Game Corner [Sci-Fanuary]: Mega Man 10 (Xbox Series X)


January celebrates two notable dates in science-fiction history: “National Science Fiction Day” on January 2 to coincide with the birth of world renowned sci-fi writer Isaac Asimov, and 12 January being when Arthur C. Clarke’s HAL 9000 was created. Accordingly, I dedicate January to celebrating sci-fi in all its forms.


Released: 8 August 2017
Originally Released: 1 March 2010
Developer: Inti Creates / Capcom
Metacritic Scores: 81 / 8.3

Also Available For: Nintendo Switch, Nintendo Wii, PlayStation 3, PlayStation 4, PlayStation 5, Xbox 360, Xbox One, Xbox Series S

Quick Facts:
In 2008, Mega Man godfather Keiji Inafune and Inti Creates returned the series to its 8-bit roots with a throwback title lauded for its old-school aesthetics and notorious for its abhorrent difficulty. Sales impressed enough for a sequel, which continued the 8-bit aesthetic but included an “Easy Mode” to make it more accessible. Alongside the returning Proto Man, Mega Man 10 added rival robot Bass in additional updates alongside new stages based on the Game Boy titles, and this downloadable content (DLC) was included in the second Legacy Collection. Mega Man 10 was well received and praised for its gameplay and accessibility, stage design and music, and how it improved on the previous game, though it was criticised for being too familiar and too short by some.

Gameplay and Power-Ups:
Like its predecessor, Mega Man 10 is a throwback to the 8-bit glory days of the Blue Bomber, though without all the distracting sprite flickering and slowdown. You battle eight initial stages and their “Robot Masters”, acquiring their “Special Weapons” before tackling Doctor Albert Wily’s latest death trap lair. Mega Man still sports a very stripped back arsenal, unable to slide, charge his shot, or gain additional armour as these abilities are divided between the other playable characters. All three have the same basic controls which, by default, see you firing your currently equipped weapon with X, unleashing a rapid-fire attack with B, and jumping with X or Y. Jumps are noticeably floaty when underwater or in space and players still replenish health and Special Weapon ammo by collecting capsules. While you can switch between Mega Man’s Special Weapons from the “View” menu, the Left and Right Bumpers allow for quick switching again and you can now save and visit the shop at Doctor Thomas Light’s lab from the stage select screen and after clearing every level (even Dr. Wily’s stages). You spend the screws you’ve collected on special items, such as restorative Tanks, 1-ups (both also found in stages) and helpers like Beat and Eddie (who save you from bottomless pits or dish out goodies, respectively). You also grab single-use items that protect you from spikes or double the damage you take, and an item that automatically refills whichever Special Weapon has the least ammo. The shop is much cheaper than in Mega Man 9 (though I was playing on “Easy Mode”) but also somewhat redundant as Mega Man 10 is noticeably easier. When in the “View” menu, you can activate your Tanks to refill your health and/or ammo and call upon Mega Man’s robotic canine companion Rush to spring you to higher ground or carry you across pits (until you hit a wall or the meter runs dry).

Each character sports unique abilities to alter the game’s thankfully less taxing challenge.

You can pick between Mega Man, Proto Man, and Bass from the start. Proto Man reflects projectiles with his shield, has a charged shot, and slides to avoid damage while Bass fires in all directions (when standing still), dashes, and combines with his robot dog, Treble, to don powerful armour. Bass is the weakest, however, and only Mega Man uses the returning Special Weapons from the Game Boy-inspired games. Special Weapons have little functionality outside of boss battles (I mainly used the Commando Bomb to destroy certain walls) but they make fighting Robot Masters a joke if you attack with the right ones. As ever, their abilities will be familiar to long-time players: the Chill Spike fires a freezing shot that leaves icicles on the ground for a short time, the Wheel Cutter sends buzzsaws travelling across every surface, and the Commando Bomb explodes and sends shockwaves on impact. The Triple Blade is a useful three-way shot, the Rebound Striker bounces about hitting anything in its path, and the Water Shield protects you and fires in a spiral spread. The Thunder Wool was probably the most troublesome Special Weapon as the thundercloud can be easily dissipated by enemies before it fires its lightning bolt. Some Special Weapons drain faster than others, though “Easy Mode” features a handy additional power-ups that fully restores your health and ammo. “Easy Mode” also reduces the damage you take and adds floating platforms over pits and some spike beds, greatly reducing the difficulty. Blade Man’s stage features see-saw-like platforms that carry you over spikes and pits, the time bomb platforms from Mega Man 6 (Capcom, 1993) return to help (and hinder if you linger too long), and you’ll run on treadmills in Sheep Man’s stage to temporarily activate platforms.

Alongside returning hazards and mechanics, some fun new gimmicks keep things fresh.

All the usual hazards return, including insta-death spikes, pits, flames, and slippery surfaces. Conveyor belts push you towards spiked walls in Solar Man’s stage, giant bubbles carry you to the same hazard in Pump Man’s stage, and shifting sand threatens to consume you in Commando Man’s stage. You must dodge or hop to speeding, kamikaze trucks in Nitro Man’s stage, drop down a few spike-lined shafts, and be sure not to linger when on Chill Man’s destructible ice cubes. Disappearing and reappearing blocks also show up (though you can usually use Rush Jet to bypass them), as do ladders and moving platforms. Sheep Man’s cyberspace-like stage features tetrominoes that disappear when you touch them (often dropping you to spikes or pits), Commando Man’s stage also features a unique sandstorm that pushes you along (and to your death if you’re not careful), and Pump Man’s stage sees you traversing pipes, having your jumps screwed up by falling water, and struggling against the flow of the murky underwater sections. Solar Man’s garish stage is more vertical, introducing fireball hazards from the walls and ceilings, and Dr. Wily’s fortress recycles most gimmicks to test everything you’ve learned. Dr. Wily’s tetrominoes and destructible blocks often lead to goodies, if you dare take the risk, and his third stage features a unique rising platform section where you must hop to pressure pads on either side to navigate insta-death spike fields. The see-saw platforms are underwater, where your jumps are floatier and you’re at greater risk of hitting insta-death spikes. When you climb ladders in his lair, enemies and hazards are placed to knock you off, though there are no horizontal autoscrollers or anxiety-inducing chase sequences to worry about here. Even the Legacy Collection 2’s janky-ass “save state” feature (which simply saves everything you’ve collected and returns you to your last checkpoint) is tolerable as Mega Man 10 is so much easier than the last game, meaning things are challenging but not frustrating and I enjoyed the chance to “get good” at the trickier sections. Die-hards can make things harder for themselves with “Normal Mode” or using Bass or Proto Man, but I’ll take a more relaxed “Easy Mode” any day over being needlessly stressed.

Presentation:
Like Mega Man 9, Mega Man 10 continues to ape the old-school 8-bit aesthetic of the NES games, though it seems the developers took more inspiration from the lauded Mega Man 2 (Capcom, 1988) this time. The sprites, especially in cutscenes, seem more basic than Mega Man 9’s and far closer to Mega Man 2’s. This doesn’t stop Mega Man 10 including nice, chunky, partially animated sprite art alongside its sprite-based cutscenes, though, with the story depicting Mega Man’s “sister”, Roll, getting sick and Dr. Wily first helping, then betraying, the heroes (only to be in their debt when he also gets sick). Mega Man’s sprite is otherwise unchanged from before, only blinking when idle and changing colour with Special Weapons, and still dramatically exploding upon death. He demonstrates each Special Weapon more thoroughly, however, the stage intros are a bit more detailed than before, and Proto Man even appears on the title screen. Mega Man 10 continues to showcase some super catchy chip tunes, nicely translates Bass from a 16-bit character to a chibi 8-bit anti-hero, and recreates the limitations of the NES even when it doesn’t have to (like placing larger bosses against a plain background, for example). Mega Man 10 is one of the rare Mega Man games to include five stages to Dr. Wily’s fortress rather than the usual four, thankfully separating the final battle against him to a unique area, one set about his ominous space station. Dr. Wily’s fortress is also bigger and more impressive than ever, the weapon select screen has been overhauled from the last game, and stages seem to be more detailed and varied compared to Mega Man 8, while still very much staying true to the simplicity of the NES titles.

The throwback graphics and quirky new stages shine all the brighter this time around.

Chill Man’s stage is full of gleaming, slippery surfaces and features looming, frozen pyramids in the background, which turns to night and is beset by a thick snowstorm. Nitro Man’s stage boasts the twinkling night sky and a futuristic city background and is apparently set on a bustling highway as aggressive trucks speed from both sides. Commando Man’s stage initially echoes Pharaoh Man’s stage from Mega Man 4 (Capcom, 1991), starting as a scorching desert, though it quickly becomes clear the sand is littered with mines and plagued by sandstorms. Blade Man’s stage is a medieval castle, with cannons visible on the outer walls and banners, columns, and gaping windows set into the brickwork. Strike Man’s stage was the most impressive and unique as it’s set in a football stadium. You start on the pitch, with empty seats in the background, and battle past the surprisingly aggressive lockers, hop to basketball hoop platforms, and blast rocket-powered footballs to reach higher ground (or pass under them when they sport spikes). Sheep Man’s stage was a bit of a mess with its constantly shifting, cyberspace-like foreground, but I enjoyed the PC desktop theme seen throughout, especially in the Pointan enemies. Pump Man’s stage seems to be a cistern or dank sewer, featuring murky water and lots of pipes to jump to. Haiker N’s clog some of these and the underwater current can mess with your movements. Solar Man’s stage was by far the most garish, featuring a vivid and ugly red backdrop to a mechanical foreground beset by spinning gears, glowing pipes, and lava. The exterior to Dr. Wily’s fortress is drenched by an all-too-brief downpour and the inside is a mechanical hellhole that features previous gimmicks. As ever, these are the last visually interesting stages as it’s all just a mess of mechanical bits and bobs and unnecessarily loud colours, but stage five does feature a unique layout where the entire background is upside down due to the gravity. Oddly, there’s no gravity based gimmick here, though your jumps are floaty and the final battle does see the Earth hanging upside down for a fun visual.

Enemies and Bosses:
The hard-hat-wearing Metalls return with three variants: the regular spread shot Metall, ones that fly using propeller hats, and Numetall variants that spit sticky goo. The machine gun-wielding Sniper Joe from Mega Man 9 returns, still hiding behind his shield and jumping to fake you out, as do the jet-powered Shield Attackers. The floating Suzys are also back, as are Mega Man 2’s Molmoles (both are great for “farming” resources), Shrimparages, and annoying Sprinklans (which reflect your regular shot). New enemies include a fireball spitting robotic antlion hidden in Commando Man’s desert, a sound wave-firing totem pole found in Sheep Man’s stages and baseball throwing Mecha Pitchans in Strike Man’s stake. Sentient axes try to hack you in Blade Man’s stage, snowman-like Kaoa Geenos toss their heads in Chill Man’s stage, and heavily armoured Oshitsu Osarettsus await in Nitro Man’s stage. We’ve got weird robotic brains that link to turrets or little tanks, searchlight robots that screw with the direction of conveyor belts, floating and stationary cannons, mechanical flowers than unleash a charged laser blast, and relatively harmless cubes that multiply when hit. There are four mini bosses to encounter here, with two being recycled in Dr. Wily’s fortress. You battle a mechanical goalpost twice in Strike Man’s stage, riding its heavy fists to blast its head while avoiding being electrocuted, and hop to Tricastle’s spiked platforms to blast its eyes in Blade Man’s stage. Fenix and Suzak appear twice and are fought in tandem, with the robo-birds taking turns spitting flames and darting from side to side, as does the Octobulb. This is a pretty unique fight as you must run on a treadmill to power-up blocks to hop to so you can blast its lightbulb-like head, though you must be wary of its minions and the sparks it sends around the arena when the power runs out.

Though uninspired, the new Special Weapons make mincemeat out of the Robot Masters.

As always, Mega Man 10 can be made more challenging depending on the order you fight the Robot Masters, though many are so ridiculously easy that you can decimate them in a few hits with the right Special Weapon (on “Easy Mode”, anyway). I fought Chill Man first, who is weak to Solar Blaze, but your regular Mega Buster will do just fine. He leaps about firing his Chill Spike, which either freezes you or forms spikes if it misses. While this Special Weapons doesn’t travel too far, it’s more than enough to cool down Nitro Man, who races back and forth on his motorcycle and tosses his gear-like Wheel Cutter, which travels across the floor and up walls. This makes short work of Commando Man, a bulky sprite who stomps around firing his Commando Bomb at the walls or floor to cause a shockwave. While Blade Man impresses by clinging to surfaces, flinging his Triple Blade and darting at you like a missile, the Commando Bomb is all-but-guaranteed to hit him no matter how nimble he is. The Triple Shot is so overpowered against Strike Man that he barely got a chance to move, let along toss his ricocheting Rebound Striker shot! And good thing, too, as these balls can be troublesome to avoid as they careen off every surface, a mechanic that’s perfect for the bizarre Sheep Man. Sheep Man transforms into four storm clouds to fire lightning bolts and bursts with electricity when on the ground, but you won’t have to worry about picking which cloud hides the real Sheep Man if you toss a few Rebound Strikers. Although Pump Man is weak to the Thunder Wool, his Water Sheild and large hit box mean the attack can be dispelled before it can properly fire. Luckily, Pump Man simply hops about and fires an easily avoided spiral in mid-air, meaning you can just unload with the Mega Buster’s autofire mode. Like Strike Man, Solar Man was a joke with the Water Shield, which shreds him before he can even think about unleashing Solar Blaze. As always, each Robot Master is fought again in Dr. Wily’s castle.

Despite one tedious boss fight, even the endgame is far more forgiving compared to the previous game.

Dr. Wily’s stage also features three simulators that unleash drone mimics of nine former Robot Masters to try your new Special Weapons on, alongside a new version of the Yellow Devil. The “Block Devil” slowly assembles from the blocks surrounding you, which can be tricky to dodge and are immune to all damage. Once formed, it floats up and down and fires a big plasma shot from its central core, which must be hit with either Rebound Striker or Thunder Wool. This battle is more tedious than challenging since it involves a lot of waiting around for the Block Devil to assemble and disassemble. The Crab Puncher prior to it is much more interesting, being a big, cartoonish robot crab that shields its vulnerable eyestalks with its pincers (which can also be destroyed) and spits froth-like projectiles. The Commando Bomb and Thunder Wool work well here but you can also use the floating, spiked platforms to blast its weak spots. When you reach Dr. Wily’s fourth stage, you face a two-phase battle against his large, intimidating, skull-faced pirate ship-like craft. Though it sports a large hit box and fires homing missiles from its back, you can hop to the gigantic missiles that fire from its mouth to unload on the skull-like face with Solar Blaze. After enough hits, Dr. Wily’s cockpit is exposed and the ship regenerates its health, now flying overhead and firing spiral projectiles and devastating lightning bolts. These are easily avoided, however, and the Water Shield deals big damage to the cockpit (though Triple Blade also works). After beating it, you stock up on resources and head to Dr. Wily’s space station for the final showdown, thankfully one of the easiest of any Mega Man game I’ve played! The feverish Dr. Wily attacks in his UFO-like capsule alongside an obvious decoy, both firing plasma orbs, sending shockwaves across the ground, or firing a larger projectile between them. Though they teleport away pretty quickly, the lower gravity gives you the edge you need to get high enough to attack with the Chill Spike.

Additional Features:
In the original release of Mega Man 10, there were twelve Achievements up for grabs, but Legacy Collection 2 features only three (with you earning one for beating the game with each character). You get additional Achievements by taking on Legacy Collection 2’s “Challenges”, however, which remix stages and hazards from the four games and present time trials and boss rushes that I had no interest in trying to beat. Legacy Collection 2 also includes borders, filters, a music player, sound test, and extra armour to reduce the damage you take. There are additional challenges in Mega Man 10 as well, from simple stuff like running ahead, climbing ladders, and defeating bosses to trickier objectives like avoiding damage, dying, or playing without your helmet. You can make the game harder with “Normal Mode”, tackle it as either Bass or Proto Man, and play three “Special Stages” based on three of the Game Boy games. These act as a coda to the main game, charting Mega Man’s escape from Dr. Wily’s exploding space station, and see you acquiring Special Weapons from those games (the explosive Ballade Cracker, the Mirror Buster energy shield, and the arcing Screw Crusher) and using them against the so-called “Mega Man Killers”, Enker, Punk, and Ballade.

Final Thoughts:
Given how much I struggled with Mega Man 9, I wasn’t optimistic about Mega Man 10. Even when I saw the “Easy Mode”, I had my doubts as Capcom’s definition of “easy” differs greatly from mine. However, I was pleasantly surprised to find that Mega Man 10 is challenging, but not impossible, and vastly more enjoyable as a result. Every complaint I had about Mega Man 9 has been addressed, with the game offering more chances to save, use the shop (which is much cheaper), and being much fairer with its obstacles. Things can get rough, of course, thanks to the knock back and many bottomless pits and insta-death spikes, but it never had me tearing my hair out even if there weren’t any “Easy Mode” safety nets nearby. Although the Special Weapons continue to find their most use against Robot Masters and once again fail to be very imaginative, I liked that Mega Man, Proto Man, and Bass all played differently (though it might’ve been nice to swap between them at will). Mega Man 10 looked, played, and “felt” far more akin to Mega Man 2, rivalling that game with its soundtrack and level variety at times. While Solar Man’s stage is an eyesore, I liked Strike Man’s stadium-themed stage and Blade Man’s medieval castle. I was happy to see Rush Jet once again be a viable way to bypass obstacles, and that some stages featured alternative paths, and that the final boss was split into separate sections to make it less aggravating. The Robot Masters were as colourful and lively as ever, if far weaker than usual, though Dr. Wily’s defenders left a lost to be desired. Still, I had a lot more fun with Mega Man 10 than I was expecting as the difficulty curve is far more manageable this time around, making it a worthy successor to the NES classics.

My Rating:

Rating: 4 out of 5.

Great Stuff

Do you agree that Mega Man 10 is superior to its predecessor, or did you find it too easy? Which character was your favourite to play as and what did you think of Mega Man’s new Special Weapons? Were you also glad to see the save function and shop be more accessible? Did you ever beat the game on “Normal Mode” and best the returning Game Boy bosses? Which sci-fi videogames are you playing this month? Use the comments section below to talk to me about Mega Man 10 and donate to my Ko-Fi to suggest more Mega Man content for the site.

Mini Game Corner [Sci-Fanuary]: Strider (Mega Drive)


January celebrates two notable dates in science-fiction history: “National Science Fiction Day” on January 2 to coincide with the birth of world renowned sci-fi writer Isaac Asimov, and 12 January being when Arthur C. Clarke’s HAL 9000 was created. Accordingly, I dedicate January to celebrating sci-fi in all its forms.


Released: 29 September 1990
Developer: Capcom
MobyGames Score: 7.6

Also Available For: Arcade, Amiga, Amstrad CPC, Atari ST, Commodore 64, Master System, MS-DOS, Nintendo Entertainment System (NES), Nintendo Switch, Nintendo Wii (Virtual Console), PC, PC Engine.TurboGrafx-16, PlayStation, SEGA Mega Drive Mini, ZX Spectrum

Quick Facts:
Back when arcade machines were at their peak, Capcom were one of the premier names thanks, in no small part, to Street Fighter II: The World Warrior (1991). With Capcom’s popular and varied efforts cementing their legacy, they teamed with manga studio Moto Kikaku on the arcade Strider, its solid (if forgotten) NES port, and a manga adaptation. Director Kouichi “Isuke” Yotsui capitalised on the ninja fad of the era with Strider Hiryu, best known for his acrobatics and climbing abilities. This Mega Drive port was praised for sticking closely to its arcade roots, though Strider was largely relegated to cameo appearances even after a warmly received 2014 reboot.

The Review:
Essentially a remake and reimagining of the original arcade game, its ports, and its sequels, Strider is a 2D arcade-style hack-and-slash title. Players guide top assassin Strider Hiryu through five stages (set in the far-flung future of 2048) to assassinate Grandmaster Meio, who has established a dictatorial rule with his robots and cyborgs. Though he lacks any idle poses or victory animations, Strider is a visually impressive character, sporting a purple/blue/silver attire, a shock of red hair, and somersaulting about with his floaty jumps. Gameplay options are a simple as you could want, with Strider performing his aforementioned jump with either A or C and slashing enemies with his sword with B. You can crouch and attack, attack in mid-air, and press A and C or C and B together to performing a leaping attack. Strider clings to walls and ceilings with a pair of hooks to clamber up surfaces and shimmy over enemies. Pressing down and either A or C sees Strider slide under hazards, projectiles, and some enemies (though I always took damage if I hit an enemy) and you can extend the reach and power of your sword attacks with certain pick-ups. Others grant you an extra life or make you temporarily invincible (both of which you’ll desperately need!), restore some or all of your health or extend your health bar, or award points. You earn extra lives with a high score and you’ll get some temporary help from robot allies if you’re lucky. The Dipodal Saucer may weaken your energy bar, but it attacks with electrical blasts when you slash your sword to attack other enemies, the Terapodal Robo-panther fights alongside you on the ground, and the Hawk Robot circles above striking nearby enemies. You often grab these items by destroying robot drones and they nearly always land in precarious positions, meaning you’re likely to injure yourself grabbing them!

Run, jump, slash, and climb through and past enemies and obstacles alike.

Strider offers three difficulty settings and allows players to set the number of lives they start with. Each stage contains a few different areas to battle through, with the game being surprisingly generous with its checkpoints, and betrays its arcade roots by pitting you against a timer. This refills when you defeat mini bosses, but it can be quite tight to reach each checkpoint with the many hazards and projectiles in each screen. Strider may be nimble but he’s a very big, often slow target and it’s extremely easy to be hit in mid-jump or when sliding under projectiles. It doesn’t help that the enemies flood the screen, constantly respawning and swarming you, or that this slows the action with sprite flickering, screen tearing, and stuttering as the game loads each area. While fun to control on the ground and often tasked with outrunning explosions and other hazards, leaping across chasms or hopping to moving platforms, Strider is very finnicky when affixed to walls and ceilings. His controls go a bit wonky, he hangs there as an obvious target, and it’s very easy to simply slip or be knocked down one of the game’s many bottomless pits. Some stages feature a gravity gimmick, forcing you to battle on the ceiling and turning the sky into a hazard. Others have you hopping to flying platforms and hanging beneath them to avoid bombs dropped by the Ballrog battleship. Drill-like spikes, piranha-infested waters, unreliable springy platforms, explosive munitions, spiked walls, and hidden boosters that send you flying into the abyss are commonplace, so you must constantly be vigilant. While each stage is quite large and varied, they’re also paradoxically short and there are no bonus games to mix up the action, such as a sidescrolling shooter where you get to control Strider’s awesome, high-tech glider. Instead, you must settle for some bonus points at the end of the stage.

If there’s one thing Strider has going for it, it’s some bizarre and challenging bosses.

Although Strider often struggles with all the action and many enemies sport basic attack animations, the game throws loads of enemies in your path and they’re all annoying! From swarms of seemingly never-ending drones to cybernetic soldiers carrying pulse rifles, to spider-like robots and chicken-like mech walkers, the game’s enemies are relentless, constantly respawning and filling the screen with projectiles. You’ll also encounter many mini bosses and peculiar large mechanical guardians, with many littering the screen with flames or projectiles upon defeat. Stage 1 pits you against a theatrical wrestler who blocks your sword and judo tosses you overhead, a security robot traps you in an enclosed space and fires lasers that ricochet off every surface. A gaggle of onlookers turns out to be a large, sickle-wielding robot centipede whose back you must jump and cling to to pummel its head! Stage 2 has you battle a giant (but limited) mechanical ape (who bursts into hazardous flames upon defeat), desperately landing hits as he fires homing missiles, darts offscreen, and take out three kung-fu ladies to gain control of the Ballrog. While on the battleship, you’re sent flying around an antigravity chamber attacking the floating central control sphere, which is protected by smaller spheres and often sees you take damage without even realising it. A titanic mechanical dinosaur awaits in the jungle, which taxes the Mega Drive hardware and sees you using the high ground to attack its head and avoid its spiral flame shot and extendable claws. Most bosses return for a gauntlet in the final stage, with you battle the floating sphere, security robot, the mechanical ape (alongside constantly respawning but largely harmless Tyrannosaurs rexes), and the robot dinosaur (this time forced to time your jumps since there’s no platform). After besting the flying gunner again and being carried across a void by the robot centipede (and then destroying it again), you finally confront the grandmaster. This cloaked nuisance floats around an antenna, with a bottomless pit below and various projectiles to dodge. Luckily, you can grab some health here and there’s a chance you can stun-lock the grandmaster to make short work of him, but it’s pretty challenging since Strider’s such a huge target.

While visually impressive, Strider is handicapped by staying too close to its arcade origins.

While Strider initially impresses, with Strider slicing apart the title screen background, there is no pre-game story cutscene or context to be found. Interludes pop up between stages, featuring the bad guys mocking you and praising Grandmaster Meio, but the game’s surprisingly light on story considering how rich its visuals are. Indeed, while the music didn’t exactly wow me and many backgrounds were disappointingly sparse, resembling the plain voids often seen in Master System titles, there’s a fair bit happening in every stage. You start off in the vaguely-Russian city of Kazufa, battling past the twinkling city lights, searchlights, and towering, Byzantine-esque buildings which hide futuristic weapons factories. There are always platforms to hop to, cling to, or pull yourself up m, with many being slanted and sporting hordes of mechanical enemies. Turrets line the walls and ceilings, drones hover from above, and giant gears turn platforms as you progress. Stage 2 places you in the frigid Siberian mountains, where wolves and an avalanche force you into a robot factory, where large dynamos flash intermittently to turn everything black and fill the screen with lightning bolts. Upon scaling the mountain, Strider finds himself on the heavily armed, steampunk-esque Ballrog battleship, whose outer hull is defending but turrets and a massive, tank-like cannon that sends you flying it you don’t quickly destroy it. Strider must smash his way inside, running and then frantically wall jumping to avoid being crushed, before making his way to the control cockpit. Stage 4 takes a bizarre detour into the Amazon jungle, where Tarzan-like natives toss boomerang-like projectiles, swarm from bendy branches, and friggin’ dinosaurs stomp past! You can hop on the backs of Brachiosaurus to fend off flocks of Pterodactyls and avoid being torn apart in the dangerous waters below. As if that fever dream wasn’t surreal enough, the game ends with you storming the grandmaster’s main base on “The Third Moon”, a space station teeming with deadly hazards, defences, and sending you reeling with its gravity gimmick. You’ll hop to giant satellite dishes, desperately cling to slanted platforms, be jostled about in another antigravity chamber, and end up clambering up an antenna to face the big bad himself. The game’s ending is barely worth it, with Strider looking upon the destruction he’s caused and flying off victorious past an enemy roll call as the credits play, with the game offering no high score table for your efforts.

Final Thoughts:
I was really excited to get my hands on Strider, a very affordable and often visually impressive early title for the Mega Drive, primarily because of how cool the title character looks somersaulting about and slashing foes with his giant sword. Unfortunately, the game sticks a little too close to its arcade roots, throwing a timer, hordes of nigh-endless enemies, and a slew of unfair pitfalls and hazards at you. With limited lives and no continues, you’re probably better off taking advantage of some of the push button codes or even modern ports of the game, which include rewinds and save states. Still, I was impressed by Strider in a lot of ways. Strider looks great, the foregrounds, especially, are incredibly detailed and varied, and I enjoyed the cyberpunk aesthetic that permeates every area (except for that random jaunt into a prehistoric jungle…I don’t know what that was about!) Unfortunately, the game might be a little too ambitious as the Mega Drive struggles to render everything at an acceptable speed and consistency, slowing the action and assaulting you with flickering and stuttering. I loved the giant and creative mini bosses, but they were painfully limited and artificially made more challenging by restricting you to tight corridors where Strider’s hit box works against him. power-ups were few and far between and it’s way too easy to take damage when slicing through enemies, severely limiting the action. This means you can neither blast through the game at high speed or afford to take your time, as the clock and the enemies are always against you. I enjoyed the stage variety, though, and gimmicks like the exploding floors and walls, but many of the backgrounds were far too basic for a 16-bit behemoth like the Mega Drive. Honestly, you’re probably better off emulating the arcade version as at least then I assume you can keep pumping in coins to push through tougher sections, but this home console port is a little too unforgiving to be as enjoyable as it could be.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you ever play the Mega Drive version of Strider? Were you impressed by how close it was to the arcade version? What did you think to Strider’s appearance and sword attack? Which of the game’s bosses did you find the most ludicrous? Did you manage to clear the game legitimately? What are some of your favourite sci-fi-orientated videogames? Whatever your experiences with Strider, feel free to share them below, check out my other sci-fi and retrogaming content, and donate to my Ko-Fi to suggest other games for me to review.

Game Corner [Sci-Fanuary]: Perfect Dark (Xbox Series X)


January celebrates two notable dates in science-fiction history: “National Science Fiction Day” on January 2 to coincide with the birth of world renowned sci-fi writer Isaac Asimov, and 12 January being when Arthur C. Clarke’s HAL 9000 was created. Accordingly, I dedicate January to celebrating sci-fi in all its forms.


Released: 4 August 2015
Originally Released: 22 May 2000
Developer: Rare
Metacritic Scores: 97 / 8.3

Also Available For: Nintendo 64, Nintendo Switch, Nintendo Switch 2, Xbox 360, Xbox One, Xbox Series S

Quick Facts:
One of the biggest UK-based videogame developers, Rare cemented their legacy with the classic first-person shooter (FPS) GoldenEye 007 (1997) but lost the James Bond license to Electronic Arts (EA). Taking inspiration from science-fiction movies and television shows, Rare crafted an original sci-fi shooter that vastly improved upon GoldenEye 007’s game engine and mechanics. Perfect Dark’s development was tumultuous and taxed the Nintendo 64 hardware, resulting in plans to incorporate the Game Boy Camera and Transfer Pak being scrapped. Perfect Dark was met with critical acclaim, though a spin-off was cancelled and the game’s prequel was universally derided.

Gameplay and Power-Ups:
As the spiritual successor to one of the greatest first-person shooters ever made, it should be no surprise that Perfect Dark focuses on gun combat, stealth, and accomplishing various objectives across its nine missions. While the game allows two players to play solo simultaneously with one of its controller settings, allowing one to move and interact and the other to aim and shoot, Perfect Dark also offers co-operative play and “counter-operative” play, in which players actively try to interfere with each other in a single playthrough. “Perfect” Agent Joanna Dark is a spy working for the Carrington Institute, allowing GoldenEye 007’s mechanics to be expanded upon and refined. Though you can change the controller setup, I always found the “classic” controls to be the best so I was interacting with the environment (opening doors, activating consoles, and such) with A, cycling through weapons with B and Y, manually reloading with X, and using the Right Bumper to switch to my weapon’s secondary function. The Left Trigger aims, the Right Trigger fires, and I crouched behind cover (crates, desks, and such) by pressing in the left stick. You can also toggle a few options from the menu (such as the crosshair, auto aim, and the blood), create and name multiple save files, and pick from three difficulty settings. As in GoldenEye 007, these not only increase the intelligence and durability of enemies but also add additional objectives to each mission to provide a greater challenge. Upon clearing a mission, you’re presented with your performance, which tracks how long you took, your accuracy, your kills, and other stats and also displays any cheats you unlocked. As Perfect Dark is a more futuristic setting than GoldenEye 007, Joanna utilises shields to extend her health, slows time with the “Combat Boost” item, and utilises gadgets like infrared goggles and various scanners to detect objectives. However, like Bond, Joanna fails missions if she destroys key equipment or kills too many innocents, so you can’t be too trigger happy.

Joanna utilises some familiar, and alien, weapons to complete objectives and clear missions.

Anyone who’s played GoldeneEye 007 may be familiar with some of Joanna’s weapons. The standard issue Falcon 2 isn’t a million miles away from the Walther PP7 or the DD44 Dostovei, the DY357 Magnum is functionally identical to Bond’s Cougar Magnum, the super powerful RC-P120 is essentially an upgraded RC-P90, and Joanna also utilises grenades and various mines. Joanna also gains a wrist laser, a hunting knife, and utilises a sniper rifle in the second mission, alongside blasting enemies with a high-powered shotgun and blowing attack choppers out of the sky with a rocket launcher. There are plenty of new toys to play with as well, such as a wrist-mounted crossbow, a gun that masquerades as a laptop, the super fun Cyclone machine gun, and high-powered assault rifles that seem ripped right out of Aliens (Cameron, 1986). Thanks to its sci-fi narrative, players also wield various alien weaponry, such as the super slick Maian firearms and the more destructive weapons used by the vicious Skedar. These include the sniper-like FarSight XR-20 with its infrared mode and wall piercing rounds, the rapid-fire Callisto NTG, and the grinder-like Mauler. Every weapon has two functions, with the primary fire being a standard shot and the secondary varying between weapons. While most pistols have a melee function, Joanna can punch out or disarm targets, kill or subdue, or switch to a weapon’s explosive shot. This makes your Dragon a grenade launcher or allows you to toss it as an explosive, lets you deploy the Laptop Gun as a sentry or expel an entire Cyclone clip, has the MagSec 4 fire a three-burst round, and sees some weapons to lock-on to targets. The RC-P120 comes with a limited cloak, the shotgun can be switched to a double shot, and the K7 Avenger can highlight nearby threats. It’s fun discovering each weapon’s secondary mode and you can hold multiple weapons at once, and even bring up a weapon wheel, though your arsenal switches out between missions and some unlockable weapons don’t have secondary modes. Joanna can also utilise explosive crates and barrels, hoverbikes, and even turrets to help take out or bypass enemies, though sometimes you’ll need a stealthier approach. At least two missions (on “Agent” difficulty) require you to change into an outfit and hold off from killing to infiltrate areas, which is fun even with the time limit, and you must sometimes bring explosive crates to cracked walls to progress.

Even simple missions have multiple objectives and some obtuse puzzles to solve.

Some missions see you escorting a non-playable character (NPC), like the sentient laptop Doctor Caroll, or pushing the unconscious Maian “Elvis” to safety in Area 51. Elvis fights alongside you numerous times, gleefully taking out enemies from afar and up close and activating alien technology to open new paths for you. Joanna also works alongside Jonathan Steinberg of the Central Intelligence Agency (CIA) at one point and has to get the United States President to safety more than once. Thankfully, these NPC allies are more capable and durable than Natalya Simonova and are often protected by shields. Your objectives change depending on the difficulty you’re playing, but generally you must reach certain areas (lifts, rooms, etc), disable security systems (either manually, with a device or by decoding a password, or by coercing nearby NPCs), obtain items (key cards, evidence, disguises, prototype weapons, etc), and reach the exit. Sometimes, you’re given or must obtain a weapon that must be saved to complete your objectives, such as tossing a timed mine to detach a spacecraft from Air Force One or affixing target amplifiers to the correct Skedar ruins. Other times, you must reprogram service robots, capture (non-lethally subdue) or eliminate specific targets, such as the President’s clone or malicious dataDyne Corporation executive Cassandra De Vries. You must go to infrared to cover Elvis as he activates teleportals on an alien ship, switch to the CamSpy to photograph targets or listen in on meetings, rescue hostages when the Skedar infiltrate the Carrington Institute, and eliminate the monstrous aliens to gain control of their attack ship. By far the worst mission, for me, has always been “Chicago – Stealth”, which sees you recover your equipment, create a division by setting a taxi to explode, avoiding an indestructible drone, and sneaking into the G5 building before the guards lock the doors. You must also prepare your escape route, place a tracking device, and avoid killing the undercover CIA agents. “Crash Site – Confrontation” is also tricky as it’s a very wide, open area full of enemies, turrets, and cliffs you can fall down. While the radar helps, it’s easy to get lost or accidentally kill the wrong President, and tricky to find your way at times. “Skedar Ruins – Battle Shrine” can also be needlessly obtuse at times with its narrow passages, dark, maze-like interiors, and randomly generating which ruins must be targeted each playthrough.

Presentation:
Everything that made GoldenEye 007 an instant classic returns in Perfect Dark, but amplified and refined thanks to the game utilising the Nintendo 64 Expansion Pak. While characters’ mouths don’t move in cutscenes, all cutscenes are fully voiced and there’s a greater emphasis on narrative here, with some missions being interrupted by cutscenes to change the environment and objectives. While Joanna isn’t nearly as iconic as Bond, she’s a decent character, with some wit and snark about her, though she’s outshined by the smart-mouthed Elvis whenever they’re paired together. While it might not seem like a big deal now, Perfect Dark has so many fun little touches that make it and impressive game, such as Joanna visibly (and uniquely) reloading each weapon, her vision going blurry when hit by melee attacks, and her talking and reacting to events and NPCs as you play. Enemies are more expressive than ever, shouting when they spot you, jumping for cover, limping and screaming and running when shot at, and not only even surrendering but also double crossing you at times! You can disable the blood but you really shouldn’t as blood now splatters on the environment and enemy bodies even stay on the ground, allowing you to easily see where you’ve been. Enemies also punch and kick up close, rush to alarms, sometimes utilise a cloak or shield, and non-lethal NPCs sometimes betray you when you coerce them. Glass shatters when you shoot it, areas are sometimes plunged into darkness, and environments are littered with little touches, from wine cellars, pictures, desks, and consoles to bizarre alien architecture and sprawling, futuristic laboratories. Unlike GoldeneEye 007, which sometimes struggled when too much was happening, Perfect Dark is slick and stable no matter how many enemies are coming for you and the textures (while retaining that signature blocky aesthetic) are more detailed and varied than ever, with Joanna and her enemies switching up their outfits and weapons each mission.

The game improves everything over its predecessor to be, perhaps, the greatest FPS on the N64.

Perfect Dark also boasts a hub world, the Carrington Institute, where you can freely explore the controls, chat with NPCs, and even test your shooting skills at the range. This area is repurposed for one of the game’s final missions, which is a great touch as it’s quite harrowing seeing the normally serene hallways crawling with Skedar. Joanna’s assignment starts simple enough with her infiltrating the towering dataDyne skyscraper, an area you must first descend into and then escort Dr. Carrol through after liberating him from the shiny, high-tech (if repetitive) labs beneath the structure. After that, Joanna takes out snipers and eliminates dataDyne soldiers who’ve captured Daniel Carrington at his villa, exploring his luxurious abode and reactivating the wind generator. While Perfect Dark owes a lot of its visual identity to Blade Runner (Scott, 1982), this is most keenly felt in “Chicago – Stealth” where you’re on the rainswept streets of a cyberpunk city filled with skyscrapers and dingy alleyways. The interior of the G5 building isn’t much to shout about but things pick up when you infiltrate Area 51, with you bypassing the outer defences and taking a freight elevator down to the futuristic lab where scientists are preparing to eviscerate Elvis. Joanna also explores a couple of snowy environments that put GoldeneEye 007’s “Surface” missions to shame, with “Crash Site – Confrontation” being an intimidatingly large map filled with smouldering debris from the crashed Air Force One and alien ships. Air Force One recalls GoldenEye 007’s claustrophobic “Train” mission but hides some fun nooks and crannies to explore, alongside a tense escort mission as you get the President to his escape pod. Once the alien plot really kicks in, you’ll be exploring the sprawling ocean vessel Pelagic II before forming a brief and ill-fated partnership with Cassandra aboard the Skedar attack ship. This sees you running around the ominous, threatening alien craft with few resources but soon backed up by Maian reinforcements. Finally, you explore some ruins on the Skedar home world, a surprisingly restricted, arid landscape full of ancient structures and canyons, where cloaked Skedar roam and their hidden army awaits in an alien lab.  

Enemies and Bosses:
Joanna’s primary opposition throughout the game, even when the Skedar come to the forefront, are the various soldiers of the malicious dataDyna Corporation. These come in a few different forms and wield various weapons, such as regular infantryman carrying CMP-150s, masked shock troopers using Dragons, and green-clad troopers. Cassandra is protected by female, shotgun-wielding bodyguards and snipers patrol the rooftops of Carrington’s villa. G5’s various guards are functionally similar, though many give you the run around with their cloaking devices or are quick to sound alarms when they spot you. DY357 Magnum-carrying Federal agents appear in “Chicago – Stealth” alongside a high-powered, shielded drone that’ll gun you down on sight, while Area 51 is protected by various troopers carrying MagSecs, grenades, and SuperDragons. You must also contend with technicians who try to drug you, corrupted Secret Servicemen who riddle you with Cyclone bullets on Air Force One, and towering, blonde-haired brutes who are actually Skedar in disguise! The Skedar come two forms: a smaller, less threatening minion and the larger, much more vicious warriors. While the smaller Skedar appear in packs, the larger ones can be cloaked and carry the devastating Reaper and Slayer, as well as biting and slashing up close. Still, most enemies can be put down with a few good shots, or immediately with a bullet to the head, but you must always be wary of enemies appearing from previously locked doors, taking cover behind barricades, tossing grenades, or swarming from thin air when alarms are raised.

Just about the only area the game doesn’t shine is the lack of bosses, where the Skedar king stands alone.

Like GoldenEye 007, there aren’t really any traditional bosses in Perfect Dark, with some exceptions. When playing “dataDyne Central – Extraction” on “Special” or “Perfect” Agent, you must grab a rocket launcher to blow an attack chopper out of the skies before it cuts you (and/or Dr. Carrol) to shreds. G5’s robot drones can also cause a headache as, while the drones in “Crash Site – Confrontation” can be destroyed (unlike the one in “Chicago – Stealth”), their laser cannons are tough to avoid and you must be quick (or discover the higher path) lest the President is executed. Turrets also appear (though less frequently than in GoldenEye 007) and you’ll run into the corrupt Trent Easton a couple of times (though he ultimately dies in a cutscene). The Skedar that patrol “Attack Ship – Covert Assault” are particularly difficult to deal with as you don’t have a gun or much ammo, forcing you to rely on your knife or fists. Cassandra’s bodyguards must all be eliminated to clear the final part of the first mission, and the towering blonde men could be said to be mini bosses despite how easily they go down. Indeed, the only true boss is the Skedar king fought at the end of the game. After escaping the labyrinthine caves and eliminating his secret army, you battle the king in a throne room of sorts, dodging his rockets and projectiles and taking out any minions he spawns. You’ll quickly see that the king is protected by an impenetrable shield; however, you can significantly weaken this with a charged shot from the Mauler. This sees the king take a few seconds to regenerate, in which you must fire another charged shot at the spiked obelisk behind him. Repeat this enough times, chipping away at the ruin, and a cutscene eventually plays in which the Skedar king is crushed and the day is saved. Three more Skedar kings appear in a bonus mission where you play as a Maian soldier; though these can be fought more traditionally, they’re by no means less lethal.

Additional Features:
There is loads to unlock in Perfect Dark and loads of replay value packed into the game. Every mission hides a mysterious piece of cheese that, while useless, is fun to spot. You can tackle every mission on different difficulties to challenge yourself, visit different areas, and accomplish different, more difficult objectives. You can play the main campaign alongside (or against) a friend and explore the Carrington Institute hub world and take on a series of tutorial training scenarios that not only teach you the basics and complexities of the controls but also unlocks a virtual reality duelling simulator where you engage in firefights with various characters. There’s also a shooting range where you’ll unlock classic GoldenEye 007 weapons if you achieve a “gold” rating and, like in that game, clearing missions with fast times on various difficulties unlocks some fun cheats. These grant you invincibility, extra shields, unlimited ammo, and all guns but also enlarge characters’ heads, speed up your punches, shrink characters, and allow you to play as Elvis! Clearing the game on each difficulty unlocks bonus missions, such as another visit to the dataDyne tower, this time as Mr. Blonde (in possession of a limited cloak) to apprehend Cassandra, a return to the Skedar home world (as and alongside Maians) to defeat three more Skedar kings, and another mission where Elvis battles through the G5 building. This version of the game also comes with twenty Achievements, with three earned by beating all three difficulty settings, one for clearing the first mission, one for completing one mission in co-op and another for clearing a mission in counter-operative mode, and another for killing enemies in various ways. You’ll also get Achievements for destroying Carrington’s wine collection, destroying five security cameras, and earning all the leaderboard crowns. Additionally, Rare Replay (Rare, 2015) features bonus materials related to the game and you can create save states when playing on the Nintendo Switch.

Unlock extra modes, classic guns and cheats, or tackle the addictive deathmatch simulator!

Like GoldenEye 007, Perfect Dark also boasts a multiplayer deathmatch mode, the “Combat Simulator”, though again this is vastly improved! Now, you can not only select a character to play as but can also customise them to your liking, setting up weapon load outs (or choosing from a preset list) and setting kill, time, or score limits, handicaps, and even the music. There are loads of game options to pick from, such as a standard free-for-all and team-based deathmatches, one-hit kills, slow or fast movement, disabling the radar and/or auto aim, and highlighting players or items. You can play a couple of “capture the flag” variants where you either claim a briefcase or capture an enemy base, score points by hacking terminals, or pursue a randomly selected target. There are sixteen maps to play on once you’ve unlocked them all, with all but three reusing and recycling assets from the main game. Honestly, you won’t be playing on any of these maps as the classic GoldenEye 007 “Facility” map has been recreated as “Felicity” and is the only map you’ll ever need (though two other classic arenas are also available). At the end of each round, all players receive some stats showing how well they played and are given a ranking that either commends them or chastises them for “camping” or playing dishonourably. Perhaps the best aspect of the Combat Simulator is that you don’t need friends to play as you can customise “Simulants” of various difficulties to play alongside or against you, changing their behaviour and weapons to suit your gameplay. There are also thirty challenges to complete in this mode, with you awarded up to three stars for completing them, which task you with playing each loadout against different Simulants with different weapon sets and rules. This sees you playing king of the hill with only pistols, using cloaking devices and N-Grenades, fighting in slow motion, or desperately trying to keep hold of the briefcase while one-hit kills are enabled. I wasted so much time on this mode back on the Nintendo 64 and it’s honestly such a blast to play that it baffles me more online only, asymmetrical games didn’t include this for offline single player.

Final Thoughts:
As a massive fan of GoldenEye 007 as a kid (and to this day), I naturally snapped up Perfect Dark for the Nintendo 64 and played it to death. I marvelled at how visually superior it was to is predecessor, how the controls and gunplay were refined and enhanced, and at how much more lively and interesting enemies and environments were. I loved how packed full of little details and content the game was, from the co-op and counter-operative modes, to the unlockable cheats and weapons, to the incredibly addictive Combat Simulator and it’s other challenges. Decades later, I jumped at the chance to experience the game in high definition as part of Rare Replay and I wasn’t disappointed. The graphics and gameplay had only been enhanced further, resulting in a slick, smooth game that makes shooting baddies and saving aliens a blast. However, Perfect Dark has some flaws. The improved graphics highlight the odd textures, some areas are either too dark or you’re blinded by lights, and some missions can be needlessly challenging since the objectives are so obtuse. I’ve never been a big fan of Joanna either and find her a bit obnoxious and annoying, but the main reason Perfect Dark loses out on a perfect score is simply that it isn’t GoldenEye 007 and I always found myself choosing that game over this one because of how powerful nostalgia is. That’s definitely unfair as Perfect Dark is a five-star game, but I’ve always felt a touch of sadness that it wasn’t a true GoldenEye 007 sequel. Still, this is a fantastic FPS game and perhaps the best FPS on the Nintendo 64. The sheer amount of unlockables and options make it well worth the money and it’s one of the few games that really got the most out of the console. While it’s a shame it released too late in the day to make as big an impression as GoldenEye 007, I always enjoy revisiting it and have a greater appreciation for it now than I did as a teenager.

My Rating:

Rating: 4 out of 5.

Great Stuff

Were you a fan of Perfect Dark? Do you agree that it’s better than GoldenEye 007 in every way except for nostalgia? What did you think to Joanna’s character and the improved graphics? Were you a fan of the bonkers sci-fi plot or did you find it a bit out of left field? Which mission and/or weapon was your most or least favourite? ere you a fan of the Combat Simulator? Would you like to see more of Perfect Dark and what are some of your favourite sci-fi-orientated videogames? Tell me what you think about Perfect Dark in the comments, then check out my other sci-fi content, and support me on Ko-Fi if you want me to play more Perfect Dark videogames.

Game Corner [Sci-Fanuary]: Mighty Morphin Power Rangers: Rita’s Rewind (Xbox Series X)


January celebrates two notable dates in science-fiction history: “National Science Fiction Day” on January 2 to coincide with the birth of world renowned sci-fi writer Isaac Asimov, and 12 January being when Arthur C. Clarke’s HAL 9000 was created. Accordingly, I dedicate January to celebrating sci-fi in all its forms.


Released: 10 December 2024
Developer: Digital Eclipse
Metacritic Scores: 70/ 6.3

Also Available For: Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S

Quick Facts:
Cobbled together from the Japanese tokusatsu series Gosei Sentai Dairanger (1993 to 1994) and Ninja Sentai Kakuranger (1994 to 1995), Mighty Morphin Power Rangers (1993 to 1996) was a cultural phenomenon back in the day whose violence outraged parents. After years of Power Rangers videogames of varying quality, Digital Eclipse produced this throwback title that was inspired by classic arcade titles and stood as another effort to honour the legacy of the franchise.

Gameplay and Power-Ups:
Mighty Morphin Power Rangers: Rita’s Rewind is a 2D, arcade-style beat-‘em-up that takes more than a few inspirations, graphically and mechanically, from Teenage Mutant Ninja Turtles: Shredder’s Revenge (Tribute Games, 2022), to the point where I thought they were developed by the same people, and a similar 2D throwback brawler, Mighty Morphin Power Rangers: Mega Battle (Bamtang Games, 2017). Inspired by Mighty Morphin Power Rangers: Once & Always (Haskell, 2023), the game sees a robotic version of Rita Repulsa travel to the past to team up with her younger self and use her future knowledge to destroy the Power Rangers. Initially, players pick from one of the five brightly coloured Power Rangers and battle across multiple stages split into “Episodes”, encountering many recognisable enemies from the show. While all the Power Rangers control the same, some start with higher attack power and lower defence, some charge their special meter faster, and others deal less damage but are more durable. Defeating enemies and smashing stuff earns you points and Power Coins, which are tallied up at the end of each stage and used to upgrade stats, meaning the only thing that separates the Power Rangers by the end are their Dinozords and the weapons they bust out during combos (Zack Taylor/The Black Ranger, for example, briefly freezes enemies with his Power Axe). Gameplay couldn’t be simpler, with players attacking with X, jumping (and double jumping) with A, and dashing by double tapping the directional pad or control stick. Pressing X in mid-air executes either a flying kick or downward attack, pressing it while dashing unleashes a dash attack, and you throw enemies if you attack up close. Pressing up and X does a rising attack and pressing X and Y executes a power attack that drains your health if it lands. You can also press B to dodge attacks, which helpfully renders you invulnerable.

Team up with friends to wade through hoards of enemies as the colourful Power Rangers.

Attacking enemies builds your super meter, allowing you to perform a screen clearing attack with Y once it’s full that sess your Power Ranger call upon an airstrike from their Dinozord. You replenish health by collecting junk food found in crates and such and can temporarily boost your attack power and speed by collecting lightning power-ups. You can also use environmental hazards to damage or defeat enemies, smashing explosive barrels, hitting girders, tossing them into pits and graves and such (though these hurt you, too). While most of the gameplay is classic, mindless beat-‘em-up action, with you going from left to right or riding an elevator filled with waves of enemies, the loop is broken up in some stages. You’ll ride a rollercoaster in both 2D and from a third-person perspective, blasting Putties from the sky and destroying their projectiles, and race down highways on their Battle Cycles. These sections see you holding X to blast vehicles, jumping with A, dodging with B, and unleashing a super attack with Y. You can ride up ramps for additional power-ups, such as health, a shield, and limited, more powerful shots. These mechanics are mirrored in the Dinozard sections, which see you bounding through canyons (or flying over them with Kimberly Hart/The Pink Ranger) blasting enemies, projectiles, and structures. You can grab a faster double shot and some homing missiles to help you out, but these auto-running sections can be somewhat clunky, especially when you must hop over water or gaps or to platforms. While most enemies are optional in these sections, it’s recommended you clear out rocks and mechs to make life easier. You’re also forced to tackle Rita’s giant, arachnid diggers and destroy the generators powering her dig sites. You must also chase Rita’s enlarged minions and tackle them in awkward first-person battles that took me a while to get the hang of. These see you dodging projectiles and thundering towards your target, only for them to leap out of the way or dash in for a strike that can be difficult to avoid if you’re not paying attention.

Though the action is satisfying and varied, the Megazord sections can be clunky.

Initially, there are three difficulty levels in Rita’s Rewind, with harder difficulties limiting your continues. I played on “Easy”, which gives you three lives and unlimited continues, though you must replay the entire stage from the start if you exhaust all your lives (however, any collectibles are saved). As if Rita’s nigh-inexhaustible Putty Patrol isn’t bad enough, you must dodge boulders, pits, falls off rooftops, and bombs tossed by Putties. Putties also toss “Time Disruptors” that rewind time if not destroyed, respawning enemies, and Rita and her minions also deploy similar devices to screw up level layouts for the Dinozords and Battle Cycles. At one point in the carnival, bombs drop before the Ferris wheel, invincible Putties charge across the football field in the “Park” stage, and brainwashed Tommy Oliver/The Green Ranger’s Dragonzord rains missiles and fires a massive laser from the background as you traverse the Angel Grove rooftops. Between stages (or by pressing Y from the map screen), you can visit the juice bar at the Angel Grove Youth Centre to chat with non-playable characters (NPCs), switch characters, and check out the mementoes you’ve found or play some arcade games (once you find their parts). These are simple distractions that mirror the likes of Mortal Kombat’s (Midway, 1992) “Test Your Might” sections and Spy Hunter (Bally Midway, 1983). Each stage has secrets and challenges you to finish it without dying and to achieve an S-rank for extra points and occasionally hides a “guest star” to rescue. Generally, Rita’s Rewind isn’t very challenging (on “Easy” mode, at least), though I did find the Dinozard sections and boss battles aggravating. They’re a strange mishmash of autorunners and rail shooters, meaning I often took damage or fell into water trying to blast stuff that was just out of reach. It also took me a while to figure out the Megazord fights, eventually having better luck by mashing A and X to pound the giant bosses and dodging when their eyes glow. Luckily, there’s no way to fail these battles as you have infinite health, but your Power Sword charge meter will deplete as you take damage, meaning the fight continues until you master the dodging and attacking.

Presentation:
Rita’s Rewind is absolutely top-notch in its visuals, which have the same chunky, well animated and colourful sprite work as Shredder’s Revenge. Each stage begins with the Power Rangers in their civilian forms and transforming before the action starts, each Power Ranger has an idle taunt (and a manual one, activated by pressing Y when your super meter isn’t full), and voice clips pepper the action. Cutscenes are brought to life using the in-game sprites, larger portraits, and dialogue boxes, with Zordon and Alpha 5 often alerting you of incoming threats and the story largely retells a condensed version of the first twenty-one episodes of the original series. The game starts with the five Power Rangers receiving their powers and defending Angel Grove from Rita’s forces and retells their first encounters with Goldar and their battles against the Green Ranger, before they head to the Moon to confront Robo Rita and safeguard the timeline. The game is filled with rocking tunes to punctuate the non-stop action, including an awesome rendition of the iconic Power Rangers theme for the Megazord battles and a remix of Farkas “Bulk” Bulkmeier and Eugene “Skull” Skullovitch’s slapstick theme. There are some fun little Easter Eggs peppered throughout each level, such as graffiti, Putties sitting in the bleachers or messing about at the carnival, four turtles wandering in toxic waste, and laundry being aired on the rooftops. The juice bar changes as you progress and rescue NPCs and even gets attacked during Episode 4, Punk Putties headbang to blaring boomboxes, and long-time fans should get a kick out of seeing the original series’ locations brought to life in colourful 16-bit. While the game performs incredibly well, offering non-stop beat-‘em-up action from start to finish, I was forced to do a soft reset when I got stuck on the environment during a transition on the subway train.

A visually impressive and action-packed arcade throwback that does the franchise proud.

The game opens with an animated sequence and an unwinnable battle against Robo Rita’s forces in her grandiose citadel in a retelling of Once & Always that shows what might’ve happened if Robo Rita had succeeded in her plot. You then fight through the desert-like canyons outside of Zordon’s headquarters, passing cactus plants, tumbleweeds, train tracks, and falling boulders before reaching downtown Angel Grove. Putties emerge from garages, spray paint walls and storage containers, and hop from trucks. While fighting across the rooftops, you’ll pass by air conditioning units, billboards, and birds, cross gaps with wooden planks and smashing apart rooftop dining areas. This section is made more dangerous on your second visit thanks to the Dragonzord lurking in the background, while your second visit to downtown Angel Grove sees you head to the subway to battle through a speeding train, which makes regular stops to pick up new enemies and forces you to hop to each carriage to progress. You visit an industrial waste site where the sky is clogged with pollution, toxic waste is strewn all over, and enemies hop from overhead pipes and gantries. The carnival stage was probably the most visually impressive, featuring various attractions and rides in the background, such as shooting ranges and such, before featuring a high-octane autoshooter on a speeding roller coaster and transitioning to a foggy graveyard to battle Bones. Sadly, the Battle Cycle and Dinozord sections are very visually repetitive, taking place on speeding highways and in the same canyons, with Rita’s facilities being identical in each Dinozard section. Things are made a little more interesting when you’re chasing down the Dragonzord as you must blast past the drones blocking the blast doors and confront the Green Ranger and his mech on the beach (and partially in the sea). Rita’s palace may be somewhat simplistic in its gothic atmosphere, but the Earth (and space) looms in the background and the final boss arena gradually explodes and changes as you fight.

Enemies and Bosses:
Naturally, Rita’s army is mostly the Putty Patrol, bizarre, clay-like humanoids who come in various colours. The regular grey Putties are little threat, throwing punches and grabbing you if you get too close, but they can toss boulders, tyres, crates, and Time Disrupters. Their ochre-toned variants whip out time bombs, the cyan ones charge across the screen with blade arms, and the black Putties are much tougher, busting out combos and air attacks not unlike your own. Putties also race along the highways trying to ram you in cars, Punk Putties dance near boomboxes, and Clown Putties ride giant, inflatable balls. There’s also a bigger, tankier Putty who takes a lot of hits and performs a dashing grab, shaking and slamming you if they grab you, and a wrestling variant that looks strangely familiar. The Putties are often joined by Tengu Warriors, bird men who flutter above and try to slam onto you or fire their razor-sharp feathers in a spread. I had trouble hitting them in mid-air so found it easier to dodge their downward attack and fly in with a dash attack. A whole bunch of drones and aircraft appear in the Dinozord sections, with larger craft scooping up crystals and large, spider-like diggers tearing up the landscape. These cause earthquakes and fire a green laser from their central core, which you must destroy to progress. Similarly, you must avoid the indestructible laser drones guarding the generators powering Rita’s mines and awkwardly strafe left or right to target power nodes on the generators. Crabby Cabbie also appears in one of the Battle Cycle sections, requiring you to use the boost pads to chase him down and destroy him while dodging the landmines he litters across the road.

Classic series antagonists show up as surprisingly formidable boss battles.

Long-time Power Rangers fans will surely recognise many of the bosses, three of which are fought in enlarged forms. Naturally, Goldar is first, attacking on the streets with sword swipes, fireballs, and a flaming ground attack later echoed by Chunky Chicken. Goldar’s enlarged form sets the standard for these encounters, with you first chasing after him in your Dinozord, blasting him and hopping over shockwaves or dodging projectiles before battling him in the Megazord. No matter which enlarged enemy you fight, these battles are always the same: you must dodge left or right to avoid their projectiles and dash attack (sometimes dodging to the opposite side when their eyes glow), landing blows when up close, charging in with your rocket punch, and finishing them off with the Power Sword by mashing buttons. The Dragonzord fight mixes things up by forcing you to blast the Green Ranger as he teleports about rocks in the water, which eventually lowers the Dragonzord’s shield so you can attack. Chunky Chicken first attacks on the ground, using portals to attack with his giant scissors, before teaming up with Turkey Jerk, who tosses bombs. They also perform team attacks where Chunky Chicken restricts your controls by flapping his wings and Turkey Jerk either rapidly dashes between portals or spins around firing his laser. Big Eye first appears during the rollercoaster section, spitting smaller eyes that you must blast from the sky, before racing away through the canyons, spewing eyes across the ground, raining them from above, and firing lasers. The skeletal warrior Bones is a surprisingly formidable opponent fought three times in the cemetery and losing more of his body as you progress. At first, he echoes Goldar with an energy wave attack from his sword, then he spews flames, produces duplicates to confuse you, and finally flies across the screen as a line of skulls, flittering about as a disembodied skull that can be difficult to hit.

The Green Ranger and Robo Rita represent some of the tougher, more interesting battles.

Madame Woe was also a bit of a challenge as she freezes you with her icy breath to leave you vulnerable, ensnare you with her hair to electrocute you, and retreats to the background to fill the arena with rushing water. After avoiding the Dragonzord’s attacks, you battle the Green Ranger on the rooftops of Angel Grove, with him mirroring your attacks, throwing up a green shield to become immune to damage, and using his Dragon Dagger to call in support from his mech lurking in the background. Rita’s citadel is a gauntlet on its own as it’s full of every regular enemy you’ve fought so far and few restorative items, meaning you can be in a bad spot when you confront Robo Rita in a repeat of the opening battle. This sees her spawning a slew of Putties using the two generators on either side of the arena. These must be destroyed to bring Robo Rita into the fray, though she poses a significant threat as she blasts you away with red lightning from her sceptre if you get close and protects herself with a shield. You must reflect the flaming projectiles she fires back at her, which I found extremely finicky as the timing has to be just right. It doesn’t help that she sometimes fakes you out, or that she unleashes an energy burst before retreating. Her fireballs increase in speed as you deal damage and are thrown in an arc once her machine is destroyed, though this makes them easier to hit. She sporadically raises and lowers her shield, floats about, and spawns chunky Putties in this final phase, though I found she was easier here than in the first two phases.

Additional Features:
There are thirty-one Achievements up for grabs in Rita’s Rewind, with Achievements being awarded every time you defeat a boss and/or clear an Episode. You’ll get another Achievement for playing as every Power Ranger at least once, juggling an enemy ten times, and landing a 25, 50, and 75 hits combo. Tossing an enemy into an open grave or into a falling boulder nets you two more, earning a high score on each of the arcade games grants you another, and you’ll also get Achievements for beating “Hard” and the unlockable “Headache” mode. Each stage has secrets to find, usually by smashing parts of the environment, represented by mementoes and special guest stars. Finding them earns you additional Achievements and adds new NPCs to the juice bar, as does completing every goal for every stage (meaning you must finish every level without dying once to get all the Achievements). You’ll unlock the Green Ranger after clearing the game but, sadly, there’s no White Ranger or other skins available here. You can enable various filters and play online, though there are no Achievements tied to co-op play, and can freely replay any stage after clearing the game (though you’ll need to start a new save file to change the game’s difficulty) and tackle a time trial-esque mode.

Final Thoughts:
I was a pretty big Power Rangers fan back in the day, so I’m always interested when new videogames come out based on the franchise, especially when they’re arcade-style beat-‘em-ups like this. Mighty Morphin Power Rangers: Rita’s Rewind is a great companion to Shredder’s Revenge, echoing the art style and combat mechanics of that game and being as fitting a tribute to the franchise. While much of it is derivative of Shredder’s Revenge and Mighty Morphin Power Rangers: Mega Battle, Rita’s Rewind is still a great brawler for fans of the genre and the franchise, offering fast-paced, action-packed levels that lovingly recreate the look, feel, and cheesy spirit of the original series. While it’s a shame there’s not much to differentiate the Power Rangers beyond their different looks, voices, weapons, and Dinozords, the basic gameplay is very satisfying and it’s extremely fun to tear through Rita’s minions. I appreciated the effort made to mix things up with the Battle Cycle and Dinozord sections, though these were a bit clunky and not as enjoyable as I’d hoped. This is doubly true of the Megazord sections, which were frustrating and tiresome to get through and sadly lacked variety, with every embiggened foe being fought in essentially the same way. I liked the implementation of the Green Ranger, though I felt the game had an anti-climactic ending, despite how difficult I found Robo Rita to be, largely because you never fight regular Rita. It would’ve been nice to see the optional goals have some variety, and to include some unlockable skins and for the story to do a little more with its time travel plot, but Rita’s Rewind is a very enjoyable throwback brawler. The game’s fairly long, with a decent level of challenge and a nice sense of progression, nicely reflecting and paying homage to the original series while giving fans of arcade brawlers a decent amount to sink their teeth into.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you enjoy Mighty Morphin Power Rangers: Rita’s Rewind? Are you a fan of arcade-style throwbacks such as this? Which of the Power Rangers was your favourite to play as and did you enjoy the Dinozord sections? Were you happy with the bosses utilised here and did you also find the Megazord fights tedious? Did you ever beat “Headache” difficulty? Which incarnation of the Power Rangers is your favourite and how are you celebrated sci-fi this month? Tell me all about your experiences with the Power Rangers in the comments and donate to my Ko-Fi if you want to see more Power Rangers content on the site.

Mini Game Corner [Sci-Fanuary]: Mega Man 9 (Xbox Series X)


January celebrates two notable dates in science-fiction history: “National Science Fiction Day” on January 2 to coincide with the birth of world renowned sci-fi writer Isaac Asimov, and 12 January being when Arthur C. Clarke’s HAL 9000 was created. Accordingly, I dedicate January to celebrating sci-fi in all its forms.


Released: 8 August 2017
Originally Released: 22 September 2008
Developer: Inti Creates / Capcom
Metacritic Scores: 82 / 7.4

Also Available For: Mobile, Nintendo Switch, Nintendo Wii, PlayStation 3, PlayStation 4, PlayStation 5, Xbox 360, Xbox One, Xbox Series S

Quick Facts:
Mega Man struggled to make a mark in the 32-bit era, with the likes of Mega Man 8 (Capcom, 1996) and Mega Man 64 (Capcom Production Studio 2, 2001) proving frustrating and disappointing releases. After almost ten years without a mainline entry, Mega Man returned to his celebrated 8-bit roots for this throwback title. Keiji Inafune closely mimicked the graphics and mechanics of yesteryear, including options to emulate the poor performance of 8-bit hardware, and designed the first female Robot Master, Splash Woman. Mega Man 9 was widely praised for its old-school aesthetics and challenge, though its difficulty curve and poor stage design was questioned. Bolstered by additional downloadable content (DLC), Mega Man 9 was followed by a similar, equally praised sequel two years later and eventually made widely available as part of the Blue Bomber’s second Legacy Collection.

The Review:
Mega Man 9 is a throwback to the Blue Bomber’s glory days on the Nintendo Entertainment System (NES), perfectly mirroring the controls, abilities, and presentation from that era. Accordingly, the plot is as basic as you could ask for (Doctor Thomas Light has been set up by the devious Doctor Albert Wily, whose new Robot Masters are causing chaos) and everything is exactly like the NES days. This means you can freely choose from eight initial stages, blast enemies with Mega Man’s “Mega Buster”, and defeat Robot Masters to gain new “Special Weapons”. These occasionally aid you in traversing stages and will make battling Robot Masters easier, since each is weak to a special weapon. As with every game in Mega Man: Legacy Collection 2, players can enable an armour mode to reduce the damage they take, apply borders and filters, listen to the game’s soundtrack, and check out some concept art. Inputting a code or beating the game unlocks three extra modes: two harder difficulties and one where you play as Mega Man’s “brother”, Proto Man, which snags you another Achievement. While you can save your game after clearing each stage and the game features checkpoints, this version doesn’t include rewind functionality. The “save state” feature is a joke, too, simply saving any collectibles you’ve found but returning you to the last checkpoint, making Mega Man 9 an extremely challenging experience without the convenience of being able to undo stupid mistakes. Players can enable a rapid-fire mode but must equip Special Weapons or summon Mega Man’s robotic canine, Rush, from the in-game menu. This is also where you use helpful items like Energy-Tanks, Beat (who saves you from pits), and Eddie (who drops items). These are purchased from Mega Man’s “sister”, Roll, by spending bolts at Dr. Light’s lab, though some are single-use items.

New and returning abilities only somewhat mitigate the pain of this throwback’s old-school challenge.

By default, Mega Man fires his currently equipped weapon with X and jumps with A or Y, but his armour upgrades are missing. Proto Man has the slide and weapon charge, and enemies respawn the moment you edge offscreen. As ever, Mega Man’s new Special Weapons are a mixed bag, with their functionality mirroring previous Special Weapons. The Jewel Satellite is a reskinned Leaf Shield, for example, and the Plug Ball is just a more versatile Search Snake since it travels across surfaces. While the Concrete Shot creates temporary blocks, I found them pretty unreliable (especially if you buy the Shock Guard to resist insta-death spikes). The Laser Trident destroys special blocks to access shortcuts, goodies, and navigate Dr. Wily’s hazardous fortress, and the Hornet Chaser snags faraway items. The Tornado Blow whisks away all onscreen enemies and activates special propeller platforms, but its energy drains very quickly so you’ll want to use it sparingly to have ammo for the Magma Dragons and Magma Man. Magma Bazooka fires a three-way spread and the Black Hole Bomb creates a vortex that pulls in enemies and projectiles, but it’s best to save Special Weapons for the bosses as there’s rarely a need to expend them in stages. You whip out Rush Coil and Rush Jet a fair bit, especially to bypass tricky platforming with the latter and reach goodies like 1-ups and extra health with the former. Rush has no special underwater form this time, unfortunately, or any autoscrolling sections. In fact, I didn’t encounter any autoscrolling sections in my playthrough, just the usual hazards like insta-death pits and various spikes, a floaty jump when underwater, and having to quickly (and I mean quickly) bypass molten metal hazards. You can further increase Mega Man’s defences with the Guard Power Up item (or dramatically decrease it for an additional challenge with the Book of Hairstyles) and ensure that whichever Special Weapon is at its lowest ammo gets replenished with the Energy Balancer. You don’t need to worry about collecting letters or other items here, just snagging screws to buy stuff if you need them.

Mega Man 9 lovingly recreates the look, sound, feel, and difficulty curve of the 8-bit classics.

Visually, Mega Man 9 really scratches that itch if you’ve been missing the 8-bit aesthetic of the classic games. The story is told using large, partially animated, anime-like sprite art, text, and in-game sprites, with Mega Man again changing colour with each Special Weapon and simply blinking when idle. The presentation mirrors an NES title, though sprite flickering and slowdown have been eliminated (unless you activate them), and the music is perhaps the best since Mega Man 2 (Capcom, 1988). Mirroring the NES visuals means mirroring the gameplay style, meaning Mega Man is as clunky and limited as he was back in the day, which makes platforming difficult as it’s easy to slip off platforms (even when they’re not frozen) or drop down pits because you fell just short on your jump. Rush Jet helps and is usually a better option as those damn disappearing/reappearing platforms are back and Tornado Man’s stage tosses in moving platforms that spin you around, screwing up your jumps if you’re timing’s off. This stage also features ice, a rainstorm (complete with a minor wind effect), and storm clouds as additional platforms. Dr. Wily’s second stage sees Illusians creating fake blocks to trick you, Splash Woman’s stage has you hopping to fast-moving platforms that fly out of the walls, Magma Man’s stage is full of insta-kill lava, Galaxy Man’s stage debuts teleports that fling you about. Jewel Man’s stage was probably the most visually impressive as it’s set in a sparkling diamond mine, but I liked Galaxy Man’s space station setting and that Plug Man’s stage is a power plant with dials in the background and electrical hazards on platforms. This stage also plunges into darkness near the end and sees fake doubles of Mega Man spawn from television screens, Hornet Man’s stage is largely set in a lush rose garden full of unique flower-based enemies, and Splash Woman’s stage recycles the bubble gimmick from Mega Man 5 (Capcom, 1992).

The Robot Masters are visually very fun and just the right level of challenge with the right weapons.

Similarly, many of Mega Man’s usual enemies also return, including Metall, a new Sniper Joe variant with a machine gun, and that Shield Attacker. The Green and Yellow Devil live on in eye-like globs that split when shot, little propeller robots fly around roasting you with their flames, robotic octopi stain you with ink projectiles, sentient coal rolls around in minecarts, and pincer-like robots fly you into spikes if you’re not careful. Four stages include large mini bosses, such as the aforementioned Fire Dragon and a robotic elephant. Three of these are fought in quick succession, with each tossing a giant ball in different ways and suck it (and you) in to repeat their attack. The Hanabiran can be tricky as the robotic flower sprouts from different platforms to fire its petals at you while a rotating flower bar keeps you on the move and a spike pit spells certain doom if you slip. The Stone Head caught me off-guard in Jewel Man’s stage, but you can predict where it will drop if you watch the boulders overhead, so you just need to avoid them when they fall and not get stunned when it crashes down. Mega Man 9 will be harder if you tackle the stages in the wrong order so it’s best to start with Splash Woman. While the trident projectiles she fires can be as tricky to dodge as her downward thrust, she’s easy to beat with the Mega Buster and her Laser Trident is very effective against Concrete Man, whose biggest danger is stunning you with his big ground pound. His otherwise useless Concrete Shot crushes Galaxy Man, whose Black Hole Bomb is enough to stay away from and easily makes short work of Jewel Man, who simply flings his gems while hopping about. The Jewel Satellite makes mincemeat of Tornado Man, whose Tornado Blow is easy enough to either avoid or tank (especially as the overheard spikes are no threat) and will cut through Magma Man in no time (he was probably the easiest of the Robot Masters!) The Magma Bazooka can then take care of Hornet Man, who just fires swarms of hornets and is barely a threat.

I’m fairly confident the later bosses and additional modes would’ve kicked my ass just as hard!

Once all eight Robot Masters are defeated, Mega Man proves that Dr. Wily is behind everything (…shocker…) and four new stages become available. As ever, Dr. Wily’s mechanical obstacle courses remix enemies, gimmicks, and even mini bosses from previous stages alongside new ones, like those propeller platforms. Each is also guarded by a unique boss, with these four Spike Pushers waiting in the first stage. You must quickly blast their spiked balls back at them, avoiding their projectiles, before they can instantly kill you, which is more aggravating than challenging. Sadly, my run ended at the second Dr. Wily stage. While it was taxing enough to quickly spawn Rush Coil and get past the insta-kill molten metal hazards in the first stage, the tight hallways, floaty underwater mechanics, and tricky jumps ended me in a very specific, spike-filled room. It would probably be much easier if I had the Shock Guard, but you must buy this before entering the stage as exiting it means replaying the first Dr. Wily stage, which is just despicable. Looking ahead, there’s a giant mechanical, shark-like submarine, two “Devil” like globs, and the standard gauntlet against the previous Robot Masters. Dr. Wily also pilots a pretty awesome-looking dinosaur mech in the endgame before again resorting to his capsule, teleporting around, and firing electrical projectiles. Had the developers allowed players to create real save states, at least, or respawn in the same area after being killed, this difficulty curve would be much more tolerable. Instead, you’re sent back to or must reload your last checkpoint, getting more frustrated each time (or potentially getting better, that happened to me in a couple of sections) and slowly realising that you entered the stage underequipped since you had no idea that you’d need E-Tanks or special items. The “Hero” and “Superhero” modes only increase the challenge and, while Proto Man boasts a shield and unique abilities, he also receives double damage and greater knockback. Legacy Collection 2 also offers a handful of extra challenges, both based on your gameplay and from the main menu, where you can tackle remixed gimmicks and stages, time trials, and boss rushes for additional Achievements.

Final Thoughts:
I have to admit, a big ol’ goofy smile came to my face when I booted up Mega Man 9. I had no idea how much I missed the classic 8-bit art style and NES chip tunes until I started this game, which brilliantly recreates the visuals, gameplay, and challenge of the Blue Bomber’s glory days on the NES. Each level is beautifully basic, featuring simplistic backgrounds that nonetheless pop with colour and have a lot of variety while also being very familiar for long-time franchise fans. While it’s a shame that Mega Man is missing some of his later abilities, such as the charge shot and slide, it’s fun returning to that limited, somewhat awkward gameplay style. Mega Man’s new Special Weapons may lack originality or be somewhat forgettable, but I found myself using them a bit more than in the previous games and it remained as satisfying as ever to whittle down a Robot Master. I really liked seeing new enemies mixed in with some familiar faces, alongside new mini bosses and unique Robot Masters. The siren-like Splash Woman and bizarre UFO-like Galaxy Man were two standouts, as was the Fire Dragon (whose skeleton is revealed as you deal damage!) Sadly, as great as the game looks and sounds, Mega Man 9 is handicapped by the same issues that dogged the NES games. Namely, tricky platforming, unforgiving level design, annoying enemy placement, and insta-death traps galore. Unlike in the remasters of the NES games, there’s no rewind function to save you here and the “save state” system is a cruel joke working in conjunction with a fastidiously old-school difficulty that was sadly too much for me to overcome. It feels unfair to knock the game’s rating down for this, but it did impact my enjoyment of Mega Man 9, which strips back your options and abilities to artificially augment the already steep difficulty curve. Had the game been a little more lenient with its lives and checkpoints (especially considering the two even harder DLC modes!), this would be a solid recommendation. However, as it is, you’re better off picking up the remastered versions of the original games and playing those. They give you everything this game has, and more, and are much more satisfying as a result.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think to this throwback to Mega Man’s glory days? Did you find it jarring to go back to this visual style and challenge or did you welcome it? Which of the new Special Weapons and Robot Masters was your favourite? Were you shocked to learn Dr. Wily was behind everything? Did you ever beat the game (and, if so…how?!)? How are you celebrating sci-fi genre this month? Let me know what you think about Mega Man 9 in the comment, check out my other Mega Man reviews, and donate to my Ko-Fi to suggest more Mega Man content.

Mini Game Corner [Sci-Fanuary]: Bucky O’Hare (Arcade)


January celebrates two notable dates in science-fiction history: “National Science Fiction Day” on January 2 to coincide with the birth of world renowned sci-fi writer Isaac Asimov, and 12 January being when Arthur C. Clarke’s HAL 9000 was created. Accordingly, I dedicate January to celebrating sci-fi in all its forms.


Released: September 1992

Developer: Konami

MobyGames Score: 7.0

Quick Facts:
Although Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles (TMNT) inspired a bunch of anthropomorphic knock-offs, one of the most well-known was intergalactic rabbit Bucky O’Hare. The brainchild of Larry Hama, Bucky O’Hare was first serialised in science-fiction anthology Echo of Futurepast and, unlike some of his contemporaries, expanded into a wave of action figures, all-too-brief cartoon, and a couple of videogames. Konami’s little known arcade title echoed the beat-‘em-ups that made them a force back in the arcade era, but was seen as a serviceable brawler praised mainly for its cartoonish visuals and for providing an epilogue to the short-lived, fondly remembered cartoon.

The Review:
Bucky O’Hare is a 2D, sidescrolling beat-’em-up that essentially acts as a series finale for the cult classic cartoon. In it, up to four players battle across eight stages, fighting the Toad Empire, who have conquered planets in the “Aniverse”, imprisoned their inhabitants, and stolen the life force of the worlds for nefarious purposes. Players can pick from titular space rabbit Bucky, four-armed Dead-Eye Duck, Bucky’s strangely alluring first-mate, Jenny, and boisterous robot Android First Class/AFC Blinky, each voiced by the voice actors from the cartoon. While each is armed with a different pistol and has a different special attack, all four play exactly the same and your options are naturally limited to three buttons: attack, jump, and special. You can float for a short time by holding the jump button, occasionally hold fire to rapidly shoot (or melee attack up close), press jump and attack together for a jumping kick, and activate your character’s special move as often as you like. Bucky tosses a bomb, Dead-Eye surrounds himself with a temporary energy field, Jenny tosses an energy wave, and Blinky unleashes a flame-like blast. You cannot dash and, as far as I can tell, there are no co-op moves, but temporary power-ups, health restoring orbs, and extra life gold bars occasionally spawn from special doors. These briefly power-up your standard shot or your bomb to deal greater damage, though there are no other weapons to pick up, no objects to throw, and no explosive barrels or destructible objects to mix-up the gameplay. Two stages see you flying around on a jetpack and one has you barrelling through the Toad mothership on a spacebike, avoiding barricades and blasting enemies, though there are no bonus rounds to break up the monotony.

Sadly, there’s little innovation or to differentiate the characters in this mindless brawler.

Bucky O’Hare mimics the cartoon to an impressive degree, featuring fully voiced, partially animated cutscenes that include cameos from Willy DuWitt and Mouse (who never appeared in the show). Cutscenes progress the story and raise the stakes between each stage and the sprites are full of life and character, with the Toads fleeing in fear, marching along or saluting, and each playable character sporting colourful idle poses or being scorched by flaming hazards. Everything looks ripped right out of the cartoon and there’s generally always something happening in the background, from battleships looming by or burning up, to Toad tech filling the horizon or the mechanical depths of the heavily fortified Toad Star. Things are a tad clunky, however, as your sprite often disappears when respawning (though this might’ve been an emulation issue) and characters are quite sluggish to control. While most stages simply have you travelling from the left to the right, gunning down nigh-endless enemies, Stage 4 is an autoscroller that forces you along an unstable asteroid belt. You must jump when prompted to avoid falling when the asteroids crumble and fight to rescue Mouse, who makes traversing the level much easier by spawning grassy platforms (though you’ll still have to watch out for meteor showers). When jetpacking in Stage 3, you’re hard pressed to avoid the electrical hazards filling and darting across the screen, and bursts of flame or erratic burning rods often dog your progress when on the ground. Stage 2 introduces diagonal, sloping paths and sees you freeing captive rabbits before fending off enemies and wall-mounted missile turrets in a rising elevator section. Turrets attack from the background or rise from the sand, giant cannons fire explosive shots from behind barricades, electrical hazards sometimes creep across the floor, and enemies occasionally spawn from pods or leap in from passing ships to add to your troubles.

A colourful and fitting finale to the cartoon, but largely forgettable as an arcade game.

It’s quite impressive seeing how many enemies fill the screen in Bucky O’Hare. The Toad Empire use laser rifles, knives, grenades, and jetpacks and are bolstered by mechs, robots, mines, and starships. Most bosses are cumbersome and simple to defeat, however, such as Al Negator who fires a pistol and whips with his cybernetic tail. Toad Borg appears in Stage 2 and Stage 7, where electricity hazards add a bit more danger to his jumping punch, extending fist, and energy wave attack. After bringing down Stage 3’s climate convertor and taking out a gigantic, rock-like fish-thing, you battle the crazed Total Terror Toad. This dude jumps all over, blocking your shots, tossing a meat cleaver, and comically falling down the screen upon defeat. A handful of slippery, rock-hardened Toads guard Mouse in Stage 4, which is cleared by destroying a heavily armed Toad attack craft, which blasts across the screen and fills the arena with various laser blasts. After making short work of a strangely archaic, gear-tossing tank-like vehicle, Stage 5 culminates in a disappointingly simple fight against the Cyborg Spider, who wanders about firing energy bolts from its abdomen and summons web pillars. Although the race through the Toad mothership is exhilarating and includes a fight against a mechanical, shark-like submarine over boiling lava, the stage ends with a largely forgettable fight against a deadly Toad tank. This thing may be a huge target and might sport a second phase, but that’s just the gear mech again and it simply uses lasers and drill appendages to attack. Although you first encounter the Air Marshall on Stage 5, he flees after you destroy his fortified cockpit and largely avoids the fight in Stage 7. Instead, he floats about in his hovercraft and lets his minions fight for him, which is a bit of a letdown. The game then ends with a three-phase confrontation with Komplex-2-Go. At first, it stomps about causing splash damage with its energy bombs, then it loses its legs and causes flaming rods to rain down, before finally careening about the central core spewing debris and bursting into flames.

Final Thoughts:  
Bucky O’Hare may be a sadly forgotten beat-’em-up title and franchise, but you’re not missing out on all that much if you’ve never played this mindless brawler. While the presentation is top-notch, with the game perfectly aligning with and providing a fitting conclusion to the cartoon, the gameplay is needlessly tedious and simple. It’s mindboggling to me that the developers didn’t try to differentiate the characters more, like making Jenny faster or Blinky slower or Dead-Eye hit harder or shoot faster (he fours have four arms, after all!) It might’ve helped if the game had more power-ups, perhaps allowing you to call in other allies or the Righteous Indignation for assistance, or included a bonus game or two to rack up your score and compete against friends. While the sprites look fantastic and are full of life and colour, the backgrounds are painfully bland until the late game, with only a few memorable moments springled throughout (the asteroid belt, for example, and the Toad Star). I liked that the bosses sported text boxes and voice clips and were huge sprite, but they were disappointingly simple for the most part (though this may have been intentional to balance how grossly outnumbered players will be in this obvious coin-muncher!) Fans of beat-’em-ups will likely find Bucky O’Hare lacking compared to others in the genre, though it has a colourful appeal and is a decent enough way to waste about an hour of your time, especially if you’re a big fan of the cartoon and wanted some closure on it. It can’t be denied that it’s not as good as it could’ve been, though, or that it’s noticeably lacking compared to other brawlers of the time.

My Rating:

Rating: 2 out of 5.

Could Be Better

Have you ever played Bucky O’Hare out in the wild? How do you think it holds up compared to other beat-’em-ups and the Nintendo title? Were you also disappointed that the characters all played the same? Which of the boss battles was your favourite? Do you agree that the game is lacking compared to other beat-’em-ups? Were you satisfied with how the game concluded Bucky’s story and would you like to see him back a comeback? What are some of your favourite sci-fi-orientated videogames? Feel free to share your memories of Bucky O’Hare in the comments and then donate to my Ko-Fi to suggest other sci-fi content for the site.

Game Corner [Sci-Fanuary]: Mega Man 8 (Xbox Series X)


January celebrates two notable dates in science-fiction history: “National Science Fiction Day” on January 2 to coincide with the birth of world renowned sci-fi writer Isaac Asimov, and 12 January being when Arthur C. Clarke’s HAL 9000 was created. Accordingly, I dedicate January to celebrating sci-fi in all its forms.


Released: 8 August 2017
Originally Released: 17 December 1996
Developer: Capcom
Metacritic Score: 6.9

Also Available For: GameCube, Nintendo Switch, Nintendo Switch 2, PC, PlayStation, PlayStation 2, PlayStation 4, PlayStation 5, SEGA Saturn, Xbox, Xbox One, Xbox Series S

Quick Facts:
After dominating Nintendo’s 8-bit consoles and successfully transitioning to 16-bit, Mega Man made the jump to the 32-bit era with Mega Man 8, with Keiji Inafune taking the helm following Tokuro Fujiwara’s exit from Capcom. The developers apparently struggled to adapt to the PlayStation hardware, and fought to keep Mega Man 8 2D. The game also featured tracks by J-pop band Ganasia and atrociously dubbed anime cutscenes by Xebec. Although Mega Man 8 sold well, reviews criticised its lack of innovation, uninspired visuals, and frustrating difficulty curve. While it inspired a spin-off title, Capcom chose to return to 8-bit visuals and gameplay for the next title.

Gameplay and Power-Ups:
Mega Man’s debut on the PlayStation and SEGA Saturn sticks so closely to the original 8-bit games that it could easily have been released on a 16-bit console with a few graphical adjustments. Aside from some visual changes and some voice acting and anime style cutscenes, the core gameplay is as familiar as ever, and actually a step back from Mega Man 7 (Capcom, 1995) and even some of the NES titles. Still rendered as an anime-style hero and wielding his “Mega Buster” arm cannon, Mega Man must tackle four new Robot Masters in whichever order the player chooses, then challenge four additional stages, and finally storm Doctor Albert Wily’s newest base, the Wily Tower. You’ll find Mega Man 8 more challenging if you tackle the Robot Masters at random as each one is vulnerable to another’s Special Weapon, which you acquire after defeating them and can, in some instances, be used to better traverse the environment. Like Mega Man 7, Mega Man 8 features an opening stage to learn the game’s controls, which can be customised but remain as simple as ever. The default setup sees you jumping with A or Y, firing your regular shot with X (or holding X to charge a bigger, more powerful shot), and utilising your currently selected Special Weapon with B. Mega Man can slide beneath enemies, projectiles, and through narrow passages by pressing down and A and can now swim by tapping A or Y. This does offer greater control when underwater, but it can be finicky as Mega Man’s quite an erratic swimmer! The Left and Right Bumpers let you quickly cycle through the Special Weapons you acquire by defeating Robot Masters, and these are manually selected from the in-game menu with the “View” button. Your Mega Buster comes with unlimited ammo and can even be fired in conjunction with your Special Weapons, but you’ll need Weapon capsules to replenish your Special Meter to use them. There are no Energy and Weapon Tanks this time, but you can still activate different shots and call upon Mega Man’s canine companion Rush from the main menu after defeating certain bosses.

Mega Man’s Special Weapons have more use but autoscrolling gimmicks make for irritating sections.

You can visit Doctor Thomas Light’s laboratory between stages to buy gear from Mega Man’s sister, Roll, using Bolts. These allow you to immediately exit any cleared stage, speed up your shots, slide, and ladder climbing, replace your regular shot with a piercing arrow or laser, reduce the cost of Special Weapons, and negate the pushback you receive when taking damage. Rush is significantly different here, allowing you to ride him like a motorcycle, gift random items, perform an airstrike, or continuously drop restorative items while his meter lasts. You can still use him to fly across stages, but only in specific areas, finally adding an autoscrolling shooter mechanic at the cost of keeping you from freely flying past hazards or springing to higher areas. Though Auto, Beat, and Eddie help blast incoming enemies when freed from capsules, Rush Health and Rush Item can only be summoned once per stage and I really felt the loss of Rush Coil and Rush Adapter as Mega Man 8 includes some dodgy platforming. There are eight new Special Weapons in Mega Man 8 and, in a change of pace, they’re surprisingly unique. The awkward Mega Ball can be kicked to ricochet around or bounced on to get higher, the Thunder Claw snags hooks to swing you across chasms, the Flash Bomb destroys enemies and illuminates dark areas, the Ice Wave freezes enemies and lava so you can briefly bypass hazards, the Tornado Hold allows you to float and move certain objects, the Homing Sniper locks on to nearby enemies, the Astro Crush rains meteors to clear the screen or break certain barriers, the Water Balloon damages anything caught in its bubbles, and the Flame Sword delivers fire damage up close and melts ice blocks. While I mainly saved these for the Robot Masters, they’re invaluable in Sword Man’s tomb and the Wily Tower as you’ll need them (mostly Thunder Wave) to progress. Finally, Mega Man 8 features aggravating jet-powered board sections, jumping gaps and sliding under obstacles, in some of the most frustrating sections! The screen scrolls awkwardly, making it very difficult to see what’s ahead, you’re giving little time to react, and your button presses often fail (though Astro Crush can help a little as you’ll briefly float when using it).

The usual hazards and gimmicks are compounded by janky controls and cheap-ass insta-death traps.

Naturally, all the usual hazards return, including various insta-kill spikes on walls, ceilings, and floors, insta-kill flame bursts that must be frozen, and giant mallets that knock you to your doom. Disappearing and reappearing platforms also return, fading in and out of reality at the worst times, as do various moving and spinning platforms and even ones that you must press switches to move. There are more switches than usual, too, activating Dr. Wily’s teleporters and moving weighted blocks out of the way. You’ll loop around maze-like catacombs, navigate past spiked mines in fragile bubbles, frantically jump and climb a mechanical tower as it descends into sand, and hop to timed explosive platforms up narrow shafts. Platforming is quite the chore in Mega Man 8, especially without Rush’s usual abilities. Some platforms are just out of reach or quickly fall out from under you, sometimes you must make pixel perfect jumps to precarious platforms, sometimes the Thunder Claw passes through hooks, and sometimes you must risk instant death by sliding and jumping for extra momentum. Ladders are sometimes just out of reach, you sometimes must force dangerous platforms to respawn alongside turrets and enemies to try again, and those autoscrolling sections move far too quickly to ever be fair. You’ll battle on rising elevators, get rid of destructible blocks (watching for pits and spikes as they appear), catch a ride off toy trains, fight against (or be aided by) blowing wind, and avoid crushing hazards as you go. Unlike previous Mega Man games, Mega Man 8 uses a save feature when you clear each stage, though it seems to force you to re-do the entire Wily Tower if you head back to the map screen between these stages. You can replay any stage using your new Special Weapons to find hidden paths and goodies, usually a Bolt to spend at Roll’s shop, though there are no hidden encounters with Proto Man or upgrades to find here.

Presentation:
Without a doubt, Mega Man 8 is the best looking 2D Mega Man game I’ve played so far. While Mega Man loses a few frames of animation compared to Mega Man 7, his body short circuits when he takes damage and he moves far smoother and has more personality than ever thanks to voice clips. The sprite-based cutscenes now bolstered by partially animated profile pictures and an infamous English dub that I found amusing and somewhat charming. The quality of these cutscenes might still be very outdated but they add a lot to this world and bring it even more in-line with its anime aesthetic, finally giving these iconic characters voices and personalities beyond story text. Mega Man sounds a little too young at times and Dr. Light sounds like he’s on the verge of a stroke, but these were fun and kinetic sequences that placed more emphasis on story than ever before. Mega Man’s rival, Bass, returns, with the two no closer to settling their differences, and even Proto Man helps in sticky situations. Sadly, the little tutorials and conversations between Mega Man and Dr. Light every time you get a new Special Weapon are gone, replaced by a somewhat impressive 3D model of Mega Man and some congratulatory text. Equally, while Mega Man 8 boasts a jaunty and unique techno-synth soundtrack, I can’t say I found any of the tunes all that memorable. I did like that the Robot Masters’ introductions featured voice clips and that they spawned into their arenas in a unique way, such as Aqua Man (not that one) emerging from the water and producing a rainbow displaying his name, Swords Sword Man cutting his way out of a statue, and Grenade Man blasting into the arena. However, while the game performs very well, with no slowdown due to the in-game action, screen and stage transitions are a bit jerky thanks to the PlayStation’s loading times.

Despite its laughable anime cutscenes, Mega Man 8 impresses with tis visuals, if nothing else.

While there’s little on offer in Mega Man 8’s stages that wasn’t done to death in the previous games, Mega Man 8 offers the benefits of 32-bit hardware by…slapping some 3D models and prerendered textures in the backgrounds. To be fair, this does give stages more depth, colour, and life than ever, with overgrown wreckage seen in the background of the introductory stage, more foreground elements, and far more vibrant and detail environments in general, with blinking lights and moving parts prevalent. Grenade Man’s stage is a dangerous weapons factory, with giant 3D mallets swinging, explosive blocks everywhere, and even dynamite blocks that you must race across to avoid falling to your death. Frost Man’s stage is a flash-frozen city, with you traversing an icy highway (strangely with no loss of traction), ploughing through snow, and blasting past the bright city at night. Tengu Man’s stage is a series of floating pillars held aloft by propellers that features a wind gimmick. As you fly along on Rush Jet, a gigantic bird-like battleship sporting turrets looms through the clouds and you must gingerly fly through this to reach the Robot Master. Clown Man is fittingly in a wacky fairground stage where balloons float in the foreground, you fight through a toy factory so littered with moving foreground elements that they become distracting, and eventually navigate through a pirate ship attraction. After a brief interlude where Mega Man first encounters Duo in a rocky cave, it’s off to Astro Man’s surreal stage with its M.C. Escher-like backgrounds, giant mechanical sunflowers, and ladder maze. Aqua Man’s stage is almost entirely underwater, with a domed underwater city seen on the horizon, while Sword Man’s takes place inside a boobytrapped temple where you must utilise different Special Weapons to overcome obstacles and clear a path to the volcano-like interior. Search Man’s stage features a jungle theme, while the Wily Tower naturally mixes every gimmick and hazard and makes them ten times worse. Here, jet board sections are nearly impossible, walls and ceilings damage you on Rush Jet, and aggravating, often instant-kill hazards are everywhere in this mechanical hellhole that almost had me snapping my controller in two!

Enemies and Bosses:
As any long-time Mega Man player might expect, a fair few of Mega Man’s most recognisable enemies return here, in more detail and with improved animation cycles. There’s the Metalls, for example, who appear in the standard variant and a flaming version to spark dynamite fuses. The Bunby Tank returns from Mega Man 7 alongside Battons (with the vampire bat-like Succubatton draining your health with its bite) and a new Sniper Joe. These jump, hide behind their shields, shoot, and toss grenades, though they’re few and far between and easier to take out than previous Sniper Joes. Mega Man 8 also throws ice skating rabbits at you, bird-like robots that fly in swarms, grasshopper-like enemies that often hop between small platforms to mess up your jumps, and little toy soldiers that also drain your health when they latch onto you or hop from hot air balloons. Robotic snakes drop near-endlessly from holes, large flying whale-like battleships hover in the skies dropping Metalls and ice blocks, and three gorilla-like robots toss bombs, spiked balls, or giant boulders that double as makeshift platforms. Crocodile-like robots snap at you from holes in the floor, robotic dragons snake through the air, and shellfish-like robots float about underwater alongside oyster-like enemies that shield their vulnerable cores with their shells. Large cylinders float about dropping bombs and armoured rhinoceros-like Sydeckas fire missiles, but they’re nothing compared to the mini bosses that pop up. A floating mechanical eye awaits in Grenade Man’s stage, surrounding itself with and flinging debris not unlike Junk Man, the central core of Tengu Man’s battleship doubles as a laser cannon, a strange spinning disk with a lion’s face bounces around in Clown Man’s stage firing doubles of itself and little robots, a large fish-like robot emerges from a waterfall to ram you and destroy your log platforms in Aqua Man’s stage, and a gigantic, cog-like robot shoots fireballs in Sword Man’s stage as you desperately avoid a plunge into lava.

The Robot Masters continue to be fun, challenging opponents with some unique attacks.

Your first test comes from a giant robot crab that requires you to awkwardly kick your Mega Ball into his weak spot (though Astro Crush basically one-shots it). Your best bet at tackling the game’s Robot Masters is to fight Grenade Man first as he’s very simple, using wall jumps, a dash, raining debris, and firing his signature Flash Bomb and being particularly weak to the Mega Buster. His Flash Bomb makes short work of Frost Man, a large but clunky robot who delivers a shockwave punch, tosses his Ice Wave, and whimpers when damaged. While the Ice Wave is very effective against Tengu Man, it’s tough to freeze him since he’s always flying and floating about, dashing in and flinging you into the sky for a somersault kick with Tornado Hold. This Special Weapon snatches Clown Man mid-swing and deals damage when he drops to send his Thunder Claw under the ground to grab you, though it might help to slide under his wild trapeze swings. Thunder Claw works pretty well against Grenade Man but I fought Astro Man next, who’s best fought with the Homing Sniper but the Flash Bomb is also good. Astro Man teleports about, flings small orbs to whittle down your health, and fills the screen with his signature Astro Crush. Despite its limited uses, this Special Weapon decimates Aqua Man, who fires a shot of living water that tracks across the screen, conjures waves, and shoots his destructible Water Balloon. These are great at taking out Sword Man, provided you aim at his torso. Sword Man leaps about swinging his Flame Sword, which cuts through the elusive Search Man, who hides behind bushes and takes cheap shots with his Homing Sniper. As ever, all eight Robot Masters are fought in the Wily Tower, this time in more unique arenas, though you’re also tested by Duo during the interlude. He sports a charged, explosive fist slam and ricochets about but is fought to a standstill as Proto Man interrupts the battle.

As familiar and aggravating as some of the late-game bosses are, they’re at least beatable this time!

When in the Wily Tower, four additional mini bosses await, the first being a robotic penguin that requires the aggravating Mega Ball as you must perfectly position yourself to ricochet your shot up the shaft where Atetemino appears, avoiding the crates and missiles it drops. The Bliking aircraft is fought while on Rush Jet, so be sure to grab your other robo buddies to help. This thing fires screen-filling lasers and destructible mines and missiles, and can only be damaged (preferably with Astro Crush) when its wings are fully extended. Bass and Treble combine for a rematch, one far less taxing than Mega Man 7’s as he flies about, charges at you, fires his Mega Buster, and blasts a concentrated beam from above. The Yellow Devil is evoked by the Green Devil, who can only be damaged by blasting a hole to its mechanical core and firing your Flash Bomb or Thunder Claw. Thanks to it constantly deconstructing, summoning green waves and floor spikes, and filling the screen with its pieces, this is another exercise in tedium as you have such a small window of opportunity to strike. Success once again sees you battle Dr. Wily in a two-phase boss fight that’s far easier than the brick wall I ran into in Mega Man 7. Dr. Wily’s newest skull-like machine advances with a buzz-saw like appendage that it flings across the ground. This is easily jumped over, as are its charged laser beams and even its projectiles if you time your jumps right. You need to be quite close to hit it with the Flame Sword but the Water Balloon reportedly works quite well, too. True to form, Dr. Wily mans a UFO-like hovercraft for the final phase, one that teleports about the place and sends purple orbs out in a spiral or spread. While he’s often just out of reach, some of his shots home in, and he can rain Dark Energy into the arena, you should be able to finish him off with the Flame Sword (or, better yet, the Flash Bomb), especially if you still have Rush Health in reserve.

Additional Features:
Mega Man Legacy Collection 2 features twenty-one Achievements, with one popping when you complete Mega Man 8. You can also toggle various display options (screen size, borders and screen filters), view a character database and production art, activate “Extra Armour Mode” to reduce the damage you take, and take on additional challenges that have you play through remixed stages, boss rushes, and time attacks. Like the other games in the collection, Mega Man 8 lacks the rewind feature that would’ve made many of its more frustrating sections more tolerable and replaces it with a janky save state system that simply saves a new version of your last checkpoint rather than literally create a save state. Disappointingly, there are basically no secrets or collectibles in Mega Man 8 beyond the forty Bolts, and even those are difficult to amass in a single playthrough. While you can cobble together different combinations of items by visiting Roll, there are no new armours or additional weapons here, meaning there’s even less content than some of the 8-bit games! Incidentally, if you play the SEGA Saturn version (sadly not included in Mega Man Legacy Collection 2), you can battle Cut Man and Wood Man in Duo’s interlude and Search Man’s stage.

Final Thoughts:
Considering how much I struggled with Mega Man 7’s difficulty curve, I was apprehensive about tackling Mega Man 8, especially without the convenient rewind features. Thankfully, the final boss wasn’t anywhere near as much of an uphill battle and Rush’s new abilities made the lack of E- and W-Tanks more tolerable at times since Rush drops so many restorative items when summoned. Mega Man 8 makes a great first impression with its anime-style opening and colourful, detailed, vibrant stages. Sure, the voice acting is grating and ludicrous at times and the video compression is awful, but these cutscenes added a lot to the aesthetic and I was very impressed with the visual design of the stages. Unfortunately, Mega Man 8 is let down quite significantly by its gameplay. Not only does Mega Man sport no new abilities beyond his new Special Weapons, but he’s been robbed of many elements that made his games so much fun. I liked that we finally got autoscroller sections with Rush Jet, but I never expected to miss using Rush Coil and Rush Jet whenever I liked. The items in the shop weren’t very useful, it was disappointing that we don’t get to collect anything beyond Bolts, and those jet board sections can go die in a ditch! These sections are far too fast and punishing, often dangerously reducing your view space and requiring split-second decision making. The Robot Masters were fun and I liked the attempt to give the Special Weapons more versitality, but the Thunder Claw’s swing function was needlessly aggravating and the Mega Ball was a clunky and annoying addition. It’s such a shame as there was some real promise here but Mega Man 8 screws up even the most basic platforming mechanics with its janky controls and emphasis on pixel-perfect jumps, irritations only aggravated by the lack of a rewind function. Sadly, I’d say you’re better off sticking to the 16-bit games and even the later 8-bit titles as at least they offer collectibles, bonuses, and air-tight gameplay mechanics to make for challenging, but enjoyable experiences.

My Rating:

Rating: 2 out of 5.

Could Be Better

What did you think to Mega Man’s 32-bit debut? Were you surprised to see Capcom stick to the 2D style of gameplay? Which of the new Robot Masters and Mega Man’s Special Weapons was your favourite? What did you think to Mega Man and Rush’s stripped back abilities? Did you also struggle with the jet-board and Rush Jet sequences? How are you celebrating the science-fiction genre this month? Whatever you thought about Mega Man 8, drop a comment below, go check out my other Mega Man reviews, and donate to my Ko-Fi to suggest more Mega Man content for the site.

Game Corner [Sci-Fanuary]: Mega Man 7 (Xbox Series X)


January celebrates two notable dates in science-fiction history: “National Science Fiction Day” on January 2 to coincide with the birth of world renowned sci-fi writer Isaac Asimov, and 12 January being when Arthur C. Clarke’s HAL 9000 was created. Accordingly, I dedicate January to celebrating sci-fi in all its forms.


Released: 8 August 2017
Originally Released: 24 March 1995
Developer: Capcom
MobyGames Score: 7.4

Also Available For: GameCube, Nintendo 3DS, Nintendo Switch, Nintendo Switch 2, PC, PlayStation 2, PlayStation 4, PlayStation 5, Super Nintendo Entertainment System (SNES), Xbox, Xbox One, Xbox Series S

Quick Facts:
Mega Man’s debut title became a widely praised run-and-gun that spawned numerous, equally celebrated sequels and spin-offs that dominated Nintendo’s consoles. After wrapping up Mega Man’s time on the Nintendo Entertainment System (NES) with the widely praised Mega Man 6 (Capcom, 1993), Capcom faced a tight deadline for the seventh game. Designer Yoshihisa Tsuda expressed regret at not having more time to work on the title, which saw series artist Keiji Inafune design an all-new rival for Mega Man who became a fan favourite with spin-offs of his own. Though praised for its graphics and music, Mega Man 7 was criticised for failing to innovate on the core gameplay of the series and is largely seen as inferior to Mega Man X (Capcom, 1993), and the brutal difficulty curve made it one of the hardest games in the series.

Gameplay and Power-Ups:
Mega Man 7 brings the classic, 2D, sidescrolling run-and-gun action platforming of the 8-bit and portable games to the SNES for the first time. Fundamentally, very little has changed from Mega Man’s NES glory days, though Mega Man 7 does a far better job of translating and updating the classic formula than his previous 16-bit outing. As ever, Mega Man tackles four initial stages and one of Doctor Albert Wily’s new “Robot Masters” before challenging four further stages and Robot Masters and then finally storming Dr. Wily’s latest hi-tech base. While you’re free to choose which stage and Robot Master to take on, each Robot Master has a specific weakness that’ll make short(er) work of them. Unlike previous Mega Man games, Mega Man 7 opens with a tutorial to instinctively teach the game’s basics in a simple platforming challenge. By default, A and Y see you jump, B fires Mega Man’s patented “Mega Buster” arm cannon, and you can hold X to auto-fire in short bursts. You hold B to charge the Mega Buster for a stronger shot, jump higher when underwater, and Mega Man can slide beneath jumping enemies, some projectiles, and through narrow passages by pressing down and A. The Left and Right Bumper cycle through the “Special Weapons” you obtain from Robot Masters, though you can manually do this from the in-game menu with the “View” button. While you get unlimited ammo for the basic Mega Buster, the Special Weapons drain individual meters, so you need Weapon capsules to replenish these. You can also review your stock of lives and bolts (the game’s currency), activate health or weapon energy restoring Energy and Weapon Tanks, or utilise special items and Mega Man’s robotic allies from the game’s menu.

Mega Man’s new, but extremely familiar abilities are put to the test in striking 16-bit stages.

Mega Man’s mysterious “brother”, Proto Man, offers hints and you can visit Auto’s shop from the stage select screen, where bolts are traded for extra lives and E- and W-Tanks. These are also found in stages and dropped by enemies, of course, but Auto also sells Super Tanks to fully restore both health and Special Weapon energy, an “Exit Part” to exit any stage, and lets you call robotic bird helper Beat to rescue you from bottomless pits. However, you must first find Beat in Slash Man’s stage and, similarly, you’ll find extra abilities for Mega Man and his robot canine, Rush, by either exploring or shopping. Rush can again be summoned to spring you higher, fly you across areas for as long as the meter lasts, or find hidden goodies. Rush’s search ability is required to access the Energy Equalizer and Hyper Rocket Buster, though you must use your own abilities to find the hidden R-U-S-H letters to fully upgrade Mega Man like in Mega Man 6. Mega Man again gains powerful new abilities from each Robot Master that can be used to defeat others or further explore stages, such as powering up generators or burning objects. Some are very similar to previous Special Weapons (the Junk Shield is essentially just the Leaf Shield, for example, and Scorch Wheel is like Fire Storm). Thunder Bolt and Freeze Cracker are two of the best Special Weapons as they splinter on impact to damage multiple targets (the latter even freeze some enemies) and the Noise Crush can be powered up by absorbing the sound wave as it ricochets back. I found the Wind Coil erratic and unwieldy, however, and especially dangerous as it makes you a sitting duck, and the Slash Claw is powerful but hazardous as it’s only effective up close. Like my previous Mega Man experiences, I largely saved the Special Weapons for the Robot Masters unless I needed to activate machinery with the Thunder Bolt or utilise Rush’s abilities.

Despite some fun and unique stage elements, it’s all business as usual for the Blue Bomber.

Mega Man 7 sticks very closely to the classic Mega Man formula, throwing bottomless pits, disappearing and reappearing platforms, and insta-kill hazards like various spikes and flame turrets at you. You’ll do as much vertical progression as horizontal thanks to the many ladders and rising or moving platforms, timed explosive platforms threaten to drop you, and conveyer belts push you towards enemies or pits. While enemies still respawn, they don’t clutter the screen as much as before, though they’re still placed in the worst positions to screw up your jumps. Wall, ceiling, and floor turrets and spikes are commonplace, some platforms crumble or spin beneath you, and you can ride or hop to other temporary platforms to cross chasms (or just use Rush Jet for a slightly easier time). Burst Man’s stage incorporates underwater sections that see you perfectly timing hops into the predictable tide to bypass spikes, Cloud Man’s stage has you riding cloud platforms and even fighting against torrential rain, Junk Man’s stage features insta-kill molten steel, crushing hazards, and overhead magnets you can power up, and Freeze Man’s stage sees you losing traction on icy surfaces and sliding into hazards. Prior to facing the Robot Museum, you’re presented with four additional, shorter stages. You’ll be hopping to log platforms as they fall down waterfalls and using Technodons to cross spike beds in Slash Man’s stage, bouncing around Spring Man’s funhouse, lighting up dark caverns in Shade Man’s dilapidated castle, and avoiding overheard tyres in Turbo Man’s stage. This stage also features a panic inducing drop past insta-kill flame bursts not unlike the lasers seen in Quick Man’s stage, while Dr. Wily’s first stage includes a blackout gimmick where the stage turns dark when you jump or land on certain platforms. More (and often smaller) conveyers are in the doctor’s second stage, as are flame burst blocks you must precariously scale, while his third stage includes platforms that only become visible when you’re on them and a risky underwater drop past some insta-kill spikes.

Presentation:
Mega Man 7 is obviously a massive graphical upgrade from the Blue Bomber’s 8-bit days, featuring gorgeous, vibrant 16-bit graphics that put Mega Man: The Wily Wars (Minakuchi Engineering, 1994) to shame. Mega Man is a big, chunky sprite with more expression than ever thanks to the SNES hardware. While he only blinks or looks about when idle and still can’t look up or crouch, he has a determined look on his chubby cheeks and showcases his personality in sprite-based cutscenes with Auto, new rival Bass, and Dr. Light. Mega Man changes colour with each Special Weapon, now sporting two colour schemes for every weapon, and is far more detailed so you really feel it when he cries out in pain and explodes upon dying. The game incorporates partially animated, anime-style sprite art and in-game sprites for its story, which is emphasised far more here as interactions happen in some stages and after beating each Robot Master, with Mega Man and Dr. Light discussing his new abilities. I was a bit annoyed to find the story still shied away from answering lingering questions about Proto Man and instead introduced a new robotic rival for Mega Man, Bass, who has a cool look and his own robot dog, but appears out of nowhere with no explanation yet everyone acts like he’s been around forever. I was therefore nonplussed when Bass went rogue thanks to Dr. Wily’s influence, though I did enjoy encountering and battling this dark mirror of Mega Man. Mega Man 7 also includes a jaunty and bombastic soundtrack and much improved performance. While screen transitions can be a touch awkward, I never encountered any slowdown or sprite flickering like in the old games, even when lots of enemies or bigger foes appeared. Everything just popped with colour and little details, from Mega Man’s hair fluttering in the wind, to robotic Pterodactyls in the background of Slash Man’s stage, which has a fun Jurassic Park (Various, 1990 to present) aesthetic.

Mega Man 7 pops with its visuals, which emphasise story and gameplay performance.

I was most impressed by Shade Man’s stage. As if featuring a hidden track wasn’t enough, the entire stage is modelled after the Ghosts ’n Goblins games (Capcom/Various, 1985 to 2021). Astro Zombie’s emerge from coffins and hop in from open windows in the background as you ride a platform to a castle roof, and the stage even starts in pitch black and illuminates when the full moon rises. Slash Man’s stage is a close second, with its dinosaur fences and thick jungle, but the game impresses from the start with a ruined city aesthetic, a visual treat only doubled with you visit the Robot Museum and see all the old Robot Masters in the background. Burst Man’s stage is a hi-tech mad scientist’s lab, filled with gigantic test tubes and lab equipment and murky water, while Cloud Man’s stage is up in the heavens, with windmills in the background, big fluffy clouds blocking platforms in the foreground, and an impressive rain (or snow) effect when Tel Tels appear. Junk Man’s fittingly holed up in a junk yard full of girders, blinking lights, and piles of junk that hide worm-like Dust Crushers. Freeze Man’s stage starts pretty basic, with just a snowy landscape in the background, but you’re soon venturing into a frigid cave full of frozen fossils and dinosaur skeletons. After fighting through Slash Man’s thick, prehistoric jungle, you’ll be knocked about in Spring Man’s funhouse. This is a colourful, circus-themed stage full of springs and flashing neon lights, while Turbo Man’s stage is set in a garage. After battling past tyres and tricky platforming, you drop to a giant, sentient semi-trailer truck for a mini boss fight. As ever, Dr. Wily’s stages are mostly just hi-tech facilities and robot factories, but the first one is modelled after a flying battleship, the second has a green metallic and turtle theme, and the third is geared more towards machinery.

Enemies and Bosses:
Some familiar robot baddies pop up in Mega Man 7, respawning when you leave the screen and randomly dropping pick-ups. Naturally, the series staple Metall is back, hiding beneath its helmet, swimming underwater with a snorkel, and floating from above thanks to propellers. Sniper Joe also returns, thankfully far less cheap than before and easily dispatched with timed jumps or shots, as does a revised version Tom Boy and new versions of the always-annoying Shield Attacker and sentient fan Matasaburo, with the latter both sucking you in and pushing you back in Cloud Man’s stage. We’ve got little spherical bombs riding sleighs, slender tanks whose heads detach upon defeat, hopping traffic cones, robotic bats, crows, and fish, and birds that drop eggs filled with little chicks. Similarly, Derusu Bee hives near-endlessly spawn robot bees, a jouster-like knight rushes at you on a single wheel, robotic cockroaches continuously scurry about until you destroy their nest, and robots walk on the ceiling and drop icicles. There are hopping frogs, detached helmets, grinning rockets, large robot Stegosauruses that fire their fins and homing missiles, and a little sphere robot flings spiked tyres at you. Some stages also include mini bosses, such as the steamroller-like Mad Grinder in the prologue and the similarly themed forklift contraptions encountered in Turbo Man’s stage. You’ll easily take down a giant stationary polar bear that can only attack by flinging ice projectiles across the ground, blast the eyes of the large, grinning Sissi Truck while avoiding its minions, and pummel the core of the VAN Pookin to access new areas of Shade Man’s castle. While you battle the crab-like Kanigance twice, the Tyrannosaurus rex-like King Gojulus was the most visually impressive mini boss as it chases you down and attacks with flaming breath.

It’ll take a lot of skill and the right Special Weapons to best these Robot Masters.

Each stage culminates in a battle against one of the eight Robot Masters, with each vulnerable to a specific Special Weapon and fought again in Dr. Wily’s final stage as part of the final boss gauntlet. I tackled Burst Man first as the regular Mega Buster easily pops his bubbles and damages him. Indeed, he’s little threat even when he uses Danger Warp to spawn bubbles with mines; just keep firing and you’ll escape his bubbles and put him down. His Danger Warp is great against Cloud Man, who hovers above and summons a thunderbolt to strike you and send an electrical current through the ground. Be sure to dash under him to avoid being blown to your death when he summons a rainstorm, and position yourself to hit him with your Special Weapon. His Thunder Bolt annihilates Junk Man, who leaps about flinging junk and causing it to rain down. He can attract a bigger ball of junk to throw, but he’ll probably be dead before he gets a chance. The Junk Shield tears through the nimble Freeze Man, who can flash-freeze the ground, freeze you with a shot, and drop icicles, though it’s much tougher landing clear shots on the rotund, clown-like Mash, whose head you must detach to pummel with Danger Warp. The Freeze Cracker quickly ends Slash Man, though he’s a fast target and loves to hop offscreen, rain goop into the arena, and pounce with his claws. Rather than electrifying Spring Man with the Thunder Bolt, jump and slash him with the Slash Claw, quickly sliding away from his extendable punches, to finish him off. I fought Shade Man next and he was by far the toughest of the regular bosses as he swoops in and drains your energy to replenish his own, freezes you with his energy waves, and is most vulnerable to the unreliable Wind Coil. Finally, I fought Turbo Man, who transforms into car to charge you, saps your health with Scorch Wheel, and sucks you towards him. The Noise Crush is your best bet, but he’s a pretty big target to hit.

Tackling Dr. Wily’s final machines is no joke as Mega Man 7 is notorious for its late-game difficulty.

Mega Man’s new rival, Bass, is fought three times. The first fight is a sparring session where he jumps about firing regular shots, but he adds charged shots in the second bout and joins with Treble for the third. In this fight, he flies about, jets towards you, fires a homing punch, and is a much tricker target to hit. Dr. Wily gives Guts Man an upgrade in his fortress, forcing you to pepper him with shots and trick him into dropping giant stones for you to hit at him with the Slash Claw. You must keep him at bay with your shots to avoid his pincers tossing you into the ceiling, and work fast to avoid being crushed. The giant, turtle-like Gamerizer guards Dr. Wily’s second stage and is best damaged with the Wind Coil. You must time your shots to hit his head and avoid being immolated, slide under his rocket charge, and fend off his minions when he flies off-screen. While this was a pain, it was nothing compared to the HannyaNED2, which chases you across a platform, fires a piercing laser, spits bombs, and shoots high and low missiles. Its only weak spot are its eyes, which are extremely difficult to hit with Noise Crush, to say nothing of its massive hit box! Things take a turn for the ridiculous in Dr. Wily’s final stage, where you must defeat all eight Robot Masters and endure a two-stage battle against his latest mech with no checkpoints in between! You must slide under the Wily Machine 7 to avoid being crushed and attack its smaller doubles to clear the ground, though landing shots on Dr. Wily’s cockpit is easier said than done as the hit box is very small and your attacks do minimal damage. Dr. Wily’s last-ditch attack comes in his latest capsule, which teleports in and out and fires homing orbs that damage, stun, freeze, or immolate you. He also shoots a lightning bolt that travels across the ground and is often out of reach of most Special Weapons, making for a ridiculous tough final boss that broke me.

Additional Features:
There are twenty-one Achievements available in Mega Man Legacy Collection 2 (Capcom, 2017), with one awarded specifically for beating this game. Alongside different display options (screen size, borders, and screen filters), Legacy Collection 2 allows you to view a character database and production art, enable “Extra Armour Mode” to half the damage you take, and tackle additional challenges. These see you playing through remixed stages, enduring boss rushes and time attacks, and defeating certain bosses with only the Mega Buster. Mega Man 7 uses a password feature so you can skip ahead to later stages and gain some helpful extra items, which you may need as, for some bizarre reason, Mega Man Legacy Collection 2 removes the rewind function! Sure, you can enable auto- and utilise manual saves, but these aren’t like save states. When you reload, you reload from the last checkpoint, meaning you have to endure the final boss gauntlet every time if when you fail! There are a lot of secrets in Mega Man 7, with even Rush’s abilities hidden in stages or needing to be purchased. You’ll need all the R-U-S-H letters to access Mega Man’s most powerful form and must collect a lot of bolts or search all over for additional upgrades. The Hyper Bolt will reduce Auto’s prices, and you can gain Proto Man’s overpowered shield if you track him down and defeat him in battle!

Final Thoughts:
I was really excited to get stuck into Mega Man 7 after largely enjoying my playthrough of the first Legacy Collection (Digital Eclipse, 2015). The game makes a fantastic first impression, utilising the greater processing power of the SNES to bring more life, detail, and colour to Mega Man and his unique world than ever before. The game is everything The Wily Wars wishes it was, featuring tight controls, fantastic use of space, and essentially being a 16-bit do-over of the 8-bit classics. The challenge on offer is immediately familiar, with the game’s difficulty being dictated by the player as much as the many hazards and bizarre enemies. While I remain disappointed that the Special Weapons aren’t more innovative, the Robot Masters had a lot of personality and put up quite a fight at times. I was disappointed to see Bass steal Proto Man’s spotlight, but Bass has a bad-ass look and offered some fun bouts, to say nothing of the anime-like visuals evoked by the sprites. The stages also provided some enjoyable (if often safe and recycled) gimmicks, with the game outpacing its 8-bit counterparts at every turn and hiding some cheeky secrets that greatly reward you. Unfortunately, Mega Man 7 is let down by Mega Man Legacy Collection 2’s lack of a rewind or proper save state feature. Without these, the difficulty spikes dramatically and unfairly for the finale, forcing you into a boss gauntlet that’s practically unwinnable and sucking a lot of the fun out of the game. I get that this is how games were played back in the day, but it makes no sense to remove these features when they were included previously. Just allowing players to use save states rather than just manually saving to the latest checkpoint would’ve helped but, as is, Mega Man 7 is made for hardcore gamers only with its brutal difficulty curve.

My Rating:

Rating: 3 out of 5.

Pretty Good

Were you excited to see Mega Man come to the SNES back in the day? Which order did you tackle the game’s stages in and did you ever fully upgrade Mega Man? Which of the new Robot Masters and Mega Man’s Special Weapons was your favourite? What did you think to the late-game difficulty spike and lack of quality of life features? Which of Mega Man’s SNES games is your favourite and would you like to see more titles released in the franchise? How are you celebrating all things science-fiction this month? Whatever your thoughts and memories of Mega Man 7, drop them below, check out my other Mega Man reviews, and donate to my Ko-Fi to suggest more Mega Man content you’d like to see me cover.

Game Corner [Sci-Fanuary]: Ristar (Nintendo Switch)


January celebrates two notable dates in science-fiction history: “National Science Fiction Day” on January 2 to coincide with the birth of world renowned sci-fi writer Isaac Asimov, and 12 January being when Arthur C. Clarke’s HAL 9000 was created. Accordingly, I dedicate January to celebrating sci-fi in all its forms.


Released: 26 October 2021
Originally Released: January 1995
Developer: SEGA
MobyGames Score: 8.2

Also Available For: GameCube, Game Gear, Mega Drive, Mobile, Nintendo Switch, Nintendo Wii, PC, PlayStation 2, PlayStation 3, PlayStation 4, PlayStation 5, PlayStation Portable (PSP), SEGA Mega Drive Mini 2, Xbox, Xbox 360, Xbox One, Xbox Series S/X

Quick Facts:
Back in the 16-bit era, mascot platformers were king thanks, largely, to the phenomenal success of Sonic the Hedgehog (Sonic Team, 1991). During Sonic’s long and complicated development, a character who could grab objects was pitched but discarded for being too complex. Years later, SEGA revisited the concept, producing a prototype titled Feel, which went through many redesigns and focused more on platforming than Sonic’s fast-paced action. Though the upcoming SEGA Saturn hurt Ristar’s sales, it was praised for its colourful visuals and unique gameplay mechanics and criticised for its lack of innovation and unfair comparisons to Sonic. Despite plans for a sequel and being included in multiple SEGA collections, Ristar has been all-but forgotten, though he did get an unofficial comic strip in Sonic the Comic Online and there have been calls for a revival over the years.

Gameplay and Power-Ups:
Rister is a surreal and vibrant 2D, sidescrolling platformer that, despite some visual similarities to Sonic, emphasises slow, deliberate platforming. Players control the titular Ristar, a cock-sure shooting star who travels across six worlds (called “Rounds”) to rescue his father from evil space pirate Kaiser Greedy. Each Round has three levels (two platforming challenges and a boss battle) and hidden Bonus Rounds. There’s no timer, no high score table (despite players earning points for defeating enemies and collecting gems), and players can only skip to later Rounds with special trophies that reveal passwords. There are two control schemes available so I mapped jump to the A and Y buttons and grab to the B button. Unlike some mascot platformers, Rister doesn’t defeat enemies by jumping on them or using weapons. Instead, he grabs them with his stretchy arms (extending his reach further the longer you hold the button) and rams into them with a headbutt. While this is effective, it can be quite slow and clunky. Players can grab in different directions, and even diagonally, but you may find you miss your target and take a hit. Ristar’s health is measured, fittingly enough, by stars. You can partially replenish it by smashing treasure chests and collecting either a gold or a blue star, which also gift 1-ups. Other treasure chests contain gems for points and Ristar occasionally grabs items, such as a miniature statue of himself or a gemstone, to bypass traps or activate teleporters. Sadly, the combat isn’t very deep; you just grab and smash everything. Sure, you can cling onto enemies to avoid being sucked into a black hole or to resist the flow of water, but you can slam or throw enemies, which severely hampers Ristar’s abilities. He can also swim and, though he’s a bit slippery underwater, he’ll never have to worry about drowning, so that’s a tick in the plus column.

Use Ristar’s awkward grab to bash enemies, explore environments, and tackle troublesome challenges.

Ristar’s grab can also snag ladders, poles, overhead rails, and various other handholds to allow you to climb, clamber across gaps, and even wall climb…to a degree. This mechanic is very finicky and seems contrary to what the game wants you to do, so it’s good that it isn’t mandatory until Round 6. This Round also sees Ristar use anti-gravity sneakers to clunkily swim/fly about, though this is so limited that it’s more of a handicap. Round 5 sees him slide and ski down a snowy mountain, though this is a glorified cutscene, and ends with him tossing snowballs he builds with his idle pose at the boss, while Round 3 sees him pulling levers to activate or turn off furnaces. Each Round features a special Star Handle that spins Ristar around at high speeds. This ricochets him about to bounce up even spike shafts and clear vast distances, though you must angle him just right to get a “height bonus” and clear the level. Other Star Handles transport you to Bonus Rounds, where you have a strict time limit to navigate a brutal obstacle course and retrieve special treasure. You won’t lose health or lives in these stages, but it can be difficult finding and clearing them. Ristar can also smash certain walls or objects to either break them or topple them, create new paths and bridges, and must bash heavy moving platforms in Round 6 that’ll crush him with their massive hit boxes if he’s not careful. This Round also features multiple teleporters that transport Ristar to hazardous corridors where he either battles a mini boss, tosses missiles at cannons, or rips open the background to uncover gems. Very rarely, players red star power-ups make you temporarily invincible. Ristar also smashes enemy-spawning targets in Round 2, which largely takes place underwater and sees players grabbing bubbles to get higher, dealing with rising and falling tides, and fighting to avoid being blasted into a spike wall by the water current. Sadly, there are no autoscrolling sections where Ristar blasts through space to take out enemies like in its visual counterpart, Rocket Knight Adventures (Konami, 1993) and, while you get score bonuses and congratulatory text after each Round, you don’t appear to earn extra lives or continues and, with no high score table, the points are essentially meaningless.

Sadly, Ristar‘s few unique mechanics and vast potential go underutilised.

Ristar is a very slow game. Ristar plods about very lazily and only gets his ass moving when flying at enemies or bouncing around off a Star Handle. The bulk of the game involves jumping across gaps, spike pits, lava, or other hazards, hopping to platforms and using Ristar’s grab to scramble about. Some jumps can be very tricky since Ristar’s reach will just miss, forcing you to take longer or more dangerous paths or to struggle with his wall climb. In Round 1, you grab floating fluff or passing birds to get higher, reach into tree holes for goodies, and smash trees to light up the woods, though spores stick to you and, like the starfish in Round 2, slow you and then explode if you don’t shake them off. Round 3 sees you tossing Ristar statues into glowing spots to avoid being hurt and trapped by cages, and outrunning rising flames to test your platforming and grabbing skills, and you’ll also hold B to raise a pulley and reach higher ground in the factory section. Round 4 has an odd carry mechanic where you grab metronomes and deliver them to singing birds to open new paths, utilising fans and pincers and conveyer belts and defeating enemies before the can steal your item. This Round features a musical theme, with you being bounced about by drums and timing your grabs just right to navigate narrow spiked chasms, as well as flying along on zip wires and hopping past dancing guitars. Round 5 introduces a slipping gimmick where you must time your jumps off icy platforms to keep from looping around, destroy rocks in the underwater cavern, and again deal with Round 2’s rushing water gimmick. Round 6 is, fittingly, the most dangerous, featuring spiked mincers, the slipping gimmick, poles and handholds that switch positions every time you grab them, and an overhead ray that zaps you to the background and forces you to defeat enemies and grab handholds while obscured. Things get quite challenging quite quickly; Ristar has a big hit box and spikes and other hazards are everywhere, meaning things can get frustrating in later Rounds.

Presentation:
Visually, Ristar is one of the most impressive Mega Drive games. The colourful graphics, deep and detailed backgrounds, and vibrant presentation remind me of Knuckles’ Chaotix (SEGA, 1995), as do the wacky Round intro cards, story text, and sprites. Though one of gaming’s oddest characters, Ristar is full of life, sporting a determined frown, gleefully smashing enemies, yelping when hit, and blasting about when launched. Ristar sports a few idle poses that change in Round 4 and Round 5 to show him bopping along to the beat and struggling with the heat, respectively. The game’s story is very simple (and changes depending on your region) but is beautifully brought to life by both text and large, partially animated sprite art. Despite the title screen drawing immediate comparisons to Sonic the Hedgehog, Ristar is like a mish-mash of Sonic, Rocket Knight, Gunstar Heroes (Treasure, 1993), and Disney’s various 16-bit titles with both its gameplay and visuals, though oddly promoting precision platforming rather than fast-paced combat, perhaps to better showcase the stunning, cartoonish visuals and bizarre environments. While there’s no ending cutscene, stills showcase the ending and key moments during the credits and Ristar busts out a fitting victory pose upon defeating each boss and clearing the game. It’s a shame that his enemies aren’t as interesting, with players mostly smashing boring coloured Orblets, Unfortunately, Ristar can’t duck or look up, has no other combat options, forms, or power-ups, and his hit box is quite large. This is compounded by the odd decision the delay between grabbing health-restoring stars and Ristar’s health being restored, meaning you can grab a star and die before it’s added to your tally! As visually impressive as the game is, though, I was disappointed by the less than memorable soundtrack that cheaply recycles sound effects from Sonic 3 & Knuckles (SEGA Technical Institute, 1993/1994) during the final boss battle.

Ristar excels in its colourful, cartoonish visuals, though not in its gameplay.

Though Ristar plays things safe regarding its level themes, each Round is a kaleidoscope of colours and visuals and often depicted as obstacle courses that test your jumping and grabbing, so combat is often secondary. Planet Flora is your typical, grass-themed intro stage, featuring a sprawling valley in the background, bushes you can pass through (and which enemies pop out of), vine-themed handholds, birds flocking by, and Venus fly trap platforms that snap your heels! You venture into the roots of the forest and through a dark wood, with some impressive lighting effects in the boss arena, before heading to the decidedly Atlantis-themed Planet Undertow. You explore (and destroy) ancient ruins and swim through a coral cave (with no fear of falling debris), trashing machines to stop the current. Planet Scorch features a flashing hexagonal floor, an active volcano in the background that rains explosives, and furnaces that you (and enemies) can toggle on. After bypassing the rising flames and outrunning the screen-filling fire wall, you venture into the sweltering furnace and hop across lava pits formed when Orblets activate special bombs. Planet Sonata starts with a fantastic retro sci-fi aesthetic, with Jetsons (1962 to 1963;1985 to 1987)-style futuristic buildings and flying cars, before transforming into a musical-themed stage, featuring flutes, drums, musical sheets, and even a theatre stage for the boss battle. Planet Freon opts for a snow theme, sporting a glowing aurora borealis in the background, sliding Ristar about, and dropping you into a crystal cavern full of waterfalls and frozen frog statues, Planet Automaton is a hazardous robot factory full of spikes, grinders, and teleporters, with robotic nasties being built or guarding each corridor. Finally, Castle Greedy is a surreal alien landscape full of bonkers alien tech where a little spy camera follows you about at the start and you confront the suitable theatrical Kaiser Greedy in his fantastical throne room. There’s a lot to look at in Ristar’s worlds and the colours certainly pop, but I felt a strange absence of gimmicks for each area as the developers relied more on traditional platforming rather than innovative mechanics, best seen when Ristar’s skiing section is relegated to a cutscene rather than being playable.

Enemies and Bosses:
There are a handful of oddball enemies to smash your starry head against in Ristar, with the most common being the various coloured Orblets. While many of these are harmless unless you bump into them, floating about and generally acting as a nuisance or a handhold, others hang from branches in cocoons, endlessly spawn from metallic pots, briefly electrify themselves, or are surrounded by spikes or flames. Each Round also features unique enemies; though most simply hop or jump about, like Planet Flora’s weird rabbits and lizards, the chunky birds swoop at you and perform a torpedo attack. Planet Undertow is patrolled by fish, frogs, electric eels, and seahorse that’ll endlessly attack until you destroy the spawn point. Large, squid-like crustaceans also appear, taking a few hits to put down, and the first projectile-firing enemies appear in the form of that large enemy and the aggressive lobsters that pop up. Planet Scorch features a nasty vulture who grabs you and a slug-like enemy that emits flame bursts, while Planet Sonata is populated by robotic enemies themed around birds and musical instruments. There are purple pipes that must be destroyed to stop them spitting projectiles, dancing robot birds that toss minions, and large robotic woodpeckers that peck you with their beaks. Planet Freon sees spiked fish in the waters, strange, bulbous aliens floating about in water rings, and mechanical baddies that drop icicles. Planet Automaton sees these weird, Slinky-like robots on the walls that spit projectiles and duplicate when hit, UFO-like robots that float by and fire a laser spread, and weird robot poles with two large, spiked fists, alongside missile-firing cannons and the biggest assortment of coloured Orblets yet! Sometimes, you’ll battle a mini boss or a wave of enemies to finish the first level of a Round, such as Planet Flora’s giant snake that popes from holes in the background and the literal waves of Orblets that rain down in Round 2. Planet Sonata sees you battling three robot woodpeckers controlled by a bird maestro, Planet Freon pits you in a snowball fight against a strange, rotund little alien, and Planet Automaton forces you to run a gauntlet of robotic bosses, smashing a bouncy trashcan-like mech and forcing a large battle robot back against the wall with precision hits.

Though innovative and challenging, the bosses aren’t enough to salvage the game.

Naturally, each Round ends in a boss battle, with bosses changing colour as you deal damage and often spawning Orblets as projectiles or distractions. The mischievous imp Rhio possesses Planet Flora’s elder and compels him to float around conjuring snowflake-like projectiles. You must dodge these and smack him to knock Rhio loose and attack, watching for the miniature tornados he conjures. The aggressive hammerhead shark Ohsat darts in from either side of the screen in Round 2, causing rocks to fall and eventually left floundering when each hit you land drains the arena’s water. The mole-like Adahan attacks in Planet Scorch’s volcanic depths, popping from the ground claws first and kicking up dirt. After a few hits, the fight switches to a freefall section where you must hit him as he bounces off the walls, which can be tricky due to Ristar’s janky grab mechanics. Awaueck rains musical notes that are hard to dodge and is only vulnerable when you knock him from his perch. The strange ice monster Itamor tosses bouncing balls and emits a freezing breath, but the mini boss appears to help you by providing hot soup to toss into Itamor’s maw and melt him from the inside out. The battle robot Uranim tosses junk from offscreen before battling you in an enclosed arena. You must smack him a few times to knock him over and then lure the pincer-like tentacle to hit him to cause damage, watching for his jump and ricocheting projectiles. Kaiser Greedy’s right-hand, Ionis, pilots Eyebar -555, a mechanical snake in Round 6 that boasts a boomerang projectile, machine gun and blaster arm, and ricochet bolts. Dodge all this and hit his shield a few times to dislodge Ionis and deal some real damage. Kaiser Greedy then trumps this by floating and teleporting around his throne room, tossing Orblets, firing a lightning bolt, and conjuring an insta-kill black hole! You must anticipate where he’ll be to grab and attack in a very small window, and hold onto any Orblets to avoid a sudden end, in this ridiculously tough finale.

Additional Features:
Ristar offers two difficulty settings, “Normal” and “Hard”, with “Hard” mode reducing your total health to just two stars and “Normal” gifting you four. Beyond that, there isn’t much else on offer here unless you’re playing the Japanese version, which features a different story and some passwords that enable a stage select, time attack, invincibility, and other effects. If you play the Game Gear version, you’ll have a slightly different experience, both graphically and in terms of the bosses and mechanics, while this version allows you to rewind the action and create save states. If you’re playing the version included in the SEGA Mega Drive Ultimate Collection (Backbone Entertainment, 2009), you’ll get an Achievement if you collect five yellow stars, though there are oddly no Achievement specific to Ristar in the SEGA Mega Drive Classics (SEGA/D3T, 2018) collection.

Final Thoughts:
I’ve been enamoured by Ristar for years. As a kid, I was always intrigued by screenshots in gaming magazines and I always wanted to own it based on my love of 2D mascot platformers but never saw a copy in the wild and a decent copy can be quite pricey. Thanks to modern re-releases, Ristar is more accessible than ever…but, sadly, that doesn’t mean it’s really worth your time. The game looks absolutely gorgeous and goes a long way to show what the Mega Drive was capable of with cartoonish, vibrant 2D sprites. Ristar looks fantastic and his worlds are unique and colourful, though sadly lacks memorable gimmicks as the developers prioritised platforming and Ristar’s unique grab mechanic. This is an interesting gimmick, but one that doesn’t live up to its potential. I just wanted Ristar to do more, perhaps throw or slam enemies or something a bit more dynamic than just grabbing handholds and bashing enemies. The gimmick is sadly underutilised and Ristar lacks the speed and action to complete with, much less usurp, Sonic, with Ristar being slow, far too big a target, and far more limited compared to his peers. Ristar is also incredibly challenging, with numerous spikes and hazards sapping your health and continues and so much trial and error that I’ve no idea how people beat it without rewinds and save states. It’s only a short game, but later Rounds are almost unforgiving with their obstacles and tough mini bosses, and it’s not like the ending is worth your time. The bosses were a highlight, for sure, being big and well animated and making you use Ristar’s grab in different ways. It’s just a shame this innovation didn’t translate to the core gameplay to let Ristar chain together grabs, swings, and attacks, which we’d see SEGA arguably do better in Sonic Unleashed (Sonic Team, 2008). In the end, while Ristar impresses with its visuals and beautiful stages, there’s just not enough meat on the bones for it to stand alongside other mascot platformers. I’m glad I finally saw it through, but I’d much rather playthrough Rocket Knight Adventures or Sonic 3 & Knuckles than this one, which is a shame as it had so much potential.

My Rating:

Rating: 3 out of 5.

Pretty Good

Do you think I’m being too hard on Ristar? How do you think it compares to other action platformers? What did you think to the grab mechanic and Ristar’s visuals? Did you also struggle with the late game difficulty curve? Which of the bosses was your favourite and would you like to see Ristar make a comeback? What are some of your favourite sci-fi-orientated videogames? Feel free to share any memories you have of Ristar in the comments, support me on Ko-Fi, and then check out my other sci-fi content.

Game Corner: AEW: Fight Forever (Xbox Series X)

Released: 29 June 2023
Developer: Yuke’s
Also Available For: Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S

The Background:
Once Scott Hall showed up on WCW Monday Nitro on 27 May 1996, the then-World Wrestling Federation (WWF) and World Championship Wrestling (WCW) engaged in a “Monday Night War” that defined a generation of wrestling fans. Things changed forever, however, when WCW went bankrupt and was absorbed by what’s now called World Wrestling Entertainment (WWE) and, despite some admirable efforts, the WWE has been the top dog of the American wrestling industry ever since. A true competitor arose in 2019, however, when Cody Rhodes, Kenny Omega, and Matt and Nick Jackson (with financial backing from Tony Khan) launched All Elite Wrestling (AEW). Not only was AEW an indie wrestling fan’s wet dream, but they also signed both undervalued wrestling stars and bona fide legends like “The Icon” Sting, who infamously defeated “Hollywood” Hulk Hogan for the WCW Championship on this day in 1997. AEW quickly established themselves as a true alternative to the WWE with action figures and merchandise, but it was the Jacksons who pushed for an AEW videogame, which immediately turned heads when Yuke’s (the developer behind some of the greatest wrestling games of all time) was brought in to develop the title. With the game engine being directly inspired by the celebrated WWF No Mercy (Asmik Ace Entertainment/AKI Corporation, 2000) and featuring a rare appearance by the late Owen Hart, the game promised to bolster its content with additional materials but quickly came under fire for its long development time. Despite downloadable content (DLC) trying to keep the game relevant, AEW: Fight Forever released with a strangely out of date roster and was met with mixed reviews. While the arcade-style, throwback gameplay was praised and innovative match types were praised, the main story and wrestler customisation options were criticised for being undercooked. However, the game sold well in the United Kingdom and Tony Khan promised to produce more AEW videogames in the future, leaving fans hopeful for an improved experience next time around.

The Plot:
When not competing in a series of customisable wrestling bouts, players take either a created wrestler or a member of the AEW roster on a year-long journey through the company’s biggest names and matches.

Gameplay and Power-Ups:
AEW: Fight Forever is an arcade-style wrestling title that plays very similar to the classic wrestling games produced by AKI, THQ, and Yuke’s back in the day, utilising a modified game engine and similar features of games such as the immortal WWF No Mercy. After customising their game card with icons, badges, and weapon decals, players are presenting with a laundry list of options befitting a wrestling videogame. You’ll probably want to explore the game’s options and settings first, where you can view various in-game statistics (wins and losses and such) and records, check out the current leaderboards, and toggle various options, such as the blood, entrance effects, casual play, and tutorials. As should be expected, the game offers a training mode where you can test out the initial fifty-strong roster, setting the computer-controlled opponent to different behaviours and positions to test different moves. Unless you disable in-game tutorials and hints, wrestling legends like William Regal, Jim “J.R.” Ross, and Taz chip in with insights into specific game mechanics or match types. Although the game’s controls are fully customisable, I managed fairly well with the default layout, which maps your high strike and kicks to X and Y, your grapples to A, and run to B. By holding A, X, or Y, you execute a strong attack or grapple to deal additional damage, while tapping the strike buttons executes a quick combo. You can also hit A, X, or Y while running for a running strike or takedown, attack enemies when they’re down in the same way, and swing the game’s various colourful weapons with X or Y. The right stick is used for taunting, which builds your momentum bar, allowing you to maintain stamina and execute signature and finisher moves (using the D-pad or the right stick, as prompted). If you’re covered or locked in a submission hold, mash the face buttons to try and kick or wriggle free, and mash them when locking in a submission to wear down your opponent’s body part or score a tap out victory.

The glory days of fast-paced, arcade-style action are nicely evoked in Fight Forever‘s gameplay.

Each wrestler has at least one signature and finisher move, though some have more if they have a certain “Skill” equipped. You must pull off a successful taunt to activate your “Special” status, which allows you to hit as many finishers as you like until the status fades. These are performed from different positions (from a lock up, or the top rope, or when the opponent is down, etc), so be sure to review your wrestler’s moves from the pause menu. Once your opponent is down, press the Left Trigger to pin or the Right Trigger to pick them up. Grappling and pressing RT whips your opponent into the ropes, corner, or ringside equipment, and the Left and Right Bumpers are used for countering. This can be tricky as there’s no onscreen indicator for when to counter. Simply mashing the triggers doesn’t work either, so it’s all about timing. Skills also afford you temporary buffs, such as landing the first strike or doing a taunt, while others increase your versitality, such as adding springboard attacks and a quick kip up to your repertoire. You can increase the amount and strength of your finishers, buff your finisher countering ability, increase your resistance to submissions, power out of pins, and even steal your opponent’s finisher. When tagging with a partner, you can bring them in with LT and perform double-team moves to wear down your opponents. You can also exit the ring and throw your opponent into the steel steps, ring apron, ring posts, and barricade to deal additional damage. When you hit your signature moves or finishers, you’re treated to a replay, and a helpful picture-in-picture feature shows who’s coming out to interfere for or against you. You can assign a manager to even the odds, bust opponents open, and even utilise weapons in some matches. When playing “Road to Elite”, you must watch your health as you’ll be injured if it drops too low or you overexert your workouts, requiring you to visit the hospital. In matches, your wrestler holds damaged body parts and becomes disorientated from eye rakes and eye pokes, screwing up your controls for a short time.

Though light on gimmick matches, Fight Forever has some unique and bloody match types.

There are a decent variety of match types here, from standard one-on-one matches to tag team bouts and multi-man matches. AEW: Fight Forever offers intergender matches, allows you to challenge for or defend AEW Championships, and manually change the champions if you wish. While you can’t alter the settings for every match, you can select additional options from each category, such as the “Lights Out” match (which adds weapons to the ring) and “Falls Count Anywhere” match (where you can pin outside the ring). Weapons are picked up, snatched from the crowd, or retrieved from under the ring with RT and break after a few uses but there are a lot of them here. You can set up and smash opponents through tables, swing baseball bats, steel chairs, and barbed wire implements alongside throwing football helmets, rideable skateboards, and covering the canvas with thumbtacks. Tag team matches can be a bit of a pain, especially if you’re not controlling your partner, as the CPU gets very aggressive when going for a tag and their partner often interrupts pins or hits double team moves. Your best bet is to down your opponent and then knock their partner off the apron or strategically pin your foe near your corner. Similarly, multi-man matches can get extremely chaotic as the game’s targeting is atrocious, either automatically switching to whoever it feels like or messing up your manual aim. “Road to Elite” features gauntlet matches where you battle three opponents in succession, handicap matches, and singles matches where your opponent’s allies will interfere to beat you down, all without a disqualification. Surprisingly, there’s no steel cage match, but you can play a ladder match, setting up a ladder with RT, holding B or LT to climb, and mashing buttons to whittle down a wheel and claim victory. Be careful, though, as the CPU may steal your victory if you get the wheel down to the last section and they make a successful climb.

“Road to Elite” strangely simulates day-to-day activities in a botched attempt at immersion.

AEW: Fight Forever is notable for a couple of fun and unique gimmick matches, with the “Exploding Barbed Wire Death Match” being a particular highlight. In this match, the ring ropes are replaced by barbed wire, barbed wire tables are in each corner, and you have 120 seconds before the ring explodes, causing major damage to anyone near the ropes. You can toss and hit your opponent into the barbed wire to literally flood the canvas with blood, and set off explosions, which was a lot of fun. The “Casino Battle Royale” was less enjoyable for me and far less unique, essentially being a traditional Royal Rumble with a wacky name and having you pick a playing card to determine your position in the match. The goal is to wear down your opponents (up to twenty-one) so you can toss them over the ropes to win, gaining a title shot in “Road to Elite”. This is the game’s story mode, where you take any AEW star (or a custom wrestler) on a year-long story, making friends and enemies and winning championships as you go. Win or lose (and it’s fine to lose matches here), you’ll earn AEW Cash to spend in the in-game shop and Skill Points to spruce up your custom wrestler. AEW Cash can also be spent on better hospital treatment or buying items to boost your health, momentum, or Skill Points. Between matches, you’re given four “turns” to either workout, see the sights, eat, or do other bizarre tasks like press conferences and talk shows. If you work out, you’ll lose energy but gain momentum, but also risk getting injured. Eating restores your health, as do some other tasks, and seeing the sights increases your chances or meeting other wrestlers. There are multiple story paths to experience, all triggered at random, with you forming tag teams, being betrayed, joining or battling against one of AEW’s many factions, and vying for the company’s top prize. It’s a decent mode, but quite short to invite replays and can get repetitive as you have little control over what you’re doing outside of a match (save for a few dialogue choices). You can take selfies with AEW stars for your collection, sometimes endure horrendous gauntlets or fight while injured, and play a bunch of weird mini games for additional points.

Presentation:
AEW: Fight Forever generally impresses with its visuals, particularly the wrestler models. Unlike the WWE videogames, AEW: Fight Forever opts for a slightly exaggerated, action figure-like aesthetic not unlike WWE All-Stars (Subdued Software/THQ San Diego, 2011). Each AEW star closely resembles their real-life counterpart, even down to their in-game grunts and taunts (with Sting howling and “The Machine” Brian Cage shouting at the crowd), though the game was noticeably outdated at launch and is even more behind the times now. The women, especially, come off really well, which is nice to see as they often look monstrous in the WWE titles, and each has their accurate entrance music, including “Le Champion” Chris Jericho coming out to “Judas” and CM Punk using “Cult of Personality”. Unfortunately, AEW: Fight Forever opts to use truncated entrances like WWF No Mercy. While you can press buttons to activate pyro and other effects, this may be disappointing to some (not me, though, as I always skip entrances anyway). However, I was disappointed by the lack of commentary, even for signatures and finishers, opting for a customisable soundtrack instead, which was a shame. In fact, voice acting is very sparse, with the odd sound bite or insight cropping up now and then but the game primarily relying on text and dialogue boxes. While it obviously helps make the random story paths more manageable, it does come off as a little cheap, similar to when you visit various landmarks in “Road to Elite” and are met with laughably low quality still images. I occasionally saw some texture warping during these cutscenes as well, and some graphical glitches (such as entrance weapons disappearing). Similarly, there aren’t many options for wrestler customisation and skins, with only a handful of AEW stars having true alternate looks. However, I would say AEW: Fight Forever looks and performs far better than a lot of recent WWE games, likely because it’s a far simpler and stripped back title.

A flawed focus on bizarre gimmicks result in a solid, if barebones, experience.

If the trimmed entrances and lack of commentary didn’t give this away, the barebones arenas sure do. On the one hand, I’m not all that fussed as the arenas are largely superfluous and their presentation does recall the likes of WWF No Mercy. On the other hand, this game came out in 2023, so I’d expect the crowd to look less basic. The audience is seeped in darkness and indistinguishable most of the time, though the fans are very loud and add a lot of ambiance to matches. There are only a handful of arenas here, though, so things can get visually repetitive very quickly. You can build your own custom arenas, but I find these always look stupid and this isn’t helped by the weird fixtures, decals, and colour schemes the game offers. Strangely, AEW: Fight Forever doesn’t allow for backstage brawling, with no backstage areas included, or brawling in the crowd, which is just bizarre. The Exploding Barbed Wire Death Match adds some visual variety, and the “Stadium Stampede” DLC shows what the game could be capable of, but the developers apparently thought it more important to waste resources on weird-ass mini games. These see you playing baseball, participating in quizzes, collecting tokens, shoving opponents from the ring and onto coloured balls, matching Penta El Zero M’s movements, smashing coloured boxes, and running across football fields avoiding hidden holes. These certainly add some visual variety, but they’re so out of place that it’s like the developer’s notes got mixed up. Similarly, you’ll see cutscenes of your wrestler working out, chatting, visiting the hospital, getting beaten up, or meeting fans when playing “Road to Elite”, all things that are certainly different and fitting for a wrestler’s lifestyle but seem out of place. Finally, live-action footage, clips, and voice overs interspersed through “Road to Elite” show key moments in AEW history, which was nice, though you oddly don’t recreate many of these moments as you play.

Enemies and Bosses:
Naturally, every wrestler on the roster is your enemy, even your allies. While every wrestler controls and fights the same, with a set number of moves and abilities, your strategies may alter depending on who you fight. As each wrestler has multiple Skills, it’s worth becoming familiar with them as it does impact your play style. Custom wrestlers will set and refine these in the “Road to Elite” story mode, AEW stars have theirs set and cannot change them, and some even have unique Skills, such as “Freshly Squeezed” Orange Cassidy’s “Sloth Style” where he fights with his hands in his pockets. “Mr. Mayhem” Wardlow snatches guys out of mid-air, Powerhouse Hobbs briefly becomes immune to strikes, Maxwell Jacob Friedman/MJF bails out of the ring, and “The Bastard” Pac evades strikes and grapples with cartwheels and rolls. Similarly, you must adapt to superheavyweights like “No More B.S.” Paul Wight as undersized wrestlers will struggle to perform their usual moves due to the weight difference. Highfliers like Rey Fenix are smaller and more agile, often striking fast, quickly countering, and flying from the top rope. Jon Moxley lives up to his reputation as an insane brawler by focusing on strikes and excelling in hardcore environments, guys like “The American Dragon” Bryan Danielson are more technical, sporting a repertoire of submission holds and take downs, and career tag teams like Matt and Nick Jackson (The Young Bucks) have flashier double team moves to keep you off balance. In many cases, you can simply wait out or fight through your opponent’s unique skills, such as spamming combos on Wardlow until he starts feeling them and avoiding the top rope when facing opponents with the anti-air Skill.

Different matches and wrestler abilities can change the difficulty and complexion of a contest.

Some competitors (particularly custom wrestlers) may surprise you, however, as even smaller wrestlers can counter mid-air attacks or finishers. Generally, your opponents are only as difficult as you set the game and the match type dictates. For example, a 4-Way match pitting Darby Allin against Luchasarus, “The Redeemer” Miro, and John Silver will be an uphill battle for the colourful daredevil. Similarly, tag team matches can be a chore as the opponent’s partner constantly rushes the ring, just like in the old AKI games, and the Casino Battle Royale can end in an instant if you’re jumped from behind. Sometimes, your opponent’s attacks land faster and with more accuracy than yours but, other times, they simply stand there like a goober. The more you beat your opponent, the weaker they become, but the momentum bar charges ridiculously fast, and the match can change on a dime if your opponent gets a few good hits in or activates a buff. Generally, opponents rush you once the bell rings, so be ready to counter their attack…if you can get the timing of the blocking down. When playing “Road to Elite” on “Easy”, I found matches fluctuated. While I easily dominated most opponents, winning with a single finisher or even regular moves, others proved surprisingly aggressive, such as MJF with his dirty tactics and Pac, with his odd combination of speed and strength, yet I absolutely crushed Paul Wight, destroyed Chris Jericho, and easily toppled champions. This is true even in multi-man matches as you can get into a rhythm of wearing down a specific opponent (or keeping an eye on who’s taking a beating) and time your pins to happen as the other opponents are distracted for an easy win. “Road to Elite” got annoying for me simply because many paths push you into tag matches or gauntlets, and due to its random nature. You can access different paths and matches with different wrestlers, even competing in a Exploding Barbed Wire Death Match and battling a shadowy reflection of your wrestler in certain paths, and your opponents seem to be randomised each time to mix things up, though your general strategy of wearing them down to score a win remains the same.

Additional Features:
There are thirty-eight Achievements up for grabs here, which sounds like a lot but they’re surprising simplistic. Thankfully (but oddly), none of them are tied to online play. You’ll get an achievement for clearing “Road to Elite” once and then ten times, others for creating a custom wrestlers or competing in a custom arena, and another for winning a championship in an exhibition match. There’s an Achievement for buying an item, another for hitting a signature and finisher and scoring a victory, and another for hitting an opponent with a barbed wire bat in a “Lights Out” match. If you successfully perform certain tasks in “Road to Elite” (such as eating and working out), you’ll get more Achievements, and there are Achievements for utilising certain Skills in matches. Nothing too taxing, which is nice, but the Achievements also lack a lot of creativity and encourage repetition rather than replayability, which are two different things. There are additional “Challenges” too, daily, weekly, and untimed normal challenges. These award AEW Cash for defeating opponents, challenging harder difficulties, and performing a bunch of moves over time (such as 100 running attacks). It’s something to do, I guess, but hardly that innovative compared to other games. As you’d expect, you can go online to play in ranked, casual, and private matches. Sadly, you cannot download custom wrestlers or arenas, which is very surprising but hardly a big loss considering how lacklustre the game’s create-a-wrestler is.

Some expected and bonkers inclusions can’t ease the sting of the barebones creation suite.

The create-a-wrestler mode is so lacking that it’s inferior to even WWF No Mercy, reminding me more of the laughable options seen in WWF WrestleMania X-8 (Yuke’s, 2002). You’re limited to picking set expressions and altering the basics of your wrestler’s appearance rather than changing every aspect, are given a paltry selection of clothes and accessories focused more on patriotic attire than AEW gear, and have so few options that it’s basically impossible to create current AEW stars. While there are a lot of names and moves to pick from and entrance options, it’s all disappointingly barebones, with even the shop offering little extra content. Team entrances are especially limited, it bugged me that I couldn’t even put a vest on my wrestler without picking a body suit, and it’s almost insulting how few options there are for masks and face paint. You can modify the AEW roster, but the options are again incredibly limited, meaning you can’t rejig “The Natural” Dustin Rhodes to look like Goldust. The create an arena is just as pointless, I couldn’t care less about the unlockable badges and such, and there’s little incentive on spending real-world money for the DLC wrestlers unless you simply must have Adam Copeland on your roster. They do add additional skins and moves, to be fair, and the “Stadium Stampede” mode (which is free to download but you need a subscription to play). This is a bizarre free-for-all arena battler where you compete against thirty other players on a football field, utilising horses, golf carts, and abilities, attacking enemies for poker chips to level-up your character. Lastly, you can use AEW Cash to purchase “The American Nightmare” Cody Rhodes and referee Aubrey Edwards, and unlock Paul Wight, “The Exalted One” Mr. Brodie Lee, and even the legendary Owen Hart by playing specific paths in “Road to Elite” for the former or winning 100 exhibition matches for the latter.

The Summary:
While I generally enjoy the WWE videogames put out by Visual Concepts and 2K, it has to be said that the formula has become very stagnant over the years. The games are great simulations of the televised product, but I miss the fast-paced, action-orientated arcade style of the good old days, when WWF No Mercy captured my attention for hours on end. I’m also a fan of AEW and seeing them try something new, so I was excited to get AEW: Fight Forever despite all the negativity surrounding it. On the surface, it delivers what I wanted: simple, pick-up-and-play arcade action that recalls the AKI/THQ wrestling games of old, updating those mechanics for modern gamers. Playing matches is a lot of fun, with moves being simple to pull off, the game performing really well, and a great deal of satisfaction coming from every victory. I liked that “Road to Elite” was quite varied and encouraged replays with its different, random paths, and that it tried something new by mimicking a wrestler’s lifestyle. Unfortunately, the game is handicapped by barebones options, with perhaps the worst create-a-wrestler I’ve seen for some years and nothing worth unlocking apart from a couple of extra wrestlers. The focus on ridiculous mini games was a bizarre choice that adds confusion and tedium rather than variety, and it was disappointing to have so little control over “Road to Elite”. While the game mirrors WWF No Mercy in many ways, content is not one of them, with key elements omitted from popular game modes for absolutely no reason. The Exploding Barbed Wire Death Match was a great inclusion and this was probably the first time I’ve enjoyed a ladder match in years, but there are surprisingly few match types to pick from, the roster is severely outdated (with basically no way to update it through the creation suite), and some matches and CPU behaviours can be needlessly frustrating. It’s a shame as there’s a lot of potential, but it seems the lengthy development time got strangely side-tracked with unwanted features (those damn mini games) rather than offering a truly memorable alternative to the WWE’s videogames.

My Rating:

Rating: 2 out of 5.

Could Be Better

Did you enjoy AEW: Fight Forever? What did you think to the throwback gameplay and arcade-style action? Were you disappointed by the barebones creation suite and strangely limited presentation? Did you enjoy the Exploding Barbed Wire Death Match? What did you think to “Road to Elite” and its bizarre mini games? Would you like to see a sequel improve upon the game’s mechanics and potential? Who was your go-to wrestler to play as an why was it Sting? Which of Sting’s eras, personas, and matches are your favourite? Whatever your thoughts on AEW: Fight Forever, and Sting in particular, feel free to voice them below, check out my other wrestling reviews, and donate to my Ko-Fi if you want to see more wrestling content.