Game Corner: Jet Force Gemini (Xbox One)

GameCorner
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Released: August 2015
Originally Released: October 1999
Developer: Rare
Also Available For: Nintendo 64

The Background:
You wouldn’t really know it now but Rare were a big deal back in the nineties. They were responsible for the excellent Donkey Kong Country series (ibid, 1994 to 1996) on the Super Nintendo Entertainment System (SNES) before taking home console gaming by storm with the renowned GoldenEye 007 (ibid, 1997), one of the few licensed videogames to not only be good but also one of the greatest first-person shooters (FPS) ever made thanks to its highly enjoyable split screen multiplayer. Following this, Rare ventured into the 3D action/platformer genre with Banjo-Kazooie (ibid, 1998), a whimsical collectathon that secured Rare’s places as one of Nintendo’s premier third-party developers. During their time developing for the Nintendo 64, Rare were generally known for producing videogames that were either bright, colourful fantasy adventures. Conker’s Bad Fur Day (ibid, 2001) later turned this expectation on its head with its graphic violence and crude sense of humour but, before that, Rare deviated from this norm through Perfect Dark (ibid, 2000), GoldenEye 007’s spiritual successor, and Jet Force Gemini, both of which were darker, far moodier titles that veered into science-fiction and futuristic technology. Given how much I enjoyed Rare’s titles back in the day, I spent quite a bit of time with Jet Force Gemini on the Nintendo 64, either borrowing it from a friend or actually owning a copy for a brief period of time. One of the main reasons I chose the Xbox One over the PlayStation 4 was that console had the exclusive title Rare Replay (ibid, 2015), a compilation of thirty of Rare’s greatest hits over their many years, which contained, among many other gems, Jet Force Gemini. As I had never finished the game, and often struggled with it at certain points, this seemed like the perfect time to return to the game and put that loose end to rest once and for all.

The Plot:
After their fleet is wiped out by the insectoid armies of the villainous Mizar, the remaining members of the intergalactic law enforcement team Jet Force Gemini split up to infiltrate Mizar’s warships. The team discover that Mizar has enslaved the bear-like Tribals and resolve to defeat the alien’s forces.

Gameplay:
Jet Force Gemini is a third-person action/adventure shooter with a heavy emphasis on exploration, backtracking, and some light (if frustrating) platforming and puzzle solving. When you start the game, you’re put in control of Juno, the male member of the titular team but soon rescue his female partner, Vela, and their mascot, the semi-cybernetic pooch Lupus. Functionally, each character controls the same, running and jumping around their environment and various weapons to blast away any insects that get in their way. When you play Jet Force Gemini, the very first thing you should do is opt to switch to the new control scheme implemented into Rare Replay. Without this, you may struggle to control your character, aiming reticule, and co-ordinate your inventory. I don’t remember this being a problem on the Nintendo 64 version but, in the absence of that system’s C-buttons, the default controls for Jet Force Gemini map the strafe and weapon selection to the right analogue stick, meaning you’ll often switch weapons when trying to strafe. This control scheme also makes precision aiming a tedious and pixel-perfect operation but both of these issues are largely remedied by switching to the duel analogue control scheme offered by the Xbox One version. This doesn’t correct some of the other control issues, though. As you explore, you’ll do so from a third-person perspective, which is where the controls become relatively tight and responsive but the camera is obsessed with staying locked behind your back, somewhat skewing your view when you’re trying to make difficult jumps. When enemies appear onscreen, the view switches to a pseudo-first-person perspective; at the press of the left bumper, your character become translucent, an aiming reticule appears onscreen, and you’re tasked with strafing behind cover and around your foes as you mow down enemies. The new control scheme makes this far more enjoyable but I still found this shift in perspective to be jarring every time it happens and that the game’s base controls don’t necessarily make moving and shooting the easiest task.

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Each character can explore their environments in different ways.

For one thing, your characters control in a variation of the classic “tank controls” of early PlayStation and survival-horror videogames. You can travel in all eight directions and it seems as smooth as the controls in Banjo-Kazooie but this is a deception. For example, you’ll be running ahead at full speed and suddenly have to either make a right turn or turn around; your character then skids to a halt, sliding along the floor as they go, and either makes the turn in a wide arc or you’re forced to reverse backwards like a truck! The slipperiness of the characters is a major flaw; it’s great that Juno and Vela can grab onto ledges, which often saves you from plummeting to your death, but often you’ll fly right off an edge or a platform simply because the characters slip and slide all over the place. The camera really doesn’t help matters; it’s completely out of your control unless you hold down the left bumper and entire the quasi-first-person mode, meaning you don’t have full 3600 control of the camera like in Banjo-Kazooie. As the camera is always seemingly zoomed in just a little bit too much and permanently lodged behind your character, this makes jumping across gaps or to floating platforms a massively annoying task as there’s never a good camera angle to judge your jump and there’s a significant delay in the characters’ jumps (not to mention the slipperiness and the way they kind of freak out a bit when they land from a jump). Each of the three characters explores the environments a little differently and has access to different abilities: Juno can run through magma without issue, Vela can swim deep underwater (and, thankfully, has no need for air during these sections), and Lupus can hover for brief periods of time. Lupus can’t grab edges or duck but all three characters have a super jump (activated by simply holding down the jump button) and are able to find and use new weapons as they explore their surroundings. To progress through stages, you’ll generally have to unlock doors either by destroying all enemies in an area or using a coloured key. You’ll also encounter a number of non-playable characters (NPCs) who offer you additional items but only after you bring them something in return, forcing you to go off on a side quest to another world and run around in desperate circles as each of the characters trying to find what you need as, again, there’s no map or indication of where to go or what to do, forcing you to experiment with the three characters, different routes, or to consult a guide.

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Ammo is plentiful, which is good as you’ll burn through it pretty fast.

As for the weapons, you’ll be relieved to hear that there’s no need to reload in this game; ammo packs are in plentiful supply and often dropped by enemies, though you’ll be burning through some of your more effective ammunition as you mow down your enemies. This wouldn’t be so bad if the standard pistol had infinite ammo but it’s doesn’t. It also comes hampered with a power meter, of sorts, that keeps you from spamming the fire trigger over and over as the speed and power of your shots will decline the more you fire the gun until the bar refills. Each character’s health is represented by a glowing band in the bottom left of the screen; the band surrounds the logo of the team and drains as you take damage. You can replenish your health by collecting Gemini gems and expand your health by finding the appropriate items but, while you effectively have up to four health bars, you’ll find your health whittled away to nothing in short time when you’re ambushed by large groups of enemies if you don’t find cover or beat a hasty (if clunky) retreat. When you begin a stage, you’re given two continues; you can’t earn any additional continues but, if you exhaust them all, you do continue playing from the last auto-save point (and you can also manually save the game from the menu), which seems to make the continue system utterly redundant as you can just keep continuing as often as you need to. Jet Force Gemini begins in a very linear fashion; you can switch to Vela and Lupus after rescuing them from Mizar’s forces and each one makes their way through three different worlds before meeting up with their teammates at Mizar’s Palace. Once you fulfil this objective, the game opens up into a free play mode, of sorts, allowing any character to visit any world or location at any time. Unfortunately, you can’t switch to a character on the fly; when you select your character, the game forces you to sit through an unskippable cutscene of the character arriving and landing or docking at their location and you must begin the stage from the beginning.

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It’s tough to properly explore the game’s vast worlds without an onscreen map.

Switching to a new location is easily done from the map screen in the game’s menu but, when you select a location, you’re forced to start from the beginning of the stage rather than jumping to one of the other points of the stage. Also, when you’re exploring a stage, there is no onscreen map or menu-accessible way to help guide you through and this becomes incredibly frustrating during the game’s later stages as a lot of areas in the game’s generally diverse stages look the same and it’s easy to get turned around, lost, or simply struggle to progress as you have no real idea of where you should be going. This becomes even more annoying when you’re forced to backtrack to every location with each character and hunt high and low for the missing spaceship parts you need to reach the final confrontation with Mizar; Rare never liked to hold your hand when it came to exploration but omitting a stage map was a real boneheaded move and makes the game more tedious and annoying than it needs to be. During the free play portion of the game, you’ll have to revisit each location at least three times, once as each character, in order to locate new weapons, upgrades, story-progressing items and, of course, rescue all of the Tribals. As you explore stages, you’ll find these cute little critters scattered around, usually in your line of fire; touching them teleports them to safety and you must rescue every last one of them in order to complete the game. If a Tribal dies, you can continue playing and “simply” replay the stage to rescue them the next time around but, here’s the kicker; even if you’ve rescued Tribals, they still appear in the stage when you return, meaning that you never really feel as though you’re actually progressing with rescuing the little koalas. You can track your progress from the menu screen but, honestly, it isn’t very clear and I would have much preferred it if Tribals disappeared from the stages once they were rescued.

Graphics and Sound:
Jet Force Gemini has a very distinct visual style; ostensibly a sci-fi adventure, the game is filled with large, open areas, futuristic technology, and alien creatures. There’s a mish-mash of all kinds of scenery and styles in this game; one minute, you’ll be exploring a swamp-like world, the next you’ll be trapped in the large vertical halls of a spaceship, then you’ll be dropped into a vast desert or a desolate, metallic prison. Each world and location has its own look and feel though the gameplay mechanics are, largely, the same for each location; even on worlds filled with magma, Vela can find pools to dive into and Lupus will find gaps only he can cross, for example, and most locations task you with making some awkward jumps to desperately trying to navigate maze-like hallways and locations. While I am largely impressed with the size and scale of each of the game’s worlds, in many ways they are too big; a similar issue plagued Banjo-Tooie (ibid, 2000), which featured a large interconnected map that seemed both empty and full of life at the same time. The individual locations of Jet Force Gemini are more akin to somewhere between the size of Banjo-Kazooie’s stages and those of Banjo-Tooie, made even larger by the alternate paths the different characters can take, but some can feel far too monotonous thanks to all the areas looking the same and seeming far too big.

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Sporadic cutscenes progress the game’s basic plot.

The game features a far more operatic and dramatic soundtrack compared to Rare’s other titles; a mixture of bombastic heroic themes, ominous, foreboding ambient sounds, and heart-pounding boss music all work really well to set the tone of the game but it feels a little more generic compared to the likes of Banjo-Kazooie. Jet Force Gemini also features a few unskippable cutscenes, many of which seem to be masking the game’s loading times; every time to return to an area, you have to sit through the same cutscene of your ship flying in and landing, which gets very annoying after a while. Cutscenes feature no voice acting, relying on text boxes to convey the story, and only a handful of characters speaking in the charming gibberish seen in the Banjo videogames, which is disappointing. The game’s presentation is bombastic and over-the-top (enemies explode in a shower of goo and limbs) but the plot is generally played entirely straight, with only the game’s wackier NPCs showcasing some of that quirky Rare humour.

Enemies and Bosses:
For all the diversity of its worlds and locations, Jet Force Gemini drops the ball a bit when it comes to enemy variety. No matter which location you visit, you’ll encounter the same enemies, with only slight variations depending on the stage you visit or the path you take. Mostly, you’ll come up against the generic blue drones who run around in a blind panic, blasting at you from behind cover and dropping in just a few hits, but you’ll also encounter a couple of variants on this enemy.

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Enemies aren’t especially varied but can have a lot of personality.

One of the more annoying variants are the shield-wielding drones, who constantly hide behind impenetrable shields and force you to either fight with the game’s controls and chase them down or strafe around them or use one of your more powerful weapons. Green drones usually adopt a sniper position to whittle your health down from up high and afar and the large, purple beetle-like enemies will either blast at you with rapid fire or explosive shells, and the red drones are far tougher and smarter. Despite the lack of variety, the enemies are surprisingly smart, ducking behind cover and running from your fire, and have a shocking amount of personality; sometimes, they’ll throw their weapons down and surrender, you can blast their weapons out of their claws and sending them into a panic, some drones will resort to tossing a grenade at you (often committing suicide in the process) or rushing at you head-first, and, if you land a headshot, you can blow their heads off and collect them to unlock bonus features. Alongside these drones, you’ll also exchange fire with variety of flying, or floating, robots. These little bastards will float around in groups of anywhere from three to, like, thirty, either hovering in a swaying formation or swooping around in predictable, but annoying, attack patterns. Usually, you’ll fun head-first into ambushes of these robots, which can whittle your health away in a flurry of laser fire in no time at all, forcing you to back up or find cover and hope that you have enough machine gun ammo to blow the little bastards out of the sky.

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Bosses can be hard to hit thanks to the game’s janky controls.

As unfortunate as it is that Jet Force Gemini is lacking in enemy variety, it’s equally unfortunate that there aren’t many bosses on offer here. Luckily, the five bosses we get are gigantic and impressive in their scale but, regrettably, they’re generally more annoying than fun. To battle these bosses, you’re locked into a static area, able only to jump and strafe left and right to avoid incoming fire and their explosive (often cluster-based explosives) shots; the lack of cover and health in these battles is annoying and difficult enough but actually dealing damage to the bosses can be an issue in and of itself.

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These two assholes can go fuck themselves!

Easily the most annoying boss in the game are the Mechantids, two gigantic cybernetic praying mantises (Mantii? …Whatever) who dance around in the background and can only be attacked when they leap onto a platform closer to Lupus. When battling this boss, and the game’s other bosses, you’re given a very small window of opportunity to actually deal some damage; miss it, and your shot will either do nothing or careen off into the void and you’ll either take damage or have to try your luck in the next window. Given how slippery and awkward the game’s aiming mechanics are, this happens more often than not; seriously, I had this same issue in the poorly-implemented shooting sections of Banjo-Tooie and Conker’s Bad Fur Day and I still can’t understand how Rare, the guys who made GoldenEye 007, struggled so much to incorporate shooting and aiming mechanics into their later games or why they ever thought it’d be a good idea to put them into 3D action/platformers and it really makes these boss battles far more frustrating than they need to be.

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Mizar is easily the game’s toughest boss battle.

You’ll do battle with the game’s big bad, Mizar, twice in the course of the game; the first battle is more intimidating than it actually seems and can be easily won by simply blasting Mizar in the face with your tri-rocket launcher when he leaves his head exposed. Once you finally rescue all the Tribals and repair their ship, you’ll battle him again in the game’s toughest battle yet; the final boss battle has four phases, each made all the more difficult by the sheer number, power, and frequency of Mizar’s attacks and the lack of health, ammo, cover, and checkpoints. Oddly, considering the game is so focused on have three distinct characters, you only ever battle Mizar with Juno, which is super annoying as it would make this final battle much more bearable if you could switch between team members. Mizar’s only weak point in this final battle is a small piece of machinery fixed to his back; you have to weather a slew of asteroids that home in on you, dodge his claw attack, and then struggle to get your homing missiles locked in on this impossibly small target to get a few shots in, before desperately dodging his eye lasers, freezing breath, and damnable lightning attacks. Each time you deal damage to Mizar, these attacks increase in frequency until finally, he loses his wings and arms and starts blasting at you indiscriminately. Luckily, in this final phase, all you have to do is unload your tri-rockets and best weapons into his exposed head but that is very much dependant on you having enough health to survive to that point.

Power-Ups and Bonuses:
As you explore Jet Force Gemini’s many locations, you’ll come across a number of collectables and upgrades; these aren’t quite as numerous as in some of Rare’s other titles and collectathons but they are still quite varied, for the most part. You’ll find glowing crates that contain new weapons, keys, or story-progressing items, Gemini gems and ammo crates are scattered across the locations alongside capacity-increasing backpacks and health-increasing power-ups, and you’ll also pick up Mizar Tokens to spend on replenishing your health or ammo at certain automated stations. The game features a wide variety of additional weapons to choose from: there’s the rapid-firing machine gun, the tri-rocket launcher, grenades, cluster bombs, shurikens, homing missiles, a chargeable plasma shotgun, and a sniper rifle, among others. Generally, though, I found myself relying on the basic pistol, machine gun, or tri-rocket launcher as the sniper rifle doesn’t mesh well with the game’s janky, slippery controls, the plasma shotgun is all-but-useless (even when fully charge), and the homing missiles are disappointingly weak. Also, I found I was more likely to toss a grenade right in my face due to the overly exuberant way they bounce around the areas, making them more of a liability than a viable weapon. It doesn’t help that your weapons only really do damage when the aiming reticule emits a lock-on beep, meaning you can literally toss grenades or fire rockets dead-on at enemies and have them do no damage at all because you didn’t get a direct lock on to the enemy.

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Mini games and multiplayer options are available, however ill-fitting.

Once the three protagonists rendezvous at Mizar’s Palace, the Tribals upgrade their armour; while this doesn’t give them additional health and doesn’t seem to increase their durability, it not only places Lupus into a cute little tank but also allows them each to charge up a jetpack at fuel pads so they can reach new areas. Unfortunately, this can only be done at certain points, though, so you won’t be flying across entire gaps and stages with this mechanic. The game’s action/shooting elements are offset by the inclusion of some racing mini games, none of which control anywhere near as well as Diddy Kong Racing (ibid, 1997), and a split screen multiplayer that is clunky and awkward and the furthest thing from GoldenEye 007’s generation-defining action. You also assemble a little robotic companion, Floyd, who can be controlled by a second player to help take out any enemies; this is super useful for when ammo is tight but I would have liked an auto-fire setting for those (long and lonely) times when you don’t have a friend around. Search hard enough and you’ll find Floyd pads that task you with flying and blasting through tight tunnels from a first-person perspective collecting items under a tight time limit as the cute little robot, earning medals, story-progressing items, and unlocking multiplayer options.

Additional Features:
As you explore your surroundings, you’ll collect Mizar Tokens, drone heads, and find hidden totem poles that, when activated, unlock additional skins for the game’s multiplayer mode. This is largely similar to the mode seen in Conker’s Bad Fur Day, offering a traditional deathmatch, king of the hill, and capture the flag style shooting arenas that ape those seen in GoldenEye 007. You can also take part in target shooting games and race against your friends but none of these multiplayer modes offer the same level of depth or fun as those seen in Rare’s earlier titles. Honestly, Rare should have focused more on the co-operative aspects of the game. Floyd is great for a younger or inexperienced player but the game really should have been expanded to a full-on split screen co-op mode. The game is about team work, after all, and I imagine it would have been much more fun to explore stages as two of the three characters at the same time, uncovering secrets and rescuing Tribals that much faster. Playing the Xbox One version on Rare Replay also allows you to earn some of the most annoying Achievements ever, all for only 20 or 30G apiece. Some aren’t too bad; it’s likely you’ll acquire over 300 ant heads without too much issue as long as you remember to collect the severed heads when they fly off and you’ll easily mow down over a thousand enemies but rescuing every Tribal just to earn 20G is a bit of a piss-take. It’s honestly a shame that Rare didn’t put in a patch to address the Tribal issue; they patched in a new control scheme, after all, and it would have been nice to scrap the need to rescue every single Tribal. I mean, keep the Achievement for an added challenge but keeping this mechanic just drags the entire second half of the game down and ruins the lasting appeal of the game.

The Summary:
Jet Force Gemini has a lot going for it; visually, it’s quite impressive, with a lot happening onscreen at once and some large, layered areas to explore. Unfortunately, it does feel like the game engine is taxing what the Nintendo 64 is capable of; the Xbox One version seems to run better but there’s still a lot of slowdown at times, obvious loading, and some graphical distortion at work. I could live with this if it wasn’t for the game’s dreadful controls and camera; similar issues dragged Banjo-Tooie and Conker’s Bad Fur Day down for me and it’s hard to really hold Jet Force Gemini in as high regard as Banjo-Kazooie when I’m constantly fighting with the slippery controls, taking ridiculous fall damage from the slightest of drops, and desperately trying to get the aiming reticule to go where I want it. It feels like, after seeing success with FPS and action/platformers, Rare decided to mash those two styles together for the majority of their subsequent releases and Jet Force Gemini was the first sign that Rare were planning on bogging down Banjo-Tooie, Conker’s Bad Fur Day,­ and even Donkey Kong 64 (ibid, 1999) with unnecessary FPS and multiplayer elements. Jet Force Gemini’s controls just don’t really mesh well with these features and aspects; they struggle in the core single-player story until you finally get to grips with them and the game would have been much more enjoyable with a two-player, split screen co-op mode rather than awkwardly shoe-horning in traditional deathmatch multiplayer options. Yet, while it’s far from the quality of Banjo-Kazooie, GoldenEye 007, or even Perfect Dark, there is something about Jet Force Gemini that is appealing. When the game veers more into Rare’s trademark quirky humour, it’s a lot of fun; perhaps it would have been better to have the three playable characters have one distinct playstyle (Juno plays like an FPS, Vela as a 3D action/platformer, and Lupus is a racer/shooter) rather than trying to mash everything together. Unfortunately, it’s not like Rare really learned from this experience as they continued to mash other elements into their games and, generally, they just serve to distract from the more enjoyable elements of their titles.

My Rating:

Rating: 4 out of 5.

Great Stuff

What did you think of Jet Force Gemini? Did you also struggle with the controls or did you not have as much of an issue as I did? What did you think of the game’s more mandatory issues, like rescuing the Tribals and finding all the ship parts? Where do you rate Jet Force Gemini on the list of top Nintendo 64 and/or Rare titles? Whatever you think, feel free to leave a comment below.

Game Corner: Injustice 3 Roster Wish List

GameCorner

To say that I was disappointed with Injustice 2 (NetherRealm Studios, 2017) would be an understatement; I really enjoyed the first game, Injustice: Gods Among Us (ibid, 2013), which actually blended the characters of DC Comics with the nuanced, hyper violent fighting of NetherRealm’s recent Mortal Kombat (ibid, 2011 to present) videogames in a way the dismal Mortal Kombat vs. DC Universe (Midway Games, 2008) failed to do. While still lacking in the over-the-top gore and Fatalities of NetherRealm’s infamous franchise and having a few wonky mechanics (such as the rock/paper/scissors-style “Clash” mechanic), Injustice was an enjoyable experience with a wide roster of characters, skins, and additional gameplay options to choose from. While I enjoyed Injustice 2’s story mode and roster for the most part, the game was really let down by the “Gear” system. The randomness of acquiring new Gear for your favourite characters was annoying, the fact that the game basically forced you to pay real money for the best Gear and Premium skins really irked me, and the fact that I couldn’t customise characters exactly as I wanted meant I sold the game soon after completing it. With the release and success of Mortal Kombat 11 (NetherRealm Studios, 2019) and subsequent downloadable characters and content (DLC), and the fact that NetherRealm is owned by Warner Bros., it’s pretty much a foregone conclusion that we’ll be seeing an Injustice 3 at some point in the near future. However, if that is to be the case, I figured I’d take the time to talk about some options I’d like to see implemented into the game’s roster, similar to my thoughts regarding guest characters for Mortal Kombat 11. I should mention, though, that I can’t guarantee that I’ll take the time to purchase Injustice 3 even if all of these were implemented as NetherRealm would need to make a lot of gameplay changes to make up for the poor experience I had with Injustice 2 but it’s always fun to speculate so let’s get to it.

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Roster Wish List
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Less Bat-Characters

If it’s one thing I’ve disliked about the Injustice series since the first game, it’s their reliance on Batman and Bat-related characters. Don’t get me wrong, I love Batman; I am a massive Batman fan and I totally get that he’s DC’s most popular and financially successful and bankable character. He’s always at the forefront of any comics, cartoons, movies, and videogames they produce and, as a fan, that’s great to see but Injustice 2 really took the piss with their dependence on Batman, his allies, and his rogues.

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I liked Scarecrow’s design I just wonder if Parallax or Nekron would’ve been a better fit.

I kind of got behind Doctor Jonathan Crane/The Scarecrow; he was voiced by the always sinister Robert Englund and had a monstrous redesign in Injustice 2 but that’s also part of the problem. Although he’s boasted about his “Crane style” of fighting in the past, the Scarecrow is not a character I traditionally associate as being a physical threat to anyone, much less Batman, and I can’t help but wonder if another fear-based character like Parallax might have been a better fit, or even the Spectre or Nekron, whose design is eerily reminiscent of Scarecrow’s in Injustice 2. Similarly, Red Hood was included as a DLC character and, while I quite liked his design and the way he played, did we really need to go back to the Bat-Family for such a character? I mean Grifter is right there and would have helped diversify the scope of the roster a bit more and they still could have used Red Hood as a Premium skin or something similar to how Black Lightning and Power Girl were slapped on to Raiden and Supergirl, respectively.

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DC has plenty of heroes and villains to choose from who aren’t associated with Batman.

Injustice 2 also brought back Bane, who had a pretty terrible redesign this time around. I get that Bane is popular and one of Batman’s top-tier foes but NetherRealm could have used the likes of Orion or even Big Barda instead if they wanted another power character on the roster. I like Bane but, when your roster includes Poison Ivy and Scarecrow, some Bat-fat needs to be trimmed. Speaking of Poison Ivy, could we not have gotten Golden Glider instead, maybe? The Flash got a surprising amount of representation in Injustice 2 with both Gorilla Grodd and Reverse-Flash being on the roster but could we not have brought back Killer Frost instead? Or even used Silver Swan so that Wonder Woman had another adversary to butt heads with? It’s a tricky thing and I totally get it; you want the Joker and Harley Quinn in the game because they’re popular, mainstream Bat-villains but DC has such a wide assortment of villains who would be just as suitable and allow the roster to be diverse and inclusive at the same time. It just feels like characters like Aquaman and Green Lantern and Wonder Woman get the shaft a bit because they don’t have as interesting of well-known allies or villains to include but, if NetherRealm add too many more Bat-characters, they may as well just rebrand the series as Batman: The Fighter or something.

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More Obscure Roster

Speaking of obscure, I was really hoping for Injustice 2 to bust out John Constantine as a DLC character and, certainly, including Swamp Thing definitely seemed to be lending some credibility towards that, or Constantine being included in the sequel. Bring back Matt Ryan to voice the character and have the Keanu Reeves version be a separate skin and we could be on to a winner; unlike the likes of Doctor Fate or Zatanna (who I’ll get to later), I feel Constantine should fight mainly through the use of familiars and summoned demons rather than traditional magic or physical attacks, which would help keep him unique amongst his other peers.

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Plastic Man is at the top of my list for Injustice 3‘s roster.

While I’m on the subject of unique characters, NetherRealm would seriously be missing a trick if they don’t include Plastic Man in Injustice 3. Plastic Man could be such a diverse and wacky fighter thanks to being able to stretch and contort and transform into all sorts of wild and crazy shapes and forms; he could add some comedy relief to the proceedings and you could even have the Elongated Man (terrible name, by the way) and Offspring as optional skins. I’d also like to see Ragman make an appearance; I don’t know what it is about this guy but I really feel like he’s an under-rated and under-exposed DC character. Ragman could take on a wraith like appearance and play like a cross between Spawn and Noob Saibot from Mortal Kombat 11, teleporting across the field, unleashing demonic tentacles and shadows from his cloak, and wrapping opponents up in his rags.

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Ragman and Deadman would be great, unique additions to the roster.

Sticking with the supernatural characters, NetherRealm could also bring in Deadman; Deadman could possess other fighters, kind of like Quan Chi would do, or make himself intangible, and again opens the door for some comedy relief in the game’s usually bleak and dire story mode. Finally, as mentioned before, NetherRealm really needs to expand on the roster for the villains they use; I like Black Adam but why not bring in Dr. Sivanna in a multi-purpose mech? He could even have Mister Mind with him or, if NetherRealm wanted to get really wacky, Mister Mind could be a playable character! Some characters are criminally under-rated with their villains and allies as well; Black Manta needs to stay, for example, but Ocean Master should probably be included too. Why not include the likes of Onomatopoeia, Eclipso, or Starbreaker? I’m somewhat expecting Injustice 3 to top the threat of Brainiac with the Anti-Monitor so maybe we’ll also see more characters from across the Multiverse make an appearance, like Doctor Manhattan and Rorschach.

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More Diverse Roster

These days, more than ever, diversity is a big deal in media and, being as it’s been quite a big deal in comics for some time, it’s only fair that NetherRealm try to lean into it for Injustice 3. That means bringing back Zatanna, for one thing, maybe bringing in Katana as well for some slice-and-dice sword-based combat and upgrading Black Lightning from a Premier skin to a main roster character.

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DC has plenty of diverse alternatives to popular characters.

NetherRealm have some other options they can use these days as well; why reuse Hal Jordan when you could bring in Simon Baz and Jessica Cruz, either separately or as a tag team character? I’d love to suggest Huntress as well but that kind of violates my call for less Bat-characters but perhaps if she was used in place of Robin or Nightwing it could work. Similarly, I’d quite like to see Connor Hawke used as Green Arrow rather than Oliver Queen; again, there’s nothing stopping NetherRealm having Ollie and Hal and these other characters as skins but push the diversity first rather than burying Black Lightning behind the likes of Raiden.

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Guest Characters

NetherRealm has gone from strength to strength with their guest characters since the 2011 Mortal Kombat and Injustice 2 had some really good guest fighters: Hellboy and the Teenage Mutant Ninja Turtles were surprisingly fun additions and Starfire and Enchantress should definitely be upgraded to main roster status for the third game.

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DC has had a lot of crossovers in the past that NetherRealm could draw from.

NetherRealm have made a habit of including a popular Mortal Kombat character in the Injustice games so far and, while Liu Kang or Johnny Cage would be good choices for Injustice 3, I’d quite like to see Jax make the cut. I reckon his straight-talking, no-nonsense style could lead to some fun interactions with the DC characters and it’d be a less obvious choice. For the other guest fighters, NetherRealm should look into DC’s long history of inter-company crossovers and bring in the likes of the Shadow, the Mask, and even Judge Dredd. I would have loved to see Spawn mix it up with Batman again but NetherRealm don’t reuse guest fighters so, in his absence, bringing in some unexpected guest fighters would be the best way to go; Dredd could borrow a lot of RoboCop’s move set, the Shadow could borrow from Erron Black (maybe even have him as a skin), and ideally the Mask could replace the likes of the Joker but I don’t see that happening any time soon.

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Returning Characters

I’ve touched on this a bit above but if it’s one thing that’s disappointed me about NetherRealm’s games it’s that they don’t tend to carry fighters over from one game or another; if a character is a DLC fighter in one game, for example, they don’t tend to be promoted to a main roster fighter in the next game and that’s a shame as it means we have to miss out on obscure characters like Tremor or one of my personal favourites, Rain, not making the main roster.

I missed some of these fighters in Injustice 2.

Injustice has been the same so far, meaning the Martian Manhunter was sorely missing in Injustice 2 when he really could have added to the game’s roster. I’m also a little biased in that I’d much rather see Deathstroke rather than Deadshot but that’s because I find Deathstroke to be the more versatile, popular, and interesting character as he’s not just a guy with a gun. This also meant that neither General Zod or Lobo showed up in Injustice 2, a game where Superman could really do with another villain other than Lex Luthor. I get that NetherRealm want to keep the rosters fresh and showcase more of the DC cast of characters but when you have Hawkgirl in one game and Poison Ivy in the other, you’re limiting the scope of your world to just Bat-characters.

What are some things you’d like to see added or tweaked in Injustice 3? Which characters would you like to see return, dropped, or debut? Who are your picks for Injustice 3’s guest fighters? Do you think NetherRealm could pull off another Mortal Kombat vs. DC Universe title now that they’ve done such a good job with the solo efforts? Whatever you think about Injustice and Mortal Kombat, feel free to drop a comment below.

Game Corner: Vasara Collection (Xbox One)

GameCorner
VasaraCollectionLogo

Released: August 2019
Developer: QUByte Interactive
Also Available For: Nintendo Switch and PlayStation 4

The Background:
If there’s two things I can really get behind it’s a good, no-nonsense, old fashioned shoot-‘em-up and high quality arcade games. The best thing about shoot-‘em-ups is how simple they are to play and yet how much skill they require to you master in order to have the perfect run; generally, I am more familiar with sidescrolling space shooters like R-Type (Irem, 1987) but, thanks to arcade titles and mobile gaming apps, you’re never short of a few vertical shooters. Vasara Collection brings together Vasara (Visco, 2000) and Vasara 2 (ibid, 2001) for the first time outside of Japan. Originally developed by Visco Corporation, the Vasara games are a great example of fast, frenetic “bullet hell” vertical scrollers that get a new little re-release in this package, which also contains a new arcade style mode that allows up to four players to take part in the hectic shooting action.

The Plot:
The Vasara games take place in an alternative version of feudal Japan in which battles against a sadistic Shogun are fought not with swords or spears but with futuristic mech bikes, laser beams, and using a variety of ships, mechs, and other advanced technology.

Gameplay:
Functionally speaking, both Vasara and Vasara 2 play very similarly; you and one friend can select between a variety of characters, each with their own different movement speeds, attack power, and special moves, and drop straight into a vertical shooter that mostly takes place in the skies and over the warring lands of feudal Japan.

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These vertical scrollers will put your reflexes to the test.

As you drift all around the screen, either pressing or holding down the trigger to automatically unleash a maelstrom of laser blasts against your seemingly endless array of foes, you’ll be tasked with using your reflexes and quick wits to dodge an assortment of projectiles. If you happen to bash into an enemy craft, you’ll simply bounce off rather than exploding, which is a nice reprieve as you’ll have a hard enough time trying not to get blasted to smithereens by the sheer amount of projectiles onscreen. Luckily, you can hold down the fire button to charge up a special melee attack that will deal additional damage and bounce back certain projectiles to your foes.

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I’d highly recommend setting the games to “Free Play” mode.

It pays to keep your reflexes sharp, however, as your ship will be destroyed in one shot and you’ll burn through your continues if you simply charge ahead blindly. Luckily, the Vasara Collection allows you to activate “Free Play” mode in the options menu but, even with that providing you will unlimited continues, you’ll be forced to replay each game’s final stage from the beginning if you lose all your lives rather than jumping right back into the action as with other stages.

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You’ll want to charge your “Vasara Meter” as quickly as possible!

Every time you destroy an enemy, you’ll earn points, bonuses, power-ups, and collect gems to build up your character’s “Vasara Meter”, and smart bombs. Smart bombs are only available in Vasara and come in a limited supply; however, Vasara 2 offers more characters to choose from and extends the “Vasara Meter” mechanic. There are a couple of other differences between the two games as well; Vasara features six stages filled with waves of enemies but Vasara 2 lets you pick between a six-stage and a twelve-stage mode, with the twelve-stage mode repeating the first six stages but with tougher enemies and culminating in an extended battle against the game’s true final boss.

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“Timeless” mode allows for frantic four-player action across a widescreen space!

Otherwise, the games are functionally similar except for the types of special moves you can perform, the amount of stages you fly through, and the amount of characters you can pick from. If the classic, arcade shooting isn’t enough for you, the game also offers a four-player “Timeless” mode. This is, essentially, a never-ending gauntlet that allows you to pick from characters from both games and shoot down as many enemies, mini bosses, and bosses as you can, earning points and flying through stages that are randomised, repeat over and over, and increase in difficulty as you progress. This mode is probably the game’s most entertaining feature, though, as it allows more players to take part in the frenetic action, takes places over a widescreen area (thus making it far easier to navigate around the screen), adds a dodge mechanic that renders you momentarily immune to damage, and effectively adds a high definition coat of paint to the original games.

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“Timeless” mode is the collection’s best feature.

This tightens up the controls and the options available for you, allowing you to move faster, more precisely, and with more options. In Vasara and Vasara 2, you’re a little limited by the vertical format of the screen during gameplay, which can make things a little claustrophobic at times. In all three modes, you may find it difficult to make out projectiles against certain backgrounds as they blend in with the colours, enemy ships, and other pickups but, honestly, this is more about maintaining your focus and attention with the sheer amount of chaos being thrown at you. If you struggle with processing massive amounts of colours, movements, and information, then you may struggle with the Vasara games as it gets very intense at times, with projectiles literally filling the entire screen as you progress.

Graphics and Sound:
Vasara and Vasara 2 are as crisp and gorgeous as any top quality arcade title; ships are large and easy to spot, projectiles come in a variety of different shapes and sizes, and power-ups and gems bounce around the screen to catch your attention. Backgrounds are quite generic but generally act as a simple backdrop to the fast-paced action; some feature destructible elements that will yield gold and other gems, which is a nice touch, and there’s no cheap deaths coming from running into mountains or buildings or getting stuck behind objects, which is a nice change of pace.

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Anime-style cutscenes provide some context to the frenetic action.

Eventually, you’ll come up against mini bosses and the end of stage bosses; these are rendered as massive mech suits or multi-formed robots and feature a high level of detail and character to help each stand out from the other. When encountering these, you’ll be treated to short little anime-style cutscenes with some dialogue between the characters; similar cutscenes frame the game’s story and ending and add a little context to the action and it all adds to the game’s over-the-top nature thanks to some laughably bad subtitles All of these are given a nice HD coat of paint in the “Timeless” mode, which trades the traditional 2D sprites for a 2.5D aesthetic, adding further depth and layers to the backgrounds and giving all the graphics a bit more oomph.

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Each game looks and sounds fantastic.

Each stage is punctuated by some catchy, rocking tunes that are a mixture of traditional Japanese-style tracks and energetic, metal melodies that keep the intensity in stages high and act as a welcome reprieve from the onscreen chaos. The games are also filled with some rudimentary voice acting (all in Japanese, of course) and some explosive, meaty sound effects that ensure you always know when you’ve fired a shot, picked up an item, and vanquished an enemy.

Enemies and Bosses:
For the most part, you’ll be mowing down a variety of largely generic enemy ships, most of which are based on some kind of insect or animal. Each has a different attack pattern and fires a different type of projectile; some fire in a spread, some in a wave, some pulse out blasts at an angle, and memorising which enemies do what is key to navigating through the bedlam of projectiles.

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There are a variety of mechs and enemies to blow to bits.

In addition to the enemy ships, you’ll also come up against ground-based enemies; boats, ships, and crab- and spider-like tanks blast at you and drop gold to increase your score and a variety of turrets help to fill the screen with projectiles. Some are small and easily disposed of, others change their attacks after you dish out some damage, and others are giant Samurai heads that blast out streams of bullets and soak up your blasts.

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Destroy enemy commanders to increase your score and earn extra lives.

Some enemies also carry little flags and, when destroyed, a splash of Japanese text will flash up onscreen to let you know that you destroyed an enemy commander. You get a similar notification when you destroy a mini boss or boss and, after clearing a stage, get a different ranking depending on how many you destroyed, adding an incentive to make an effort to destroy every enemy you come up against.

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Mini bosses will try to block your progress in every stage.

Mini bosses show up mid-way through most stages to block your progress; the best of these are giant Samurai-style mechs who not only send out a flurry of projectiles but also dash at you with a giant sword. While these can absorb a huge amount of punishment, and you can simply dodge them and avoid engaging with them, it’s worth your while taking the time to eliminate them as you’ll get more points and it make it far easier to progress upwards, especially in the original Vasara and Vasara 2 games where the small screen space is easily cluttered by enemies and projectiles.

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Giant mechs are the order of the day for the Vasara series’ bosses.

This holds true of the end of stage bosses, too; if you can somehow stay away from their spreads of projectiles and screen-filling lasers, they will eventually fly off-screen without issue. However, this is much easier said than done and it takes less time to destroy the boss than try to outlast it; despite their size and different forms (generally splitting into different phases as you blast parts of them off), bosses all have a specific attack pattern that you must battle through with quick reflexes and a stockpile of special moves and/or smart bombs.

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The final bosses see the screen filled with projectiles.

Each game’s final boss, however, presents a far greater challenge not just because of their multiple forms but also because, if you lose all your lives (and you most likely will), you have to restart the final stage from the beginning, which can be frustrating as it can be hard enough reaching the final boss with all your lives and specials intact much less survive long enough to slip through the impossibly small gaps between their projectiles. This is where playing with a friend really comes in handy as, as long as you’re not both out of lives and on the continue screen at the same time, you can continue battling until the boss is defeated. For Vasara 2, though, you’ll have to endure the twelve-stage mode to face the true final boss, which takes place in a trippy, cosmic-style environment and sees the boss filling the screen with projectiles while also being a far smaller target than you’re used to up until that point.

Power-Ups and Bonuses:
Every time you destroy an enemy, you’ll earn some points; destroyed enemies also drop gold (for even more points), 1-Ups (on very rare occasions), and coloured gems to build up your character’s “Vasara Meter”, and smart bombs. Exclusive to Vasara and Vasara characters in “Timeless” mode, smart bombs produce a blast that not only damages or destroys enemies but also reflects all orange projectiles back at your enemies to deal additional damage, giving you a reprieve from damage and helping to clear the screen or chip away at a boss’s health.

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Use bombs and specials to deflect projectiles and deal major damage.

Though these are absent in Vasara 2, the sequel offers more options through the “Vasara Meter”. In Vasara, you build up one meter that, when full, you can expend in one huge, screen-clearing special move (though you can unleash your special before that for a far less impressive special move). However, in Vasara 2, each character has three smaller meters that are built up as you collect gems and, once each is full, you can unleash a massive special attack.

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Grab power-ups to increase the range and power of your shot.

As you destroy certain enemies, you’ll also pick up power-up items that increase the length, power, and effectiveness of your blasts; this is essential to clear the screen of enemies as quickly and efficiently as possible and each character has different attacks in their arsenal (some shoot out fans, other toss out daggers or spears, for example) that translates to their special attack as well. This is best emphasised in “Timeless” mode, which clearly shows the speed and power of each character; the strongest characters may not have the best special attack compared to the faster, weaker characters, meaning each character plays a little differently and requires a different strategy. When you lose a life, your power-ups will bounce around the screen for a while and it’s highly advised that you make the effort to re-acquire them as you’ll need all your power-ups and weapons for the boss battles.

Additional Features:
There are a myriad of options available for each game in the Vasara Collection; each of the arcade titles allows you to set the game to “Free Play” mode for infinite continues (highly recommended), set the amount of lives and the length and strength of your “Vasara Meter”, set display and control styles, and place borders around the screen. Be aware, though, that if you change any of these options mid-game, the game resets to the title screen so it’s best to get yourself setup before you get five stages into the games.

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The Vasara Collection offers a lot of options and different modes.

Perhaps the most entertaining part of the collection is the four-player “Timeless” mode; here, you can select every character from each of the two arcade titles, with each having their own strengths and weaknesses, and take part in a never-ending gauntlet in remixed stages from the original games. What’s more, if you clear Vasara 2’s twelve-stage mode, you’ll unlock an additional character for this mode (who has the best overall stats but his special is a bit haphazard as it bounces you around the screen a lot); this mode also adds a dash for each character and is where you’ll earn the bulk of the collection’s Achievements. You can also view artwork, concept art, and the like in the game’s “Gallery”, if you like that sort of thing. Honestly, the only thing this collection is missing is a save state or stage select feature; it’d be nice to be able to jump into the harder, later stages of “Timeless” mode once you reach them, for example, just to get a bit more practice at these tougher stages.

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The Summary:
I do enjoy a good, old fashioned vertical shooter and the Vasara Collection has you well covered in this regard. There’s not much depth here, and the concept is as ridiculous as the subtitles, but each game in the collection is tremendous, old school arcade fun. It can be frustrating, at times, when you’re taken out by a stray projectile because of the sheer amount of chaos onscreen but, honestly, it’s a question of skill, memorisation, and paying attention to your surroundings; it isn’t easy to do that sometimes but the games give you all the tools to do this. Honestly, I probably would have been happy with just the “Timeless” mode but the fact that the collection features the original games as well is just the icing on the cake; it’s a lot of fun to just jump into “Timeless” mode, either alone or with a friend, and see how far you can get, stockpiling lives, specials, and smart bombs as you work to beat your high score, earn a “Perfect” ranking, and survive each stage as best as you can.

My Rating:

Rating: 4 out of 5.

Great Stuff

Have you played the Vasara Collection? What is your favourite vertical shooter? Which shoot-‘em-up is your go-to in the genre? Perhaps you dislike shoot-‘em-ups and prefer a different type of videogame; if so, why and what is it? Can you think of any other arcade games that were exclusive to Japan and deserve a re-release like this? Feel free to leave a comment, whatever your thoughts are.

Game Corner: Teenage Mutant Ninja Turtles / TMNT II: The Arcade Game (Xbox Series X)

GameCorner

Released: 30 August 2022
Originally Released: 11 October 1989 (Arcade) / 7 December 1990 (NES)
Developer: Digital Eclipse
Original Developer: Konami
Also Available For: Amiga, Amstrad, Arcade, Atari, Commodore 64, GameCube, Nintendo Entertainment System (NES), Nintendo Switch, PC, PlayStation 2, PlayStation 4, PlayStation 5, Xbox 360, Xbox One, Xbox Series S, and ZX Spectrum

The Background:
If you were a kid in the eighties or nineties, you were probably really into the Teenage Mutant Ninja Turtles (TMNT). If, like me, you lived in the United Kingdom, you were probably just as enthusiastic as the Teenage Mutant Hero Turtles but, either way, before Mighty Morphin’ Power Rangers (1993 to 1996) and Pokémon (1997 to present) dominated playgrounds, Christmases, and birthdays alike, kids were transfixed by the Teenage Mutant Ninja Turtles (1987 to 1996) animated series. A toned down version of the original Mirage Comics characters, Ninja Turtles was incredibly popular, spawning not just three live-action movies (of varying quality), comic books, and a fantastic line of action figures but also a whole host of videogames, without perhaps none being more popular than the original Ninja Turtles arcade game. Developed by Konami at a time when arcades were full of amazing side-scrolling beat-‘em-ups, Ninja Turtles may not have been the first videogame based on the franchise but it definitely defined the genre that would prove most popular for subsequent videogame releases, particularly in the arcade. After Konami helped to define what it meant to be “NES Hard” with their original NES TMNT title, which proved to be a huge success at the time, they turned to the incredibly successful arcade game for the sequel, which proved equally popular thanks to its presentation and ambitious recreation of its technically superior arcade brother. In later years, the arcade version of the game was further ported and emulated to numerous consoles over the years but was de-listed from digital stores for the better part of eleven years until both versions were included in this Cowabunga Collection for modern consoles alongside a host of other games and quality of life features.

The Plot:
The Turtles’ arch-nemesis, Oroku Saki/The Shredder, has kidnapped their friend April O’Neil and their mentor and father figure, Splinter, and swamped the streets with his Foot Soldiers and other minions. Understandably unimpressed, Leonardo, Donatello, Raphael, and Michelangelo waste no time in grabbing their weapons and giving chase in a rescue mission.

Gameplay:
Teenage Mutant Ninja Turtles is a sidescrolling beat-‘em-up that supports up to four players; some arcade cabinets were apparently set up to accommodate just two, and to allow any player to select any character but, generally, cabinets were set up specifically for four players to play simultaneously. Each of the four Ninja Turtles is selectable and has specific strengths and weaknesses: Leonardo is the most well-rounded, Donatello is slower but has a longer reach, and both Raphael and Michelangelo have fast attacks but are limited in their range. Each character can perform a flying kick and a super attack by pressing the jump and attack buttons at the same time which, unlike other sidescrolling beat-‘em-ups of the time, doesn’t appear to drain your health. In addition, they can hurl their enemies around for extra damage but there’s no forward dash and very little in the way of intricate combos on offer here; it’s a simple, pure “go right and mash the attack button” beat-‘em-up, with the exception of one level, where the TMNT race around the streets on rocket-powered skateboards.

Fight with the TMNT’s signature weapons, and the environment, but watch out for hazards!

While levels and environments are noticeably sparse, there are a few intractable elements that both benefit and hinder your gameplay; traffic cones and street signs can be hit to damage enemies, you can smash fire hydrants to push enemies away, or blow up groups of them by attacking explosive barrels. At the same time, though, enemies can drop on you from behind signs or pop up from sewer holes and throw manhole covers at you; there’s also some spiked walls, laser turrets, freezing blasts, and electrical hazards that can be difficult to dodge without a dash or roll manoeuvre. The search for their friends and family takes the TMNT from the streets and sewers of New York City to the Technodrome itself; along the way, they battle various versions of Shredder’s Foot Clan and some other familiar faces, such as Bebop and Rocksteady. If you’re really, really lucky, you can pick up a pizza box to restore your turtle’s health, but these are few and far between, so you’ll either need a lot of money to replay after losing a life or, better yet, make use of the infinite credits made available in this version of the game.

The NES version is surprisingly faithful and even includes new additions!

For the NES version of the game, much of the gameplay and combat remains intact and surprisingly faithful, especially considering the NES’s limited hardware. Naturally, you’re limited to two players at any one time, but you can still attack with X and jump with A, pulling of flying kicks and smacking the odd fire hydrant, parking meter, traffic cone, and explosive barrel to help thin out the enemies coming at you. The Foot Clan will still burst out from window sand jump out from the sewer, and you can still fall down the holes they leave behind, but the amount of onscreen enemies is severely limited compared to the arcade game; on the plus side, this makes crowd control a little easier and you’re rarely swamped with too many enemies at any one time. While a bit sluggish compared to the arcade title, the NES version performs far better than other similar 8-bit ports, like Double Dragon (Technōs Japan, 1988), though it helps that the Cowabunga Collection gives you the option to disable slowdown and sprite flickering. You’re still able to go diagonally down or fight on higher panes, too, as well as blast along on your rocket-powered skateboard; the NES version even includes two new stages, a snow-swept New York City and a Japanese dojo, each including new enemies, hazards (falling ice blocks and bamboo spikes), and bosses alongside additional cutscenes, which was a nice and unexpected touch.

Graphics and Sound:
Teenage Mutant Ninja Turtles is presented in the finest 2D graphics of the time; the four turtles and their enemies are large, bright, and well-animated; though they have limited idle animations, each wields their signature weapons and looks ripped right out of the animated series. Environments aren’t incredibly inspiring, however; the streets of New York are surprisingly bland and there’s not much going on in most of the levels. Rats will run by in the sewers, enemies will jump out from behind buildings or burst out from walls, and there are some layers to some levels that allow you to fight on higher ground but, mostly, the environments are lacking much of the character and interaction of later TMNT games (with the exception of April’s apartment, which features some impressive fire effects, and the final Technodrome level).

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Speech bubbles, and funky soundtrack, and cartoony effects add to the game’s charm.

There are some fun elements to be found here, though; the TMNT can fall down open manholes and hide from enemy attacks while peeping at the player; when electrocuted you can see their skeleton, and when caught in Granitor’s flame burst, they’ll appear charred and damaged. When grabbed by enemies or battling certain bosses, little speech bubbles will also pop up, which is quite a fun inclusion, as they implore you to mash buttons to escape. Accompanying these are sound bites, with the TMNT exchanging quips and taunts with certain bosses or rallying each other with a cry of “Cowabunga!” You’ll always know when you’ve picked up health thanks to their triumphant shout of “Pizza time!” and, alongside these, levels are generally filled with some up-beat, catchy tunes that work well with the constant combat and the game also includes an impressive rendition of the cartoon’s iconic theme song.

Although its obviously much more basic, the NES version recreates much of its arcade counterpart.

Of course, the NES version has taken a hit (well, more of a pummelling!) in terms of graphics and audio; the sprites are incredibly basic, featuring little in the way of animation and detailed, and the backgrounds and environments are incredibly empty. However, it’s still a decent conversion of the arcade title; flames still flicker in April’s apartment, the Foot still drives cars and motorcycles at you and burst out from behind billboards, and the game does a pretty good job of translating the arcade’s cutscenes into NES-capable sprite art, even using the in-game sprites at various points to progress the story. The music is equally ambitious; while there are no sound bites included in this version, there’s a nice chip tune version of the TMNT theme and everything sounds very appropriate for the hardware. Although there’s a greater emphasis on text in this version, there is no boss dialogue and bosses don’t sport life bars; the heads-up display is also changed to one that’s far more simplistic and certain graphics, like the pizza, have been redesigned to fit the engine. Yet you can still splash in and out of water in the sewer, still race along on your skateboard, and the developers even included new stages and enemies. Although you can disable sprite flickering and slowdown, however, the game is still quite sluggish, which isn’t helped by the way the characters just shuffle or hop along, and I noticed some odd screen tearing as I was playing. Also, the screen scrolls a little out of synch to your movement, meaning you’re often right at the edge of the screen, which causes it to lag a bit and forces you to hop back more to the middle to keep things moving smoothly.

Enemies and Bosses:
For the most part, the TMNT will be butting heads with various members of the Foot Clan; these come in all different colours and variants, with the regular, easily dispatched foes wearing the common purple and the tougher, weapon-wielding goons coming in red, silver, or yellow colourings. These foes will toss shuriken at the turtles, stab at them with spears, or try to flatten them with comically large mallets, among other weapons. They can also throw manhole covers, dynamite, or massive tyres at the turtles and, later in the game, zap them with laser blasters, charge at them in sports cars and on motorbikes, and chase after them on skateboards and in annoying helicopter-like crafts. You’ll also battle robotic enemies, such as the Mousers (who will clamp onto your arm and drain your health) and Roadkill Rodneys, which race around the screen, whipping at you, and trapping you in an electrically charged tentacle.

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You’ll battle some of the TMNT’s most recognisable foes.

As for bosses, the TMNT will contend with classic enemies such as Bebop, Rocksteady, and Baxter Stockman. You’ll first battle Bebop and Rocksteady individually, but they later come together to try and crush the turtles; each wields a projectile weapon (Bebop a machine gun, Rocksteady a laser pistol) and can attack with powerful physical attacks, like charging or punching. Baxter, however, will attack from the air, dropping Mousers on you from his craft, while Granitor and General Traag are much tougher thanks to their rock-like hides and roasting you with their flamethrower and rocket launcher, respectively. These two are not only notorious spam-artists, repeating the same attacks over and over again, but at also immune to “God Mode” available in this version of the game. While this normally allows you to defeat enemies and bosses in one hit, Granitor and General Traag will need to be whittled down like in the original arcade release so it’s helpful to be a bit quicker on your toes and use a character with longer reach, like Donatello.

The Technodrome boasts the game’s toughest bosses, even with God Mode activated!

After fighting through the Technodrome, you’ll be attacked by Krang inside his robot body; Krang’s also a bit of a classic arcade spam-artist as he’ll kick you, and zap you with lasers while you’re down to drain your health in no time. Although Krang is also immune to the benefits of God Mode, he is quite the showboat and will pause to gloat about being invincible long enough for you to land a few decent hits. After defeating Krang, you’ll immediately battle the Shredder. Oddly, Shredder attacks alongside shadow duplicates, effectively increasing his attack power and his threat; Shredder swipes at you with his katana but also unleashes a powerful energy blast that regresses your hero back to a regular turtle and is, essentially, a one-hit kill move. As you battle Shredder, he’ll lose his helmet, which is a nice touch, but there’s not a lot of real strategy to any of the boss battles beyond simply avoiding attacks and striking as fast and as often as possible. Amusingly, the Shredder can be defeated in one hit using the game’s God Mode, which significantly downplays his threat compared to the game’s later bosses. One downside to this game is that the bosses don’t have an energy meter, so the only way you know you’re doing any damage or getting anywhere is by noticing when the boss sprites start flashing.

Three new bosses have been included in the NES version of the game.

Many of the enemies and hazards featured in the arcade version reappear in the NES version, with some alterations and limitations; the Foot can still grab you from behind and Mousers will still bite your hand, but shaking them off is clunkier than before and Roadkill Rodneys now simply fire lasers. There is a new variant of the Foot that tosses dynamite at you, however, and the portraits of tigers randomly spring to life in the dojo stage; you’ll also encounter antagonistic snowmen that fire homing missiles at you in the snow-themed stage. All of the arcade game bosses return as well, but again with less dialogue and being far simpler; Rocksteady and Bebop simply blast at you and kick or punch you up close, for example, but you’ll still get (partially) roasted and blasted by Grindor and General Traag’s heavy ordinance. Two new stages means two new bosses, but there’s actually three new bosses in total as Baxter’s fly form replaces the duo of Bebop and Rocksteady at the end of the parking lot stage, hovering about and firing duel lasers from his antennae (or his wings, it’s hard to tell…) Anyway, Tora the polar bear awaits in the frozen New York City, though I never saw him do anything but wander around and punch at me, and the robotic bounty hunter/samurai, Shogun, battles you at the end of the dojo, swiping with his katana while his disembodied head flies about the place. The fight with Krang and the Shredder remain largely unchanged, except Krang’s sprite isn’t very intimidating and the Shredder can’t seem to one-hit kill you this time around; all enemies and bosses can also be defeated in one hit with God Mode activated as well.

Power-Ups and Bonuses:
Oddly, for a sidescrolling beat-‘em-up, there’s very few power-ups on offer here. The only item you can pick up is the health-restoring pizza and you can’t grab other weapons or gain any temporary buffs or bonuses, though it does seem as though this was originally planned for the game before the option was removed during development. The NES version stays true to the arcade in terms of power-ups and such, however I did notice an annoying lack of pizza, which no doubt would make the game more difficult for anyone not playing with the Cowabunga Collection’s enhancements activated.

Additional Features:
In terms of in-game extra features, you’re obviously somewhat limited here as this was a simple arcade release; you can play through again with a different character and try to beat your high score, or play alongside up to four players, but there’s no additional gameplay modes to be found in the game. The Cowabunga Collection adds a whole slew of additional features, however; first, you’ll gain a sweet 70G Achievement for finishing each game, you can use the Left Bumper to rewind the game if you mess up, and press the Right Bumper to bring up a new options menu that allows save states and display options. Even better, you can opt to activate a number of enhancements, such as the aforementioned God Mode that makes you invincible and allows one-hit kills on most enemies and bosses, alongside a level select, the removal of penalty bombs (which instantly kill you if you linger too long), and the ability to play in “Nightmare Mode”, which vastly increases the number of enemies. For the NES version, you can also remove slowdown and sprite flickering, give yourself extra lives, enable “Easy Menu Navigation” (which I found no use for…), and “Fancy Jump Kicks” for increasing aerial attack effectiveness. The best part is that you’ll still get your Achievements even with these activated; you can also play online, make use of a strategy guide, switch between the American and Japanese versions (though there appears to be little difference between the two), view the game’s box art and manuals, and even choose to watch the game play itself if you wish.

The Summary:
Compared to other games of its era and genre, Teenage Mutant Ninja Turtles is surprisingly light on features and content; there’s the most basic levels of combat and content on offer here, which probably puts it below other games of this type, which offer additional power-ups or combat mechanics. Yet, it’s the original Teenage Mutant Ninja Turtles arcade game! Other TMNT games may have perfected the formula but there’s a charming appeal to the original. The classic 2D graphics, the simple beat-‘em-up gameplay, and the catchy, iconic music all make it feel as though you’re playing an episode of the animated series and really evoke the spirit of the influential cartoon. It might be a case of nostalgia goggles forgiving some of the game’s shortcomings but, for a straightforward TMNT adventure, it’s hard to deny that the arcade game is simple, evocative fun through and through. The NES title was legitimately impressive in its ambition; though obviously hampered by the limitations of the NES hardware, this version carries over all of the features of the arcade title (albeit far simpler in their presentation) as well as including new stages and bosses. For those who didn’t have access to Nintendo’s 16-bit console, the NES version of the arcade title is a decent substitute and a surprisingly faithful conversion considering the graphical downgrade, despite the lack of in-game options generally associated with similar sidescrolling brawlers. The additional features offered by the Cowabunga Collection only sweeten the deal; after years of being denied access to these classic titles outside of ROMS or unlockable bonuses, it’s great to be able to jump into them again at my convenience; both are short, snappy, fun-filled adventures that never outstays their welcome and the arcade title is especially important since it laid the foundation for future TMNT arcade titles so it’s a fun way to waste about half an hour of your life (or less if you plough through on God Mode!)

Arcade Rating:

NES Rating:

Rating: 4 out of 5.

Rating: 3 out of 5.

Great Stuff

Pretty Good

Did you ever get to play Teenage Mutant Ninja Turtles out in the wild or own it on the NES? How do you think it compares to other TMNT videogames and similar arcade fighters? What did you think to the NES version of the game, the new stages it added, and the allowances that had to be made? Which of the characters was your go-to and which of the game’s bosses was your favourite? What did you think to the additional features added to the Cowabunga Collection? Which of the four Turtles is your favourite (and why is it Raphael?) Whatever your thoughts on the Ninja Turtles, be sure to share them down below.

Game Corner: Castle of Illusion Starring Mickey Mouse (Mega Drive)

GameCorner
CastleOfIllusionMDLogo

Released: November 1990
Developer: SEGA AM7
Also Available For: Game Gear and Master System

The Background:
As I’ve mentioned before, Disney had quite the reputation for licensing their characters for top quality videogames back in the nineties. These days, licensed videogames are often frowned upon but, back then, Disney’s movies and characters made for some of the most enjoyable action/adventure platformers on the SEGA Mega Drive and Super Nintendo. Mickey Mouse, Disney’s beloved mascot, received quite a few videogames for the Mega Drive, each one an enjoyable 2D romp capturing the whimsy and aesthetic charm of Mickey’s character and animated adventures. Castle of Illusion Starring Mickey Mouse paved the way for Mickey’s subsequent adventures, both solo and alongside Donald Duck, who also had his fair share of adventures on 8- and 16-bit hardware back in the day. So influential is Castle of Illusion’s reputation that a remake was released in 2013 for PlayStation 3, Xbox 360, PC, and various mobile platforms. Until now, this was the only version of Castle of Illusion I had played; while that was quite a while ago, I remember it being a fun little 2.5D romp so, when I started planning on expanding my Mega Drive library, I knew that Castle of Illusion would have to be on the list to see how the title holds up.

The Plot:
Mickey and Minnie Mouse live peacefully in Vera City but when Minnie is suddenly abducted by the evil witch Mizrabel, Mickey must journey into the witch’s Castle of Illusion to recover the seven Gems necessary to defeating Mizrabel and stopping her from switching bodies with Minnie.

Gameplay:
Castle of Illusion is a 2D, sidescrolling action/platformer in which players must guide Mickey through six Levels, each hidden behind doors within the titular Castle of Illusion. Rather than using a traditional map screen or a hub world, or simply transitioning from one level to the next, Mickey travels to each of the game’s Levels by passing through enchanted doorways in Mizrabel’s castle, which is a nice change of pace from simply navigating a basic map or automatically dropping into a Level.

CastleOfIllusionMDAttacks
Bounce off enemies with Mickey’s butt or toss items at them.

Mickey has two main forms of attack to defend himself against Mizrabel’s many and varied minions; he can either grab an apple or a marble and throw them at his enemies or bounce on their heads with his rump. Throw projectiles can be useful but, as a lot of enemies are shorter than the projectiles travel, you’ll most likely be making use of Mickey’s butt to defeat your enemies. However, if you don’t hold down the jump button, Mickey will take damage, which is annoying, so it’s worth holding it down every time you make a jump in case an enemy swoops beneath you. When you land on an enemy’s head, you can bounce from one to another to make short work of multiple enemies, clear larger gaps, or reach higher platforms. While Mickey’s arsenal of moves isn’t exactly the deepest, he makes up for it by controlling extremely well for the most part. There are times, however, when either he feels a little slippery or the surfaces he is standing on are oddly slippery and you’ll find yourself sliding off an edge and to your death or accidentally slipping into an enemy or down a bottomless pit. While instant death traps and obstacles aren’t too obtrusive, they are present in some of the worst areas, such as a section where Mickey must jump from small platforms while waterfalls threaten to drag him down a bottomless pit and to his death.

CastleOfIllusionMDSwing
Swinging from ropes can be a tricky mechanic.

As standard, Mickey has a fairly decent, semi-floaty jump that takes him quite far and far the longer you hold the jump button down and depending on how much momentum you have. His walk is quite sluggish, though, and he doesn’t really speed up beyond much of a gentle stride so the game’s emphasis is more on platforming and mild exploration and puzzles rather than fast-paced, high-speed action. Mickey can duck to avoid projectiles and enemies as they jump but, while he can swim without fear of drowning, he can’t actually attack any enemies whilst underwater, leaving him vulnerable. Certain Levels task Mickey with grabbing on to ropes, vines, and other hanging apparel; I found grabbing these to be troublesome, at best, as more often than not Mickey simply leap through the rope but, once you grab on, you can swing from rope to rope with the added bonus of automatically dispatching any airborne enemies as you swing along.

CastleOfIllusionMDExplore
Explore Levels to find items and bonus areas.

Mickey’s health is represented by a five-point power bar; Mickey loses a point every time he takes damage and loses a life every time his health is fully depleted by can replenish a health point by grabbing a Star item. He can earn an extra try by either grabbing some Mouse Ears or collecting first 40,000 points and then 50,000, awarded by defeating enemies, grabbing gems, and tallied up after you complete each Level. Some Levels require Mickey to do a bit of exploration; in Toyland, for example, you need to find a key in order to progress while in the Storm, you have to contend with a maze-like cycle of water jets and find the right path to the Level’s exit. While exploring the Library, you can jump into tea cups and swim through a few small bonus areas to grab extra projectiles or gems, and you’ll sometimes have to run away from a large rolling obstacle or try to not be swept away by rushing water.

Graphics and Sound:
Though later surpassed by its later 16-bit successors, Castle of Illusion is still a gorgeous little title; all the sprites and backgrounds pop with bright, colourful art and feature some interesting animations and elements. When left idle, Mickey has a charming little animation where he sways his hips to the game’s various whimsical tunes and he always looks full of life and vigour as he strolls, hops, and bounces along. His enemies aren’t quite as dynamically rendered but they’re interesting and wacky enough to fit the themes of the game’s various Levels.

CastleOfIllusionMDGraphics
Levels are varied and full of life and obstacles to overcome.

As you travel through the castle’s enchanted worlds, you’ll journey through a forest, a toy box, a giant library, and the castle itself. Each Level has various other layers to it, meaning you’ll hop across leaves and through spider’s webs, leap through a sweet and chocolate world, get stuck in sticky jelly, and even traverse a pyramid-like structure where damaging water threatens to wash you away. Once you reach Mizrabel’s castle proper, you’ll have to contend with far more obstacles and face your greatest challenge as giant boulders try to crush you, bridges crumble beneath you, and Mickey must leap from cogs and gears and swinging pendulum’s in the castle’s clock tower.

Enemies and Bosses:
Being that the game is, essentially, a jaunt through a magical, fairytale-like setting, Mickey comes up against a whole host of enemies in his journey that vary from the painfully generic to the bizarre. You’ll go from butt-bouncing on sentient mushrooms, spiders, toy soldiers, bats, and chubby little bookworms to contending with juggling clowns on unicycles (which race at you once they’re riders are defeated), skeletal fish, and extremely annoying, bouncing letters of the alphabet.

CastleOfIllusionMDBosses
The game’s bosses aren’t much of a threat.

At the end of each Level, Mickey has to face a large boss, known as a Master of Illusion. These range from an angry tree that tries to drop acorns on your head, a jack-in-the-box that tries to punch you with boxing glove, a totem pole that can only be knocked down by butt-bouncing on the enemies it spews out, and a giant sweet dragon.

CastleOfIllusionMDWitch
Stay away from Mizrabel’s attacks and you’ll soon have Minnie back safe and sound.

After defeating the Masters of Illusion and getting through Mizrabel’s castle, Mickey has to face off with the witch herself at the top of her castle, with Minnie held captive in a magical balloon. Fittingly, Mizrabel assumes the form of a youthful sorceress for the battle, which sees Mickey having to keep to the high ground to avoid the witch’s swirling spirits and butt-bounce on her head in the small window of vulnerability she has. While none of these boss battles are particularly difficult, as they all stick to a very predictable attack pattern, there’s not a lot of call for Mickey’s projectiles during these fights and even Mizrabel is bested with relative ease simply by staying on the upper platforms.

Power-Ups and Bonuses:
There’s not a lot on offer here apart from the standard trope of being awarded an extra life when you collect enough points. You can, however, pick up bags that will gift you with a whole bunch of projectiles to throw and use your butt-bounce to reach higher and out of reach areas to find additional health, gems, and ammo but, apart from that, there’s no much else available to expand your health or arsenal.

Additional Features:
The game has three difficulty modes: Practice, Normal, and Hard. In Practice mode, you start with full health and won’t have to face any bosses and only need to collect three Gems and can continue four times after you exhaust all your tries but you won’t get the game’s true ending; in Normal and Hard, you start with three or two health points, respectively, and have to find all seven Gems and can continue two times in Normal but have no opportunity to continue in Hard mode; you also lose all items you’re carrying after losing a try, adding a level of difficulty to the game and requiring you to exhibit more skill than in its 8-bit successor.

CastleOfIllusionMDConclusion2

The Summary:
It’s easy to see why Castle of Illusion is so beloved; it’s a fun, charming little adventure that looks and feels just like you’re playing a cartoon. Mickey has always been dropped into this bright, colourful fairytale adventures, even when he made the transition to 3D titles, and these worlds are surprisingly fitting for Disney’s cheeky little mascot. Offering just the right level of challenge to keep you coming back for more, Castle of Illusion set the standard for Mickey’s subsequent 8- and 16-bit adventures, most of which deviated very little from this game’s core gameplay and mechanics. It might not be the best action/adventure platformer on the Mega Drive, or the fastest or most action-packed title, but it’s still a charming, whimsical romp that looks, plays, and sounds fantastic and is well worth your time.

My Rating:

Rating: 4 out of 5.

Great Stuff

What did you think about Castle of Illusion? Where does it sit in your hierarchy of 16-bit Disney games? Did you ever play the remake from a few years ago? How do you think it compares to the original? Whatever your thoughts on Castle of Illusion, and Disney and Mickey games in general, drop a comment below and share your thoughts.

Game Corner: Sonic Adventure 2 (Xbox 360)

GameCorner
SA2Logo

Released: October 2012
Originally Released: June 2001
Developer: Sonic Team USA
Also Available For: Dreamcast, GameCube, PC, PlayStation 3

The Background:
After Sonic Adventure (Sonic Team, 1998) finally brought Sonic into the third dimension and proved to be a rousing success, despite a few flaws, Sonic Team passed development of the sequel over to their US branch. Drawing inspiration from their surroundings, the team infused the sequel with a much greater focus on action, speed, and realism than before, making the game feel decidedly more “Western” than its predecessor. Ironically, Sonic Adventure 2 actually dialled down on the “adventure” aspects of its predecessor but featured, perhaps, the darkest and most science-fiction-orientated story in the series thus far, a decision that would impact the franchise, for better or for worse, for years to come. I’ve talked about Sonic Adventure more than once in the past but, despite it being one of my favourites in the Sonic the Hedgehog (1991 to present) franchise, I actually played its sequel first. I never owned a Dreamcast as a kid as I hedged my bets on the Nintendo 64 so, when I decided to get a GameCube, one of the first two games I got was Sonic Adventure 2: Battle (Sonic Team USA, 2002) and it actually took me a while to acclimatise to Sonic Adventure’s radically different gameplay and presentation when I bought Sonic Adventure DX: Director’s Cut (Sonic Team, 2003). However, while Sonic fans (notoriously one of the worst fanbases in all of fandom) have recently turned on this game in favour of, of all things, SONIC THE HEDGEHOG (ibid, 2006), it’s always been a favourite of mine, to the point where I’ve bought it on GameCube, PlayStation 3, and, now, the Xbox 360 version for Xbox One.

The Plot:
Sonic the Hedgehog finds himself a fugitive on the run from the Guardian Units of Nations (G.U.N.) after security footage appears to show him stealing a Chaos Emerald from a G.U.N. facility. In actuality, the culprit is the mysterious Shadow the Hedgehog, the self-proclaimed “ultimate lifeform” who has been released by Sonic’s long-term nemesis, Doctor Eggman, to help the mad scientist harness the power of the long-defunct Space Colony ARK and hold the world the ransom.

Gameplay:
Sonic Adventure 2 is a 3D action platformer first and foremost that, like its predecessor, divides its core gameplay into a series of distinct gameplay mechanics. Unfortunately, while Sonic Adventure offered six unique playable characters, each with their own distinct style of play, Sonic Adventure 2 features six playable characters who share gameplay styles with their counterparts. As soon as you begin the game, you’re given the option not to select a character but to select a story; if you pick the “Hero” story, you’ll play through the game’s story from the perspective of Sonic, Miles “Tails” Prower, Knuckles the Echidna, and Amy Rose but, when you pick the “Dark” story, you’ll witness the events from the perspective of newcomers Shadow and Rouge the Bat and, for the first time in the series, Dr. Eggman! Whichever story you pick, you’ll play through the narrative, switching back and forth between the hero- and dark-side characters as the narrative directs.

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The game’s three playstyles are spread between the six characters.

If you’ve played Sonic Adventure, you’ll be immediately familiar with the three playstyles of this sequel: Sonic and Shadow play at high speeds, racing through stages that are designed like fast-paced rollercoasters, Knuckles and Rouge glide, climb, and dig as they explore for shards of the Master Emerald, and Tails and Eggman stomp around in massive mechs, blasting robots with their weaponry. The developers lost the slower pace of Amy and Big’s gameplay and the races that Tails had to complete in the original and focused on these three distinct playstyles, which was good for those who disliked the slower, less exciting gameplay of the last game, but not so good when it comes to character variety.

SA2Gameplay
The Hero and Dark characters are functionally identical to control.

Essentially, there’s very little difference between Sonic and Shadow, Knuckles and Rouge, or Tails and Eggman; they get to explore different stages (or, at least, different versions of stages) and obviously look and sound different, with different objectives, but they share the same basic move set. Both Sonic and Shadow can fly along rows of Golden Rings using the Light Speed Dash (which, thankfully, no longer needs to be charged) and use the Homing Attack to smash robots, Knuckles and Rouge explore their stages in the same way and attack enemies with either punches or kicks, and Tails and Eggman can both hover and lock on to multiple enemies at once. It’s fun experiencing the story from the bad guys’ perspective for a change but it’s a bit of a shame that the characters don’t have more to distinguish them from their counterparts.

SA2ShadowEggman
Shadow was a dark, edgy character in a dark, edgy story.

The game’s narrative is perhaps the most elaborate yet; after releasing Shadow, Eggman teams up with him and Rouge to gather the Chaos Emeralds and power up the long-abandoned Space Colony ARK. Eggman’s grandfather, Professor Gerald Robotnik, created the ARK fifty years ago and designed Shadow to be the ultimate lifeform; using a Chaos Emerald, Shadow can instantly teleport great distances at high speeds, making him more than a match for Sonic, and Eggman uses his abilities to threaten the entire world with the ARK’s Eclipse Cannon. Shadow, in his debut appearance, would go on to become one of the series’ most recognisable characters, for better or for worse, and has, arguably, never been characterised better than he was here: haunted by fractured memories of his time on the ARK, Shadow has his own agenda for revenge against the world but ultimately his story becomes one of redemption. At the same time, the story is as ridiculous as ever; to stop Eggman from stealing the Master Emerald, Knuckles willingly smashes it into pieces, which is probably the most arbitrary reason to recreate his gameplay from the last game that I could think of. I would have much preferred Knuckles and Rouge’s stages to involve searching for different items or treasures each time rather than search for the pieces of the Master Emerald yet again. Similarly, for some reason I’ll never understand, everyone in the game mistakes Shadow for Sonic and vice versa; even characters like Amy Rose and Eggman think Shadow is Sonic despite the fact that they couldn’t look more different if they tried.

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Sonic Adventure 2 introducing grinding to the series and it’s stuck around ever since.

For the first time in Sonic’s long history, SEGA actually incorporated some prominent product placement into Sonic Adventure 2; billboards for Soap shoes were everywhere in the original and Sonic’s iconic shoes were redesigned in conjunction with this brand to allow him to grind on rails. Shadow can also grind and, while this mechanic is more prevalent in some stages than others, it’s not as obtrusive as you might think. It’s pretty simple to pull off, to; you leap onto a rail, ideally with some momentum behind you, and hold down B to crouch and gain speed; in later stages, you’ll have to pull off jumps to other rails but it’s a very fun, fast-paced experience. Rather than expanding and refining the hub world concept of Sonic Adventure, Sonic Adventure 2’s story plays out one scene and stage after another. If you lose all your lives or choose to quit, you can access a stage from a simple map screen; from here, you can replay stages under different criteria in an extension of Sonic Adventure’s “Mission” mode. Completing each mission and successfully obtaining an A-rank on each nets you both an Achievements and a pretty cool unlockable stage…but considering how hard it is to even get an A-rank in the game, it’s going to take a lot of your skill and patience to achieve this goal. Unlike other Sonic videogames, rankings in Sonic Adventure 2 aren’t just based on how fast you clear a stage; you also need to be holding a certain number of Golden Rings and have accumulated a high enough score to earn the best rank. You can build your score by destroying enemies, jumping through hoops, racking up combination bonuses in the shooter stages, not using hints in the treasure hunting stages, and pulling off tricks in the running stages using the game’s new grinding mechanic.

SA2Stages
Stage gimmicks can be frustrating at times.

Each stage is filled with multiple paths, some of them only accessible using some of the game’s hidden power-ups. If you want to get the best time, score, and rank when playing, you’ll have to take advantage of these alternate routes, which can be difficult. While the game’s controls are decent and improved for the better over its predecessor, the camera can still be jerky at the worst of times, characters have a tendency to slip off platforms and ledges to their deaths down the game’s many (many!) bottomless pits, annoying stage hazards (floors that fall or crumble beneath you, weights that squash you, and even airlocks that flush you out into space!) crop up in every stage, and enemies just love leaping out in your face at a moment’s notice. While Knuckles and Rouge are limited to finding one Emerald shard at a time (unless you’ve played enough to take an educated guess about where to look) and their later space stages can be frustrating, Eggman and Tails don’t have to worry about racing against a time limit like E-102γ “Gamma” did (though it is odd to see Tails stuck inside a mech). Also, when playing as Sonic and Shadow, you’ll often perform a somersault, usually to your death, when you mean to perform the Light Dash since they’re both mapped to the same button, which can be frustrating at times.

Graphics and Sound:
While it looks, feels, and sounds very similar to Sonic Adventure, Sonic Adventure 2 is quite a step up in terms of graphics. While Sonic and Shadow’s stages aren’t as large or as varied as before, they’re tight, focused, and full of impressive set pieces. In City Escape, for example, you end up being chased by a huge truck that is determined to run you down which is a thrill later surpassed by the excitement of grinding at high speeds through space as you make your way down and through the Space Colony ARK.

SA2Graphics
Each stage has its own gimmicks and is packed with little details and cameos.

You’ll also swing, race, and grind through high-speed jungles, explored flooded mines, haunted mountain tops, and even traverse what is basically a 3D recreation of the Death Egg Zone when racing through Crazy Gadget. Each stage is like a short burst of action-orientated fun, featuring different gameplay gimmicks and little details that make them fun to playthrough regardless of which story you’re playing. While Sonic and Shadow’s stages are all about high-octane speed, Knuckles and Rouge’s emphasise exploration and Tails and Eggman’s are also far slower , allowing you to really take in the little details of your surroundings and encouraging exploration.

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The game’s soundtrack is top notch.

Sonic Adventure 2 also has one of the best soundtracks in the entire franchise; while Sonic Adventure remixed, borrowed, or leaned heavily into traditional Sonic themes alongside incorporating punk rock, rap, and other genres for character’s themes, Sonic Adventure 2 doubles down on the rocking tunes and is all the better for it. Featuring three of Crush 40’s best tracks (“Live and Learn”, “Escape from the City”, and a remix of Sonic’s theme song, “It Doesn’t Matter”), each character’s stages is accompanied by a theme befitting that character (Sonic is mostly rock, Rouge is jazz-inspired, Knuckles is rap, Shadow’s is techno-inspired, for example) and helps infuse the stages and the otherwise-similar-playing characters with a real life, energy, and distinctive personality.

SA2Dialogue
Lip synching has been vastly improved, though the script and delivery is still a bit janky at times.

Once again, the game features an abundance of voice acting; luckily, the lip synching is vastly improved here, meaning that the cutscenes are far less ridiculous to sit through. Unfortunately, the script and delivery still flounders somewhat and the game’s music tends to drown out the character’s words or the characters often talk over each other due to the translated dialogue taking longer to say than the original Japanese. Despite that, though, many of the voice actors from the last game return here and put in some of their best performances; Ryan Drummond will always be my favourite voice for Sonic and both the late, great Deem Bristow and David Humphrey set the standard for Dr. Eggman and Shadow, respectively, that have continued to be emulated to this day.

Enemies and Bosses:
Sonic Adventure featured some of the most unique designs, and redesigns, of the entire series. Eggman’s Badniks were recreated in all their 3D glory and full of character and quirky personality and Chaos was a breath of fresh air in a series that mostly relied on robotic creatures. Sonic Adventure 2, however, drops the ball quite significantly in this arena; every character battles the same, generic G.U.N. robots throughout every stage. Some stages do feature a few of Eggman’s Badniks but they don’t crop up often enough. Instead, you’re faced with these dull, lifeless cookie-cutter robots that aren’t really much to write home about. That is, of course, until you make it into outer space and on to the Space Colony ARK. Here, you’ll encounter the most annoying enemies in the game: the Artificial Chaos. These watery monstrosities resemble Chaos and have robotic enhancements and, while they’re easily dispatched with a solid shot to their metallic “head”, they can deal serious damage with their elongated limbs and laser blasts, making them extremely irritating enemies to come up against regardless of which character you’re playing as.

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Bosses that aren’t generic G.U.N. mechs are few and far between.

For the most part, Sonic Adventure 2’s boss battles are as lacklustre as the enemies you’ll fight thanks, largely, to them being comprised of G.U.N. mechs. Yet, while none of G.U.N.s creations can match up to the quirkiness of Eggman’s mechs from he previous games or the likes of the gigantic golem that defends his pyramid base, they’re just different enough to show that G.U.N. is capable of putting some effort into their creations.

SA2Boss2
You’ll have to face your rival in a couple of battles as well.

The rest of the time, you’ll be battling against your rival in fights somewhat similar to the battle between Sonic, Tails, and Knuckles in the last game; the mechanics have been expanded upon somewhat here, though, in that your enemy puts up a bit more of a fight, taking (and dishing out) decidedly more damage as you battle but the real threat in most of these battles will come from the size of the stage you battle on (or in) and how easy it is for you to fall to your death.

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The Biolizard is easily the game’s most frustrating boss.

Once you defeat Sonic and Shadow for good at the end of both stories, you’ll play through the “Last Story” and battle the game’s most frustrating and annoying boss, the Biolizard. This Shadow-exclusive battle pits you against a massive lizard-like creature that chases you with its gaping mouth or tries to smack you with its tail. When it stops its attack, you can grind up a rail to attack its sole weak point (the life support system on its back) and, as you deal damage, it starts to spit energy blasts at you that you must either try to jump over or somersault under to avoid losing Rings. To make matters worse, you can instantly be sucked to your death if you land in the water between the stage platform and it spawns these really infuriating homing orbs that you must try to avoiding while using the Homing Attack to hit the life support system. Its final attack is easily the worst; this sees you flung helplessly into the air and all you can do is encircle the creature, hope and try to avoid the projectiles, and slowly edge your way closer to deliver the final blow.

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You’ll battle the final boss as both Super Sonic and Super Shadow.

Once defeated, the creature uses Chaos Control to attach itself to the ARK and force it towards the Earth, becoming the game’s final boss, the “Finalhazard”. Sonic and Shadow power-up to their Super forms and battle the creature in space in a fight that, fundamentally, resembles that finale against Perfect Chaos. Super Sonic and Super Shadow have to dash into the pulsating boils that act as the creature’s sole weak point but are constantly swatted away by projectiles and erratic laser blasts. Also, like Perfect Chaos, this final boss is more annoying than challenging as you not only have to try and weave through its defences and hope your attack does damage, you’ll also be fighting against two time limits: linger too long and the Finalhazard will successfully drag the ARK to Earth and you also have to land your attack before you run out of Rings. Your allies often shout at you to “switch characters” when your Rings are running low but, even after all these years, the only way I could switch characters was to hit the creature’s weak spot so that advice is basically useless. As before, you don’t get to play as the Super forms in the main game but this finale does culminate in Shadow giving his life to save the planet, completing his character arc of redemption. Of course, Shadow was too popular to stay dead and SEGA brought him back in the very next game and have bungled fleshing out his character and backstory ever since. But, in this one defining moment, this angst-ridden, haunted little black hedgehog won over a significant portion of the fanbase and still remains a popular character to this day.

Power-Ups and Bonuses:
While Sonic Adventure 2 doesn’t feature as many “adventure” elements as its predecessor, you can still acquire power-ups and additional bonuses in each stage: Sonic and Shadow can grab shoes that allow them to Light Speed Dash, rings that let them perform a flaming somersault, bounce, and/or turn enemies into toys that you can throw at other enemies. Knuckles and Rouge grab upgrades that let them dig to find goodies or breathe underwater without fear of drowning, and Tails and Eggman can upgrade their mechs to dish out more damage to enemies and hover across gaps and hazards. As is standard for Sonic titles, you can also acquire additional Golden Rings, health packs (for Tails and Eggman), extra lives, invincibility, and two types of shields (a regular shield and a Ring-attracting electric variant) by breaking or running into item capsules or passing checkpoints in a fast enough time. Additionally, like in Sonic Adventure, every time you beat a stage, boss, or mini game earns you a Sonic Emblem and collecting all of these and will earn you an Achievement and unlock a bonus stage.

Additional Features:
From the game’s “Options” menu, you can choose different character-based themes and backgrounds for the game’s menu screens and even change the spoken dialogue to Japanese if you’re one “those” fans that simply must have the original Japanese dialogue playing during a game. As you might expect, you can also earn a few Achievements when playing the game; unfortunately, there’s not very many on offer here and they’re disappointingly simple to get…for the most part. As you destroy robots and explore the stages, you’ll find “Chaos Drives” and small animals; when you find a Chao box and smash it open, you’ll obtain a key and, after clearing the stage, will be warped to the Chao World where you can use the Chaos Drives and animals to raise and breed Chao to use in other mini games. The Chao Garden has been expanded somewhat; when you visit from the stage select screen, you can take your Chao to the Chao Kindergarten to purchase new items from the Black Market, leave them in the school to learn songs and tricks, rename them, or get review stats and health. Feeding them Chaos Drives, animals, and different fruits will raise their stats and, eventually, allow them to evolve into a stronger, more adult form. If you primarily used Hero characters when caring for your Chao, you’ll get an Angel Chao, while Dark characters birth a Devil Chao; both unlock an additional Chao Garden themed after Heaven or Hell, respectively.

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Cheer your Chao on as they race or battle each other!

As your Chao’s stats increase, you can have them take part in the Chao Games, a series of races, fights, and mini games to earn you more Sonic Emblems and Achievements. However, as these mini games can be largely luck-based and involve you putting a lot of time and energy into grinding and search for more Chaos Drives, animals, and collecting Golden Rings to buy new items, it can be a very time-consuming process but it’s a nice break from the game’s fast-paced action. Just don’t expect a lot of depth from this mode. Unlike Sonic Adventure, which featured numerous mini games to break up each character’s story and provide a distraction from the main game, Sonic Adventure 2 only features two other playstyles: a boss rush and a janky little kart racer. In the Hero story, you (as Tails) have to race towards the President’s limo to track Eggman’s broadcast and, in the Dark story, you (as Rouge) chase after Tails to intercept him instead. Once you beat one of these stages, you’ll unlock the Kart Race mini game, where you can play as any of the six main characters in short races made incredibly difficult by the game’s stiff, unresponsive controls.

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Collect every Emblem to unlock Green Hill Zone!

After clearing both stories, you’ll unlock the “Last Story” mode when you play as each of the six playable characters and race to stop the ARK from destroying the world. This culminates in a space battle where you switch between Super Sonic and Super Shadow and take it in turns to ram head-first into the gigantic lizard-like creature known as the Biohazard. Defeating it earns you the game’s true earning, and an Achievement, but not much else; however, if you manage to complete each of the game’s stages with an A-rank, you’ll unlock one of the coolest rewards in the series: a fully 3D recreation of Green Hill Zone! Unfortunately, you can only play this stage as Sonic and I’ve never actually experienced this as it is way too hard to earn those A-ranks and I just couldn’t do it no matter how hard I tried. Also new to the game is the multiplayer mode where you and one friend can pick between the game’s playable characters and race or battle against them in a series of stages from the main story. If you purchase the game’s downloadable content, you’ll unlock extra stages and characters for use in this mode; these were all available by default in the GameCube port but it’s still fun to play as Metal Sonic, Tikal, and Chaos in the game’s multiplayer. It’s just a shame that, like in the Sonic Adventure ports, Sonic Team decided to leave out certain playable characters and features from the original Dreamcast version (meaning Big the Cat is relegated to mere blink-and-you’ll-miss-it cameos in each stage and certain cutscenes, which is a real shame and a massive downgrade from his last appearance).

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The Summary:
Sonic Adventure 2 takes everything that worked in Sonic Adventure and improves upon it; it trims out a lot of the fat and extraneous elements and focuses on the three, distinct, most enjoyable playstyles of the last game, expanding upon them and improving them to make for a much tighter, more responsive and action-orientated experience. While I do miss some of the things this game dropped (the hub worlds and the diverse characters), I do enjoy the many improvements and innovations that debuted in this game. Making the Light Speed Dash a one-button action was a must, expanding Sonic’s world and lore to include more sci-fi elements helped take the series in a different direction and allowed SEGA to actually tell pretty complex and mature stories in their videogames. While I like the simplicity of the early Sonic titles, I expect a bit more bang for my buck with Sonic’s 3D adventures and Sonic Adventure 2 definitely delivers in that regard, introducing one of the more multifaceted and edgy characters to the series and allowing us to experience events from the bad guys’ perspective for the first time. For many years, Sonic Adventure 2 was the gold standard for the series for many; as SEGA experimenting with different genres and tossed more and more characters and roadblocks into their most popular franchise, fans were clamouring for a return to the Adventure-style formula and the type of gameplay and story of Sonic Adventure 2. While Sonic fans may have lost their mind and turned against this game in recent years, it still holds a special place in my heart; it’s not perfect, obviously, but it’s still fast-paced, high-octane fun and I never fail to have a good time every time I fire it up.

My Rating:

Rating: 4 out of 5.

Great Stuff

What did you think about Sonic Adventure 2? Which of the two Adventure games is your favourite? Which console did you first play Sonic Adventure 2 on? What did you think about the game’s Light and Dark story options, and playing as the villains for the first time? What are your thoughts on Shadow the Hedgehog, his debut, characterisation, and legacy? Does Sonic Adventure 2 still hold up in your view or do you prefer a different Sonic title? Whatever your thoughts on Sonic Adventure 2, and the Sonic series and characters in general, drop your thoughts below and share them with me.

Mini Game Corner: Land of Illusion Starring Mickey Mouse (Master System)

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Released: June 1993
Developer: SEGA
Also Available For: Game Gear

A Brief Background:
Back in the nineties, licensed videogames hadn’t quite earned the reputation that they have these days. Anyone who had played one of the many videogame adaptations of Disney movies and properties, particularly on SEGA’s Mega Drive or the Super Nintendo, would generally be in for a good time and treated to big, colourful, well-animated graphics and tight, fun gameplay. One of the most prolific of Disney’s characters to be licensed out to videogames was their enduring mascot, Mickey Mouse. A couple of years after Castle of Illusion Starring Mickey Mouse (SEGA AM7, 1990) and World of Illusion Starring Mickey Mouse and Donald Duck (ibid, 1992) released for Mega Drive, a similar (though, apparently, unrelated) title was released for SEGA’s 8-bit consoles, the Master System and the Game Gear handheld.

The Review:
Land of Illusion is a pretty standard 2D, sidescrolling action/platformer in very much the same vein as previous Disney titles released around that time. Players take control of the affable Mickey Mouse and journey through fourteen stages, dispatching enemies using Mickey’s rump, sliding down slopes, or by throwing objects at them. Mickey controls at a steady, grounded pace; he doesn’t slip and slide around, making precision platforming a much easier task than other platformers of the time. He begins the game with two stars in his Power Gauge, meaning he can take two hits before he must try again from either the beginning of the stage or from the last checkpoint he passed. Players can refill Mickey’s health by smashing blocks and other objects to uncover cake; if you search hard enough, you’ll also find a bonus star in each stage, which will add another star to Mickey’s Power Gauge and thus allow him to take more hits. Mickey can also collect coins, which will add to his score tally; defeating enemies and bosses also adds to this tally and he’ll earn an extra try for every 10,000 points. Mickey must sometimes take to water to navigate through a stage; in these areas, players will have to watch Mickey’s air meter, as he’ll lose a life if it runs out. There’s a few simple push-and-pull-based puzzles that Mickey must also solve by opening blocked areas or turning environments upside down and, occasionally, he’ll need to find a key in order to progress.

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Stomp on enemies with Mickey’s butt or chuck a rock at them.

Players must also complete each stage within a time limit (as was the style at the time) but, as Mickey progresses through the game’s story and stages, he frees some familiar-looking faces and is gifted various items that aid his quest; the Magic Flute allows players to replay any stage they’ve previously completed (which can be essential for tracking down other items and extra energy you’ve missed), a Shrinking Potion (which allows Mickey to fit through small tunnels, doors, and spaces), a Rope to climb certain walls, Cloud Shoes to walk on clouds, and a Magic Bean to grow a beanstalk and reach the Phantom’s castle. As mentioned, you can increase Mickey’s health with cake and collect stars to increase Mickey’s Power Gauge but that’s about it. There’s no invincibility, speed ups, or special abilities here. Instead, you can grab Mickey Ears or hit 10,000 points for an extra try and will use the game’s mandatory times to progress further. However, while you can shrink through gaps with the Shrinking Potion, your attacks are useless and being able to jump on clouds doesn’t really help at all except when climbing the magic beanstalk. Otherwise, there’s nothing extra here; the game has one ending, no unlockable or extra characters, and the only incentive to play it again is to beat your last high score.

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Though simple, stages are bright and colourful.

While nowhere near its 16-bit counterparts in terms of graphics or sound quality, Land of Illusion is still quite a charming little 8-bit title. The Master System was never known for having particularly exciting backgrounds or environments, so all of the artistic effort seems to have gone into making the sprites (particularly Mickey) as bright, colourful, and animated as possible. You’ll travel to some pretty standard areas in Land of Illusion (a forest, a desert, a couple of castles…) but each one is distinct in its design and features slightly different gameplay mechanics. You might have to let a tornado of leaves carry Mickey over spikes to safety, for example, or have to outrun a wall of spikes or cross poisonous water or lava. The Master System renders these environments simply enough but it’s surprising how vivid and engaging they are for such an under-powered console. Similarly, the game obviously doesn’t match the bright, poppy tunes or sound quality of its bigger brother but the soundtrack nevertheless does a serviceable job; there’s some catchy little tunes, all of which are perfectly in keeping with Mickey’s cute-and-cuddly aesthetic. Enemies here are as generic as they come; you’ll butt-bounce off the likes of spiders, wasps, snakes, and floating skulls. Some present more of a challenge than others, however, shielding themselves from harm, reforming after being hit, or being invulnerable to Mickey’s butt-bounce.

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Wait for an opening and then hit him with your butt!

You’ll battle some big bosses while playing Land of Illusion but none will really pose much of a challenge (…I really struggled with the giant crab, though, thanks to how slow Mickey moves underwater). You’ll dodge their attacks, maybe toss one of a limited number of blocks at their head, or wait for an opportunity to bounce off their heads with Mickey’s butt. The final boss, the Phantom, is slightly more complex as you must first traverse his booby-trapped castle and then dodge his energy balls (just crouch right in front of him) and jump over his whirlwind attack before he’ll pause long enough for you to smack him. He’ll mix it up by jumping to the ceiling, forcing you to throw blocks at him, but it’s over within seconds, especially if you’ve completely powered up Mickey’s Power Gauge.

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The Summary:
While a mere shadow if its 16-bit counterparts, Land of Illusion does a decent job at entertaining; there’s no bottomless pits or cheap deaths, plenty of opportunities to explore, and some charming graphics and tunes on offer. Gameplay is about as simple as it gets, which is to be expected given the Master System’s simple two button setup; as mentioned, you might have to backtrack to previous levels to get items to progress further if you missed them, and you will find a challenge in the game’s final level but, with infinite continues as standard and a leisurely pace to its gameplay, Land of Illusion is a fun enough little jaunt to keep you distracted for a couple of hours.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you ever play Land of Illusion? What were your favourite, or most frustrating, Disney videogames from back in the day? Would you like to see a HD compilation of Mickey’s 16- and 8-bit titles? Go ahead and take to the comments to share your thoughts and memories.

Game Corner: Yooka-Laylee and the Impossible Lair (Xbox One)

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Released: October 2019
Developer: Playtonic Games
Also Available For: Nintendo Switch, PC, and PlayStation 4

The Background:
After Rare was purchased by Microsoft in 2002, anticipation was high for the company to continue their track record of releasing extremely polished, high-quality titles as they had during their tenure with Nintendo. Chief amongst the Rare properties most fans were looking forward to revisiting was the Banjo-Kazooie (1998 to 2008) series, which was an extremely well-made 3D action/platformer collectathon for the Nintendo 64 with a quirky sense of humour and memorable, likeable characters. Unfortunately, Rare were disappointingly underused by Microsoft and, while their famous bird-and-bear duo did return, it was in a highly altered form that let down most gamers. Eventually, key members of Rare left the company and formed Playtonic Games, an independent games studio that would allow them to make the types of games they wanted to which, coincidentally enough, meant going back to the Banjo-Kazooie formula with a spiritual successor to that series, Yooka-Laylee (ibid, 2017).

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Impossible Lair is inspired more by Donkey Kong Country than Banjo-Kazooie.

While the first game received mostly mixed reviews, I really enjoyed this welcome return to the quirky 3D action/platformers of old and revisiting the Banjo-Kazooie gameplay style of large, interconnected worlds with many peculiar characters and things to collect and discover. The game did well enough, however, and Playtonic’s new characters were popular enough to warrant the production of sequel, in which Playtonic Games decided to veer away from the Banjo-Kazooie style of gameplay and instead draw inspiration from the 2.5D sidescrolling platformers of their 16-Bit days, specifically the Donkey Kong Country (1994 to 2005) series. This was surprising to me, considering the series was meant to be a throwback to the Banjo-Kazooie formula, but I was happy enough with the first game and charmed enough by its oddball world and characters to give this slightly-revised sequel a fair shake of the stick.

The Plot:
After being defeated by Yooka and Laylee in the previous game, Capital B has returned to cause havoc; this time, he has enslaved the Royal Stingdom using the Hive Mind, captured Queen Phoebee’s Royal Beettalion, and locked himself inside the titular Impossible Lair. In order to overcome the Lair’s enemies and obstacles and defeat Capital B, Yooka and Laylee must travel to numerous new worlds and free the Royal Battalion, all while restoring peace and order to the Royal Stingdom.

Gameplay:
Yooka-Laylee and the Impossible Lair is, primarily, a 2.5D action/platformer in the style of the Donkey Kong Country series; players control Yooka, a laid-back chameleon, and Laylee, a wise-cracking bat, simultaneously to explore the large overworld, traverse the game’s numerous stages, and battle the assortment of quirky enemies found within.

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Many of the duo’s abilities return from the first game.

Many of Yooka and Laylee’s abilities from the previous game return here; the duo can run, jump, and roll along in a ball like a certain blue hedgehog. Yooka can use his tongue to grab at certain objects to spit fruit or bombs at enemies or switches or open new pathways and secret areas and the duo can flutter and twirl in the air to extend the reach of their jumps or perform a powerful downward stomp to defeat enemies or drop down to lower levels. Unfortunately, the duo are missing some of their more useful abilities from the last game; you can only spit out projectiles when you find one in a level, and you can no longer turn invisible, walk while in water, or form a protective shield. While the game does provide alternative means to do some of these moves, there is no way to use Laylee to glide, fly, or have Yooka use his tail for a high jump. Instead, you’re tasked with chaining together high-speed rushes with well-timed jumps to gain extra height and cover large distances, which is fine but I can’t help but feel it’s a missed opportunity to not have the duo flying at some point in some way.

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Get hit and you’ll lose Laylee, leaving you vulnerable until you find a bell to call her back.

Also missing from the first game is a health and power bar; you no longer need to consume butterflies to restore your health or wait for a meter to fill up before you can perform one of the duo’s special moves. Instead, when you get hit by an enemy or obstacle, Laylee will fly erratically around the screen for several seconds like Baby Mario in Super Mario World 2: Yoshi’s Island (Nintendo EAD, 1995). If you can’t retrieve her in time, she will fly away and you’ll be left with just Yooka and missing the few moves the game provided you with; take another hit and you’ll die and be returned to your last checkpoint, with Laylee restored to you. You can, however, find special bells you can ring that will return Laylee to your side and use certain Tonics to extend the length of time you have to retrieve Laylee but, honestly, of all the things to be inspired by! Luckily, Laylee doesn’t whine and cry in an annoying screech like Baby Mario but it can be extremely harrowing and dangerous to retrieve Laylee but, if you don’t you might miss certain collectables and secret areas.

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Collect the T.W.I.T. coins to lower Trowzer’s Paywalls.

To explore the game’s forty stages, you’ll have to navigate an expansive overworld; while nothing compared to the one from the first game, it’s still surprisingly expansive, with many areas connected to others through secret pathways or blocked off by one of Trowzer’s Paywalls. As you explore the game’s stages, you can find five T.W.I.T. coins in each; it is highly recommended that you go out of your way to obtain as many of these as you can as you’ll need to use them to lower Trowzer’s Paywalls and reach new areas and to obtain an Achievement. Each stage is accessed through a magical book, as in the last game, but rather than expanding upon a stage with the Quills you find in the game’s stages, you use these Quills to purchase Tonics and gain new abilities or game-changing buffs (or de-buffs) or to pay for a hint to locate hidden Tonics on the overworld. You can manipulate and alter the overworld, however, by completing a mini game set by a Pagie found in each area; doing this allows you to find new areas (and more hidden Tonics) and open up new paths to link the overworld together.

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Completing side quests adds an alternative mode to each stage.

Some of Yooka-Laylee’s other recognisable characters also make a return but in severely reduced roles; they generally hang around the overworld, offering hints or asking you to complete a series of small tasks that will access a stage’s alternative mode. These tasks this many involve freezing Nimbo the Cloud, pushing a shopping trolley off a lighthouse, causing a boiler to cough up ash, or activating a fan. Each task is slightly different and changes the stages in different ways; the stage may be flipped upside down or on its side, for example, or underwater, frozen, or filled with acid or lava. This means each stage has two sections to it for a total of ten T.W.I.T. coins per chapter and altering a stage can turn even the game’s easiest levels into challenging test of your patience and endurance.

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Track down the Ghost Quills for extra Quills, coins, and items.

Each stage also sees the return of the five Ghost Writer Quills; each one flies around the immediate area in a different way, leaving regular Quills in their wake, and generally explode in a shower of Quills once you collect all their Quills or chase them down. Others, however, leave behind a T.W.I.T. coin, a piece of fruit or a bomb to aid your progress, or a key that can access a new area of the stage and lead you to another T.W.I.T. coin. You never know what the Ghost Quills are going to yield as a prize so it’s worth trying to hunt them down and collect their Quills whenever you find them. Every time you clear a stage, you rescue a member of the Beettalion, which is crucial to increasing your chances at completing the Impossible Lair. Unlike the last game (and most games, for that matter), you can challenge the game’s final stage, the titular Impossible Lair, whenever you like but, if you have few or even no Beettalions to aid you, you won’t last very long as the Lair isn’t called “Impossible” for fun. Some stages also contain hidden exits that deposit you in different areas of the overworld and lead you to one of the six secret members of the Beettalion and it is highly recommended that you don’t attempt the Impossible Lair without all forty-eight members of the Beettalion to form a protective shield around you.

Graphics and Sound:
Yooka-Laylee and the Impossible Lair is just as gorgeous as its predecessor, perhaps even more so thanks to its extra polish and shine. The world and the characters that inhabit it are bright, colourful, and cheery; playing the game is like playing a cartoon and all the characters are full of life and charm. Thanks to the game’s shifted perspective to 2.5D, the character animations rely far more on pantomime than fully-animated 3D models, meaning the game’s simple animations are far less egregious. Thankfully, the game still uses the charming gibberish of the Banjo-Kazooie series; whenever characters talk, they babble and jabber away like loons and I absolutely love it. Just a few sounds is all it takes to infuse these characters with personality and you always know who is talking and when thanks to these simple, but effectively, sound effects.

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The game looks and sounds fantastic, at least.

The music is just as delightful and affective as ever as well; thanks to the likes of the great Grant Kirkhope, the game’s overworld, stages, and areas are infused with a fairytale-like quality and, no matter how frustrating and difficult some sections might be, you’ll always have a catchy, appealing little tune to hum along to and settle your nerves.

Enemies and Bosses:
Yooka and Laylee’s world is mostly populated by mean-spirited little goblins called Meanyions; you’ll come up against blue versions that simple wander back and forth, red ones that you can only defeat by jumping on them, yellow ones that jump when you jump, and green ones that hover around in a jetpack or with propellers on their heads (which protect them from your jump attack). There are also fatter, blob-like Boundalong Meanyions who bounce you backwards (usually to your death), the spider-like Webwhacks that can only be avoided thanks to their spiked behinds, cannons that blast projectiles or homing missiles at you, and laser-spewing spheres. Generally, though, you’ll find most the most danger and frustration coming from the many death traps in the game’s stages; giant instant-death boulders, laser beams, and saw blades chase you, spikes, icicles, saw blades, and other spiked surfaces can either cause you to take damage or instantly die, acid and lava pits are abundant and, of course, there are the numerous bottomless pits scattered across the stages. A lot of the game’s challenge comes from using the duo’s skills and carefully bouncing from one enemy to another to clear these gaps; make a mistake and you’ll pay, usually with your life.

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Getting through the Impossible Lair is easier said than done…!

The game only features one boss battle and it’s against Capital B within the Impossible Lair. You might think that this means the game is lacking in challenge but you’d be wrong; not only do you have to first get through the game’s stages to unlock enough (or all) of the Beettalions to allow you to get through the Lair’s many enemies and death traps, you then have to face Capital B in four separate, increasingly difficult encounters. This wouldn’t be so bad but, to reach each of these battles, you first have to survive the Impossible Lair…which more than lives up to its name. Every type of enemy, trap, obstacle, and gameplay mechanic you’ve encountered and bested in each of the game’s stages is incorporated into the Lair; every time you take a hit or fall to your death, you lose one of the Beettalion and there’s no way to get them back. You can return to the Lair from the start of each battle with Capital B but this only really helps if you reached that fight with a decent amount of bees left and can defeat that phase of the boss battle without incurring much damage so you have the best chance of getting through the next stage of the Lair.

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Capital B can be tough but getting to him is even tougher!

Thankfully, actually fighting Capital B is much easier than in the last game; he has very clear and predictable attack patterns but it’s very easy to mess up and take a hit in these fights thanks to the lack of a high jump and the surprisingly large hit box of both the titular duo and the boss itself. Add to that the fact that he Impossible Lair is more frustrating than challenging and you have a significant portion of the game that is more of a chore to get through than being fun and charming like the rest of the game. If you really want to torture yourself, you can take on the Lair’s alternative mode, where you must try and make it through without any of the Beettalion to protect and save you…and if you can do that then good luck to you; you’re a better person than me.

Power-Ups and Bonuses:
Like the Banjo-Kazooie games of old, and its predecessor, Yooka-Laylee and the Impossible Lair is a bit of a collectathon; each stage is filled with Quills to collect, T.W.I.T. coins to find, and hidden areas that generally contain one, or both, of these items. Clear a stage and you rescue a member of the Beettalion and can use the Quills and coins you’ve earned to unlock new skills and areas of the game. The Tonics from the last game return here; Tonics are scattered across the overworld and, while some are in plain sight, others are hidden and you’ll have to pay sign posts for hints on how to find them. Either way, simply finding a Tonic isn’t enough to use it; you have to pay for it with the Quills you’ve collected, meaning you’ll have to revisit some of the game’s easier stages again and again to farm for Quills to unlock every Tonic.

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Different Tonics have different effects, buffs, and de-buffs.

At first, you can only use three Tonics at a time but, eventually, you earn the ability to have a fourth Tonic slot (either temporarily or permanently, if you find every single T.W.I.T. coin in the game. You have to be careful, though, as some of the more useful Tonics (like increasing the amount of checkpoints, letting you hold on to your T.W.I.T. coins after you die, or having special attacks that destroy all onscreen enemies) reduces your Quill count at the end of a stage. So, to get more Quills, you have to use the more obtrusive Tonics (which turn the stage upside down or mess up the controls, for example) but, no matter how you play the game and which Tonics you use, they’re completely redundant in the Impossible Lair as you can’t use any of them…which really makes you question why you put all that effort into finding and unlocking all of them in the first place.

Additional Features:
Yooka-Laylee and the Impossible Lair is full of Achievements to earn; you get one for saving certain amount of bees and finding certain secrets but also for finding all the T.W.I.T. coins and, of course, there’s one for beating the Impossible Lair without any bees…so I won’t be getting that one any time soon.The Tonics can help to spice up the game and add some replayability to the stages; you can alter the art style and colour scheme to resemble the Nintendo 64 or the Game Boy, slow down time, and alter other elements to increase (or decrease) your chances to somewhat customise the difficulty of the stages. There is also some downloadable content on offer for the game but it mostly boils down to more Tonics at this point rather than adding new game modes or levels to extend the game’s story and playtime.

YookaImpSummary

The Summary:
I really like the Yooka-Laylee series; I feel it’s a great spiritual successor to the Banjo-Kazooie and Donkey Kong Country series at a time when Microsoft seems perfectly happy to let the bear-and-bird disappear into obscurity. Both games have their flaws, of course; being independently created, largely crowdfunded videogames will do that so some compromises are expected but none of that changes the fact that this series is keeping alive a gameplay style that seems to be dying out these days. Unfortunately, for everything that is good about this game, it is let down by the titular Impossible Lair. I have no problem with testing my skills and being faced with a challenge but the Impossible Lair is such a kick in the ass that it sucks all the fun and enjoyment out of the game’s biggest selling point. This almost makes all of the previous stages and achievements you’ve accomplished redundant; you can’t use any of the Tonics, you can’t collect or replenish the bees once you take a hit, and it’s so easy to slip up and drain all of your bees that, generally, it’s easier to simply quit out and try again than reach Capital B without enough of the Beettalion to make it worth pushing forward. It’s not that the game isn’t fun and there aren’t things to like about it; the graphics and music and controls are, generally, top notch and the game is full of the quirky charm the Banjo-Kazooie series was famous for. But the Impossible Lair lives up to its name maybe too much; I feel the developers were maybe being a bit too clever in piling on the difficulty and precision platforming for this stage and it makes the game more of a chore to get through in its final stages rather than being a fun experience from start to finish.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think of Yooka-Laylee and the Impossible Lair? Are you a fan of these characters and their games? Did you have any problems with the Impossible Lair or were you able to beat it without too much difficulty? Which of Rare’s platformers was your favourite back in the day? Would you like to see Banjo and Kazooie get another shot, perhaps even alongside Yooka and Laylee? Whatever you think about the Yooka-Laylee games, feel free to leave a comment below.

Game Corner: Global Gladiators (Mega Drive)

GameCorner
GlobalGladiatorsLogo

Released: 1992
Developer: Virgin Games USA
Also Available For: Amiga, Game Gear, and Master System

The Background:
You…you’ve heard of McDonald’s, right? The highly commercialised fast food chain founded in 1940 that, despite having the best milkshakes around, is (in my opinion) subpar to Burger King. Oh, sure, the Happy Meals are fun (especially back in my day, when they had far better toys and treats) but Burger King does this fantastic cheese and bacon burger that has the crispiest bacon, the gooiest cheese, and their meat actually tastes like it’s real meat and not some mass produced, watered down piece of off cuts. Anyway, McDonald’s was such a powerhouse back in the day that they ended up being behind a handful of videogames, including the unsubtly titled M.C. Kids (Various, 1992), a shameless rip-off of Super Mario Bros. 3 (Nintendo EAD, 1990), introduced gamers to the titular “M.C. Kids” themselves, Mick and Mack, who had to travel around a magical McDonaldland collecting the restaurant’s iconic Golden Arches and helping out their now long-retired mascot, Ronald McDonald. Although released in the same year, the M.C. Kids saw a dramatic redesign in Global Gladiators, a pseudo-sequel that I actually first played on the Amiga and which carried a heavy emphasis on recycling and environmental responsibility. Both characters slimmed down, stuffed chewing gum into their mouths, armed themselves with Super Soakers goo-shooters, and, since “attitude” and being “cool” was all the range for platformers after the release of Sonic the Hedgehog (Sonic Team, 1991), were reinterpreted as hip pre-teens who cared for nothing more than comic books, McDonald’s, and…protecting the environment. Because, yeah, sure, me and my friends were all about environmental awareness…especially when we ate at McDonald’s…

The Plot:
One day, while reading a Global Gladiators comic book in McDonald’s, Mick and Mack are magically transported into the comic’s pages by Ronald McDonald. Armed with goo-shooters, they journey across four worlds fighting against pollution and to protect the environment, all while collecting McDonald’s arches.

Gameplay:
Global Gladiators is a 2D, sidescrolling action/platformer with strong run-and-gun elements. From the “Options” menu, you can select one of three difficulties and also choose to play as either Mick or Mack. Functionally, they are exactly the same, but palette swapped (Mack is the Caucasian kid…), so it really doesn’t matter which one you pick; the game is only made for one player as well, which is really weird considering even Michael Jackson’s Moonwalker (SEGA, 1990) had a turn-based two player mode…and that only had one playable character!

GlobalGladiatorsControls
Global Gladiators has two speeds: clunky and slow and uncontrollably fast!

Anyway, despite being young kids in the prime of their lives (and probably hyped up on McDonald’s food), Mick and Mack seem to have some difficulty in deciding whether they want to be fast, loose, and slippery or slow, heavy, and clunky. They start off at a painfully slow walk that soon turns to a trot and, eventually, a full-on sprint the longer you hold the direction; the faster you go, the more momentum you carry when you jump and the more likely it is that you’re going to crash head-on into an enemy. Luckily, the game’s jump is very useful; your character leaps quite high and you can control their direction in mid-air, but the game’s fast-paced, shoot-‘em-up action is mired in the fact that the titular Gladiators either plod clumsily forward and slip off of platforms or go rocketing away straight into a bottomless pit or a bed of spikes.

GlobalGladiatorsAttack
Blast enemies with goo but watch out for that recoil…

Each character wields a goo-shooter, which sprays some unidentified substance that generally eliminates enemies in one hit. The goo travels in a slight arc and you can only shoot in the direction you’re facing, meaning you’ll have to jump and shoot to hit higher enemies and duck and shoot to hit lower enemies. Considering the screen immediately scrolls down when you duck, this can make it difficult to properly aim at your target but, for the most part, the goo is quite a useful tool in your limited arsenal…provided you’re not standing too close to an edge. When you fire the goo-shooter, your character is knocked ever so slightly backwards thanks to the weapon’s…recoil, I guess?…which can be enough to nudge you into a pool of water or toxic waste, and to your death. If you shoot whilst running, this same recoil will stunt your momentum, which can be useful for avoiding damage but, more often than not, simply killed my momentum when I actually wanted to sprint ahead.

GlobalGladiatorsPoints
The more Golden Arches you collect, the more bonus points you can score at the stage’s end.

As you battle your way through the game’s handful of levels, you’ll collect different coloured Golden Arches; if you’re thinking that you need to collect a certain number of these to beat the game’s worlds, well, you’re in luck because you don’t. You are free to jump, sprint, and blast your way to each world’s goal (literally Ronald waving a flag) without collecting any Golden Arches, but you’ll miss out on the points they provide and the bonuses you get from collecting them at the end of the stage. If you collect seventy-five Golden Arches, you get to take on a Bonus Stage (which you can also practise from the game’s “Options”), which sees you avoiding anvils and recycling materials for bonus points.

GlobalGladiatorsItems
Grab a Continue Arrow or a Heart to increase your odds.

Global Gladiators only has four worlds but, like Sonic, each world has three stages, each of which is surprisingly big. There are many paths to take in each world; the higher path is usually fraught with more enemies while the lower path has pits and other instant-death traps (spikes, water, toxic waste, and bottomless pits). Continue Arrows are dotted around each world’s map, allowing you to respawn further into the stage when you die and, even better, you won’t lose the Golden Arches and points you’ve collected and the enemies you’ve destroyed stay dead; no respawning enemies here! Mick and Mack have a health meter at the bottom of the screen, which is represented as an arrow (conveniently, this arrow is also pointing right, which is the direction the goal is located). If you run into an enemy, they’ll be destroyed (which is good) but you’ll take damage (which is bad); most enemies spit or throw projectiles at you, meaning you’ll have to work around the game’s clunky controls to avoid being hit, and some stage hazards can result in instant death. Luckily, though, you can pick up a Heart to replenish your health and, like the Continue Arrows, these aren’t exactly plentiful but also aren’t exactly rare, either.

GlobalGladiatorsItems2
You’ll need those 1-Ups thanks to the abundance of instant-death hazards.

As with seemingly every single videogame of the time, you’re also working against a clock; when the timer reaches zero, you lose a life, but you can extend your time by picking up a Clock and, if you’re really lucky, you can grab a 1-Up or  earn an extra life by accumilating a high enough score. You can also find Continue Coins that will allow you to continue playing after all of your lives are exhausted, which is easily done considering the amount of enemies and hazards packed into the game’s worlds. Mick and Mack travel to three worlds in Global Gladiators: Slime World, Mystical Forest, Toxi-Town, and Arctic World. Each is themed around some kind of environmental message; the first, obviously, deals with pollution and the cleaning up of toxic waste, the second is deforestation, the third is centred around industrialisation and industrial pollution (kind of ironic given that McDonald’s restaurants wouldn’t be the powerhouse they are without industry…), and the fourth is, I guess, commenting on global warming? Honestly, it kind of falls apart the further you get away from Slime World, where you’ll battle slimy monsters and even destroy polluting machines; you might think these machines are crucial to clearing the world’s stages but they’re not and similar mechanisms don’t seem to appear in other worlds and, by the end, it just seems like you’re blasting generic enemies with your goo while hankering for a second-rate cheeseburger.

Graphics and Sound:
Global Gladiators is a visual treat; the game immediately blasts you right in the face with bright, colourful, well-animated graphics and sprites when you teleport into Slime World. While the game’s other stages aren’t quite as visually appealing in their presentation, Slime World does a great job setting the tone for this game; stages are dense, packed with colours, and different layers that can make other worlds, like Toxi-Town, a bit difficult to navigate as, not only can you take multiple paths, your way is often obstructed by foreground elements. Stages do change it up by changing season or colour palette as you progress, and there are often hidden paths or invisible blocks to jump across to reach more Golden Arches, Clocks, Hearts, or 1-Ups, which encourages exploration and experimentation.

GlobalGladiatorsGraphics
The game is bright and colourful, if a bit cluttered at times.

Sprites are large and full of life; Mick and Mack both incessantly chew on gum when left idle and sprint and hop around with a fluidity that makes it feel as though you’re playing a cartoon or comic book. The game’s enemies are equally large and well-animated but often blend in with their surrounding; Slime World, for example, is largely covered in green slime that is the same colour as the stage’s enemies and many of Mystical Forest’s stationary creatures tend to merge with their backgrounds.

GlobalGladiatorsCool
When a character describes themselves as “Awesome”, you know they’re awesome!

As soon as you shove in the cartridge, Global Gladiators blasts your ears with a loud, rap-inspired main theme that also doubles as a stage theme by the time you reach Arctic World. Luckily, the other worlds have themes that fit their aesthetic rather than being a distorted mess of synthesised sound bites and “hip” music. As you collect points and bonuses, your character will also spew out exclamations such as “Awesome!” and “Cool!” just to remind you that these environmentalists are radical and have attitude. Remember how Sonic just was cool and hip without having to literally shout about it (in the videogames, at least)? That is how you know a character is cool, not yelling it out while sporting a knock-off Super Soaker and saving the environment on behalf of McDonald’s.

Enemies and Bosses:
Each of Global Gladiators’ worlds is filled with enemies unique to their theme; there’s no recurring enemies here, which is nice, and each world has slightly different obstacles to overcome. In Slime World, for example, most of the enemies are globs of toxic waste that spit projectiles at you but, in Arctic World, you’ll contend with more aerial enemies and be navigating more platforms rather than dodging projectiles. However, Global Gladiators loses some of the distinctiveness of its enemy design once you get to Mystical Forest. From then on, you’re battling the likes of sentient axes, man-eating plants, living fireballs, and (of course) bats. Luckily, these appear alongside such weird creatures as garbage-throwing anthropomorphic trashcans, log-throwing beavers, and sliding polar bears.

GlobalGladiatorsBoss
Global Gladiators features a grand total of…one boss…

What isn’t so great, however, is the fact that Global Gladiators features a grand total of one boss. Yep, four worlds, with three stages each, and you’ll only battle a boss at the end of Arctic World…and it’s two angry faces set into blocks of ice, one on the left-side of the screen and one on the right. Each only attacks you when it’s on screen, and even then all they do is spit bats at you or cause icicles to fall from the ceiling. The most difficult part of this boss is not falling into the instant-death spikes and actually hitting their weak spot, which is their just in-reach eyes; you also have to defeat each face in turn and you’ll know when you’ve done it because the game abruptly ends and wraps up its paper-thin story.

Power-Ups and Bonuses:
Disappointingly, Global Gladiators doesn’t feature any power-ups at all. There’s no speed up, no invincibility, no way to improve your goo-shooter, and no smart bomb to clear out all onscreen enemies. Honestly, I find this very surprising considering when it was released but, when you’re playing Global Gladiators, the best you’ll get are extra lives, extra points, extra time, and the chance to play the Bonus Stage if you collect enough Golden Arches…where you can earn more points and extra lives.

Additional Features:
There aren’t any. Oh, sure, you could play through the game as Mack instead of Mick, or take on one of the other difficulty settings but there’s very little incentive to do this beyond attaining a better high score and, I guess, bragging rights. You can input a few button combinations from the pause menu to gain one extra life or skip the stage you’re on, but I wasn’t able to access the supposed cheat menu so I can’t say if there’s more to be gained from blasting through Global Gladiators with cheats enabled.

GlobalGladiatorsConclusion

The Summary:
Global Gladiators is quite a cumbersome little title; the controls are very stiff and awkward but, once you get used to them and the way the game handles its momentum and physics, it’s a lot of fun. The game is gorgeous to look at, well animated, full of life and vigour, and has a very catchy and upbeat soundtrack but it can’t be denied that there are better colourful run-and-gun platformers from that time available. It’s easily the best of the McDonald’s-branded videogames, though, thanks to its more action-orientated approach; perhaps if it were longer, had more bosses, and allowed (at least) a turn-based two-player mode it would have been better but, as it is, it’s a decent enough way to waste an hour or two and nothing more.

My Rating:

Rating: 2 out of 5.

Could Be Better

Did you ever play Global Gladiators? Which of the two titular characters was your favourite? Where do you rate it in the surprisingly long history of McDonald’s videogames? When you visit McDonald’s, what do you tend to order? Do you also prefer Burger King? What is your favourite Mega Drive title? No matter what, drop a comment below.

Game Corner: Die Hard Trilogy (PlayStation)

GameCorner
DieHardTrilogyLogo

Released: August 1996
Developer: Probe Entertainment
Also Available For: PC and SEGA Saturn

The Background:
In 1996, we would be some eleven years or so away from a fourth entry in the action-packed Die Hard (Various, 1988 to 2013) film series. The third movie, Die Hard with a Vengeance (McTiernan, 1995) had just dropped the previous year so the only way fans of John McClane (Bruce Willis) were going to get more Die Hard action was to turn to videogames. Developed by Probe Entertainment, Die Hard Trilogy utilised three distinct, different gameplay styles to recreate a slightly altered version of the first three (and, at the time, only) movies in the increasingly over-the-top franchise.

The Plot:
Terrorists take over the Nakatomi Plaza and McClane must work his way up the tower, freeing hostages along the way; another group of terrorists then take control of Dulles Airport and McClane must once again save the day; finally, McClane must race through New York City defusing bombs placed at key points by, you guessed it, a terrorist.

Gameplay:
Die Hard Trilogy plays differently depending on which of the game’s scenarios you tackle; each of the three movies has a different gameplay style and, thus, a different perspective and different gameplay mechanics, camera perspectives, and controls. When playing through the events of Die Hard (ibid, 1988), players guide McClane through the Nakatomi Plaza from a third-person perspective in an arcade-style action shooter. Being a third-person shooter, the player can run, jump, dodge, and shoot at terrorists all while using the directional pad (D-pad) and a version of the “tank controls” made (in)famous by the PlayStation and such titles as Resident Evil (Capcom, 1996).

DieHardTrilogyDHHostages
Try not to shoot the hostages as you play…

This means that you can’t use the analogue sticks to control McClane, making for a clunky, awkward gameplay style where McClane will walk straight backwards when reversing and, due to the game’s more restrictive gameplay style, doesn’t really have to do much in the way of aiming: you simply point McClane in the general direction of your target, shoot, and will probably blow them away. McClane starts Die Hard with no shoes (as in the movie, though this doesn’t factor into the game) and his trusty Beretta, though he can acquire other weapons (such as a shotgun and machine gun) from weapons crates or downed terrorists. His health is measured by a police badge; when taking damage, the badge will deplete and, if completely depleted, McClane will die and the game will be over.

DieHardTrilogyDHBomb
Race to the exit before the bomb goes off!

McClane journeys through nineteen maze-like levels of the Nakatomi Plaza (though it feels never-ending), shooting terrorists and rescuing hostages on each floor. Once a set number of terrorists have been shot, some more will spawn in from the elevators but, once they’re all cleared out, McClane is given about thirty seconds to reach an exit before the Plaza is destroyed.

DieHardTrilogyDHBonus
Speed the hostages away to safety.

You’ll also travel up to the rooftop for a bonus level where a whole slew of hostages will try to escape via helicopter; you’ll have to take out the terrorists scattered around here and, again, race for the exit before the bomb goes off to score some bonus points. This last minute time limit is probably the most frustrating part of the Die Hard section of the game; well, that and trying to navigate through the labyrinthine floors of the Plaza using the game’s rubbish mini map. Sure, you can zoom in and out but, when you’re trying to race to the exit, it’s almost useless at pinpointing exactly where you’re supposed to go.

DieHardTrilogyAirport
Terrorists have overtaken Dulles Airport and only McClane can stop them!

The game shifts to a first-person, on-rails shooter to retell the events of Die Hard 2: Die Harder (Harlin, 1990), similar to the likes of Time Crisis (Namco, 1995). Using the D-pad, you’ll manoeuvre a crosshair around a variety of maps, ranging from the car park and foyer of Dulles Airport, to the maze-like underground passage beneath the airport, to the runway and even into the skies above the airport to blast away at terrorists with reckless abandon. McClane must, again, blast the seemingly endless supply of terrorists away while avoiding and rescuing numerous hostages. You can also blast crates and other parts of the environment to pick up health and other temporary weapons and toss grenades at the bad guys again but will only find reprieve from injury when the camera decides to place him slightly behind some scenery.

DieHardTrilogy2Locations
You’ll blast through all the film’s locations.

You also get to storm the church and race through the snowy landscapes on a jet-ski, as in the movie, and the on-rails gameplay mechanic is actually a lot better in its execution that the third-person style of Die Hard. Sure, it’s never easy moving a crosshair with a D-pad but the polygonal graphics are a lot less obtrusive and, even better, there’s no sudden or enforced time limit rushing you to an exit. You simply blast away at terrorists before they hit you, reload, and continue until they’re all dead.

DieHardTrilogy3Levels
There’s not much variety in Die Hard with a Vengeance.

For Die Hard with a Vengeance, the game switches to a race against the clock throughout the streets and subways of New York City as McClane and Zeus Carver (sadly not voiced by Samuel L. Jackson) race to reach a series of bombs placed in various locations by Simon Gruber (Jeremy Irons). There’s no shooting to do here; you simply accelerate as fast as possible, making hard turns with the L or R triggers, and using limited boosts and jumps to increase your speed. The mini map returns but, this time, it’s more like a compass and is actually useful here; even if, for some reason, you can’t follow the compass points, Zeus will yell instructions to tell you when to make turns or that time is running out. Yes, the time limit returns but, this time, it’s a constantly ticking down clock on the lower left of the screen; you can pick up time bonuses as you race through the streets but the time you have to reach each bomb is tight, to say the least.

DieHardTrilogy3Controls
The controls could use some polish.

As you plough your way through the streets, you’ll have to dodge other cars and traffic and civilians; as you’re racing across Central Park (in an amusing interpretation of a similar scene in the movie), you’ll also have to worry about the massive body of water in the middle of the map, which will sink your car. After every stage, you’ll race against a truck in the subway tunnels to reach a bomb; if you fail to reach the bomb in any of the stages, it will explode and obliterate the entire city (so…I guess they’re all nuclear bombs, then?) It took me a little while to get to grips with the controls of Die Hard with a Vengeance; the PlayStation seems pushed to its limits here as it’s easy to bash against the sides of buildings or get caught in between the environment, where you’ll jitter away in a glitchy mess until you finally break free. Yet, once you get the timing of your hard turns right, this was fun, frenetic action even without any gunplay.

Graphics and Sound:
Die Hard is rendered in full janky-ass 3D polygons, the trademark style of 3D games around this time. As you explore the Nakatomi Plaza, objects will “pop up” out of thin air or turn see-through if you get to close to them and, rather than use a thick, obscuring fog to mask this effect, the game opts for pitch blackness, especially on the rooftop stages.

DieHardTrilogyDHGraphics
McClane is, at least, recognisable in Die Hard.

As a polygonal recreation of Willis’ character, however, McClane doesn’t look half bad; he looks exactly like Willis does in the film (though, obviously, a bit blocky), which is more than can be said for the game’s non-playable characters, who are just generic blocky figures to be shot or rescued.

DieHardTrilogyOpenWorld
The more open levels work a lot better.

Taking McClane out of the narrow hallways of the Nakatomi Plaza actually seems to improve the game’s presentation and stability; in both Die Hard 2 and Die Hard with a Vengeance, the more open environments reduce the annoying pop-up of obstacles and walls. I find this odd, as it seems like bigger environments would only exacerbate this issue but, apparently, it’s the opposite.

DieHardTrilogyJerkyOpen
The environments and graphics can still be a bit janky.

It’s not all good news, though; when Die Hard 2 switches to night-time levels or the underground passageways, the distorted, jerky effects come back in full force. Similarly, while you can switch between different camera perspectives so you can drive from the inside of McClane’s car, and the game’s version of New York City is rendered in surprising stability in Die Hard with a Vengeance, the buildings jerk and move as you race through the streets and it’s easier than it should be to get clipped into the environment. Unfortunately, my copy of the game kept skipping or bugging out when playing music but, from what I heard, there’s a pretty decent, techno/rocking beat to every level. There’s also some fairly decent and amusing voice acting, particularly from the Willis sound-alike who provides McClane’s constant quips. Sure, these (like all the game’s dialogue) are limited and repetitive (and there’s “Yippee ki-yay” but no expletives) but the game does a decent job of recreating McClane’s snarky wisecracks.

Enemies and Bosses:
In Die Hard, McClane guns down countless numbers of terrorists; if these are the same guys from the movie then Hans Gruber (Alan Rickman) really got to recruiting for the videogame because there are a lot of henchmen to wade through here. One thing I did like was how, sometimes, hostages will turn out to be enemies in disguise and pull a gun out on McClane, similar to Gruber.

DieHardTrilogyDHHans
This as close as Hans gets to appearing in Die Hard

Speaking of Hans…well, he doesn’t really appear. Occasionally, in some levels, you’ll encounter a “Boss” who is slightly different coloured enemy, maybe with more health and a better weapon, who’ll grant an extra life upon being killed. There is one in the game’s last level, but it doesn’t look like Gruber and there’s nothing to say it actually is so that’s a bit of a downer.

DieHardTrilogy2Bosses
Bosses aren’t really a thing in Die Hard 2.

This trend continues in Die Hard 2, where you’ll get to blast “Head Honchos” but won’t actually tackle Colonel Stuart (William Sadler) head-on. Instead, you’ll have to settle for McClane inexplicably circling Stuart’s aircraft in the game’s finale, which you’ll blast away at until it’s nothing more than a flaming mass of wreckage. Die Hard with a Vengeance, however, bucks this trend; in most levels, you’ll end up chasing after a “Bomb Car”, which will explode and destroy everything if you don’t destroy it first. These are the equivalent of the game’s boss battles until you reach the final stage of the game but, unlike the other two games, Simon Gruber will taunt McClane as he completes (or fails) each of his missions, making him a near-constant presence.

DieHardTrilogy3Boss
Finally, a familiar face!

Gruber also makes an appearance in the game’s final stage, in which McClane must chase after Gruber’s helicopter and use launch points to literally use his car as a weapon to take Gruber down. There’s something incredibly amusing about McClane solving every problem, from city-destroying bombs to helicopters, by simply ploughing into it head-first with a car!

Power-Ups and Bonuses:
In Die Hard, you’ll rack up a score as you shoot terrorists and rescue hostage; this, along with killing a Boss, will grant McClane an extra life. You can also replenish McClane’s health with medical packs and acquire new weapons as you play, but these all have limited ammo so you’ll eventually revert back to McClane’s basic Beretta.

DieHardTrilogyDHWeapons
Grab a grenade and blow those buggers away!

Also, I dunno if it’s just me, but I couldn’t figure out how to switch between McClane’s different weapons; grabbing a new one automatically switches to it and you switch back to the Beretta once it’s spent. You can, however, also acquire secondary weapons (like grenades and smoke bombs), which you can switch between and which are vital to dispatching large groups of enemies.

DieHardTrilogy23PowerUps
The third game is lacking in power-ups compared to the first two.

In Die Hard 2, enemies and destroyed crates will yield additional weapons; as in Die Hard, these have limited ammunition but you can still pick up a machine gun, shotgun, explosive shotgun, and even a rocket launcher to blow terrorists away. In Die Hard with a Vengeance, however, the only power-up you can pick up are the boosts. These will blow your car into the air and give you a short burst of speed but aren’t as effective as I would expect from a boost. You can also pick up additional points and time and hit launch points to fly dramatically through the air at certain key points.

Additional Features:
Well, I hate to say it, but there’s nothing. When you play Die Hard Trilogy, you play for a high score; it’s a very arcade experience in that way, right down to how you enter your name on the high score screen.

DieHardTrilogyCheats
There’s some weird-ass cheats available in this game…

There are, however, a whole slew of cheats you can enter to each of the three games that will affect or spice up your gaming experience; these range from the usual stuff like infinite ammo and invincibility to odd stuff, like plants that scream when they’re shot and a fat mode.

DieHardTrilogyConclusion

The Summary:
Your enjoyment of Die Hard Trilogy is somewhat dependent upon how well you get on with each of the games, and gameplay mechanics, available within it; Die Hard is a pretty uninspiring third-person action shooter but Die Hard 2 is a surprisingly well-realised on-rails shooter and Die Hard with a Vengeance is an enjoyable racer. However, while each game as positives and negatives, there have definitely been better games of each type, even on the PlayStation, but I appreciate that, back then, developers were very restricted by the limitations of the technology of the time. In the end, there’s quite a bit on offer in Die Hard Trilogy as an arcade-like experience; going into it, I expected each of the movies to be a short, maybe five to ten level game, but they just kept going on and on. This would be good but there’s not much to come back to beyond getting to gun down hundreds of terrorists whilst spewing the snarky witticisms of John McClane but there are far better options if you want to do things like that…like just watching Die Hard.

My Rating:

Rating: 2 out of 5.

Could Be Better

Did you play Die Hard Trilogy back in the day, or still play it now? What do you think of it? Has it held up over time or is it just a bad example of the limitations of early-PlayStation titles? What’s your favourite Die Hard movie? Drop a comment below and share your thoughts on Die Hard.