricks after being blasted through the sky by rocket sledges, temporarily light up rails and platforms or ride blocks of light by hitting switches, run along the ceilings, and even be whisked through the cloudy sky on a hang glider (though, thankfully, it’s a largely automated section that’s much easier to control this time). Often, you’ll be trapped in a small arena and have to destroy all onscreen enemies to escape, sometimes while avoiding crushing hazards; other times, you’ll swing from chains and ropes (again resisting the urge to press any inputs except to jump to safety) and desperately avoiding instant-kill lasers or the numerous bottomless pits. These cheap hazards crop up from the first Zone and only increase by the time you reach Dead Line; it can be extremely aggravating being in the swing of a fun boost run, pulling off nifty tricks and building momentum, only to cause yourself to fly past a platform or spring or through a rail and plummet to your death.

Graphics and Sound:
Although Sonic Rush employs traditional sprite art for its backgrounds and environments and even oddly includes some Sonic Advance-style sprites in its endings, character models are all polygonal this time around, which is a bit hit and miss. Sonic and Blaze make a big show of looking up, dying, and encouraging you to get a move on but lack a lot of the detail seen in the Game Boy Advance games as their character models are a bit blocky and indistinct at times. Sure, they express a lot of personality when pulling off tricks, vocalising their enthusiasm, and when clearing an Act and getting their final letter grade, but I can’t help but think it might’ve been better if the environments were polygonal and the characters were nicely-animated sprites instead. On the plus side, despite the bland title screen and menu selection, Sonic Rush has an absolutely killer soundtrack; Hideki Naganuma and Teruhiko Nakagawa went above and beyond to really produce some infectious ear worms. This is evident from Sonic’s first Zone, Leaf Storm and its upbeat “Right There, Ride On” tune and continues with tracks like “Back 2 Back”. Every Zone makes an impression with its soundtrack, which really helps the game stand out from the usual punk rock tunes of the main console games and the traditional chirpy music from the classics. Cutscenes are a bit of a mixed bag; the story is primarily told using barely animated in-game models accompanied by dialogue boxes and you’ll see the same cutscenes repeated over and over after you defeat each boss, though there are some fun cameos here and there.

While the environments looks great, I’m not impressed with the polygonal models.

As mentioned before, Sonic Rush’s Zones are modelled after Sonic Adventure 2’s, for the most part. Leaf Storm is like a 2.5D version of Green Forest, Mirage Road resembles Hidden Base/Sand Ocean, and Huge Crisis takes place on battleships and in the middle of a Naval fleet like Metal Harbor. Other Zones are a little more traditional, with the Casino Night/Carnival Night Zone-inspired Night Carnival and Dead Line essentially being another run-through of a Death Egg-style space station. There’s quite a bit of detail packed into each Act, though they can be a little barren of enemies at times; you’ll see critters freed from every enemy or fluttering about, vines twisted over rails, flashing neon billboards, and fighter jets all lurking in the background. Hieroglyphics, giant stone statues, and fast sand slides await in Mirage Road, with these latter two gimmicks enlarging the character models as they’re brought closer to the camera. Similarly, you’ll precariously run along fencing, parachute past enemies and spikes in Altitude Limit, and illuminate entire areas with spotlights or glowing platforms in Night Carnival. Sonic’s opening Zones, Leaf Storm and Water Park, made the strongest impression on me; I enjoyed the ripple effect on the water, that you can run across it, and the Greece-inspired architecture in Water Park and the sheer colourful depth of Leaf Storm that helped to showcase the upgrade in power from the Game Boy Advance. Sadly, even these Zones are let down by an abundance of death pits, but the way the action spreads across both screens can be really fun, especially when you’re building up speed. The touchscreen comes to the forefront in the Special Stages, which are modelled after Sonic 2’s half-pipe stages and see you using the stylus (or your finger) to control a fully 3D Sonic model as he grabs Rings, avoids obstacles, and hits numbered targets to score extra Rings.

Enemies and Bosses:
There are two types of robotic enemies you’ll encounter in Sonic Rush: Egg Pawns and the minions of the Eggman Empire modelled after those seen in Sonic Heroes (Sonic Team USA, 2003) and security droids not unlike those employed by the Guardian Units of Nations (G.U.N.) in Sonic Adventure 2. Egg Pawns are the most common and have a few variants, from being relatively harmless to packing rifles and bazookas and even blocking your direct attacks with shields. A larger variant, the Egg Hammer, also appears, usually when you’re confined to on area, and takes multiple hits to defeat and could be classified as a mini boss. You’ll also encounter Dr. Eggman’s flying forces, often placed right where you’re about to spring into the air or dive-bombing you when you’re navigating a bottomless pit or bed of spikes or dropping bombs on you at the worst possible time. Egg Bishops also reappear from Sonic Heroes, though they’re limited to simply firing projectiles from their wands. Knight Pawns also appear but, despite their fun armoured appearance and lance, they’re simply another Egg Pawn to plough through, same with the G.U.N. Hunter that can catch you with its bullets but is otherwise just there to build up your Tension Gauge. Sadly, no classic Badniks appear but you often get a great feeling of empowerment ploughing through multiple enemies with your boost attack, which I guess is a good compromise.

Though large, bosses are repetitive and time consuming chores you fight multiple times.

Each Zone ends in a boss battle against either Dr. Eggman or Eggman Nega; sadly, both pilot the same machines so, while you’ll battle them in a different order with each character, both Sonic and Blaze have the same boss encounters with the same strategies employed each time, making for a bit of a repetitive experience. Bosses are fought either on a single platform or a circular loop, with their health measured on the bottom screen where Tails or Cream constantly shout encouragement, end in a dramatic freeze frame, and the arenas hold a handful of Rings to keep you going. The first boss you fight is the Egg Hammer Mega, a snake-like mech that tries to crush you with singular or multiple head slam and sends its cockpit rolling across the ground to try and damage you. Simply dash out of the way then its head slams down, jumping over any shockwaves, and ram the cockpit to do damage. This boss is repeated in Huge Crisis, where it now launches missiles from the battleship in the background and charges up an instant-kill slam, and it was during this fight that I realised how long-winded the game’s bosses are as there’s a lot of waiting around and few opportunities to attack. Water Park sees you battling the Egg Turtle; although much of this fight is underwater, you won’t have to worry about drowning and must simply avoid the mech’s belly flop and propeller butt, smacking its glowing head whenever you get the chance. Things pick up a little when you fight the Egg Beetle; you need to hit the explosive ball it sends rolling at you when its spikes are withdrawn and it’s flashing to do damage, often a couple of times when it jumps over you, and avoid the bombardment of projectiles when the mech takes to the sky. Similarly, you’ll need good timing when fighting the Egg Libra; you need to hit the weighted ball when its shield drops to lower the cockpit and land a hit, then avoid the bolts running across the ground and use the springing robot to score an extra hit, which can be a bit frantic as there’s a lot happening onscreen. Finally, in Altitude Limit, you’ll battle the Egg Eagle, one of the toughest and most annoying bosses because of how long the battle takes. You’ll need to avoid its bullet barrage and frantically mash A and B when it lands and tries to blow you off the platform! You can score a hit when it lands and tries to peck at you, but it’s a small window and it’s easy to take damage so you’ll need to be quick with your reactions.

After settling their differences, Sonic and Blaze must team up against the Eggmans!

When you reach the end of Dead Line, you’ll battle ither Sonic or Blaze in a one-on-one fight not unlike the Hidden Palace Zone bout against Knuckles the Echidna. Both have the exact same moves as they do when playing as them in the game but seem to be nerfed in their intelligence, meaning it’s pretty simply to bop or dash into them to whittle their health down, but you’ll need to mash A and B to win the boost-off head-to-head at the end. The main story ends in a battle against the titanic Egg King, which sees you frantically dodging its sporadic eye lasers and jumping over up to three shockwaves when it smacks your platform. You then need to hit its arm and run towards the cockpit for a hit, but hold down when prompted or you’ll be flung off. The Egg King also tries to smush you with a double axhandle smash and speeds up its attacks as the fight progresses, eventually ramming into the platform for a kamikaze attack at the end that you have to quickly avoid to land the final blow. Once you’ve acquired all seven Chaos Emeralds, Sonic and Blaze power-up to their Super forms for a Doomsday Zone-esque showdown with the two Eggman’s underwhelming Egg Salamander. This is fought on each screen, with each hero taking it in turns to avoid or destroy asteroids, dodge lasers, and land a hit, which switches the action to the other screen and character. The Egg Salamander shoots laser orbs at Super Sonic which must be awkwardly bounced back into it using the Super Boost (A or B); it also swipes at you with its claws, and you’ll need to grab Rings to keep from powering down. Burning Blaze has to charge up and launch a fireball with A, which has a significant delay and is equally difficult to aim. She can also have her Rings sapped when the mech tears open a hole in the fabric of space/time, and this is another fight made unnecessarily tense and frustrating by how long it drags on, how difficult it is to land hits, and how few windows of opportunity you get (though I found that when I respawned after a late stage death, I didn’t have to start all over again, which was unexpected).

Power-Ups and Bonuses:
All the power-ups seen in the Sonic Advance games return here; you can add anywhere from one to fifty Rings to your tally with a Super Ring box, gain temporary invincibility or earn an extra life, or protect yourself from a bit with a barrier or attract nearby Rings with its magnetic variant. The new power-up on the block here are the two Tension Gauge boxes, which partially or fully fill your boost meter, usually right before you need to use it to get past a section of an Act.

Additional Features:
When playing as Sonic, you’ll need to keep your Tension Gauge filled to the maximum for when you stumble upon Special Generators; grab onto these and hold X or Y to open the rift to the Special Stage, though keep in mind that you can only challenge one Special Stage per Act. So, if you want to try for a different Chaos Emerald, you’ll need to complete the Act and replay it; if you earn a Chaos Emerald in an Act and then enter another Special Stage in the same Act, you simply replay the same Special Stage. Special Stages aren’t too bad this time around; based on Sonic 2’s half-pipe, they task you with acquiring two totals of Rings, avoiding spikes and other hazards and flicking Sonic off the pipes to grab Ring clusters or hit springs. When you do, you’ll need to quickly tap the numbered icons for a Ring bonus; you can also hit boost pads and switches to grab bigger Ring clusters, but your skill at Sonic Rush’s Special Stages all comes down to the quality of your touchscreen and how good your stylus game is. It can be janky and awkward making precise or quick movements and you’ll often miss large clusters of Rings trying to get others, though the fact you can easily access and practise the Special Stages makes them leagues better than any in the Game Boy Advance games. Collecting all seven Chaos Emeralds unlocks the final “Extra” story, which is the only way you can play as Super Sonic and Burning Blaze. Otherwise, you can replay previous Acts to try and get all S-ranks for bragging rights or try out the game’s multiplayer mode, in which two players race head-to-head as Sonic and Blaze to finish Acts the fastest, though I’ve never played this mode. Sadly, there’s no boss rush to unlock or even the ability to watch back the game’s cutscenes, though I guess you could try playing on a harder difficulty if you want a bit more of a challenge.

The Summary:
This is my first time playing Sonic Rush in over a decade, certainly since I first completed it. I always had pretty fond memories of it; the visuals, Blaze’s design, and the action-packed gameplay stood out, especially because it was the first Sonic game to incorporate the Boost mechanic, but it was surpassed not just by the sequel but by other, bigger Sonic games. Revisiting it now was a lot of fun; the environments, especially, look fantastic, really translating a lot of the visual style of the 3D games of the time into a handheld title and I especially enjoyed being able to let loose with the boost and plough through enemies. Sadly, the polygonal models aren’t as appealing and I didn’t like how long-winded and repetitive the bosses were; sure, Blaze fights them in a different order but nothing else is different about them, which is very disappointing. Blaze, in general, was a bit of a let-down in this regard; she plays the same as Sonic except for a bit more airtime and her Zone order being mixed up, meaning the difficulty curve of her story is a bit out of whack yet she’s paradoxically easier to play as since you don’t have to worry about Special Stages. I like her design, but I do think her gameplay should’ve been altered to make her more like a “Hard Mode” compared to Sonic’s “Normal”. While the Special Stages can be finnicky, I liked that I was actually able to access and beat them all and the Act layouts, while sometimes a bit barren and strewn with instant-death traps, where much improved, showing the developers learned from their mistakes on the Game Boy Advance. I really liked the verticality of the game and how it used the dual screens in an interesting way, but this was a bit of a barebones presentation for such a powerful handheld. It’s great as a fun, back-to-basics return to Sonic’s roots, with just enough familiar and new mechanics to make things exciting, but there’s not a lot of incentive to revisit it once you’ve unlocked and beaten the “Extra” story and there are a few too many missed opportunities to really make Blaze’s gameplay as unique as her appearance.

My Rating:

Rating: 3 out of 5.

Pretty Good

Was Sonic Rush a part of your Nintendo DS library back in the day? What did you think to the new boost mechanic and the way it utilised the dual screens? Were you a fan of Blaze, and were you also disappointed that she was basically a reskin of Sonic? What did you think to the game’s bosses and Special Stages? Did you ever defeat the Egg Salamander, and were you a fan of Eggman Nega? Which of Sonic’s handheld adventures is your favourite and how are you celebrating him this month? I’d love to know your thoughts and memories of Sonic Rush so leave them in the comments, or on my social media, and be sure to check out my other Sonic content.

Movie Night [Captain Picard Day]: Star Trek: Insurrection 


As amusing detail in the Star Trek: The Next Generation (1987 to 1994) episode “The Pegasus” (Burton, 1994) is that the crew and children of the U.S.S. Enterprise-D celebrate “Captain Picard Day” on Stardate 47457.1, which roughly translates to this day, the 16th of June. They do this by producing drawings, models, and paintings that the bewildered Captain Jean-Luc Picard (Patrick Stewart) must then judge. I, however, am using this as another good excuse to delve into some more Picard and Next Generation content.


Released: 11 December 1998
Director: Jonathan Frakes
Distributor: Paramount Pictures
Budget: $70 million
Stars: Patrick Stewart, F. Murray Abraham, Brent Spiner, Donna Murphy, Jonathan Frakes, Marina Sirtis, and Anthony Zerbe

The Plot:
When Captain Picard uncovers a Starfleet conspiracy to steal the rejuvenating properties of the peaceful Ba’ku, the crew of the U.S.S. Enterprise-E rebels to protect the functionally immortal adopted inhabitants from being forcibly relocated by corrupt Admiral Matthew Dougherty (Zerbe) and the warmongering Ahdar Ru’afo (Abraham).

The Background:
Once the popular Star Trek: The Next Generation series came to an end, the crew followed in their predecessors’ footsteps and moved on to the big screen. Although the highly anticipated meeting between Captain Picard and Captain James T. Kirk (William Shatner) failed to live up to the potential of its premise, it did well at the box office. However, while the sequel (one of my favourite Star Trek movies), Star Trek: First Contact (Frakes, 1996), outdid its predecessor considerably with its $30 million gross, Paramount wished to lighten to tone for the next film. After some deliberation, writer Michael Piller based the story around the quest for everlasting youth; one draft saw Lieutenant Commander Data (Spiner) killed off, and star Patrick Stewart was adamant that the script remain true to his arc from First Contact by fighting an ethical battle. Star Trek: Insurrection was the first Star Trek film to replace traditional model shots with CGI sequences, though fifty-five full sets were constructed to build the Ba’ku village and the Son’a were brought to life through extensive prosthetics and make-up effects. With a worldwide gross of over $117 million, Star Trek: Insurrection made a bit less than its predecessor and was met with mixed reviews. Critics noted that the film was little more than an extended episode of the TV series and a sluggish experience, though others were impressed by the performances and character moments. Of course, the Next Generation crew would return regardless for an unmitigated critical and commercial, leading to a franchise reboot in 2009 before the cast and crew finally reunited almost twenty years after their last adventure.

The Review:
It’s a commonly held belief that all the odd-numbered Star Trek movies are bad, and all the even-numbered Star Trek movies are good; while this is naturally subjective (I prefer the fifth movie to the sixth, for example), I can’t deny that Star Trek: First Contact is one of my favourites in the franchise. After the snore-fest that was Star Trek Generations, First Contact delivered all the action and intrigue I’d expect from a Next Generation film so I was naturally excited to see what the crew would get up to in their next film. Imagine my disappointment to find that Star Trek: Insurrection was a more light-hearted, character-driven romp that was both a re-framing and a contradiction of the Next Generation episode “Journey’s End” (Allen, 1994). Don’t get me wrong, I fully understand that Star Trek is about much more than just space battles and action-orientated plots, but some of the worst episodes across the franchise are those that focus more on politics, philosophy, and slower, less engaging plots so I’ve often had a contentious relationship with this film. Ironically, Star Trek: Insurrection forgoes a lengthy title sequence and instead displays the titles while introducing us to the Ba’ku, who live a simple live free of technology. They’re people of the land who grow their own food and work together in peace and harmony, and have no idea that Starfleet are secretly monitoring them using special cloaked suits and a cloaked outpost. However, the Ba’ku are alerted to their presence when Lieutenant Commander Data suffers a sudden malfunction, attacking Starfleet’s officers and their Son’a allies, exposing them to the locals and terrifying children like Artim (Michael Welch).

When Data malfunctions, Picard investigates and uncovers a startling Starfleet conspiracy.

When we catch up with Data’s crewmates, they’re in the midst of welcoming a new, if technologically underdeveloped, race into the United Federation of Planets to help replenish the Federation’s losses at the hands of the Borg and the Dominion. This, sadly, just makes me wish that we’d had a Next Generation/Deep Space Nine (1993 to 1999) film that focused on the conflict with the Dominion. Not only was this a catastrophic and significant story in Star Trek lore, it also would’ve given the Deep Space Nine cast some time in the spotlight. Instead, we’re left with Picard’s awkward (if amusing) interactions with the relatively primitive Evora and an explanation for Lieutenant Commander Worf’s (Michael Dorn) presence that’s so weak the characters simply interrupt him rather than dwell on it. Luckily for Picard, Admiral Dougherty pulls him away from these diplomatic duties to request Data’s schematics; although Picard supplies this information, his concern for his friend and crewmate sees him disregard Dougherty’s suggestion to avoid coming in person because of “environmental concerns”. When they arrive, Data is said to have taken hostages and has stolen a Federation shuttle and Dougherty is under pressure from his Son’a ally, Ahdar Ru’afo, to destroy the android. Picard convinces the Admiral to let him and Worf attempt to shut Data down by distracting him with an amusing chorus from H.M.S. Pinafore; or, The Lass That Loved a Sailor (Sullivan and Gilbert, 1878), only to be embarrassed when Data’s “hostages” have been treated as guests by Anij (Murphy) and Sojef (Daniel Hugh Kelly). Picard is both disgusted to find that Starfleet have been wilfully disregarding the “Prime Directive” of non-interference by spying on the Ba’ku and surprised to find the Ba’ku are a warp-capable race with considerable knowledge of technology, they just choose not to employ it in favour of enjoying the tranquillity of their adopted world and the “metaphasic particles” that bestow rejuvenating effects upon them.

Both Picard and Data connect with the Ba’ku and strongly opposed Starfleet’s plans to relocate them.

Picard feels a renewed vigour thanks to the Ba’ku and an intense admiration for the culture, alongside an obvious attraction to Anji that drives him to learn more about their people and their journey. Sojef reveals that the Ba’ku were once on the verge of self-annihilation and fled to establish a peaceful sanctuary some 309 years previously, and Picard is disgusted by the plot to relocate the Ba’ku, who refuse to take up arms and lower themselves to war. Thankfully, Picard is outraged by the blatant disregard for Starfleet’s guiding principles and is on-hand to fight for their continued survival. He’s in awe of their unique affliction, which enables them to live longer, healthier lives, continuing an ongoing theme of his advancing years and mortality that’s laced throughout the Next Generation movies. Although tempted to bask in the Ba’ku’s power, Picard’s knowledge of human history drives him to oppose Dougherty’s schemes; aghast by the Federation Council’s claim upon the Ba’ku, Picard has an impassioned, defiant confrontation with Dougherty and essentially goes rogue from Starfleet to prevent past atrocities happening gain. While initially somewhat hostile towards Picard, Anji is unique amongst her people in that she has a fascination for technology; she’s horrified to discover that the Federation are planning to covertly take her people off-world but warms to Picard after being amused by his curiosity. She encourages him to take the time to embrace the moment, to stop analysing and just give himself fully to life, a perception heightened by the Ba’ku and which allows them (and, eventually, Picard) to effectively slow down a single moment in time in order to appreciate life and survive fatal injuries. Although he’s now capable of expressing emotions, Data remains as curious and socially awkward as ever. Star Trek: Insurrection explores new layers of his humanity and character growth through his relationship with Artim, a Ba’ku boy both fascinated and afraid of the android’s capabilities since he’s grown up devoid of technology. Although it takes some effort for Data to convince Artim that he’s not a threat, Artim eventually teaches Data the value of playing and having fun, allowing Data to experience a degree of the light-hearted focus of the film despite not being affected by the metaphasic particles. Data also proves invaluable in setting the plot in motion since it’s his brief malfunction that attracts Picard to the Ba’ku, is instrumental in getting Picard and Anji to safety by acting as a flotation device, and he who exposed the Federation plot.

The rejuvenating effects of Ba’ku affects the crew in emotional and comedic ways.

The Ba’ku’s metaphasic particles have a rejuvenating effect on the rest of the crew as well (strangely even before the Enterprise-E reaches Ba’ku), though it’s primarily played for laughs through Worf’s struggles withs Klingon boils and rising “aggressive tendencies” due to essentially suffering through Klingon puberty. The planet’s influence also gives Commander William Riker (Frakes) and Counsellor Deanna Troi (Sirtis) the chance to rediscover their passion for each other with carefree, adolescent playfulness. This not only sees Troi shave Riker’s trademark beard (in a sensual bubble bath, no less) after reacting with impish disgust to his facial hair and rekindle their romantic relationship, injecting a little flirtatious sexuality into the usually less romantically inclined Next Generation narrative. In addition to joining Picard’s rescue team, Doctor Beverly Crusher (Gates McFadden) reveals the extent of the planet’s rejuvenating effects to the captain through examinations of the crew, noting increased metabolism and energy from exposure to the metaphysic particles. She’s also the one who delivers crucial exposition into the Son’a, revealing that they and the Ba’ku are one and the same. Concerned for his friend’s welfare, Lieutenant Commander Geordi La Forge (LeVar Burton) puts his engineering expertise and knowledge of Data’s systems to work to discover that the android was damaged by a Son’a phaser after he discovered the elaborate holoship they plan to use to smuggle the Ba’ku off the planet. Throughout the film, Geordi struggles with his cybernetic optical implants, but sadly misses out on exploring the emotional potential of his restored eyes in any depth; however, Burton expresses profound emotion in conveying Geordi’s appreciation at seeing a sunrise with his own eyes for the first time in his life. Although Picard fully intends to go solo in his mission to defend the Ba’ku, Worf, Data, Troi, and Crusher rebel alongside him while Riker and Geordi appeal to the Federation Council. Although reluctant to rely on technology to safeguard his people, Sojef mobilises a mass evacuation to the tunnels in the surrounding mountains while Picard and his crew defend them from the Son’a attack

Dougherty allies with the Son’a, unaware that they wish to destroy their benevolent kinsmen.

Dougherty has allied with the Son’a and their leader, Ahdar Ru’afo, in a bid to monitor and safely displace the Ba’ku so as to harness the metaphasic particles for wider use. This is an alliance of convenience since only the Son’a have the means to harvest the particles, but Dougherty sees Ba’ku as a chance to save and improve countless lives despite the fact that this will essentially leave the planet a barren wasteland. While Dougherty fully believes that he has every right to do this since the Ba’ku barely number six-hundred and aren’t indigenous to their world, he’s adamant that the mission falls within strict Federation procedures, meaning he values subterfuge and patience to avoid unnecessary attention and bloodshed. Ru’afo finds Dougherty’s insistence on rules and regulations first amusing and then increasingly aggravating since he believes it’s slowing things down when brute force would achieve the same means much faster. Riker and Troi’s research show the Son’a to an aggressive, oppressive, war-like race who conquer and subjugate others for riches and power, but Dougherty is forced to rely on their weapons and expertise since the Son’a are exiles from the Ba’ku people and thus offer unique insight into the planet’s metaphasic properties. Ru’afo’s frustration not only comes from his jealousy and desire to avenge himself on his former people, but also a desperate need to bask in the Ba’ku’s rejuvenating properties since he’s reached the limits of genetic manipulation and many of his people cannot afford to wait for the particles to naturally improve their condition. Ru’afo and his people are dangerous and driven, but essentially outcast adolescents lashing out at their parents; we see this in Ru’afo’s right-hand man, Gallatin (Gregg Henry), who begins to doubt their mission as Ru’afo’s mania increases. Played with an intense, psychotic glee by accomplished stage actor F. Murray Abraham, Ru’afo’s true nature is exposed as his aggravation increases. While he goes along with Dougherty’s plan to covertly relocate the Ba’ku, he convinces the Admiral to sign off on an attack on the Enterprise-E (in one of my favourite exchanges in the film) when they refuse to leave the area and violently ends their partnership when Dougherty and his “procedures” get in his way once too often, leaving Ru’afo free to harvest the metaphasic particles with destructive force.

The Nitty-Gritty:
I mentioned earlier about the themes of mortality; the idea of Picard’s days being numbered and time being against him permeates the Next Generation films and is a clear holdover from the Original Series movies, where the advancing age of these characters was often at the forefront. Star Trek: Insurrection gives the whole crew the chance to rediscover their youth; renewed by the Ba’ku, there’s a playful energy on the Enterprise-E that sees even Picard revelling in his newfound energy. Picard, who has spent most of his life in space going from mission to mission, is severely tempted to slow down and settle on Ba’ku, whose people are free from the burdens of responsibility, and feels more alive than ever thanks to the planet’s influence. This is in stark contrast to the Son’a; exiled from the planet after a destructive rebellion, the Son’a are bitter and twisted and clinging to life by any means necessary, desperate to avenge themselves on their parents like raging children. Finally, a huge aspect of Ru’afo’s frustration with Federation procedures is predicated on his belief (and that of many during this time) that Starfleet, like Dougherty, is “old”. Extremists such as he recognise that the Federation has suffered crippling losses recently and is losing support, allowing him to aggressively influence the Admiral’s reluctant approval for the Son’a to intercept the Enterprise-E.

What little space action there is here is, like many effects, spoiled by poor CGI.

Star Trek: Insurrection does offer a few new visuals amidst its mostly middling plot; the opening sequence, in which Data attacks Starfleet personnel while partially cloaked, showcases some fun invisibility effects, as does the massive cloaked holoship that fascinates both Artim and Anji and reveals to Picard the blasphemous extent of Dougherty’s plan. However, I can’t help but notice that the ships and space action have taken a dramatic step back; CGI seems to have replaced all the traditional model shots and it looks down-right cartoonish at times, robbing Ru’afo’s flagship and its skirmishes with the Enterprise-E of a lot of their appeal. Once again Riker is left in command of the Enterprise-E and, once again, he’s hampered by environmental factors; the “Briar Patch” that surrounds Ba’ku makes space combat extremely dangerous, and the Son’a’s employment of a “subspace weapon” leaves Geordi with no choice but the eject the warp core to save the ship and Riker forced to manually highly volatile “metreon gas” to destroy the Son’a ships. However, most of  action sequences take place on the planet’s surface; Picard and Data have a brief shoot-out with a Son’a guard aboard the holoship but the most prominent action sequences come as Picard and the others desperately defend the Ba’ku. This sees the village bombarded by phaser shots as the Son’a target the transport inhibitors, has Picard and the others fending off Son’a drones that forcibly transport the Ba’ku, and leaves Anij near death from the Son’a attack. Conversely, the Son’a are presented as one of the more unsettling Star Trek species; without the rejuvenating effects of Ba’ku, the Son’a have taken on a decrepit, almost mummified appearance. They’re forced to rely on genetic tampering and surprisingly gruesome cosmetic surgery to prolong their lives, warping and stretching their skin to the point where they are almost unrecognisable from their people, the Ba’ku, and often suffer from splits and lesions when they become too emotional. Although the CGI used to render their skin-stretching technology leaves a lot to be desired (especially compared to the more practical effects used to achieve the same means), it does result in a gruesome death scene for Admiral Dougherty when Ru’afo forces him into the machine and tears his face apart.

Although tempted to stay after Ru’afo’s defeat, Picard chooses to continue fighting oppression.

Despite Picard, Worf, and Data’s best efforts to get the Ba’ku to safety, most of them are abducted by the Son’a, including Anij and Picard, who’s more than ready to face a court martial if it means exposing Dougherty’s plot and reveals that the Admiral has gotten mixed up in a blood feud between the exiled Son’a. With the misguided Dougherty dead, Ru’afo orders the deployment of the “collector” (a set of sadly laughable CGI solar sails), despite Gallatin’s reservations about annihilating their former people. Picard appeals to Gallatin’s humanity and convinces him to aid him in opposing Ru’afo’s plan. Data then distracts Ru’afo with tachyon bursts to his flagship, forcing Ru’afo to reset their shield frequencies to avoid being destroyed by the “thermolytic reaction” the collector will produce. This creates an opening for an entertaining deception that sees the Son’a transported, en masse, to the holoship and momentarily fooled by a holographic simulation. Ru’afo quickly discovers the trick and is enraged; he transports himself directly to the collector to restart the process and Picard is forced to confront him, one-on-one, in the collector’s surprisingly sparse control room. After giving Ru’afo the runaround, Picard prepares to meet his end to destroy the collector and save the Ba’ku; luckily, the Enterprise-E arrives just in time to beam him to safety, leaving Ru’afo to go up in flames with his diabolical aspirations. Thanks to Riker, Starfleet halt the Ba’ku relocation plan and launch a full investigation and the remaining Son’a surrender, allowing Gallatin to bashfully reunite with his parents on Ba’ku. Although tempted to stay on the planet, and with Anij, Picard vows to continue protecting the universe from threats both foreign and domestic to ensure that the Federation doesn’t lose its way and repeat the worst mistakes of human history, and the crew return to the ship victorious, reinvigorated, and ready for their next adventure.

The Summary:
Even now, I remain conflicted about Star Trek: Insurrection: on the one hand, it’s a decent, surprisingly emotional adventure for the crew and a far more light-hearted escapade than the last film but, on the other hand, Star Trek: First Contact set a pretty high standard and Insurrection doesn’t come close to matching it. Fundamentally, they are two different films, however, just as different episodes of Star Trek told different stories and had different aspects that made them appealing. Some prefer the character-based stories; others the diplomatic stories or ruminations on age, humanity, and morality; and others prefer the more action-orientated episodes. For me, a Star Trek movie needs to hit all of those beats to have the most appeal and, while Star Trek: Insurrection does try to do this, it falls a little flat for me and comes across as a far too subdued production as a result. It’s a shame as there are some interesting elements here; the continued narrative of Picard’s age, for one thing, and the presentation of Starfleet as a less benevolent entity. Picard shines through his staunch defence of the Ba’ku but it’s interesting to learn that he had completely different stance on the same matter in “Journey’s End”. I liked seeing the crew be affected by the metaphasic particles, even if it is largely just played for laughs, and it’s mildly adorable to see Data explore what it means to be a child and Picard to consider settling down, even if neither of these plot points carry through to the next film. F. Murray Abraham was great as the conniving, desperate Ru’afo; I loved his frustration with Dougherty and his rules, but it’s not enough to salvage the film for me, especially when you remember the lacklustre special effects. Ultimately, it’s a more subdued and grounded Star Trek adventure but one I rarely find myself revisiting or really thinking about, so I’d still choose to watch Star Trek: First Contact any day.

My Rating:

Rating: 2 out of 5.

Could Be Better

What did you think to Star Trek: Insurrection? Where does it rank against the other Next Generation and Star Trek films for you? Do you prefer its more light-hearted, grounded story? What did you think to Ru’afo and the gruesome depiction of the Son’a? Did you enjoy seeing the crew be more playful and relaxed? What did you think to the idea that Starfleet would so brazenly abandon their principles? How are you celebrating Captain Picard Day today? Whatever your thoughts on Star Trek: Insurrection, or Star Trek in general, go ahead and share them below and be sure to check out my other Star Trek reviews.

Mini Game Corner: Predator 2 (Mega Drive)

Released: 1992
Developer: Teeny Weeny Games
Also Available For: Game Gear and Master System

A Brief Background:
Predator (McTiernan, 1987) was birthed from a simple concept: Rocky Balboa (Sylvester Stallone) versus aliens! However, it soon evolved into a B-movie with a budget that became a critical and commercial hit. Predator was accompanied by a middling and bizarre sidescrolling shooter that was a far cry from the celebrated action brawlers and crossover shooters it would later inspire. Although development of the under-rated Predator 2 (Hopkins, 1990) took some time and resulted in a less profitable, but more critically lauded, movie that not only developed a cult following but was also followed by a videogame adaptation. There were actually two Predator 2 videogames: the first came in 1990 and was a frustrating rail shooter released for Amiga, Atari ST, DOS, and other platforms, and the second was this semi-isometric shooter which released exclusively for SEGA’s consoles. Though largely regarded as merely an average shooter, Predator 2 made it into my Mega Drive library and was the last solo Predator videogame for twelve years. Although the fan-created “Predator Day” clashes with “Superman Day”, I still like to celebrate the Predator franchise around this time so this seems like a good excuse to see what this videogame has to offer.

The Review:
I’m doing things a little differently for this review of the Mega Drive adaptation of Predator 2; it’s mainly getting a shorter review because it’s not a very lengthy game so I don’t see the point in dragging things out that much, but I was also able to finish it so I want to discuss it and give it a proper rating. Predator 2 is primarily a semi-isometric arcade-style shooter that looks and plays a lot like the amazing Smash TV (Williams, 1990), with some levels in Predator 2 even adopting more of a top-down perspective. Like the movie, the game follows the efforts of hardened Lieutenant Mike Harrigan in quelling the violent gangs of Los Angeles and you basically do this by blasting everything and everyone in sight. This is accomplished by tapping or holding A to fire your current weapon; you can use B to lock Mike in place to open fire on specific targets, but I found it much more beneficial to keep moving as there are a lot of respawning enemies in Predator 2’s maps. C selects a different weapon and there’s a decent range to pick from apart from your default rifle, which has unlimited ammo: you can grab a scattergun for a spread shot, a ridiculously powerful sawed-off shotgun, grenades, and eventually make use of the Predator’s own weapons, such as a circling smart disc, a spear, and a net to pin enemies to walls or push them back. All of these additional weapons have limited ammo so, despite them being quite prominent, they’re best saved for when you need to destroy taxis, large trucks, or battle the Predators.

Blast through city scum and rescue hostages before the Predator can strike!

Predator 2 sees you shooting your way across seven levels, all ripped right out of the movie; your main objective is to rescue a certain number of hostages, with a helpful onscreen arrow and cries for help pointing you in the right direction, before the Predator can kill them with its plasma cannon. You’ll know when one’s in immediate danger as you’ll see the familiar red dots of the Predator’s aiming reticule appear onscreen. A red skull icon will also pop up to show when a hostage has been killed and the game’s difficulty is directly tied to how many hostages can be lost before your mission fails as well as how many shots the flak jacket power-up protects you from. On “Easy”, four hostages can be lost and Mike can take eight hits; on “Normal”, its three and six, and on “Hard” it’s one and four, meaning the game can get pretty challenging on harder difficulties as enemies constantly spawn into the map and locations can get a bit maze-like at times. Although there isn’t a timer in the strictest sense, there kind of is; you’re in a race against the Predator to find those hostages and, after you have freed them all (which isn’t tracked in any way; you’ll only know when you’ve succeeded, failed, and how many have died, not how many are left), you need to hurry to the exit before the Predator one-shots you with its cannon. Every enemy you gun down drops a variety of drug-related paraphernalia (such as bags of cocaine, syringes, and pill bottles) that you can pick up for points. Although this is in keeping with the movie, I was still a bit surprised to see drugs make it into a home console game! You can also grab the aforementioned flak jacket to reduce damage taken and restore your health and a first aid kit for an extra life, but it’s game over with no continues once all your lives are exhausted. Thankfully, the game is super generous with its checkpoints; if you rescue all the hostages and then die, for example, you don’t have to find them all again. After clearing each level, you’ll also get a password that you can use to continue at a later date and there are also passwords to award infinite health (though the Predator can still kill you) and other perks.

Although its difficulty is often unfair, Predator 2‘s environments are surprisingly detailed.

Although the character and enemy sprites aren’t very detailed and have very little animation (most enemies just walk into you to damage you), the environments are surprisingly complex. Enemies pop up from manholes, come through doors, and Predators decloak in each environment, which sometimes bars your progress with taxis that need to be destroyed and barriers that’ll only lower when you’ve rescued enough hostages. I really enjoyed level 2, 4, and 7, which have you exploring the city rooftops, subway, and the Predator ship, respectively. There’s some fun, quasi-3D effects happening on the rooftops and a lot of depth given to the skyscrapers by the isometric perspective; enemies pour out of heavily-graffitied subway trains in the subway and the Predator will even take shots at you from atop the trains; and the spaceship is unexpectedly faithful to the movie in its details with its mist-covered floor, alien architecture, and even trophy walls featuring the Predator’s previous victories. I think I disliked the levels that take place on the streets and in the slaughterhouse the most; the streets can get very repetitive and it’s surprisingly easy to get lost with the limited perspective and wide-open areas. The slaughterhouse, while suitably gory and full of hanging carcasses, was quite frustrating as it’s a very large map with multiple vertical levels so it can be a bit hectic trying to rescue all of those hostages. As much as I enjoyed the visuals of Predator 2, which also features an impressive thermal image of Los Angeles on the title screen and some pixelated movie stills before each level, the sound was really jarring; the game is full of this strangely upbeat music that really doesn’t fit with the franchise (though it does keep your adrenaline pumping). There’s also no in-game story text and the ending is really anti-climactic, but I liked how a big image of the Predator appears in the foreground at times to let you know to hurry to the exit. The game over screen features the Predator standing on a rooftop holding a skull and spine (presumably Mike’s), and Mike explodes into bloody chunks if he gets blasted by the Predator’s cannon so, overall, the game was visually impressive considering how simple it can be.

The Predator hounds you throughout the game but beating it gives you access to its weapons.

The streets are littered with the scum of society; punks are everywhere and will attack you with their bare hands and baseball bats or shoot from a far. Enemies also ride around on motorcycles and in taxi cars or blockade your progress and the exit in large trucks. These latter often serve as mini bosses: three enemies will constantly pop out from the cab and trailer of the truck to blast at you and it can take quite a few shots to blow these trucks up, though you do get a hefty supply of drugs to add to your score as a reward. Enemy choppers also fly overhead and shoot at you and can be found on the ground to fulfil very much the same role, similar to the taxi cabs that you’ll have to destroy to reach power-ups, hostages, or exits, but the sheer number of enemies that swarm the screen can compound these encounters. You’ll also encounter the Predator as a boss on numerous occasions; the first time you battle it, its at the end of the subway and from a top-down perspective. The Predator crackles with electricity when hit, fires bolts from its shoulder cannon, and pins you against the far wall with its net but you’ll be rewarded with its smart disc upon defeating it. In level 5, the Predator appears multiple times to block your progress; this time, you fight from a side-on perspective and it also uses its smart disc, which rotates around almost as a damaging shield. In level 7, Predators act as the primary enemy aboard the alien ship; they’ll decloak, blast at you, toss out multiple nets, throw their spears, and have smart discs circling about the place but will run off or cloak after a few hits. You’ll also have to watch out for wall cannons and the ship’s labyrinthine layout, but if you’re able to rescue all twenty-five hostages and survive the gauntlet of enemies and projectiles, you’ll get into a final showdown with a bigger, unmasked Predator. This also takes place from a top-down perspective and isn’t really any different from previous battles except that the Predator ungainly plods about and managed to kill me even with the infinite health cheat activated! Once defeated, you’re told to escape the ship before it takes off but this simply plays out in a cutscene; you then enter your high score and that’s it, game over, move on.

The Summary:
If it wasn’t clear in my review, I played through Predator 2 with the infinite life cheat activated, which admittedly accounts for how quickly and easily I was able to beat it. However, even with this cheat enabled, you need to have some level of speed and skill to find all those hostages and you’re still capable of dying, but even with it on and a brief playthrough with it off I can see how unfairly difficult Predator 2 can be. The sheer influx of enemies and how quickly they can drain your life bar is astounding, quite frankly. This maybe wouldn’t be so bad if rescuing hostages restored some health or if you had infinite continues, but that’s not the case so you really need to be quick, have a firm understanding of each location, and conserve your more powerful ammunition just to power through the gaggle of baddies much less take on the super strong (and ridiculously cheap) Predator. However, I really enjoyed this game; it was short and simple and a bit mindless, but the environments are surprisingly detailed and fun to run around in and its enjoyable to blast druggies into bloody chunks and outrun the Predator’s reticule. I do think that the game needed a little bit more to it, though; perhaps some racing levels or some kind of bonus stage, maybe a two-player mode where a friend plays alongside you as Mike’s partner, Detective Danny Archuleta, or definitely including Special Agent Peter Keyes in an antagonistic role. Still, this was a harmless enough experience; it works as an action-orientated shoot-‘em-up and I enjoyed the tension of having to outrace the Predator to its targets. However, it gets very messy and cheap with enemies and health-draining hazards very quickly so I can understand why some would be put off by it, but take my advice and slap on the infinite health cheat and this is a decent way to spend about half an hour of your time.

My Rating:

Rating: 3 out of 5.

Pretty Good

Have you ever played the Mega Driver version of Predator 2? What did you think to the game’s perspective and action-oriented gameplay? Did you struggle with the game’s difficulty, or did you enjoy the challenge out avoiding the Predator and rescuing all the hostages? Which Predator game is your favourite? How are you celebrating the action/horror franchise this month? Whatever your thoughts on Predator 2, please feel free to leave a comment below or on my social media and go check out my other Predator content.

Back Issues [Superman Day]: Action Comics #23 / Adventure Comics #271


In 2013, DC Comics declared the 12th of June as “Superman Day”, a day for fans of the Man of Steel the world over to celebrate Clark Kent/Kal-El/Superman, the superpowered virtue of “Truth, Justice, and the American Way” who is widely regarded as the first ever costumed superhero.


Story Title: “Europe at War (Part II)””
Published: April 1940
Writer: Jerry Siegel (credited as “Jerome Siegel”)
Artist: Joe Shuster

Story Title: “How Luthor Met Superboy!”
Published: April 1960
Writer: Jerry Siegel (credited as “Jerome Siegel”)
Artist: Al Plastino

The Background:
Jerry Siegel and Joe Shuster, sons of Jewish immigrants, first met in 1932 at Glenville High School. By the time they were sixteen, they were already accomplished comics creators and, in 1933, they thought up their first concept for a superman with “The Reign of the Super-Man”. This story depicted a bald mad scientist who attempted to dominate others with his telepathic powers. Though a far cry from the most influential fictional character in American history, the duo would revisit the concept of a bald mad scientist in 1940. Originally known only as “Luthor”, Alexander “Lex” Luthor would evolve beyond his relatively childish reasons for hating the Man of Steel and become Superman’s arch-nemesis. While Kryptonite might weaken or kill Superman, Doomsday and Darkseid might pummel him, and Vril Dox/Brainiac might threaten his adopted world, Lex Luthor has become infamous for pitting his mind against the Man of Steel. Whether a scheming industrialist with seemingly unlimited resources, an egomaniacal megalomaniac, or enjoying the power of the United States Presidency, Luthor has created robots, patsies, mech suits, and even cheated death itself and had a brief stint as a superhero, all with the aim of acquiring the power to either humble, humiliate, or destroy his alien foe. As Superman’s most complex and enduring villain, Lex Luthor is a staple of any Superman adaptation. Clancy Brown and Michael Rosenbaum are considered two of the finest to portray the character, though it was Gene Hackman who set a high standard for all future portrayals of DC Comics’ most conniving criminal mastermind.

The Review:
The first appearance of a dangerous maniac named Luthor occurred in the second part of the “Europe at War” storyline. As established in the previous issue, the “lesser nation” of Galonia was suddenly attacked by Toran and reporters Clark Kent and Lois Lane were sent to cover the conflict as war correspondents. While sailing to Luxor, Clark was stunned to find beautiful actress Lita Laverne was a spy working alongside the Toranian Council of War to target the neutral vessel. Action Comics #23 picks up with the Man of Steel defending Belgaria from incoming shells before he (as Clark) and Lois meet with bald General Lupo, who’s confident that the war will end soon as a contingent of Toran officials are on their way to peacefully negotiate. Clark switches to Superman and flies ahead to take some photos of their arrival, only to witness the convoy be destroyed, which causes hostilities to renew. After sending an update to the Daily Star, Clark questions General Lupo, who insists that the Galonians would never be so deceitful, only to then make a suspicious phone call, completely unaware of Clark’s super-hearing. Suspicious, Superman trails General Lupo to a mountain range, where he disappears into thin air! Using his incredible strength, Superman rips open the mountainside and discovers a hidden passageway, where General Lupo is transfixed by a huge slab of rock, which bursts into hypnotic lights and a commanding face. General Lupo is astonished when Superman confronts him and, though he fears his disembodied master, desperately begs off being smushed against a wall and reveals that the mysterious “Luthor” is orchestrating events to engulf both nations in bloody warfare. 

Superman is perplexed by the mysterious Luthor, who plots to take over the word through chaos.

However, when Superman demands to know who “Luthor” is, green lasers suddenly burst from the wall-face and “[slice] the General in half”! Naturally, Superman is immune to the attack; he destroys the cave and escapes just in time to spy Luthor’s bombers flying overhead. He then destroys them all using his super strength and a mounted gun before warning both sides (as Clark) about Luthor’s machination. Although they don’t believe him since he has no proof, this brings him to Luthor’s attention, who orders Clark eliminated to keep him from talking. Conveniently, Lois happens to be looking for Clark in his hotel room, so Luthor’s minions grab her instead, transporting her to Luthor’s secret base, which is suspended from a gigantic dirigible “high above” Earth’s atmosphere! Although unimpressed that his goons failed him so badly, Luthor – a red-haired despot in a matching robe – nevertheless interrogates Lois, only to be met with confusion and sarcasm. While in her cell, Lois notices that her guard, a surly bald man, isn’t under Luthor’s hypnotic influence. She then threatens to expose him to Luthor unless he informs Clark about her capture and the guard is so terrified of his leader’s reprisals that he readily agrees. After reading the note, Clark flies into action as Superman, takes out a couple of guards, and bursts through a brick wall to rescue Lois. However, when Luthor threatens to harm Lois, Superman readily submits to parlay with the maniac, who describes himself as having the “brain of a super-genius” and plans to use his “scientific miracles” to plunge the world’s nations into conflict, weakening them so that he can assume control.

Superman is revealed to have known Luthor as a youth when he adventured as Superboy.

Luthor demonstrates his ability by strapping Superman up and bombarding him with an intense concentration of rays. However, Luthor grows tired of this and prepares to finish Superman off with a burst of deadly exposure, only for Superman to suddenly break free, turn the machine against Luthor’s underlings, shrug off its effects, and destroy the machine. After unsuccessfully trying to barter for his life, Luthor is equally unable to keep Superman from trashing the dirigible’s controls, sending it (and, presumably, all its inhabitants) crashing to the ground in a fiery blaze. The sight of the dirigible’s destruction is enough proof for the nation’s representatives to believe Clark’s story and the conflict comes to a peaceful resolution, with Clark praised for breaking the scoop and Lois eagerly awaiting her next encounter with the dashing Superman. Although Superman clashed with Luthor many times after this, it would take nearly twenty years to delve into Luthor’s origins, a story that took place during Superman’s youth in Smallville, Kansas, as Superboy. In this story, the young Lex Luthor has just moved to Smallville and, being the friendly youth that he is, Superboy flies in to say hello. Conveniently, a Kryptonite meteor lands right next to the Boy of Steel and immediately begins weakening him. Luckily, Luthor and his trusty tractor are on hand to save Superboy and the two quickly become friends. Luthor is a Superboy fanboy, as evidenced by his shrine to the young superhero, and a budding scientist, with ambitions to become a world-famous scientist. In gratitude for his help, Superboy builds a modern laboratory for his new friend using nothing by junk metal and his super speed and strength, which he fills with rare Earth materials for Luthor to experiment with. Although Superboy expresses caution since the chemicals are unknown and Luthor’s young and inexperienced, Luthor promises to be careful and the two part as friends, with Superboy owing his life to Lex and Luthor astounded to have befriended the Boy of Steel. Luthor wastes no time in getting to work, feverishly working with the chemicals over a period of weeks and producing a crude protoplasmic lifeform that he’s so excited by that he immediately sets to work coming up with a Kryptonite antidote so his new buddy won’t ever have to worry about that pesky substance threatening his health. 

Embittered after a lab accident, the once-kindly Luthor turns against his former friend.

Luthor retrieves the meteor from the lake, takes a few samples, and creates the antidote in no time at all. However, in his excitement, he accidentally knocks over a chemical flask that starts a toxic fire in his lab. Luckily, Superboy happens to be passing by and hears Luthor’s screams for help; he uses his super breath to put out the flames, accidentally blowing a jar of acid against the antidote and destroying it. To make matters worse, the gas fumes caused Luthor to go bald and destroy his weird protoplasmic creature, destroying all his hard work. And, while Superboy is apologetic and insists it was an accident, Luthor accuses him of being jealous of his genius and purposely sabotaging him, instantly flipping from a kindly boy to an embittered youth in the blink of an eye. Superboy offers to help him rediscover his experiments, and insists he’d never harm the boy who saved his life, but Luthor’s having none of it. He feigns sorrow to get rid of Superboy and then flies into a rage, destroying his Superboy memorabilia and plotting to avenge himself on the Boy of Steel with the last sliver of protoplasm. The next morning, Luthor has Superboy drink the “antidote” and then accompany him into space, protected by a space-globe Superboy brought along, to observe its effects. At first, Superboy is delighted to find he’s no longer vulnerable to the Kryptonite meteors floating around in space, completely unaware that they’re actually “Fool’s Kryptonite”, a ruse even Krypto the Superdog can see from a mile away. As soon as they return to Earth, Luthor spitefully reveals it was all a ruse and that the antidote is only temporary and vows to be more admired, and more famous, than Superboy, who flies away despondent and commenting that Luthor needs “a father’s guidance”.

When his attempts to outshine Superboy fail, Luthor resorts to attempted murder.

Some weeks later, Luthor approaches Smallville’s mayor with a fantastic invention, a weather-tower to keep the town perpetually warm by reflecting the sun’s rays, and the mayor is so impressed by his pitch that he approves it immediately. Both Superboy and the townsfolk are in awe and admiration of Luthor’s ingenious invention, which spares them the bitter chill of winter, and Superboy quietly wishes his former friend all the success in the world, harbouring no ill-will towards him. However, young Clark is alarmed when he notices that his adopted parents – Jonathan and Martha Kent – suffer from the intense heat. He’s even more startled when he sees the weather-tower is causing fires to break out all over the town, endangering its people, so he uses his freeze breath to cool the construction down, which effectively destroys it. Smallville’s populace are less than thrilled and openly mock Luthor in the street for putting their lives at risk with his crazy inventions, which he bitterly blames on Superboy. To atone, Luthor toils away for many months and produces seeds that promise to near-instantly produce fruit trees for the local farmers; although people are sceptical, they’re astounded when Luthor’s claims come true, but their elation soon turns to horror when simple rain turns the trees into marauding giants! Superboy deals with the issue, chalking it up to carelessness on Luthor’s part rather than maliciousness, but Luthor’s reputation is further tarnished and his hatred for Superboy only grows. This sees him unearth the Kryptonite meteor and lure the Boy of Steel into a trap and taunt the dying Superboy with the only antidote to his slow, painful death. In his arrogance, Luthor fails to remember Superboy’s super-breath, which allows him to suck up the antidote vial and save his own life, but Superboy chooses to consider them even rather than acquiesce to Luthor’s demands to be arrested. Out of respect for the friendship they once had and believing that Luthor could be a force for good, Superboy lets Luthor go, with the obsessed youth swearing to not only surpass the Boy of Steel’s popularity but destroy him in the process! 

The Summary:
Let’s tackle each story in turn here, shall we? “Europe at War (Part II)” is a typically Golden Age Superman story, featuring simplistic dialogue, illustrations, and concepts. Part of me enjoys this simpler time, when fantastical things were just taken as the norm and superhero plots were both grounded and almost comical in their content, such as Superman threatening to bash General Lupo against a rock wall and presumably casually murdering countless of Luthor’s minions. It’s amusing to read as I find myself questioning why Clark warned of Luthor’s threat in his civilian guise, rather than as Superman, and seeing him use a machine gun rather than his heat vision since he didn’t have his full gamut of powers at that point. The core concept of “Europe at War (Part II)” actually has some legs to it: two nations being manipulated into all-out war with spies, heroes, and villains on both sides, and the mysterious Luthor pulling the strings behind the scenes and offering a challenge Superman can’t settle with his fists since he needs to get to the root of the problem. Unfortunately, a lot of its concepts are left ambiguous or flat-out forgotten; apparently, Luthor can hypnotise people into following his every command, yet he only demonstrates this power once and doesn’t think to use it on Lois or Superman (or the nation’s leaders). Not to mention that Luthor’s secret base is an elaborate castle suspended from a dirigible, but no one noticed it, and why was that one bald guard immune to Luthor’s control? It’s not explained, but the number of prominent bald henchmen at Luthor’s command makes me wonder if that particular guard was actually the real Luthor and the red-haired leader was merely a patsy. 

Neither story provides a particularly engrossing or accurate portrayal of Luthor.

And then we have “How Luthor Met Superboy”, a story that’s more influential than you think since it’s basically the inspiration for the entire series of Smallville (2001 to 2011). This is such a weird story that it almost reads like an elaborate dream sequence or fantasy story that recasts Superboy and Luthor as the best of friends thanks to a ridiculously convenient Kryptonite meteor (and don’t even get me started on the influx of similar meteors in near-Earth space!) People often criticise Superman for being infallible and unrelatable, but Superboy is the kindest, most trusting, and most understanding youth you’ll ever meet! He sees the best in Luthor all throughout the story, never once saying or thinking a bad word against him until he (as in Superboy) is dying at the young scientist’s feet and even then Superboy’s first act after saving himself is to forgive his former friend and hope that he turns his obsession to good deeds. It almost descends into parody as the story progresses, with Superboy genuinely believing that Luthor is trying to do good and has met with misfortune, and Luthor equally refusing to even think that he could be to blame for anything since he’s so embittered towards Superboy. It’s so strange seeing Luthor flip from a kindly boy to a venge-seeking maniac after the fire. Like, I get being mad at losing all your work and your hair but it’s a bit of a leap to blame Superboy. I think the implication is that the strange chemicals and toxic fumes altered Luthor’s mind in some way, though that’s not really explicitly stated (or even implied in the story text), but I think Luthor’s elaborate plot to cruelly taunt Superboy with the promise of a Kryptonite cure and to oust his popularity, to say nothing of his quick temper following the accident, go a long way towards suggesting that. 

Though amusing footnotes, both stories are fantastical nonsense unbecoming of Luthor.

Truthfully, neither story really gives the best impression of Luthor. It can be argued that the “Luthor” present in “Europe at War (Part II)” isn’t even Lex Luthor since he has hair, for one thing, and possesses hypnotic abilities. Sure, it could be a wig and his scientific acumen could account for the hypnosis and other inconsistencies, but he doesn’t really exude “Lex Luthor” energy and seems to simply be a maniacal, supervillain-esque third party for Superman to flex his muscles against once he stops his elaborate plot. “How Luthor Met Superboy” tries to flesh out Luthor’s character by providing him with a semi-sympathetic backstory and emotional connection to his hated nemesis, but ultimately reads like a non-canon adventure as I’m pretty sure no stories prior to his every hinted at the two knowing each other as youths. It is interesting seeing Luthor as an arrogant young scientist who idolises Superboy and is inspired to be a great scientist because of the Boy of Steel, it’s just a shame that the execution falters. Ultimately, Luthor’s hatred comes from losing his hair, rather than genuinely building towards a resentment towards Superboy or Luthor’s ego getting the better of him. Like, what was up with that protoplasmic creature? That could’ve factored into things, showing that Luthor is messing with things he doesn’t understand and his inability to recognise his limits and failings. Like, I would’ve maybe had Luthor build his weather-tower and plant those seeds before he loses his hair, so that when they go bad and Superboy has to intervene it adds to his growing bitterness towards Superboy for “stealing his thunder”. In the end, both stories can be largely ignored in the grand scheme of things and you wouldn’t be missing anything. They’re historical footnotes and amusing curios in Lex Luthor’s history, but you can simply skip to stories like “The Man of Steel” (Byrne, et al, 1986), “Birthright” (Waid, et al, 2003 to 2004), “Lex Luthor: Man of Steel” (Azzarello, et al, 2005), or “Secret Origin” (Johns, et al, 2009 to 2010) for better, more concise, and more in-depth explorations of Luthor and his complex relationship with Superman. 

Action Comics #23 Rating:

Adventure Comics #271 Rating:

Rating: 1 out of 5.

Rating: 2 out of 5.

Terrible

Could Be Better

Have you ever read these Luthor-centric stories? Do you like the idea of the two having been childhood friends? What are some of your favourite Luthor moments and stories? How are you celebrating Superman Day today? Whatever you think, feel free to share your opinion and thoughts on Superman in the comments below.

Game Corner [Sonic Month]: Sonic Advance (Game Boy Advance)


Sonic the Hedgehog was first introduced to gamers worldwide on June 23 1991 and, since then, has become not only SEGA’s most enduring and popular character but also a beloved videogame icon and, in keeping with tradition, I have been dedicating the entire month to celebrating SEGA’s supersonic mascot.


Released: 20 December 2001
Developer: Dimps / Sonic Team
Also Available For: Android, Nintendo Wii U (Virtual Console, Japan only), J2ME, and N-Gage

The Background:
After a long development process and strategic planning to create a mascot iconic enough to rival Super Mario, SEGA’s initial success with Sonic the Hedgehog expanded into mainstream popularity with Sonic the Hedgehog 2 (SEGA Technical Institute, 1992). Sonic was on a serious roll at this time; the spectacular Sonic 3 & Knuckles (ibid, 1994) was too big for one cartridge, became one of the best classic Sonic games, and was naturally followed by…numerous disappointing spin-offs before making the jump to 3D in 1999. As well received as Sonic Adventure (Sonic Team, 1999) and Sonic Adventure 2 (Sonic Team USA, 2001) were, however, SEGA was in dire straights; numerous delays, blunders, and over spending saw them lose their foothold in the home console market, bringing the “Console War” of the nineties to an anti-climatic end. Now focusing on software development, the unthinkable happened when SEGA produced ports of the Sonic Adventure games for Nintendo’s often-underappreciated GameCube console and, to commemorate the tenth anniversary of the franchise, SEGA turned to Dimps to create a 2D throwback to the classic games that also incorporated the art style and some mechanics from the 3D games. The result was Sonic Advance, which became a best-selling Game Boy Advance title and was met with largely positive reviews. Critics lauded the presentation and tight gameplay mechanics, though elements like the Special Stages and an overreliance on nostalgia were criticised. Still, Sonic Advance was regarded as one of the best Nintendo games and helped solidify SEGA ’s new relationship with Nintendo; it was followed not just by two sequels, but numerous handheld spin-offs and spiritual successors that further refined the gameplay and mechanics for Sonic’s portable adventures.

The Plot:
Doctor Eggman has returned, with his sights once again set on enslaving woodland creatures into metallic Badniks, gathering the legendary Chaos Emeralds, and constructing an elaborate space base! Luckily, Sonic the Hedgehog and his friends – Miles “Tails” Prower, Knuckles the Echidna, and Amy Rose – are on hand to oppose his evil schemes once more.

Gameplay:
When Sonic Advance released, the Sonic franchise was firmly in the midst of its 3D era. 2D, sidescrolling action-based platformers were out for the Blue Blur and elaborate, action-packed 3D rollercoasters with varying gameplay were in, so Sonic Advance was a bit of a throwback to Sonic’s classic 2D roots, and in many ways the long awaited fourth entry in the classic series. In addition to the plot being as basic as the classics, the control scheme is immediately familiar to anyone who’s played Sonic 3 & Knuckles: A lets you jump, pressing it again initiates a jump attack or move, you use up and down to scroll the screen and duck under obstacles, and press down and A to charge up a Spin Dash for a speed boost. You can pick from four characters – with Amy Rose making her playable debut in a sidescrolling game – and journey through seven levels (known as “Zones”), with two final Zones awaiting after clearing certain objectives, with each Zone split into two parts (known as “Acts”) and featuring a boss battle in each Act 2. Players must collect Golden Rings to stay alive, with the glittering Rings scattering when you’re hit so you can collect them again, and race against a ten-minute time limit, which can thankfully be disabled in the “Options” menu. This menu also allows you to pick between “Easy” or “Normal” mode (with the differences I believe boiling down to how many lives you start with and the amount of hits bosses take), configure the control scheme, and select different language options, though there is no story text to worry about here as everything’s taking its cue more from the 2D games than the 3D ones when it comes to storytelling.

Each character’s unique abilities changes the way you play and the game’s difficulty.

So far, so familiar. However, gameplay changes depending on which character you pick, with Tails effectively being the easy mode thanks to his propeller-like twin tails and Amy being the hard mode since she doesn’t curl into a ball. Each character has different abilities to traverse Zones and take out enemies; you can perform Sonic’s Insta-Shield by pressing A twice, pressing B sees him perform a sliding ground somersault, and you can perform a back jump by pressing B and then A (though I found little use for this). Sonic can also pull off a limited and frankly useless mid-air dash by pressing right and A twice and is somewhat limited in his options since he can’t fly or climb, so his gameplay is more about speed and ploughing head-first through obstacles. Tails can, of course, fly for a short time by pressing A twice, and his tails will often inflict damage on whatever’s underneath him. When in water, Tails can doggy paddle indefinitely by tapping A and pressing B on solid ground sees him whip his twin tails in a melee attack. Knuckles has a shorter jump height but makes up for it by being able to glide with a double tap of A and cling to and climb most walls. He can also swim by tapping A and perform a standing three-punch combo with A, though I didn’t have much use for this as the regular spinning and rolling methods work fine. Amy, however, is all about mele attacks; she can’t curl into a ball or Spin Dash, making her much more vulnerable, but she is armed with her signature Piko-Piko Hammer. You can smash enemies with B, use down and B to spring into the air with a hammer-assisted jump, and hold down and B when jumping to spin with the hammer, all of which is quite slow and clunky and makes battling bosses quite a chore for Amy. Amy can also take a giant leap by pressing down and A and can slide ahead by pressing right and B, but she sure does present a significant challenge even for seasoned players since she lacks all the basic Sonic abilities. Sonic and Amy can also hop on rails to do a bit of grinding and each character can grab overhead poles to shimmy along, bounce to higher areas using springs, run through loops, smash boulders or ice to occasionally reveal item capsules or springs, and must grab air bubbles to keep from drowning when underwater.

Gimmicks old and new are far more fun than the annoying enemy and hazard placement.

In terms of gameplay and stage design, Sonic Advance keeps things quite safe: Zones start off pretty simple, utilising recycled gimmicks and certain aesthetic themes from the classic games, but things become very cheap, frustrating, and difficult as the game progresses. You’ll be hopping to moving and temporary platforms, avoiding spikes, and trying to stick to the higher, faster path in most Acts but you’ll also be forced into the sluggish water, have to ride zip-wires, be blown into the air by fans, and pinball all over the place on bumpers. At first, enemies and hazards aren’t too difficult to avoid; the Game Boy Advance screen does limit your view a lot of the time, meaning it’s easy to jump or spring head-first into a projectile or unseen Badnik, but later Zones like Angel Island Zone and Egg Rocket Zone can easily see you jump, fall, or be blasted into a bottomless pit for a cheap death. Boost pads are used sparingly, thankfully, but are present, as are tunnels, air cannons, spinning spiked platforms, conveyer belts, bouncy platforms (and clouds), and lava pits. Ice Mountain Zone sees you riding iceberg floats, Angel Island Zone incorporates rolling boulders and sand gimmicks from Sandopolis Zone, and Egg Rocket Zone splits apart as you traverse higher, taking you further into the atmosphere, and briefly utilises the Death Egg Zone’s gravity mechanic. Claws will carry you across gaps, you’ll need to run on spheres to reach higher platforms, you’ll be jumping to swinging chained hooks, riding jets and streams of water, and dodging crushing hazards and warping across Zones. A lot of it is immediately familiar to long-time Sonic gamers, with just enough of a twist to make it more unique, but much of the game relies on slower, strategic platforming, blind jumps, or cheap deaths and enemy placements. Luckily, you can still hit lampposts to create a checkpoint if you die; collecting 100 Rings grants you an extra life, and there are 1-Up capsules hidden about the place. However, I actually found myself playing on zero lives at one point, which rarely, if ever, happens to me when playing 2D Sonic games and speaks to how challenging the later Zones can be largely due to placing Badniks, spikes, and bottomless pits just out of view to mess up your run.

Graphics and Sound:
There’s a reason I used the Sonic Advance sprites and backgrounds back when I used to make sprite comics; they are absolutely gorgeous and really capture the feel of the Sonic Adventure games and artwork. Sonic and his friends are full of life and personality, more than ever before; not only to they perform idle poses when left alone, urging you to get moving, but that also jig about with enthusiasm whenever you leave them standing. Although the introduction cutscene is extremely basic and focuses on the characters rather than delivering any kind of ground-breaking story, the in-game sprites more than make up for this; each character has lots of frames of animation, always pops against the background no matter how busy it gets, and performs a little victory pose when clearing Acts and bosses. Sadly, the music doesn’t fair as well; outside of some fun, if underutilised, remixes from the classic games, I found myself largely forgetting the themes for each Zone and the Game Boy Advance’s sound chip seems poorly suited to bringing the kind of energy I expect from a Sonic title. The stage select screen is also very basic and, while the ending makes up for this by featuring some fun sprite art and big victory poses, it’s simply a rehash of Sonic 2’s ending and doesn’t really offer anything new.

Despite some impressive sprites, some Zones are needlessly cluttered and unsightly.

The same can also be said of the Zones; while it’s great to start off in a beach location for a change, Neo Green Hill Zone owes a lot to Green Hill Zone and Emerald Coast. Casino Paradise Zone is simply Casino Night Zone, though lacking a few of its gimmicks; Ice Mountain is basically Ice Cap Zone, Angel Island is an ancient ruins retread of Sky Sanctuary, and Egg Rocket Zone is a mish-mash of Launch Base Zone, Wing Fortress Zone, Flying Battery Zone, and Death Egg Zone. This continues in Cosmic Angel Zone and X-Zone, which are basically Death Egg Zone all over again, and even the final area, Moon Zone, is a reskin of Doomsday Zone. However, for the most part, the recycled gimmicks and aesthetics are presented just differently enough to make them unique: Neo Green Hill Zone has sandy beaches, wooden piers, and a thick overgrowth; Secret Base Zone is an industrial hell-hole full of lava, girders, and swamped by searchlights; you can see fireworks in the background of Casino Paradise, which incorporates balloons to reach higher areas; snow falls in Ice Mountain Zone, where snow and ice cover the trees and rails and ground, there’s a hell of a view of what I assume is the Mystic Ruins in Angel Island Zone, and I enjoyed seeing the big rocket boosters and the separating sections of Egg Rocket Zone. Unfortunately, many areas are also quite loud and cluttered; Secret Base Zone is a mess of conflicting oranges and browns, for example, and Cosmic Angel Zone is a nauseating kaleidoscope of purple and grey that is distracting to look at. For the most part, the game runs really well; it can be slow at times, but mostly you’ll be blasted along at breakneck speed, outrunning the camera and most likely smashing into an obstacle or to your death. Had the game been a little more zoomed out, featured some catchier tunes, and rethought its colour palette and layout, it might’ve improved my experience. As is, though, these elements make the later Zones a chore to play and the homages to the classics more annoying than endearing.

Enemies and Bosses:
Dr. Eggman’s Badniks are all heavily inspired by the mechanical enemies seen in the classic Sonic games and Sonic Adventure; we’ve got the Crabmeat-like GamiGami, the Rhinobot-like Rhinotank, the Coconuts-like Kiki, the Jaws-like Drisame that burst out of walls at the worst possible moments, and the Burrobot-like Mogu that are also placed in the most annoying areas, like right when you need to jump or dash through. Lizard- and frog-like Badniks Hanabii and KeroKero roll or hop about spitting projectiles, Stingers do their best Buzzer and Buzz Bomber impression by blasting projectiles at you right as you’re making a tricky jump, bat-like Slots swoop in from offscreen, and the jellyfish-like Kuraa add to their annoyance by briefly erecting an electrifying shield. As is tradition for a Sonic title, smashing Badniks releases a cute little woodland critter and nets you some points, and they’re often placed at the apex of jumps, right in your path, or near spikes. Speaking of which, spikes can be on the floor, walls, and ceilings, sometimes shoot up from the ground to ruin your day, and are occasionally on spinning platforms. You’ll also need to avoid being roasted by fireballs in Secret Base Zone, watch for crushing cubes in Casino Paradise Zone, hop to small rising stone platforms (often while avoiding spikes) in Angel Island Zone, and trust your fate to the will of the gaming gods when making blind jumps over the constant death pit in Egg Rocket Zone.

While bosses start off easily enough, later game encounters can be quite tricky, especially with Amy.

Naturally, every Zone culminates in a boss battle; you’ll face off against Dr. Eggman eight times in a regular playthrough, and a final time after finding all seven Chaos Emeralds, with each encounter seeing him man a new contraption and featuring two phases to the battle. The Egg Hammer Tank awaits in Neo Gren Hill Zone; a strange combination of the Egg Wrecker and Egg Mobile from Sonic 1 and 2, this fight sees Dr. Eggman driving from left to right and right to left trying to smash you with a massive hammer, and erratically bouncing about when near defeat. Dr. Eggman mans the Egg Press machine in Secret Base Zone for a boss not a million miles away from the first phase of the final boss of Sonic the Hedgehog: Triple Trouble (Aspect, 1994); Dr. Eggman hops around trying to squash you, then does a big jump off screen that you need to anticipate to finish him off. Casino Paradise Zone features one of the easiest boss battles; Dr. Eggman emerges from one of several pipes, while his spiked Egg Ball tries to hurt you. Simply duck down in the middle and ram him when he appears; not even the two speeding up near the end present much challenge here. Ice Mountain Zone’s Egg Spider ramps up the difficulty, however, as the fight takes place underwater and Dr. Eggman is completely out of reach. You need to use the icicle hazards he drops to reach him, and take a breath of air, but this can be tricky as they fall randomly, in greater numbers near the end, and your movements are super sluggish underwater. Dr. Eggman isn’t fought in Angel Island Zone or Egg Rocket Zone, but returns in the Egg Snake in Cosmic Angel Zone, a boss that’s considerably difficult for Amy. Dr. Eggman’s pod is protected by spikes so you and to wait for him to flip over to hit him, all while dodging his projectiles and his craft as it slides back and forth, which is particularly hard to do with Amy since she can’t Spin Attack.

Despite a fun fight with Mecha Knuckles, the final battles with Dr. Eggman are disappointing affairs.

In Angel Island Zone, you’ll battle Mecha Knuckles; at first, this fight is very similar to the one against regular Knuckles from Sonic 3 & Knuckles and sees Mecha Knuckles glide about, throw punches, and try to Spin Dash into you. A few hits destroys its outer shell and reveals its true metallic self, which now spits missiles at you! When you reach the X-Zone, you’ll first endure a fun gauntlet against two classic boss battles, the Egg Wrecker and the Egg Mobile, not unlike in Sky Sanctuary Zone and with nothing changed about your attack strategy. Sadly, this is followed by an underwhelming battle against Dr. Eggman’s Egg X, a spinning cannon-like mech that spits bouncy explosive balls, tries to ram you, and grabs and shakes you with a mechanical pincer. While this appendage can be tricky to avoid and jump over, it’s ridiculously easy to bash Dr. Eggman as he flies past or stops to fire a projectile, making for a really disappointing final boss to the main portion of the game. Naturally, after collecting all seven Chaos Emeralds with any character, you’ll unlock the true final boss, the Super Egg Robot, a humanoid mech fought by Super Sonic on the surface of the Moon. Unfortunately, as I’ll detail later, I’ve never experienced this boss battle but I can tell you that your time is limited as Super Sonic’s Rings constantly deplete, meaning you’ll need to grab more to stay alive and in the fight, and that you must use the Super Sonic Boost with the B button to dodge or destroy incoming lunar rocks spewed up by Dr. Eggman. The Super Egg Robot also blasts you with a sweeping eye laser, causes energy pillars to erupt from the ground, and spews out orbs that will either incapacitate you for a few seconds or yield Rings when destroyed. The Super Egg Robot can also block your attacks with its drill-like arms, is constantly flying away from you, and can only be damaged by hitting its head. Although the music and presentation seem quite epic, it does seem a relatively simple encounter, and defeating Dr. Eggman awards you with the true ending…which honestly isn’t really all that different to the regular ending, just with more of that impressive sprite art and animation.

Power-Ups and Bonuses:
All the classic Sonic power-ups are on offer in Sonic Advance, this time in capsules like in Sonic Adventure. You can snag five, ten, or a random number of Rings, grab a temporary speed-up or invincibility, and occasionally gift yourself an extra life. You can also find a shield (or “Barrier”) that will protect you from damage for one hit, though it looks really unsightly here, or grab the Magnet Barrier for the same benefit with the added bonus of attracting any nearby Rings. That’s it, though; there are no other elemental shields, no new power-ups to find, and very little reason to explore your environment. As mentioned, each character boasts a mele attack, which is a fun alternative, but you can just as easily use the classic Spin Attack to defeat Badniks so there’s not much us for these attacks…unless you’re playing as Amy, who is entirely reliant upon them.

Additional Features:
As in the classic 2D Sonic titles, you can enter Special Stages to try and collect one of the seven Chaos Emeralds, however the way you get to these Special Stages is a bit different to what we’ve seen before. You need to find a Special Spring hidden in each Act, something Sonic and Amy will struggle to do, which grants you one try at easily one of the worst designed Special Stages in the franchise. You’re on a snowboard and constantly falling down a ringed shaft full of Rings, obstacles, and bombs. You can speed up your descent with A or perform a trick with B, which increases your Ring count, and can boost along paths of Rings, though it’s extremely difficult to actually collect Rings due to the odd angle. The perspective is all out of whack, meaning you often pass over or right by Rings, and in all my years of owning and playing this game, I’ve never completed a single Special Stage; hell, I’m lucky to even find a Special Spring, let along snag a Chaos Emerald! Collecting all seven unlocks the Moon Zone and the final battle against the Super Egg Robot, though this is the only way you get to play as Super Sonic. Beyond that, there’s a sound test in the “Options” menu, a Vs. mode that allows players to battle against each other or compete in races to collect the most Rings or find hidden Chao, even if you only have one cartridge between you, and a Time Attack mode for those who want to impress with their best clear times. If you enter a button code on the character select screen, you can play as Sonic with a computer-controlled Tails following him like in Sonic 2, and you can even visit the Tiny Chao Garden. In here. you can raise and pet a Chao, feeding it fruit or giving it toys to play with using Rings you collect in the main game and in the mini games within the garden that see you matching cards or playing rock/paper/scissors. You can also transfer this Chao to and from the GameCube Sonic Adventure games, which you’ll probably want to do as the Tiny Chao Garden’s features are far more limited than its bigger brothers.

The Summary:
I have a lot of nostalgia for Sonic Advance. It was still a novelty to see Sonic games released for Nintendo consoles at the time and I liked that it was a throwback to the classic 2D games, capturing the spirit of what made them so enjoyable, recontextualising a lot of the gameplay and gimmicks in new locations, and giving it that Yuji Uekawa aesthetic I enjoyed so much at the time (and even now). Technically, the game is solid enough; the physics work, Act layouts aren’t too dissimilar from the classics, and it offers a decent level of challenge, with some unfair moments peppered in the late-game Zones. I really liked that you could pick from four playable characters right from the start, and that Amy was included, and that their different abilities correlated with how difficult the game can be. I enjoyed most of the new Zones, despite how much they borrowed from the previous games, and really liked how this game bridged the gap between Sonic 3 & Knuckles and Sonic Adventure by incorporating elements from both. Unfortunately, it’s not perfect; and when it’s bad, Sonic Advance is quite a chore. First of all, it’s quite slow and is restricted by the Game Boy Advance’s screen size; Act layouts can be aggravating at times, with enemies and hazards placed just offscreen for maximum frustration, and I really didn’t like the way you access and play Special Stages. It’s rare that I fail to collect the Chaos Emeralds in a Sonic game and I’m still frustrated that I can’t do it over twenty years later. The bosses were quite fun, if a little easy, but the X-Zone boss was pathetic and the soundtrack was pretty forgettable. I liked the addition of the Tiny Chao Garden, though more could’ve been done with this, and it’s safe to say that Sonic Advance just plays things a bit too safe, something its sequels would address and improve upon with new mechanics and unique features. Still, there’s a lot to like in Sonic Advance; it really was the closest thing we had to a Sonic 4 at the time, and it was surprising to me that later 2.5D throwbacks didn’t take more inspiration from it and its sequels, but it’s hard to deny that it’s a sub-par experience compared to its successors and even Sonic 3 & Knuckles.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you own Sonic Advance back in the day? If so, did you enjoy it and how do think it’s aged, especially compared to its sequels? Which character was your favourite and did you like their expanded move sets? What did you think to the Zones on offer and the recycling of previous gimmicks? Do you think the game played it too safe or do you consider this the true Sonic 4? Did you ever collect the Chaos Emeralds and, if so, how and what did you think to the Special Stages? Which of Sonic’s Game Boy Advance titles is your favourite and how are you celebrating Sonic’s anniversary this year? Whatever your thoughts on Sonic Advance, leave a comment below or on my social media and go check out my other Sonic content!

Mini Game Corner: RoboCop 3 (Mega Drive)

Released: 1993
Developer: Digital Image Design
Also Available For: Amiga, Atari ST, Commodore 64, DOS, Game Gear, Master System, Nintendo Entertainment System (NES), Super Entertainment System (SNES), ZX Spectrum

A Brief Background:
Director Paul Verhoeven’s RoboCop (1987) proved profitable enough to earn a sequel, one that was unfairly met with mixed reviews. Both RoboCop and RoboCop 2 (Kershner, 1990) were accompanied by videogame adaptations courtesy of Ocean Software, a British developer known for adapting film and television franchises, and Data East. While RoboCop 3 (Dekker, 1993) was a critical and commercial bomb, it also received a handful of tie-in videogames. Unlike the other versions of the game, which were again published by Ocean Software, the Mega Drive version was developed by Digital Image Design, who had only one game under their belt at the time. RoboCop 3’s delayed production also meant that many played the game before seeing the movie. Not that it mattered since Orion Pictures kept the specifics of RoboCop 3’s plot a secret, so the developers had to make educated guesses based on rumours and production stills, leading to them wasting weeks of time creating motorcycle sequences that weren’t included in the movie. Although the Amiga and ZX Spectrum versions of the game have been praised for their cinematic atmosphere and gameplay mechanics, the SNES and Mega Drive versions were criticised for their unfair difficulty, uninspired environments, and crude graphics, and the game was ultimately labelled as being one of the worst videogame outings for the famous cyborg cop.

First Impressions:
Similar to the first two RoboCop arcade games, RoboCop 3 is a sidescrolling shooter with some minor platforming mechanics. Players must lug RoboCop’s notoriously bulky ass across six levels filled with street punks and robotic enemies all looking to turn him into scrap metal. Like all the best Mega Drive games, RoboCop 3 allows you to set your life count (between one and three), the amount of continues you have (between none and two), and the game’s difficult (Easy, Medium, or Hard; I opted to try out the Easy mode for this play session), but there are there’s no option to disable the in-game timer. By default, A allows you to switch between RoboCop’s different weapons (acquired from item drops during gameplay), B fires his current weapon, and C allows him to jump. These controls didn’t work for me so I took advantage of the customisation options to change them to something that actually makes sense: A to fire, B to jump, and C to change weapons. I should also note that you can hold the fire button to continuously shoot, but this will burn through your ammo pretty quickly (when you run out completely, you’re left relying on RoboCop’s weak-ass punches until you grab some ammo), and you can also shoot upwards, diagonally, and while crouching and jumping. Although the options also include a music and sound effects test, the iconic RoboCop theme is missing and, in its place, are a series of generic, cyberpunk-style rock tunes.

RoboCop is beset by tough enemies and tricky platforming sections that his bulky frame struggles with.

Although we’re treated to a big, detailed graphic of RoboCop and the RoboCop 3 logo, there’s no story graphics or even text here; we’re simply dropped right onto the streets of Detroit, which actually makes a pretty good first impression. You can see the city in the background, RoboCop’s police cruiser, dilapidated buildings (with eviction notices slapped onto them), flickering lampposts, and even signs advertising the impending arrival of Delta City. RoboCop also looks pretty good, far better than the generic and uninspiring enemies he faces, though he has no idle poses and remains an unwieldy and bulky character. You’ll need to make use of the various crates piled about to take cover and avoid incoming fire, but enemies can simply walk and shoot right through them and it’s almost impossible to avoid taking a bullet or rocket to the face as RoboCop is so chunky, meaning you’re liable to see him downed in a dramatic explosion if you’re not careful. RoboCop can pick up a couple of additional ammo types as he goes, including a helpful three-way shot and a powerful laser (that even alters his sprite to include his new gun arm attachment from the movie), and replenish his health using rare pick-ups, but you’ll have to be careful of stage hazards. Falling wrecking balls and bottomless pits are abound and RoboCop’s platforming skills leave a lot to be desired. There’s only one checkpoint in the stage, meaning you have to be really on the ball hopping to small moving platforms and taking out the bullet-sponge tanks and drones that patrol the streets and skies above.

My Progression:
I’d heard RoboCop 3 was a difficult game but I didn’t really have many expectations; I vaguely remember playing an polygonal, first-person shooter version of the game on the Amiga (I think…) and enjoying the arcade versions of the previous two adaptations, but there’s one advantage to playing games like those: emulation generally allows you infinite chances to succeed. Mega Drive games don’t always have this luxury and RoboCop 3 is one of those titles where the only cheat available is a level skip, so I decided to go into it with as much of a pure experience as I could and ended up getting quickly frustrated. I really don’t understand why developers had such a problem making RoboCop videogames back in the day; Contra (Konami, 1985) would’ve been a good source of inspiration, hell they could’ve just copied from Turrican (Factor 5/Various, 1990) and been on the right track. Instead, we got these awkward, aggravating platforming/shooter mash-ups that just didn’t work with a character as ungainly as RoboCop. RoboCop Versus The Terminator (Virgin Games USA/Various, 1994) remains the best of the bunch so far and even that game plods along thanks to how unwieldy RoboCop can be. Here, he has no chance against the barrage of enemies (with more appearing on harder difficulties) and you can’t afford to waste too much time as there’s a damn timer ticking down overhead!

Some vague movie references and a top-down shooting section help bolster the mediocre gameplay.

So, no, I didn’t even get past the first stage. With a great deal of patience and abuse of save states, I reached the first boss with full health and armed with RoboCop’s three-way shot and laser, but I stood little chance against the wave-upon-wave of rocket launcher-toting baddies since they attacked from both sides and RoboCop’s crouch is next to useless for avoiding incoming fire. I’ll admit that I kind of rushed a bit and lost patience with the game a lot faster than normal just because of how cheap some of the platforming and challenges were, but I had to tap out in the end as I just couldn’t be bothered to fight my way back to that part. It’s a bit of a shame as the game looks pretty decent; there’s a lovely, detailed graphic of RoboCop on fire and the Enforcement Droid-209 (ED-209) when you die (that even includes a voice sample) and there’s some visual promise to the game, and playthroughs of the game show that it can easily be beaten in less than fifteen minutes if you’re able to stick with it. Looking ahead, there’s more voice samples (all of them from the first movie) and RoboCop fights up and across rooftops, battles waves of Rehab mercenaries alongside a reprogrammed ED-209 (Nikko Halloran even pops in for a cameo), acquires a flame burst, and even encounters a gigantic robotic Satan in a parking garage! Other movie locations include the church (where RoboCop must find keys to open doors and fight the agile robot ninja Otomo in the sewers) and the Omni-Consumer Productions (OCP) tower, where players must defeat two Otomos to finish the game and finally earn some story text. The gameplay is even broken up by some fun-looking, bullet hell overhead shooter sections where RoboCop flies above the city streets in his jetpack blasting at demonic-looking robots and drones, but I honestly can’t be bothered to fire up this drek of a game to try and play them.

I admit that I probably didn’t give RoboCop 3 a fair shake of the stick. Since a boxed, complete version of the game can fetch quite a high price, I settled for emulating the game, but I couldn’t be bothered to hook a second controller up to my Raspberry Pi to input the level select code and I kept accidentally overwriting my save state, so I grew very frustrated with the game myself very quickly. But as I say, even when I reached the first enemy swarm that masqueraded as a boss battle, I couldn’t beat it even with full health, though I’d wager that I might be able to get a little further now that I know what to expect from the game. However, I have no desire to; there are far better similar games on the Mega Drive, the RoboCop arcade games are a much better use of your time, and there’s no way you’d ever pick this game over RoboCop Versus The Terminator. But maybe my opinion doesn’t count as I gave up too quickly. Maybe you actually enjoyed this game. Maybe there are some positives that I missed, or I just didn’t connect with it like you did. If so, I’d love to hear about it. tell me your experiences of RoboCop 3, or RoboCop games in general, in the comments and go check out my other RoboCop reviews across the site!

Mini Game Corner [Ghostbusters Day]: The Real Ghostbusters (Arcade)


Throw on your proton pack and get ready to bust some ghosts because June 8th is, officially, “Ghostbusters Day”! Ghostbusters (Reitman, 1984) was first released on this day back in 1984 and, since then, has become a major pop culture franchise that includes comic books, a popular cartoon and line of action figures, and videogames and it is, easily, one of my favourite films and franchises from that era.


Released: 1987
Developer: Data East
Also Available For: Amiga, Amstrad CPC, Atari ST, Commodore 64, and ZX Spectrum

A Brief Background:
After Ghostbusters became a big hit, it spun off into a pretty significant franchise comprised of an under-rated sequel, a questionable reboot, some okay modern follow-ups, and a handful of videogames. The first Ghostbusters-branded videogame was a multi-platform release from Activision that was a huge success despite being wildly different across each home console and containing humorous grammatical errors. This was followed up by an arcade title loosely based on one of the most memorable Ghostbusters spin-offs, the much-loved cartoon. Licensing issues saw the game released as Meikyuu Hunter G in Japan, which included redrawn sprites, the removal of the iconic Ray Parker Jr. song, and the multi-player stripped down to two players instead of three. Unlike the beloved cartoon, The Real Ghostbusters attracted mixed reviews across its various iterations; while some praised the fun gameplay and graphics, many others disagreed and criticised it as an ugly, repetitive, unfair and undemanding, and overall unimpressive shooter.

The Review:
I’m doing things a little differently for my review of the Real Ghostbusters arcade game. It’s a naturally shorter review but that’s mainly because the game is so short and simplistic that I don’t see the point in dragging it out too much, but I was also able to finish it so I want to touch base with everything I saw and give it a proper rating. The Real Ghostbusters is a top-down, semi-isometric shooter not unlike its successor, Smash TV (Williams, 1990), perhaps the most popular of this genre. The game allows up to three players (because, once again, Winston Zeddemore gets the shaft) to play simultaneously, but your character is never identified onscreen by name (they’re just “1Up”, “2Up”, and “3Up”) and their sprites are just palette swaps, so you have to go by the colour of their uniforms (blue for Doctor Egon Spengler, yellow for Doctor Ray Stantz, and orange for Doctor Peter Venkman). They also all play exactly the same; there are no stats or attributes to differentiate them, so it really doesn’t matter which character you play as (though “2Up”/Orange/Venkman stands out a little more against the backgrounds). The Real Ghostbusters offers basic, arcade-style gameplay; you simply move your character around the ten stages and blast at monsters with your proton pack using two buttons: one that fires a slower, infinite projectile shot and one that unleashes your proton stream. The proton stream is tied to a yellow meter under your character’s name and score. As you fire it, the meter depletes and you’ll need to grab power-ups or insert a coin to replenish it, which is necessary as the proton stream is the only way of sucking up the ghosts that pop out from defeated baddies and earning points to both out-do your friends between stages and work towards earning extra lives, which are awarded for every one hundred ghosts you capture.

Players compete against each other to grab power-ups and capture the most ghosts.

Following the big title font and a fun scene of Ecto-1 pulling up outside of the Ghostbusters’ headquarters, you’re dropped into the first stage and tasked to “Capture the ghosts, collect the keys, save the city” which is done by zapping the bizarre monsters and ghouls that swarm every area and confronting a boss at the top of the stage. This earns you a key to move on to the next stage, but the game very quickly recycles its environments; you’ll explore the dilapidated rooftops on the first and final stages, then play through a canyon (with bones scattered all about), a graveyard (containing gravestones and tree stumps), a moss-infested catacomb, and a more Hellish variant of the graveyard over and over between the first and last stages. While the environments are quite repetitive, the action is thick and fast. Ghoulies, goblins, and nightmarish creatures infest every screen, constantly respawning, shooting lightning bolts or other projectiles, and making a beeline towards you. As if that wasn’t bad enough, laughing spikes pop up from the floor and the excised spirits will steal power-ups if you’re not fast enough. You’ll also have to climb (well, just walk up) ladders and cross tree trunks to progress, sometimes by blasting rocks or trees to make them appear. Be careful, though; there are a lot of things you can blast, like toxic waste bins and barrels and such, but some of these are just as likely to spawn more enemies as they are power-ups! Power-ups include upgrades to your proton stream and projectile shot to make them more powerful and replenish your meter, an “aura” shield that protects you from damage, and a “Green Ghost” (because, apparently, Slimer wasn’t a popular name just yet?) that both protects you and takes out enemies for a short time. There is also a power-down item, helpfully indicated by its skull-and-crossbones symbol, that debuffs your shot, so watch out for that, but two or more players are able to cross their streams for a more powerful attack. You also have to deal with a timer; you have five in-game minutes to clear each stage, but you can earn more time by inserting a coin or grabbing a power-up. Finally, The Real Ghostbusters is classic coin-muncher if I ever saw one; it’s one-hit kills here and you’ll die a lot throughout the course of the game as the enemies just never stop coming. It’s actually quite impressive how many appear onscreen at once and the sheer variety on offer; it’s a shame that the music didn’t get the same attention as the chip-tune rendition of the iconic Ghostbusters soon wears out its welcome after a few minutes.

The gruesome bosses are recycled and poor substitutes for more iconic Ghostbusters foes.

The Real Ghostbusters is similarly limited in its gameplay variety; between each stage, the Ghostbusters deposit the spirits they’ve captured into the containment unit for bonus points and extra lives, but this is purely a non-interactive cutscene and there are no bonus games to break up the action here. The same goes for the game’s bosses; sure they’re bigger and tougher than the regular enemies and are accompanied by a boss theme, but they don’t require any more skill on your part than to keep blasting and avoiding taking a hit. As if that wasn’t bad enough, the game both recycles bosses and substitutes a boss battle with a gauntlet against swarms of enemies. I gave this a pass at first since the first two introduced two new enemies to the game (weird rotund bird-things that extend their beaks and scythe-wielding demons), but the third gauntlet is simply against the bulbous purple bolt-shooting monsters you’ve been busting all along. The first boss is two large, cloaked figures that resemble the Grim Reaper and bop about shooting spooky napkins. The second is a disgusting, blob-like monster with a gnashing face in its stomach and a single, disgusting eye at the end of an extendable neck, and both of these guys appear again at the end of stage nine. Extendable appendages and swarms of projectiles are commonplace with The Real Ghostbusters’ bosses; the two wall-mounted demons in stage four, the scarier robed priests of stage six, and the lava/rock golems of stage seven all featured these tactics though the priests mix things up a bit by being able to teleport and the golems come armed (literally) with swinging maces. Rather than taking on the iconic Stay Puft Marshmallow Man, your final challenge is to fight to the end of the rooftops and battle two of these golem-like giants, something that’s barely a challenge at all since you can easily make mincemeat of all the game’s enemies with three players. Defeat them and you’re treated to an odd scene of the ghosts and monsters all escaping the Ghostbusters’ firehouse (it’s almost as if the intro and outro cutscenes should’ve been reversed to show the ghosts escaping and the Ghostbusters returning home victorious), a bit of congratulatory text, and the chance to enter your initials into the high score table.

The Summary:
I love a good, mindless arcade title, especially one where you can just keep pumping in coins and mowing down waves of enemies to achieve victory. I actually have memories of playing the Amiga version of The Real Ghostbusters back when I was a kid and quite enjoying it, especially compared to the more confusing and taxing Ghostbusters (Activision, 1984), and I could definitely see myself and other kids blowing our pocket money on this fast-paced action shooter back in the day. Having said that, the game is painfully basic; the lack of bonus stages and gameplay variety is staggering, even for an arcade title, and things quickly become repetitive and chaotic. I was obviously emulating the game, so I had unlimited credits, making it a breeze to blast through; while enemies swarmed the screen and took me out again and again, I was back in action at the press of a button but all this tells me was that The Real Ghostbusters was unfairly cheap and designed to rid you of your hard-earned coins with its one-hit kills, strict timer, and sheer amount of enemies. While the chip-tune music gets grating and the semi-isometric perspective can be a little confusing, the game looks decent enough. The Ghostbusters might look awful, but the monsters are all suitably bizarre, Lovecraftian creatures, though this visual appeal is diminished by the fact that most of them just bounce, fly, or wander about shooting the odd projectile. The power-ups are kind of fun but, again, basic; why not change up the projectiles the Ghostbusters shoot or have a screen-clearing bomb or something? Also, the lack of Mr. Stay Puft really diminished the appeal and finale of the game; he was the obvious final boss, but The Real Ghostbusters chose to play it cheap and safe and cycle previous bosses instead. Overall, The Real Ghostbusters was a decent enough arcade game, especially with three players, but nothing massively memorable or innovative.

My Rating:

Rating: 2 out of 5.

Could Be Better

Have you ever played the Real Ghostbusters arcade game? If so, what did you play it on and did you enjoy it? Which Ghostbuster did you play as, and were you upset by Winston’s absence? Were you disappointed by the recycled bosses and environments? What are your memories of The Real Ghostbusters and how are you celebrating Ghostbusters Day today? Whatever your thoughts and memories of Ghostbusters, feel free to share them below and be sure to check out my other Ghostbusters reviews across the site.

Movie Night: The A-Team

Released: 11 June 2010
Director: Joe Carnahan
Distributor: 20th Century Fox
Budget: $100 to 110 million
Stars: Liam Neeson, Bradley Cooper, Quinton “Rampage” Jackson, Sharlto Copley, Jessica Biel, Brian Bloom, and Patrick Wilson

The Plot:
Colonel John “Hannibal” Smith (Neeson) and his crack Alpha Team (or “A-Team”) – narcissistic Lieutenant Templeton “Face” Peck (Cooper), former Army Ranger Sergeant Bosco “B.A.” Baracus (Jackson), and unstable pilot Captain H.M. “Howling Mad” Murdock (Copley) – are dishonourably discharged and imprisoned after being framed for murder. After escaping from their prisons and reuniting, these highly adaptable and skilled soldiers must uncover a plot by a corrupt CIA operate and clear their names in the process.

The Background:
Between 1983 and 1987, viewers were treated to the exploits of the A-Team, soldiers of fortune created by writers and producers Stephen J. Cannell and Frank Lupo as a spiritual successor to other action-packed television shows, but with Mr. T as a selling point. To the surprise of many, The A-Team proved a big hit and bolstered Mr. T’s career, and development of a feature film began as early as the 1990s. After a proposed Ice Cube-helmed production fell through in 2008, the film finally got underway with Liam Neeson and MMA fighter Rampage Jackson attached to star. Stars Bradley Cooper and Sharlto Copley rode in to the premiere on a real Army tank, but The A-Team was met with middling reviews and an unimpressive $177.2 million box office. With critics and even the cast of the TV series attacking the film’s incomprehensible plot and mindless action sequences, a proposed sequel was unceremoniously cancelled, but I’ve always had a soft spot for it and figured today was a good excuse to revisit it since it’s Liam Neeson’s birthday!

The Review:
Since I grew up in the nineties, I never actually got to watch The A-Team as a kid. The show’s initial broadcast was right around the time I was just a little baby, and I don’t remember seeing too many re-runs on television, so I wasn’t as aware of it as other shows from that time, like Knight Rider (1982 to 1986) and Quantum Leap (1989 to 1993) since re-runs and broadcasts of those shows were much more accessible. However, I knew of the show, its distinctive theme music and opening narration, and the mainstream iconography of star Mr. T but, even now, my primary experience of the franchise is through this movie. The film begins with an extended opening and action sequence that brings the titular team together and establishes some of their defining character traits. Hannibal begins in cuffs and mercilessly beaten and threatened by corrupt Mexican Federal officers, who mock his lack of foresight and underestimate his tenacity. Easily freeing himself and cuffing two attack dogs, the seasoned Colonel sparks up a trademark cigar and heads out to rescue Face, who’s facing a slow and painful death at the hands of the vengeful General Javier Tuco (Yul Vazquez). Along the way, providence strikes as Hannibal crosses paths with B.A., a dishonourably discharged Army Ranger who first aids him in rescuing Face and then proves instrumental in helping them liberate their pilot, Murdock, from an Army hospital for a daring escape back to American soil. This opening tells us that Hannibal always has a plan and is highly adaptable, Face is impulsive and often doesn’t understand his commander’s plans, B.A. is a tough-ass brute who hates flying, and that Murdock is absolutely out of his mind…and that these four comprise an almost superhuman Army unit when teamed together.

When his team is framed, Hannibal uses all his resources to fight to prove their innocence.

Thus, when the film jumps ahead to eight years, the A-Team has become well-established and well-respected. Essentially a dysfunctional family dynamic (with Hannibal as the patriarch and the others as his unruly “children”), they share the banter of siblings, chastising Murdock’s unpredictable nature but also finding it amusing when off-mission. While stationed in Iraq under the command of Hannibal’s old friend, General Russell Morrison (Gerald McRaney), Hannibal is approached by Central Intelligence Agency (CIA) Special Activities Division operative Vance Burress (Wilson), who operates under the codename “Lynch”, and offered a mission to recover United States treasury plates and over $1 billion from Iraqi insurgents. Though Defence Criminal Investigative Service Captain Charissa Sosa (Biel) tries to warn them off, Hannibal personally insists that they take point over glorified mercenaries Brock Pike (Bloom) and his private security firm, Black Forest, convincing Morrison to approve an elaborate black ops mission into Baghdad. It’s tough to think of a more competent and honourable leader than Hannibal; even after his team is framed for the theft of the plates, Hannibal tries to shoulder responsibility for the unsanctioned mission, but his men are so loyal that they refuse to be tried separately and thus all receive the same punishment. Experience has taught Hannibal to distrust the likes of Lynch and his CIA cronies due to their clandestine nature and he also doesn’t approve of the likes of Pike and Black Forest. Instead, Hannibal believes in the Army, specifically the Ranger division, since they have their boots on the ground and are doing all the fighting (and the dying) in the name of national security. A well-respected and decorated veteran, there’s little Hannibal hasn’t seen and done and he’s been in enough wars to know the value of planning; he meticulously plots out every detail of every engagement and follows the plan to the letter, even having backup plans prepared for the worst case scenario, so he is astonished and appalled when Morrison’s mission goes awry and the country he fought to protect turns against him so readily. Yet, even when dishonourably discharged and incarcerated, Hannibal is always thinking and planning; through his outside contacts and resources, he acquires better intel on Pike’s Arab backer than even Lynch and his entire motivation for throwing in with Lynch is predicated on the assurance that he and his team receive full pardons and their freedom.

Face strives to live up to Hannibal’s example while Murdock regularly throws caution to the wind.

While Hannibal is clearly the brains of the group, Face is his charming, charismatic protégé; a fast talker and notorious womaniser, Face is mainly defined by his carefree nature, immaculate good looks, and snarky sense of humour even in the face of his own execution. However, while Face’s arrogance and wise-ass nature border on the insane at times, it’s clearly depicted as a façade; deep down, Face is wracked by insecurity since he admires Hannibal so much and aspires to follow his example but worries that he’s not good enough to formulate plans as intricately as his mentor. Face’s impulsive nature raises Hannibal’s ire, primarily because Hannibal knows his protégé has the potential to be better and because the Colonel places such emphasis on preparation and planning. Face’s womanising ways are also depicted as both an asset and a weakness; it allows him to seduce and charm his way through missions but caused him unexpected pain it comes to his relationship with Sosa, the one woman he ever considered getting serious with before she got scared off by the prospect. Now immune to his charms, Sosa has a contentious relationship with Face, one exacerbated after his actions cause her to be demoted to Lieutenant. While Sosa is determined to track down the A-Team, she’s equally driven to identify and expose the conceited Lynch, who degrades her (and all women, it seems) and tracks her progress to mitigate her interference. Because of this, Face is forced to go off-mission to protect her from Pike and plead his innocence as part of Hannibal’s elaborate plan. She begrudgingly aids Face and the others to expose Lynch and redeem herself in the eyes of her peers and Face sees this as an opportunity to reconnect with her, which opens his eyes to his potential as a leader rather than simply being the point man. If there’s a word to summarise Murdock, it’s definitely “insane”. Whether he’s mentally unstable or simply having a good time is up for debate, but his skills as a pilot are not. Thanks to some physics-defying CGI and bonkers scenarios, Murdock pulls off some crazy stunts in anything from a helicopter to a tank and his unpredictable flying skills are so outrageous that they cause B.A. to develop a fear of flying and often place his team in more danger due to Murdock’s suicidal nature.

While Murdock is on point, B.A. is hampered by a pacifist angle and Rampage’s inferior acting ability.

Despite his lunacy, Hannibal believes wholeheartedly in Murdock’s abilities and inspires him to fully commit to the A-Team and their mission, and Murdock is deceptively smart. He easily fools hospital orderlies, press staff, and even border patrol with his uncanny way with languages and assumed personas. While Murdock’s erratic nature makes him a dangerous asset, one just as likely to set his friends on fire for a laugh as he is to rescue them from tight situations, he’s an unparalleled pilot and more than willing to risk his life for the cause, something demonstrated to the fullest when he willingly takes a bullet to the head in the finale. As far as I can tell, the character most different from his television counterpart is B.A.; initially a brave and aggressive former Ranger forged in airborne combat, B.A. is hampered by a crippling fear of flying thanks to Murdock’s insane aerial manoeuvres and becomes a pacifist while in prison. While Rampage certainly looks the part, being a large, tough dude with a bad-ass mohawk and acquitting himself well in his few fight scenes thanks to his MMA background, he’s easily the weakest of the cast. I can’t help but think Ving Rhames or Michael Clarke Duncan would’ve been much better choices for the role as Rampage just doesn’t have the acting chops to stand alongside his peers. B.A. is an extremely loyal and prideful character; he adores his sadly underutilised GMC Vandura but is fully committed to Hannibal’s cause during his time with the A-Team. However, incarceration brought B.A. a clarity he had never known and, by the time he’s freed by his former teammates, he’s reached a state of enlightenment that means he’s willing to help but refuses to kill, thereby robbing B.A. of many of his defining characteristics. B.A. offers a different type of comic relief compared to the blunt Hannibal, slick Face, and madcap Murdock; his street-based slang and attitude makes him an expressive and amusing figure and it is funny seeing him being subdued and coerced into getting back in the air, but the film strangely decides to base much of B.A.’s comedic appeal around his newfound pacifism.

Lynch and Pike’s efforts to acquire the plates require Hannibal’s meticulous planning to stop.

The A-Team crafts a narrative that paints regular soldiers as daring men and women who risk their lives for the greater good; any authority figures or shady government types who appear on-base rather than in the thick of it are treated with suspicion and hostility, which extends to both Lynch and Pike. Both Morrison and Hannibal note that Lynch is simply another expendable government stooge who’s not to be trusted, and Hannibal has nothing but contempt for Pike and his mercenaries, who he sees as a “frat boys with guns”. Hannibal and the others are distraught when Morrison is killed before their eyes and Pike is seen destroying the plates and the money, but these threats are waylaid when the A-Team and arrested and dishonourably discharged for violating their orders since Morrison is unable to corroborate their story. The A-Team’s subsequent focus is on avenging themselves against Pike and clearing their names and they are again forced to make a deal with Lynch to facilitate this when Pike tries to sell the plates to an Arab backer. A smug, arrogant pen-pusher, Lynch has no code of honour and no military experience; he’s a man of secrets and subterfuge who operates behind the scenes. Although he agrees to clear their names, he leaves the specifics of Hannibal’s escape to him and can’t be seen to be directly involved with their mission, making him as much of a liability as Sosa, who makes it her mission to track down the A-Team and bring them back in since she’s convinced that they’re in league with Pike. Lynch’s sole motivation is to acquire the plates for the benefit of the CIA, but he secretly plotted with Pike to steal the plates for himself and was double-crossed by the mercenary and never had any intention of honouring his deals with Hannibal. Unlike Lynch, and despite Hannibal’s disrespect, Pike is well trained and capable; he might take shortcuts and be a glorified mercenary, but he knows how to uncuff himself, handle various firearms, and how to approach a combat situation. Thus, while Lynch panics when in conflict and is heavily reliant upon others, Pike is perfectly happy to wield a rocket launcher and get his hands dirty with some gunplay.

The Nitty-Gritty:
Perhaps unsurprisingly, The A-Team is distinctly pro-military. If you’re in the Army or a Ranger then I’d imagine you’d get a lot more out of the film (or maybe not, I can’t speak to the accuracy of the Army’s depiction) but the message is pretty clear: soldiers are to be celebrated and mercenaries like Black Forest and government stooges are not to be trusted. Hannibal’s reputation is so strong he’s able to talk his way onto an Army plane despite being dishonourably discharged and his men follow him out of a deep sense of loyalty, which really sells the bond these men have forged through combat and adversity. For the most part, The A-Team delivers some exhilarating, PG-13 action; there’s a lot of bullets and explosions and stunts but it seems that the filmmakers originally wanted to be a little more risqué. Twice the film uses an “Adios Mike Foxtrot” gag that gets interrupted by big boom-booms and even B.A.’s “Bullshit” is drowned out by a slamming gavel, neither of which are particularly clever methods of censorship and make me wish the lines had been re-dubbed to something more acceptable for the film’s rating. Long-term fans of the TV show may also be somewhat disappointed that the entire film is essentially an origin story and to set up for the status quo of show, where the team were soldiers of fortune rather than simply trying to prove their innocence.

The action is massively over the top, but that doesn’t mean it isn’t fun!

Still, the action is loud, bombastic, and frenetic; it largely harkens back to the 1980’s action films of old, but with a modern flair such as quick cuts and wonky CGI in places. Things kick off well with B.A. slamming his van into fools and Hannibal single-handedly cutting down Tuco’s forces while Face rolls around in flaming tyres. This is followed by a fun, if over the top, aerial escape that sees Murdock avoiding heatseeking missiles by purposely stalling a helicopter in mid-flight and B.A. clinging on for dear life against an obvious blue screen as the crazed pilot fights to restart the chopper and fly the team to their reinforcements across the border. From there, we’re treated to a montage as the team enacts Hannibal’s outrageous plan to steal the plates, which involves Face and Murdock posing as South African reporters to steal cameras and press passes, B.A. constructing a powerful magnet to fit into a camera, and the liberation of batteries and resources from Black Forest to cobble together the kit they need to intercept the convoy carrying the plates. Thanks to Hannibal’s meticulous nature, the plan goes off without a hitch but ends with them being double-crossed and dishonourably discharged; with six months to plan an escape, Hannibal fakes his own death (with a specially poisoned cigar that almost sees him roasted alive), liberates Face from his comfortable prison cell, retrieves B.A. from a prison bus, and literally busts Murdock out of a mental hospital. This leads to easily the most ridiculous (but no less entertaining) sequences of the film where the team are forced to escape from their plane in a tank! Plummeting in freefall, Face engages in a dogfight with some drones before Hannibal directs Murdock to fire some carefully aimed shots that, thanks to a complete disregard for physics, slows their descent and lands them safely in a lake. Thanks to his intel, Hannibal pinpoints an opportunity to reacquire the missing plates; this involves a daring skyscraper heist that sees the Arab tossed out a window and his parachute being snagged in mid-air by Murdock’s chopper and a zip-line gunfight between B.A. and Pike that requires Hannibal’s intervention since B.A. refuses to take a life.

With Morrisons’s deception revealed, it’s up to Face to plan the team’s payback against Lynch.

Still, the mission succeeds and Hannibal’s worst suspicions are realised when the Arab is unmasked as a disillusioned and embittered General Morrison in disguise, having faked his death to screw Lynch out of the plates alongside Pike. Fully aware of this, Lynch offers Hannibal his freedom in exchange for killing Morrison, but it’s merely another deception to stall him while he calls in an airstrike on their location. Although Morrison is killed in the attack and Lynch frees Pike from Sosa’s custody to help recover the plates, Hannibal lets Face take point on concocting a double-cross. Knowing that Lynch is listening to Sosa’s phone, the two arrange to hand over Morrison and the plates in return for their pardons, planning to distract and intimidate Lynch using theatricality and Murdock doubling for Morrison, his head hidden and protected by a heavily armoured helmet. This plan brings all the character’s individual personalities and arcs together: Hannibal places his faith in his young protégé, Face steps up with a plan of his own and overcomes his insecurities, B.A. realises that he needs to fight to have his freedom (which culminates in him crushing Pike’s neck to protect Face), and Murdock gets his closest “near-death experience” yet. While the finale is hampered somewhat by some dodgy CGI on the shipping containers, some frantic editing, and chaotic explosions, it’s suitably thrilling and goes exactly to plan. Lynch is completely thrown off by all the theatrics, forcing Pike to take charge with a rocket launcher. With no choice but to get his boots on the ground, Lynch proves relatively competent with his martial arts but is thrown off when “Morrison” stirs to life and ends up exposed and in the custody of another Lynch (Jon Hamm). Despite Sosa’s protestations, the A-Team are also arrested for escaping federal custody; however, a key slipped to Face through a kiss from the re-promoted Sosa allows the team to immediately escape and begin new lives as soldiers of fortune.

The Summary:
I feel like The A-Team doesn’t get talked about a whole lot; it came out at a time when the action stars of the 1980s were returning to cinema screens and team-based, explosive action films were as prominent as smaller scale, intense-action thrillers and the first entries of the Marvel Cinematic Universe, so it’s easy to see how it would’ve slipped under the radar a bit. This is a shame as it’s a pretty enjoyable action romp; the cast (with the exception of Rampage) are all solid and have a lot of chemistry, with a snarky wit laced throughout the script and characters like the smarmy Lynch and arrogant Pike. Even though I don’t rate Rampage as highly as his co-stars, I enjoyed the titular team’s interactions and chemistry; I believe they’re firm friends, almost like family, and it’s fun seeing them bounce off each other. The A-Team really shines in its use of elaborate plans and amusing, enjoyable montages; I like seeing the team use various flimsy disguises, sleight of hand, and subterfuge as much as when they perform death-defying stunts and it’s very engaging seeing Hannibal’s meticulous plans come together. Unfortunately, it is a little too over the top at times; the CGI and ridiculous sequences like the “tank flying” and Murdock’s piloting are almost cartoonish even for a bombastic action movie, but it’s all in good fun and I think it comes together quite nicely in the end. I wonder how long-time fans of the TV series reacted to the film but, as a lover of many of these actors and the action genre, there’s more than enough here to keep me coming back for more. It’s a shame we didn’t get to see a sequel that was maybe more in-line with the show, but that doesn’t diminish the appeal of The A-Team and I’d say it’s definitely worth a re-watch if you’ve previously disregarded it.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you enjoy The A-Team? Were you a fan of the TV show and, if so, how do you feel the film holds up compared to it? Which of the team was your favourite and what did you think to the cast, specifically Rampage? Did you enjoy the over the top action sequences or was it a little too much for you? Would you have liked to see a sequel or a revival of The A-Team? How are you celebrating Liam Neeson’s birthday and what is your favourite Liam Neeson film? Whatever your thoughts, feel free leave them below or drop a comment on my social media and check out my reviews of other Liam Neeson films across the site.

Game Corner [Sonic Month]: Sonic the Hedgehog Chaos (Master System)


Sonic the Hedgehog was first introduced to gamers worldwide on June 23 1991 and, since then, has become not only SEGA’s most enduring and popular character but also a beloved videogame icon. In keeping with tradition, I will be dedicating the entire month to celebrating SEGA’s supersonic mascot.


Released: 23 November 1993
Developer: Aspect
Also Available For: GameCube, Game Gear, Game Gear Micro, Nintendo 3DS, Nintendo Switch, Nintendo Wii, PC, PlayStation 2, PlayStation 4, PlayStation 5, Xbox, Xbox One, Xbox Series S. Xbox Series X

The Background:
Sonic the Hedgehog was the major hit SEGA needed to knock Nintendo off their pedestal and assert themselves into the “Console Wars” of the nineties. However, while SEGA were all in on aggressively pushing their 16-bit Mega Drive console, Sonic also appeared on their 8-bit machines, the Master System and Game Gear, as part of their plan to capitalise on Sonic’s mainstream popularity and success. Though noticeably more obscure and divisive in their reception compared to their 16-bit counterparts, Sonic the Hedgehog (Ancient, 1991) and Sonic the Hedgehog 2 (Aspect, 1992) reviewed well and SEGA turned to Aspect to develop a third game, which the developers aimed to be faster and more detailed than its predecessors. Although Sonic Chaos only released on the Master System in PAL regions, the Game Gear version became a top-seller in the United States and it was highly praised at the time. Contemporary reviews may not be as favourable, but I’ve always had a soft spot for the Master System Sonic titles as they were my introduction to the franchise and I can still remember purchasing my copy of this game over thirty years ago and enjoying how much it mirrored its 16-bit cousins.

The Plot:
In another mad effort to conquer the world, Doctor Eggman steals the red Chaos Emerald, upsetting the balance between the remaining five jewels and causing them to not only scatter, but South Island to sink into the sea! South Island’s only hope are Sonic the Hedgehog and his two-tailed buddy, Miles “Tails” Prower, who set out to recover the Chaos Emeralds and stop Dr. Eggman before it’s too late!

Gameplay:
Like its predecessors, Sonic Chaos is an 8-bit action platformer in which you must race through six levels (known as “Zones”), each split into three parts (or “Acts”), with a boss battled in the third Act, collecting Golden Rings to stave off death and smashing Badniks for points. Unlike the last two 8-bit titles, Sonic Chaos is the closest to its 16-bit counterparts; not only are animations and mechanics from its bigger, better cousins included for the first time, but the game is much faster and finally includes Tails as a playable character, essentially making this closer to Sonic 2 than the actual 8-bit Sonic 2. Being that it’s a Master System title, there are only two buttons to worry about and they both do the same thing: pressing Button 1 or 2 will see your character jump and holding the button will see them jump a bit higher. However, when you use the directional pad (D-pad) in conjunction with Button 1 or 2, you get a few different results; both characters charge up and release a Spin Dash with down and a button and have unique abilities for when you press up and a button. Sonic will charge up a standing run (the “Strike Dash”) not unlike the Super Peel-Out and Tails will briefly fly for a short time. Because Tails’ flight isn’t activated by double pressing a button like on the Mega Drive, it’s a little clunky to pull off and not as useful for saving you from sudden bottomless pits, and the actual flying controls are equally awkward as Tails feels oddly “heavy” when in the air. Finally, you can press up and down to scroll the screen and check for hazards (and duck, in the latter case) and also hold down when running to roll into a ball, as standard, to plough through Badniks, monitors, and certain walls. Equally familiar is the ten-minute time limit assigned to every Act, though Acts are so short that it’s highly unlikely you’ll get caught out by this and you should breeze through every Act in under two minutes as they’re not very long, though there are often branching paths (with the highest being the fastest and safest route).

New abilities and visuals bring this 8-bit title closer to its 16-bit counterparts.

Since Sonic Chaos’ main unique gimmicks are in its power-ups, you won’t see much new in terms of Zone layout; loops, mobius strips, moving and crumbling platforms, and spikes all make an appearance, as you’d expect, but there are fair few boost pads scattered around to send you speeding ahead as well. Equally prominent in later Zones are the booster tubes that rocket you around at high speed, forcing you to make split second D-pad presses to reach secret monitors and new areas or avoid being sent around in a loop or plummeting to your death. Bottomless pits and spike beds are commonplace here, with some Acts requiring precision platforming to small or falling platforms to clear them, which can be a bit tricky as Sonic and Tails are noticeably slipperier this time around and struggle with their traction. You’ll venture underwater, where you’ll be blasted about by water jets and must grab air bubbles to avoid drowning, ride minecarts down slopes (hopping into tubes or to platforms at the last second), run across conveyor belts and laser-firing pressure pads, and encounter an unusual number of springs. Even Badniks have springs on them here, and they’re also at odd angles on walls, meaning you’ll be bounced around like a pinball, often precariously close to a death pit or under a ceiling full of spikes or destructible blocks, which can be somewhat disorientating. As the game progresses, cheap hazards and death pits increase, something that will Game Gear players to struggle thanks to the reduced screen size. When hit, some of your Rings will scatter for you to recollect, which is an improvement over the last game, and none of the finicky gimmicks from Sonic 2 return here, which is a blessing, though Sonic Chaos could’ve used a few of its own to make its Zones stand out a little more.

Graphics and Sound:
While I still prefer Sonic’s sprite from the first 8-bit title, Sonic had never looked better in 8-bit than at this point; he’s larger, a little more detailed, and much more expressive when left idle. Many of his animations (jumping, bouncing off springs) are taken from the 16-bit Sonic 2, which adds a degree of legitimacy to the game not shared by its previous 8-bit titles, and he even does a little victory lap upon defeating the Zone’s boss. Sadly, Tails doesn’t come off quite as well; while he’s cute enough and has his own idle animation, his tails only animate when flying or running and disappear completely when jumping; he also can’t swim, which is a bit of a shame, though I liked how he trots far behind Sonic in the opening cutscene. In terms of music, Sonic Chaos does alright but is painfully limited by its hardware. Many tracks are recycled from Sonic 2 or a garbled, distorted mess and the only tracks I really enjoyed were the various boss tunes, which create a sense of dread and excitement every time the heads-up display vanishes and the boss looms into view. Performance-wise, Sonic Chaos also struggles; if there’s a lot on the screen then the game slows down significantly, meaning you really don’t want to take damage when there’s moving platforms and Badniks on the screen as it slows to a crawl and can mess up your counterattack. Sprite flickering and screen tearing are equally common, which is a shame as it plays well – and much faster than the last two games – when everything’s running smoothly.

Despite some slowdown, the game is largely a visual upgrade compared to its predecessors.

Sonic Chaos follows a similar formula to the last game, beginning with a basic sprite-based cutscene and then throwing the title screen at you before you get into the action. Zones are nothing really new or special beyond some minor exceptions; you start out in Turquoise Hill Zone, the grassy, palm tree introductory Zone now so synonymous with Sonic titles. You can see the sea, some islands, and checkerboard walls in the background and run through loops and winding strips, making this feel like a statement that the Master System can pull off what the Mega Drive did so well. Gigalopolis Zone is a sprawling mechanical city with skyscrapers and twinkling lights in the background that showcases that the Master System was capable of more than just blank, low detail backgrounds; however, the Zone is a bit cluttered, especially in the foreground. Things are a little clearer in Sleeping Egg Zone, though you’ll be bouncing about the mossy ruins so much that you can easily fall down the many bottomless pits hidden from view. Green Hill Zone returns for the third time in a row, this time covered in metal, with bombs up the palm trees, bottomless pits everywhere, mechanical blocks sitting under the grass, and gears and other devices poking up from the ground. Aqua Planet Zone is, again, like a do over of Labyrinth Zone, featuring painfully slow underwater sections and ancient ruins, while Electric Egg Zone is a visual nightmare of conflicting colours, high speed tubes, lasers, and cheap hazards. If I’m honest, I think I preferred the visual variety in the 8-bit Sonic 2; take that and add in the faster, less aggravating gameplay of Sonic Chaos and you’d have something much more enjoyable and closer to the 16-bit games, for sure.

Enemies and Bosses:
Although four of Sonic Chaos’s small selection of Badniks will be familiar to seasoned Sonic players, the new ones don’t exactly break the bank and destroying them still doesn’t release a woodland critter back into the wild. The four you should recognise are the Buzz Bombers (who strangely lack their stinger projectile attack) and the Motobug-like Boing-o-Bit, which has a spring on its back to protect it from your jumping spin and to launch you into any ceiling spikes. The Bombin enemies are similar to the ones from the 16-bit Sonic 1; they sit right in your path, usually between laser hazards or on crumbling bridges, and explode in a shower of debris soon after. Anyone who’s played through the 8-bit Sonic 2 will remember the bird-like Mecha Hiyokos, who appear in clusters and hop about and also herald the appearance of the Aqua Planet Zone boss. New Badniks are the beetle-like Metal-o Turtle that just move back and forth trying to ram you, the bizarre Veg-o Bots that offer exactly the same attack pattern, and Frogger, a spring-loaded Badnik that bounces about. Badniks don’t appear all that often, though you’ll usually be surprised by them when you’re bouncing about and they’re often hovering near or over springs, pits, and spikes, slowing down the action and making you double think your jump.

Bosses range from ridiculously easy to annoyingly cheap, but are generally quite fun.

Like in the 8-bit Sonic 2, each Zone ends with a battle against one of Dr. Eggman’s “Master Robots”, larger Badniks or robotic creations that must be bested in a short third Act that hides some scarce Rings and miniature platforming challenges. The first Master Robot is the Lady Bug, essentially an enlarged Boing-o Bot that’s impervious to aerial attack thanks to the giant spring on its back but which folds like paper if you just ram it with the Spin Dash over and over. Gigalopolis Zone’s Bead Worm resembles a giant Caterkiller and puts up a bit more of a fight; it’ll launch its spherical body at you and can only be damaged by hitting its head, but as its body just bounces you away when still attached it’s not exactly a gruelling fight. Things get much trickier when battling the Bouncy Boss Robot; this Dr. Eggman-branded unit bounces about on a spring, occasionally performing a big jump to try and squish you, but it’s greatest threat comes from the bullets it fires and the bounce back upon hitting it, which can drop you right in the path of its fire so you really need to grab the Rings for this fight. Mecha Green Hill Zone’s Tree Crawler is a bit of a step back, especially if you continuously bounce on top of it, rendering its straight shot and spread projectile and crushing slam completely ineffectual. This is a good strategy for the Sphere-o Bot, too, though this boss can be troublesome; it also bounces around firing bullets, which is bad enough, but it’ll send missiles raining into the arena when you defeat it, which can be difficult to dodge because of janky hit boxes. The fight against Dr. Eggman is similarly two-phased; he plods back and forth in his Laser Walker mech, firing a single shot or an annoying bolt that ricochets all over the place, usually right into your bounce back off a successful hit to his cockpit or a useless blow to his craft. After enough hits, he transforms into a flying craft and tries to ram you; you must hit his cockpit or you’ll instantly die, but one well-timed hit and the game’s finished.

Power-Ups and Bonuses:
As ever, Sonic and Tails can grab Golden Rings for health and smash monitors for power-ups. You can grab ten additional Rings, a temporary speed up or period of invincibility, but no shield this time around. Passing by the Bonus Panel at the end of Act 1 or 2 will also grant you a Ring bonus or continue, depending on which character appears, and your Rings, speed, and final score are all tallied at the end of each Act. As mentioned, Sonic Chaos’ biggest unique gimmicks are in the new power-ups: Sonic can grab a pair of Rocket Shoes to temporarily (if awkwardly) rocket through the sky, passing over huge chunks of Acts or collecting Rings in Special Stages. Both characters can also jump on the new Hop Springs to be launched higher into the air, but these are also very difficult to control and bashing into platforms, even just a glancing blow, will cause you to lose the power-up and plummet to the ground (and, most likely, down a pit).

Additional Features:
I mentioned Special Stages just then and, yes, they do appear here, finally mirroring their format from the 16-bit games as they hide one of five Chaos Emeralds but, in typical 8-bit Sonic fashion, with a strange twist. First, only Sonic can enter Special Stages and he must do so by collecting 100 Rings; if Tails gets 100 Rings, all he gets is an extra life and he’ll never see the game’s true ending, effectively making Tails the game’s “easy mode”. Sonic, however, is teleported to a maze-like sub area and given about one minute to find a Chaos Emerald, collecting regular sixed Rings and Giant Rings for extra lives and the odd stopwatch to freeze time here and there. You’ll be racing through the sky on the Rocket Shoes, bouncing on platforms with the Hop Spring, steering Sonic through tubes, clearing gaps with your regular jump and hidden springs, and navigating a far larger, more complex tube maze to find all five gems. In my entire life of playing this game, which is some thirty years as of this writing, I’ve only ever gotten the first two Chaos Emeralds, so Dr. Eggman always escapes from me at the end of the game, but I’d wager save state manipulation on the modern ports of the game would make getting all five marginally easier.

The Summary:
My first exposure to Sonic the Hedgehog was on the Master System; I still praise his 8-bit adventures for daring to try something different and not just be downgraded ports of the 16-bit games, but it’s hard to argue against them being flawed, even sub-par experiences compared to the Mega Drive titles. Sonic Chaos seeks to rectify that and largely succeeds; it’s the closest to the 16-bit games the Master System would ever get, featuring far more detailed sprites and environments that make its predecessors seem crude by comparison. The addition of Tails was a welcome inclusion, and I was glad (and surprised) to see his flying abilities retained and Sonic’s skillset expanded at last. The structure of the Zones is also much closer to the 16-bit games, while still being their own thing (with a strange emphasis on springs), though they’re much too short to really be all that memorable and the slowdown really hampers the overall gameplay experience. I’m also not a fan of the Special Stage entry requirements or execution; again, it’s more like the 16-bit games to not have the Chaos Emeralds hidden in Acts but their maze-like structure is a bit of a pain. I did like the new Rocket Shoes, but they weren’t used as much as the cover art would lead you to believe, and I enjoyed most of the bosses, even though some were ridiculously easy, and others were a little cheap and/or frustrating. In the end, Sonic Chaos is the 8-bit Sonic adventure we should’ve gotten with Sonic 2 and shows the potential the Master System had at offering something much closer to its bigger, better counterpart and is definitely worth your time if you were unimpressed by the previous 8-bit games and wanted to see something more familiar.

My Rating:

Rating: 3 out of 5.

Pretty Good

Was Sonic Chaos apart of your Master System or Game Gear library back in the day? How do you think it compares to the previous 8-bit games and where would you rank it amongst them? Were you glad to see Tails added as a playable character and to see Sonic’s abilities expanded? What did you think to the Rocket Shoes and the Special Stages? Which of the Zones and bosses was your favourite? Did you ever find the five Chaos Emeralds and see the good ending? How are you celebrating Sonic’s anniversary this month and which games are your favourites? Whatever you think about Sonic Chaos, share your thoughts below and go check out my other Sonic content across the site!

Movie Night [RoboCop Day]: RoboCop 3


To celebrate the release of the dismal RoboCop (Padilha, 2014) on home media, June 3rd was declared “RoboCop Day” in the city of Detroit. While that movie wasn’t too impressive and had nothing on the original RoboCop (Verhoeven, 1987), this does give us the perfect excuse to talk, and celebrate, all things RoboCop on a specific day each year.


Released: 5 November 1993
Director: Fred Dekker
Distributor: Orion Pictures / Columbia Pictures
Budget: $22 million
Stars: Robert Burke, John Castle, Remy Ryan, Bruce Locke, CCH Pounder, Jill Hennessy, and Nancy Allen

The Plot:
Cyborg law enforcer RoboCop (Burke) is torn between upholding his pre-programmed directives and assisting desperate civilians when Paul McDaggett (Castle) and his violent militia aggressively evict people on behalf of Omni Consumer Products (OCP) to begin construction of Delta City.

The Background:
In 1987, director Paul Verhoeven turned Edward Neumeier and Michael Miner’s satirical take on 1980s commercialisation and media into RoboCop. A modest critical and commercial hit, RoboCop was followed by a sequel in 1990. Unfortunately, not only was Frank Miller’s script judged “unfilmable” (though many aspects were later repurposed into a comic book and this third entry), but Irvin Kershner’s RoboCop 2 was met with mixed reviews and a reduced box office. Miller returned to write the third film and was again frustrated by the lack of influence he had on the production; he concluded that the only way to circumvent this was to become a director. Although RoboCop’s supporting cast returned for the third film (despite some reservations), star Peter Weller declined to appear in favour of joining the cast of Naked Lunch (Cronenberg, 1991). He was replaced by Robert Burke, who struggled with the impressive Robo-Suit since he was taller than his predecessor and the costume wasn’t altered to accommodate this. Although RoboCop 3 was completed by 1992, the film’s release was delayed almost an entire year due to Orion Pictures going bankrupt and to increase its odds at the box office. Consequently, not only was the plot revealed by the tie-in videogame ahead of schedule, RoboCop 3 also failed to reach $50 million at the box office. RoboCop 3 was also subjected to scathing reviews; critics targeted the film’s tone, derivative plot, and mindless narrative, and very few have anything positive to say about this toned-down entry in the series. Ironically, RoboCop continued to be marketed as a family-friendly franchise going forward and it would take over five years for anything even remotely resembling the violent satire of the original to be evoked in a new production.

The Review:
It goes without saying that RoboCop has earned its place as a classic sci-fi action flick; it’s perfect blend of social satire, gory violence, and endlessly entertaining action was expertly balanced with some top-notch special effects and a poignant message about humanity and identity. I might be alone in thinking this, but RoboCop 2 remains an under-rated entry in the franchise for me; sure, it regresses RoboCop’s character a bit and retreads some of the same narrative beats, but it’s still got that same tongue-in-cheek sense of humour and some impressive practical effects make it well worth a re-evaluation. Since both films were such a big part of my childhood, I remember being excited for a third entry and things get off to a decent enough start in RoboCop 3. Detroit is worse than ever now that OCP has finally started breaking ground on Delta City, with eviction notices being served to the poorest and most destitute areas of the city like Cadillac Heights, demolition crews flooding the streets with the homeless, and fascist ex-military Urban Rehabilitators (or “Rehabs”) forcing people from the city or simply out-right executing them.

Sporting some new toys, RoboCop protects the innocent despite being surprisingly fragile here.

When we’re first introduced to RoboCop, we’re once again back to square one. While RoboCop still retains some aspects of his former personality and exhibits human compulsions such as loyalty and independence, he’s still bound by his four Prime Directives and subject to the whims of his creators. He’s packing some new toys this time around, most prominently his new arm cannon that lets him blast perps with a machine gun, fire rockets, and blast out a flamethrower, but he later also makes use of a prototype flight pack that also doubles as a recharge point for him. All these bells and whistles are great, but they don’t make up for the fact that Peter Weller has been replaced by the far less capable Robert Burke. Burke does a decent job emulating Weller’s performance but it’s just not the same, especially in his stilted delivery. While RoboCop is tended to by newcomer Doctor Marie Lazarus (Hennessy), his independence riles up the OCP’s newest representative, Jeffrey Fleck (Bradley Whitford), a leering, slimy corporate stooge who’s so frustrated by RoboCop’s humanity that he orders his emotions be circumvented with a special chip. Luckily, Dr. Lazarus recognises that RoboCop’s instincts and Murphy’s lingering personality are essential to the cyborg’s humanity and destroys the chip, allowing RoboCop to continue his duties. This does, however, bring him into further conflict with OCP’s more totalitarian methods; the Rehabs conflict with RoboCop’s Prime Directives but, in the end, his morals and humanity win out and he chooses to defend the helpless and homeless from McDaggett, a choice that leaves him severely damaged and branded a murderous fugitive by OCP’s PR team. RoboCop ends up in a hell of a state; a single blast from McDaggett’s grenade launcher is enough to almost do him in and leaves him in the struggling hands of the city’s destitute, who are led by feisty and outspoken Bertha (Pounder).

Although his partner dies, RoboCop is supported by some new allies, including an affectionate little girl.

Things don’t go so well for Robo’s long-time friend and partner, Anne Lewis (Allen). Both Dr. Lazarus and Lewis care for RoboCop; they’re the closest things he has to friends and can tell that he’s clearly conflicted regarding OCP’s “urban rehabilitation” project, which brings up painful memories of his former wife and child. Although she’s able to hold her own against the “splatter punks” at the start of the film, Lewis makes the rookie mistake of forgetting her body armour when she rushes to help RoboCop track down the resistance. Out of loyalty to her partner and seeing the state of the displaced residents of Cadillac Heights, Lewis joins RoboCop in opposing McDaggett and is summarily gunned down for her troubles, dying in RoboCop’s arms. Though he inexplicably forgets this promise to avenge her, RoboCop immediately storms the Rehab base after being repaired by Dr. Lazarus, unopposed by Sergeant Warren Reed (Robert DoQui) and his fellow officers despite the warrant for his arrest, to confront McDaggett, only to learn that Coontz (Stephen Root), a disgruntled member of Bertha’s resistance, has sold them out to McDaggett. RoboCop arrives too late to help, leaving Bertha and most of her followers dead, and both Dr. Lazarus and young orphan girl Nikko Halloran (Ryan) taken as hostages. Yes, inexplicably RoboCop, the all-action cyborg who made his name blasting would-be rapists in the dick, is saddled with a bright-eyed kid who’s conveniently a genius hacker capable of reprogramming an Enforcement Droid-209 (ED-209) and who helps RoboCop rekindle his paternal instincts. After being separated from her parents, who are subsequently executed, Nikko is taken in by Bertha and the resistance and encourages them to shelter RoboCop after he’s damaged defending them. Although they’re woefully under-equipped, outgunned, and forced to hide out in the sewers, the resistance is surprisingly capable; they boobytrap manholes to keep out unwanted visitors, use gadgets to change traffic lights and cover their escape, and it only takes about four of them to carry RoboCop into their hidden base whereas it took a dozen or so men in the last film. Although Nikko is a tech-savvy Robo fan and Moreno (Daniel von Bargen) repairs RoboCop’s body work, the resistance have no hope of repairing the cyborg so Nikko goes to Dr. Lazarus for help.

Desperate to get Delta City underway, the CEO turns to the ruthless McDaggett and the Kanemitsu Corporation.

Although OCP are making major progress preparing Detroit for aggressive renovation, the malevolent company is deep in the red; close to bankruptcy and being bought out by the Japan-based Kanemitsu Corporation, the new OCP Chief Executive Officer (CEO) (Rip Torn) and returning aide Donald Johnson (Felton Perry) have no choice but to rely on McDaggett and his Rehabs. Thanks to OCP controlling the media, the Rehabs are sold as a gentle, peacekeeping force who have people’s best interest at heart but the truth couldn’t be more different. McDaggett and his mercenaries are cruel and violent and tear through Cadillac Heights like a bull in a China shop. McDaggett is easily the best part of the film, chewing the scenery at every opportunity, calling everybody “chum” with a snarky sneer, ruthlessly waging war against the destitute civilians, and exhibiting an open prejudice against RoboCop and the idea of him being assigned to the Rehabs. When Nikko broadcasts the truth about McDaggett to the world, OCP’s stock plunges and, unwilling to shoulder the blame or listen to the CEO’s blustering threats, McDaggett plots to recruit the city’s police force in stamping out the resistance once and for all. However, when Reed and the other cops give up their badges and pensions rather than compromise their moral integrity, McDaggett is just as happy to arm the splatter punks, leading to an all-out war on the streets pitting the cops and the resistance against McDaggett’s forces. Unable to make good on their debts and promises, OCP lose all favour with the Kanemitsu Corporation, who send their unnervingly human “Otomo” androids (Locke) to make up for the CEO’s blunders. As you might expect from Japanese-manufactured product, the Otomos are far more versatile and capable than RoboCop, who looks like a tinker toy in comparison. Although silent and stoic, the Otomos are not only more outwardly human (one even smokes!) but they’re more agile, adaptable, and mobile, meaning they’re easily able to best RoboCop in combat and re-endanger his life with just a few blows and only losing out to him due to Robo packing superior firepower.

The Nitty-Gritty:
RoboCop 3 once again retreads the same ground as the last two movies when it comes to RoboCop’s story arc. Still lacking the fully human personality he fought so hard to regain at the end of the first film, RoboCop is again portrayed as struggling to discover and showcase his humanity due to his stringent programming and directives. Although it’s been very well established that he’s just as human as he is a machine, and everyone in the precinct openly and affectionately refers to him as “Murphy”, RoboCop’s emotions are again questioned by OCP, who seek to suppress them to make him a cold, calculating machine. More than ever before, RoboCop openly defies his creators despite the conflict this causes his system; perhaps it’s his defiance of Directive Four (“Never oppose an OCP officer”) which explains why RoboCop is so damn weak in this film. It seems he’s constantly on the brink of death and is easily disabled by shots he would previously shrug off, though this frustrating element does add to his vulnerability as a character. This is further emphasised in his empathy for the resistance, particularly Nikko, who forms a fast bond with RoboCop out of sheer awe (she is a proper techno-geek, after all) and he awkwardly rediscovers his former paternal instincts through his relationship with her. Again, it ties into an exploration of RoboCop’s vulnerable humanity (and is certainly less questionable that the weird sequence where Dr Lazarus purges RoboCop’s Prime Directives…again…and it seems to imply he has romantic feelings for the women in his life) but it just doesn’t fit the tone of the franchise. Maybe the filmmakers wanted to appeal to the little kids who had inexplicably latched onto the character, maybe they wanted to emulate Terminator 2: Judgment Day (Cameron, 1991) but, whatever their reasons, all they ended up doing was subjecting audiences to an annoying little brat who’s too smart for her own good.

Despite some ambitious ideas, RoboCop 3 fails to impress with its toothless violence and weak effects.

And it’s a shame as RoboCop 3 has a few redeemable elements to it. Basil Poledouris returns with his rousing score and the suit looks better than ever, especially RoboCop’s fancy new arm attachment that he sadly doesn’t use often enough (probably because it’s ridiculously overpowered and that doesn’t fit the theme of the movie for fragile old RoboCop). The city is even more dangerous and depressing as ever; described as a “warzone”, riots and violence run rampant from all sides, leading to the police department and oppressed citizens joining forces to fight back against the tyrannical OCP. While the film definitely veers more towards family friendly content, RoboCop 3 continues to be violent and full of social satire; in this case, it’s a commentary on how big corporations can control the media to twist the narrative in their favour and the juxtaposition of the Rehabs’ squeaky-clean public face with the brutal reality of their actions. This is best evidenced not just in the returning Media Break sections but also in the amusing animated advertisement for “Johnny Rehab” apparel that seems to be a commentary on R-rated movies like RoboCop being sold to children as toys. Although ED-209 makes a reappearance here, it’s little more than a cameo that further demeans the unreliable ‘droid and we’re denied a rematch between it and RoboCop. Thanks to spending most of the movie close to death, RoboCop can’t simply gun down his enemies like usual, meaning anticipation is high for his battle against Otomo. Unfortunately, as great and under-rated as Bruce Locke is, this fight is hampered by the slow, sluggish RoboCop, who lacks the reflexes and range of movement necessary to match his faster, more competent rival. Luckily for RoboCop, the Otomos prove as weak as he is in this movie and are easily dispatched, but these fights are definitely a far cry from the cyborg-on-cyborg action from the aforementioned Terminator 2. RoboCop 3 tries to make up for it with RoboCop’s new jet-pack attachment, which allows him to swoop in and save the day in the final act, but sadly this only appears very briefly and the composite effect used to bring it to the screen is pretty poor, which is a shame considering how cool the idea of a flying RoboCop is and how good the fire stunt on RoboCop was in the opening scenes.

After aiding his allies, RoboCop rescues his friends and OCP is finally brought to its knees.

After being slandered in the media, RoboCop is branded a fugitive, allowing McDaggett to fulfil his ambition of destroying the cyborg officer, which both he and the CEO believes will dishearten the resistance and allow them to sweep through Cadillac Heights and salvage their reputation. When Johnson suggests recruiting the city’s cops to join the effort, Reed and the others walk out and add their numbers to the resistance, co-ordinating the rag-tag rebels in standing against the Rehabs and the crazed splatter punks. Although RoboCop loses his chance at nailing McDaggett following a comical car chase in a pimped out lowrider, McDaggatt gets the last laugh by massacring the resistance base and even betrays the CEO after colluding with Kanemitsu (Mako) to level Cadillac Heights to make room for their own designs for the city. After barely besting Otomo and levelling the playing field for the cops and resistance, RoboCop storms into the OCP tower to confront McDaggett. Though two Otomos attack him, Nikko is able to reprogram the two androids into targeting each other using her magic laptop. Despite him having gone “war wacky” and craving all-out conflict, McDaggett is incensed by this as the Otomos are rigged to self-destruct, spelling doom for everyone in the tower. Luckily, RoboCop latches onto his jet-pack and flies Dr. Lazarus and Nikko to safety, leaving McDaggett and everyone in the building to perish in the blast. In the aftermath, a humbled Kanemitsu bows to RoboCop out of respect and summarily fires the CEO for his incompetence since OCP’s stock is in the toilet and RoboCop resolves to return to duty policing the streets, now once again free from his restrictive Prime Directives and able to think for himself.

The Summary:
How the mighty have fallen! RoboCop 3 is such a massive disappointment because it comes so close to being a halfway decent entry in the franchise but fumbles its execution in almost every way possible. The score is back, the suit still looks amazing, and I really enjoy RoboCop’s new toys and gadgets, but the man in the suit is an uninspiring void who tries far too hard to emulate Peter Weller’s incomparable performance rather than putting his own stamp on the iconic cyborg. I enjoy the central premise of the film, which sees a desperate OCP using all their resources (and brutal violence) to speed up their development plans for Detroit, but any intrigue this plot may have is quashed by some strange attempts at humour. RoboCop 3 feels like a pale imitation of the previous films; it tries to be comparably violent but it’s a toothless execution, and any attempts at satire and social commentary land flat as it feels like everyone’s just phoning it in. It’s a shame as Lewis’s death is actually quite emotional, but the new cast just isn’t as inspiring or memorable; Nikko, especially, stands out as a particularly grating inclusion, one that showed just how far the franchise had fallen into impotency since the uncompromising first film. There is some decent action and special effects sequences, but they’re juxtaposed with RoboCop’s clunky ineffectiveness in a straight-up fight and some awful composite effects that really have me longing for the stop-motion techniques of the last two films. One saving grace is John Castle, who really hams it up as the despicable McDaggett, but even his performance can’t excuse Rip Torn’s bombastic turn as the CEO, which lacks any of the subtlety we saw from previous OCP executives. Ultimately, RoboCop 3 is a film geared more towards kids and young teenagers, those who aren’t quite old enough to watch the first two films but want to dip their toe in the franchise. Even so, I’d recommend simply waiting until they’re old enough to watch the first movie, or bite the bullet and show them that film ahead of time, and just skip this one completely as there’s very little on offer here beyond RoboCop’s new toys.

My Rating:

Rating: 1 out of 5.

Terrible

Did you enjoy RoboCop 3? Were you disappointed by the more toothless approach the film took? What did you think to RoboCop opposing his creators to defend the city’s oppressed citizens? Were you also annoyed to see him partner with a child? What did you think to the Otomos and RoboCop’s new toys? Which RoboCop movie is your favourite? How are you celebrating RoboCop Day today? Whatever you think about RoboCop 3, feel free to drop your thoughts below or leave a comment on my social media and be sure to check out my other RoboCop content!