Mini Game Corner [Sonic Month]: Sonic the Hedgehog Spinball (Mega Drive)


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


Released: 23 November 1993
Developer: SEGA Technical Institute
Also Available For: Game Boy Advance, GameCube, Game Gear, Master System, Nintendo Switch Online, PC, Nintendo Wii (Virtual Console), PlayStation 2, PlayStation 3, PlayStation 4, PlayStation 5, Xbox, Xbox 360, Xbox One, Xbox Series S/X

A Brief Background:
At the beginning of the 1990s, SEGA sought to create a videogame mascot iconic enough to knock Super Mario from his perch at the top of the videogame industry, kicking off the “Console Wars” of the era when Sonic the Hedgehog proved a big success. This evolved into mainstream popularity with Sonic the Hedgehog 2 (SEGA Technical Institute, 1992); soon, Sonic was everywhere (including comics and cartoons) and SEGA was quick to capitalise with a slew of spin-off titles. SEGA put everything into crafting a massive third outing for their super-fast mascot, a game so large that it ended up being split into two parts. Realising the highly anticipated title wouldn’t be ready for the 1993 holiday season, SEGA commissioned another Sonic title to fill the void, one developed entirely in the United States. Loosely tying into the popular Sonic the Hedgehog (1993 to 1994) cartoon, Sonic Spinball expanded upon the celebrated pinball-based mechanics seen in the first two games and was hastily put together within a tight deadline. Sonic Spinball was largely well received, with reviews praising the visuals and soundtrack, though many criticised the slowdown and clunky gameplay. Still, Sonic Spinball lived on not just through multiple ports over the years but also a slew of adaptations, with the game providing the basis for not just the cartoons and comics but also a real-world theme park.

The Review:
Sonic Spinball, unlike the mainline games, is a 2D pinball-based action title in which players control Sonic the Hedgehog and bounce around inside Doctor Ivo Robotnik’s ominous Veg-O-Fortress, a volcano-based robot factory. Players can customise the game’s controls to operate different flippers with either A, B, or C or do the smart thing, like me, and map both the left and right bumpers to the A button for convenience. If you’ve played Spring Yard Zone and/or Casino Night Zone from the first two games, or any of those old pinball-based videogames, Sonic Spinball will be mildly familiar to you as you control flippers to send Sonic flying across a vaguely pinball-themed environment, bouncing off bumpers and hitting targets to score points. The difference comes from the awkward incorporation of some Sonic’s more traditional moves. In the rare moments where you’re not bouncing about like a madhog, you can run about and use Sonic’s Spin Dash to blast ahead. Unfortunately, Sonic’s controls are very clunky when he’s on the ground. He feels very heavy, shambling about with none of the grace or speed that you’d expect, the Spin Dash is weak and stunted, and Sonic’s jump is very short and awkward. When you do have to jump over walls, the jump tends to glitch and cause Sonic to fail or judder about on the environment, though thankfully these moments are few and far between. Sonic is also missing all his power-ups – there are no monitors to smash here – and Golden Rings are collected merely for points and to score yourself an “extra ball”. Sonic Spinball is also the only Sonic title that directly ties into SatAM; Sonic’s design heavily evokes the cartoon (though, oddly, Dr. Robotnik’s doesn’t) and his Freedom Fighter pals make cameos in the game’s bonus stages. The link is tenuous at best, however, with the game primarily serving as a pinball-based spin-off whose canonicity can be debated. Finally, unfortunately, Sonic is the only playable character here. Up to four plays can play at any one time, but in a classic turn-based format, which is pretty lame.

Bounce around a pinball nightmare to snag the many Chaos Emeralds.

On paper, Sonic Spinball is a very short game without much happening in it (hence this shorter review). There are only five stages to play through, though each stage is quite large and has multiple paths accessed via teleporters, narrow tubes, or by clearing the way of obstacles. This might mean smashing a door a few times, or pulling switches, or powering up generators. Either way, you’ll be repeating these actions a few times to open new paths or collect one of the many Chaos Emeralds powering the Veg-O-Fortress. Each stage has either three or five Chaos Emeralds to collect and finding them can be a bit of a headache. Not only do you have to factor in alternative paths and these tricky puzzle elements but directing Sonic’s momentum is crucial to obtaining the gems. This is easier said than done as Sonic seems to fly off like he has a mind of his own most of the time, though you can direct his momentum in mid-air. Every stage features instant death hazards at the bottom, though you’re given some leeway in Toxic Caves, and you’ll occasionally be spared by a burst of steam to stay in the fight. Badniks modelled after those seen in SatAM patrol every stage but are mainly used to score points or bounce to higher areas. You’ll be pushed along on jets of steam, ride mine carts, pinball about on balloons and cages, and ride flippers up vertical shafts, often dropping to the first screen and fighting your way back up to reach the boss. Targets, lights, and plugs can all be bounced into or past to score points. The neon billboard overhead constantly updates you on what’s happening, though it’s not always clear if it’s relevant to you getting a Chaos Emerald or not. Lava Powerhouse is easily the most maze-like stage, forcing you to time your steam-boosted attacks on Cluckbirds to enter pressure dial tubes and be blasted further up. The Machine is probably the most dangerous stage, with its grinding gears, collapsible gantries, and being the heart of Dr. Robotnik’s Badnik processing plant. Showdown, meanwhile, is the most open and vertical stage, with you hitting balloons, pulling hooks, blasting about using windsocks, and hopping to bombs to reach Dr. Robotnik’s ship. Once there, there’s a greater risk of plummeting all the way down thanks to the holes and destructible windows, something you want to avoid given how aggravating it is to get Sonic’s lead-filled ass moving in this game.

Rack up a high score and battle Dr. Robotnik’s gigantic mechanical monsters.

Graphically, Sonic Spinball is a mixed bag. The environments look good; every stage is large and detailed and pops with 16-bit goodness. The SatAM-style sprites are serviceable enough but Sonic looks really weird; he’s very squat and out of proportion when not curled into a ball. Things get pretty impressive in the bonus stages, where you see Sonic’s reflection as he controls a real pinball across a giant table, smashing Scratch’s and the Badnik processors to free his furry friends. The game mostly impresses with its music, with memorable tunes punctuating the frustrating and chaotic action. It may lack all the traditional Sonic tunes, but that Toxic Caves theme is an earworm, for sure. Every stage culminates in a boss battle at the very top where your biggest threat is screwing up your momentum and dropping out of the arena. Sonic can’t be hurt or killed by the bosses, but you must aim your shots to deal damage, which gets trickier with each boss. Things start [pretty simple with Scorpius; simply avoid the sewer warp tube and the acidic gloop it spits and flip Sonic into the sweet spot between its tail and its back to clobber it. The Robo-Boiler is a little trickier as you must flip up to a temporary platform on either side and time your jump to avoid the steam vents and smash the Robotnik faces floating inside, though it’s very easy just to fly all over the place. The Veg-O-Machine was another tricky one since it constantly spews Badniks and you must target the tubes on either side to halt their production before finishing it off from the inside. You finally confront Dr. Robontik aboard his ship as he flees the crumbling Veg-O-Fortress. This is the most aggravating fight of the game as Dr. Robotnik is shielded by claw arms and windsocks, which must be deactivated by hitting the button beneath his cockpit. Fail and you could be dropped to the beginning of the stage! However, even when you do deactivate the obstacles, you have only a short window to land hits, making this a tedious final fight. Despite all those Chaos Emeralds, beating the game only earns you a high score for the table and there’s nothing else to come back for. You can use cheat codes to skip ahead or the rewind and save state functions of other ports to make the game easier, however.

The Summary:
There’s always been something about Sonic Spinball. I remember getting my copy as a kid and I have a strange amount of nostalgia for it, despite barely clearing the first stage in my youth. Even now, I’m only able to finish the game through persistence or more modern means and I can’t say I’ve ever enjoyed my time when playing it. It is fun at times, don’t get me wrong. Visually, it’s quite striking and I like little quirks like the alarm and Sonic’s shocked face when he falls, him landing in a little bucket in the Toxic Caves, and the radical nineties slang displayed in the neon bar. It can be fun bouncing around searching for Chaos Emeralds and it’s quite rewarding figuring out how to obtain them and flipping Sonic just right to snag them, and the tie-in to the cartoons is a nice touch (if half-assed) but it’s a very barebones and frustrating experience. There are a lot of bonus stages and a lot of variety in the main stages, but it quickly becomes repetitive as you repeat the same tasks (or variations of them) multiple times to progress. It doesn’t help that Sonic looks and controls like ass; you basically need to be bouncing around all the time or else you’re controlling this sluggish, ungainly hedgehog meandering to the next spring. Sonic’s controls when bouncing aren’t much better; I found it very difficult to properly aim him and his momentum seems to have a mind of its own. It’s also not immediately clear where you need to go and what you need to do to get the Chaos Emeralds, leading to constant falls, warps, and deaths if you’re not careful. The bosses were large and enjoyable, if paradoxically both irritating and simple, and I really dig the music, but there’s just so little to come back to here. I think it might’ve been better to have smaller stages and divide some of the gimmicks between, say, eight distinct areas, with a boss battle after every second one. The pinball mechanics wear out their welcome very quickly thanks to the awful controls and madcap nature of the game, which ruins a lot of the fun and makes Sonic Spinball little more than a visually interesting, quirky little cash grab that fails to engage as powerfully as its mainline cousins.

My Rating:

Rating: 2 out of 5.

Could Be Better

Did you enjoy Sonic Spinball? Were you a fan of the pinball mechanics or did they aggravate you after a while? What did you think to the visual style and the inclusion of elements from the cartoons? Which of the stages and bosses was your favourite? Do you agree that the controls and replay value are lacklustre? Which Sonic spin-off is your favourite and how are you celebrating SEGA’s mascot this month? Let me know your thoughts on Sonic Spinball in the comments and go check out my other Sonic content.

Game Corner: Jurassic Park / Jurassic Park: Rampage Edition (Xbox Series X)

Released: 22 November 2023
Originally Released: 10 August 1993 (Jurassic Park), 28 September 1994 (Rampage Edition)
Developer: Carbon Engine
Original Developers BlueSky Software
Also Available For: Mega Drive, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S

The Plot:
After sabotage releases the genetically engineered dinosaurs of the Jurassic Park theme park, palaeontologist Doctor Alan Grant and an opportunistic Velociraptor battle to escape the island.

The Background:
In 1993, Michael Crichton’s bestselling cautionary tale about a dinosaur theme park turned into a hazardous environment was adapted into a critical and commercial blockbuster that spearheaded many CGI techniques we still see in Hollywood. Bolstered by an aggressive merchandising campaign, Jurassic Park (Spielberg, 1993) was accompanied by numerous toys, comics, and multiple videogame adaptations released on different consoles. While Ocean Software developed games for Nintendo’s consoles, SEGA partnered with BlueSky Software for their Mega Drive adaptation, consulting palaeontologist Robert Bakker and museums to bring the dinosaurs to life. The developers used Silicon Graphics computers, stop-motion techniques, and materials used to make the film to create the sprites and environments, as well as pulling elements from Crichton’s novel for additional levels. Jurassic Park sold 250,000 copies in its first week and impressed with its visuals and gameplay. Bolstered by this success, and the strength of the film’s merchandising, SEGA commissioned a revamped version for the following year, one that received mixed reviews for, while it improved many elements, it was also seen as a bit of a rehash. Both games were essentially lost media for decades until they (and five others) were finally re-released on modern consoles to celebrate the movie’s 30th anniversary, alongside modern quality of life features, to largely thankful and positive reviews.

Gameplay and Power-Ups:
Unlike the games of the same name released for Nintendo’s hardware, the two Jurassic Park adaptations released for the Mega Drive are sidescrolling platformers almost akin to a run-and-gun. Although the Rampage Edition is technically a very different game, to me it’s more of a do-over than a sequel so I’m lumping these two together as many of the features and gameplay are the same in both. Both titles see players picking between three difficulty settings (“Easy”, “Normal”, and “Hard”) and selecting a playable character. Yes, while Nintendo’s games stuck you with Dr. Grant and his surprising arsenal of weapons, SEGA let you play as the unexpectedly athletic palaeologist or a Velociraptor. Both characters explore the same locations, though the ‘raptor has less stages in Jurassic Park and must also contend with park security trying to stop her in both games. The controls for both are the same between versions: Dr. Grant fires his current weapon with A (able to fire upwards and diagonally in both), jumps with B, and switches weapons with X. Unlike in Nintendo’s games, Dr. Grant’s weapons all consume ammunition in Jurassic Park, even his taser shot (which increases in power the longer you hold X). In the Rampage Edition, Dr. Grant has an infinite supply of weak tranquilizer darts, though these permanently put down every regular enemy. Dr. Grant can also sprint to clear gaps, clamber up ledges, climb ladders, ropes, vines, and chains, and monkey his way across overheard wires and handholds (when you can spot them). The ‘raptor is geared more towards melee and fast-paced running and controls a little differently between versions. In both, she bites with X, kicks with her taloned foot with A, leaps high with B, and dashes ahead if you hold up on the directional pad. Pressing down an X in Jurassic Park lets her eat Procompsognathus to regain health (a necessary mechanic as she’ll constantly lose health as you play), down and A launches a flying kick, and up and B sees her leap even higher! In the Rampage Edition, you still eat Compys but this doesn’t seem to restore health, holding X sees the ‘raptor continuously bite, a tail swipe had been added to her melee attack, and she performs a ludicrous spin jump by double pressing B.

Run, jump (and gun) as the strangely athletic Dr. Grant or consume everything in sight as the ‘raptor.

Both games see you start with three lives and incorporate a password system and rudimentary island map before stages to show you where you are on Isla Nubar. While you thankfully don’t need dinosaur eggs in either game, Jurassic Park closely mirrors the Nintendo titles and the movie in its locations and players collect eggs, test tubes, and other items for points in the Rampage Edition. Dr. Grant acquires similar weapons to the Nintendo titles in both games: in Jurassic Park, you mainly fire different coloured tranquilizer darts, but you can also grab gas grenades, flashbangs, concussion grenades, and rockets. It’s worth noting, however, that none of these weapons, even the rockets, kill the dinosaurs; instead, they’re rendered unconscious for a short time. This isn’t the case in the Rampage Edition, where Dr. Grant cuts down dinosaurs with a shotgun, submachine gun, grenades, a flamethrower, and a rocket launcher! Dr. Grant can also ride certain dinosaurs, such as the stampeding Gallimimus to rush through the savannah and the hulking Triceratops, normally a docile creature unless provoked, to crash through walls. The ‘raptor kicks these walls down and also opens doors, just like Dr. Grant, though she gains a special power-up in the Rampage Edition. Consume three lysine crates and the ‘raptor enters a brief “Raptor Rage”, becoming invincible and killing enemies with a touch. Like some of the Nintendo titles, Dr. Grant also uses a motorboat, a mechanic far more enjoyable in the Rampage Edition. In Jurassic Park, you collect fuel cannisters to keep the boat moving (though there’s no gauge showing your fuel level) and must either speed up or slow down to avoid being killed when going over the waterfalls. In the Rampage Edition, there’s no need for fuel and no fear of falling to your death. Similarly, the hypersensitive fall damage handicap has been removed from Dr. Grant in this game and your health is restored with each new stage.

Dr. Grant must fight dinos and gravity to survive, while the ‘raptor can go on an unstoppable tear.

While Jurassic Park is a fairly standard platformer, requiring little more of Dr. Grant than to hop to platforms, subdue dinosaurs, and avoid falling to his death or getting skewered on spikes, things get very troublesome very quickly. You’ll be moving crates to reach higher areas, climbing electrified cables, crawling through vents, and dodging falling boulders. By far the hardest thing about this game is the fall damage, which chips away at Dr. Grant’s health from small drops and even slides, and that Dr. Grant instantly dies if he falls into even shallow water. This is rectified in the Rampage Edition, though you must still avoid electrified water (hopping to crates to avoid being fried) and quickly clamber up ladders to avoid drowning when the cargo ship floods. When in Jurassic Park’s pumping station, players must press up to activate switches and open or close passages and turn valves to shut off steam, while the ‘raptor pounces between tunnels to avoid drowning. Dr. Grant must also attack swimming Brachiosaurus’ to cross gaps in Jurassic Park and watch for crumbling and temporary ground in both games, as well as contend with aggressive Pteranodon’s carrying him to their nest in the Rampage Edition. Stages like this and the Raptor Rapids are technically easier for the Velociraptor but are deceptively difficult in different ways. It’s frustratingly easy to get lost in both stages, which are a maze of foliage and rushing water, respectively. While the checkpoint signs point you in the right direction, it’s not always clear which way you need to go, especially as Dr. Grant doesn’t act as your end goal like in Jurassic Park. Similarly, the Velociraptor has less stages in Jurassic Park and traverses environments a little differently. When in the visitor’s centre, for example, the ‘raptor doesn’t need to enter the ceiling vents until later in the stage. The Rampage Edition allows players to pick which stage they wish to challenge and allows Dr. Grant to fly about on zip wires, while both characters hop to weighted and moving platforms in this version and engage in far faster, more arcade-style gameplay.

Presentation:
Both games have very similar presentation and a few things in common. Like the Nintendo games, neither uses the classic Jurassic Park theme and each stage is accompanied by generic-ass music, with the Rampage Edition leaning more towards rock and Jurassic Park featuring more recognisable dinosaur sounds. Both feature more detailed title screens, with the Rampage Edition adding more animation and background effects, and the Jurassic Park font is used for the menus and pause text. No other characters from the movie appear in either game, not even Lex and Tim Murphy, and both games utilise a combination of text and still or partially animated sprite art to advance the story between stages and relate the ending. Dr. Grant is a relatively detailed and lively sprite in both; he has an idle animation where he looks around anxiously and whips out his gun and he hops and climbs about with more vigour than Sam Neill showed in the film. Like in Nintendo’s games, all that’s left of him is his hat when he’s eaten and you see his skeleton when he’s zapped, which is a nice touch. The Velociraptor is a larger sprite, meaning she’s a much bigger target, and is suitably unwieldy despite how fast she is and the strange amount of platforming she does. She snaps and grooms herself and echoes her rivals in the way she eats her prey. I did like spotting enemy ‘raptor eating carcasses, Compys popping from eggs, and the odd blood splatter throughout the Jurassic Park facilities. Jurassic Park closely replicates locations from the films and follows a similar stage pattern to the Nintendo games, taking players through the park, a river, a volcanic region, and ending up at the visitor’s centre. Unfortunately, Jurassic Park’s graphics are really unsightly a lot of the time and the game performs poorly when there’s a lot onscreen, leading to annoying slowdown and garish visuals as the oddly prerendered backgrounds glare at you.

While Jurassic Park has more recognisable locations, the Rampage Edition looks and plays better.

The Rampage Edition corrects this, featuring far more detailed and lively backgrounds. Sure, we see a volcano erupting in Jurassic Park and some rudimentary smoke effects, but the Rampage Edition has far more depth and detail to its backgrounds. The sprites, which have been slightly redesigned, also stand out a lot better thanks to a black outline, though this effect also made them appear more amateurish to me. Stages are much longer in the Rampage Edition and often feature a maze-like structure, especially for the Velociraptor, and destructible elements, such as walls, pipes, and floors. You don’t get to revisit the visitor’s centre or any of the bunkers in the Rampage Edition, but there is a long stage dedicated to the cargo ship, which features a rudimentary rain and lightning effect on deck and far better water effects than in Jurassic Park. While I preferred the waterfalls and rapids in Jurassic Park, the Rampage Edition impressed with its Aztec-inspired ruins, which see players hopping up blocks and sliding down pyramids, and dense aviary, with its Pteranodon nest and obscuring foliage. While the volcano and odd colour palette applied to Jurassic Park’s rapids were off-putting, the visitor’s centre made up for it. Like in the film, it’s partially under construction and you must head up into the vents to bypass dinosaurs, pass through the incubator room, and end up in the main foyer, with giant banners and dinosaur skeletons on display. Similar bones appear in other stages, such as Triceratops skeletons and even human remains, which was a surprise, and there was an interesting curve effect applied to the pumping station stage. While Jurassic Park features a large Tyrannosaurus rex sprite, it recycles the same animations over and over and, though the T. rex is only seen once in the Rampage Edition, this game performs far better than its predecessor. There’s no slowdown, no sprite flicker, and more enemies and obstacles onscreen at any one time. While this can be chaotic and hazardous for the Velociraptor and cause some of Dr. Grant’s stages to feel endless, the performance upgrade, better visuals, and more action-orientated focus makes it an easier title to pick up and play.

Enemies and Bosses:
Like their Nintendo cousins, these SEGA titles include only a handful of dinosaurs but the majority of them are ripped directly from the movie. This means you’ll be fending off tiny, voracious Compys (gobbling them as the ‘raptor to keep her health up in Jurassic Park), blasting spitting Dilophosaurus’, and tangling with aggressive Velociraptors, who pounce, clamber up ledges, and often attack in packs (in Jurassic Park’s canyon stage, I even saw one “play dead”!) Triceratops also appear, though they’re docile unless provoked; Dr. Grant can even climb over and ride them. These beasts can trample the ‘raptor and whittle her health down in streams but can be killed just like anything else she encounters. While human opposition is unique to the ‘raptor in Jurassic Park (and they wield similar weapons as Dr. Grant, including a taser and grenades), both characters contend with them in the Rampage Edition. Poachers, mercenaries, and park staff dog your progress, tossing grenades, blasting along in their own motorboats, camping out up high, and easily overwhelming even the ravenous Velociraptor when she’s caught between numerous enemies and projectiles. Pteranodons also appear in both games, swooping from the skies and annoyingly carrying Dr. Grant away in the Rampage Edition, and Triceratops will wander about at times, but that’s about it for enemies, unfortunately. There are, of course, other hazards to worry about. The explosive boxes and crates from the 8-bit Nintendo games return to mess up your day and you must be quick to avoid sliding into spikes, drowning in water, or being immolated by boiling lava. While the Velociraptor must worry about bottomless pits, Dr. Grant must be careful not to drop from almost any height as he’ll take damage or die, something made more aggravating by platforms having unreliable hit detection and the graphics not making it clear which platforms are solid or not.

Sadly, both games continue the trend of having only a couple of mediocre bosses.

Like the Nintendo games, both titles are sadly light on bosses. There are technically only four boss battles between the two games, and one of those is pushing it. When playing Jurassic Park as Dr. Grant, the T. rex will crash through or appear as a hazard in a couple of stages. When she does, she’ll bite a chunk off your health or eat you whole if you get too close, so you must carefully navigate around her or stun her with your more powerful shots to slip past, which can be tricky when the environment gets in the way. Sadly, that’s it for the T. rex in the first game as she doesn’t appear in the final stage or as a big boss battle. Instead, Dr. Grant is faced with two invincible Velociraptor at the finale. Instead of wasting your time and ammo trying to kill them, target the pins holding up the dinosaur skeletons to make them collapse on the two dinosaurs, like at the end of the movie. Similarly, the Velociraptor only has one boss in Jurassic Park (though one aggravating guard in the visitor’s centre ceiling vent was a close second) as she faces Dr. Grant in the same area. Players must avoid Dr. Grant’s smoke grenades and taser and attack the boulder on the right, which again causes the dinosaur bones to collapse, scaring Dr. Grant off and allowing the ‘raptor to escape to the mainland. In the Rampage Edition, Dr. Grant doesn’t encounter the T. rex until the final stage; this time, you’re in a motorboat, racing through a flooded cavern. The T. rex chases from the mid-background, snapping her jaws and trying to eat you, so fend her off with your shotgun or other weapons until the stage abruptly ends and Dr. Grant escapes. The Velociraptor battles a lazy red hued palette swap in the cargo hold of the docked ship. This ‘raptor has all the same abilities as you but primarily attacks with its spin jump. While it’s difficult to gauge if you’re doing any damage, just stay back and strike whenever you see an opening, eventually putting the red ‘raptor down and again allowing your ravenous dinosaur to escape to civilisation.

Additional Features:
Though you collect items for points in the Rampage Edition, there is no high score table and nothing to gain from finding all the items in each stage. Both games allow you to alter the difficulty for an added or lesser challenge and toggle the music (and sound effects in the Rampage Edition) but, sadly, there are no two-player options here. This is disappointing as it would’ve been cool to at least feature a one-on-one duel mode to pit Dr. Grant against the Velociraptor. You also don’t get anything for beating the games on their hardest difficulty and there are still no options to play as other characters, something that could’ve at least been addressed in the Rampage Edition since it improved so many other aspects. As you’d expect, the Jurassic Park: Classic Game Collection includes each game’s soundtrack, various borders and filters, and the life-saving rewind and save state features that make both games a breeze. It also includes fourteen total Achievements, with two earned for each of these games. Sadly, the criteria are the same for both: simply beat each game twice, once as Dr. Grant and once as the Velociraptor, and you’ve done it.

The Summary:
I was hesitant about playing these two games. I picked up Jurassic Park: Rampage Edition for my Mega Drive library some time ago but never sat down with it beyond a quick mess about in the aviary, a confusing and cluttered stage that told me I’d need to put more time and effort into the game. Thankfully, playing them is far less intimidating with the quality-of-life features included in the Jurassic Park: Classic Game Collection, easily allowing me to rewind past mistakes and power through tricky sections. Still, the difficulty curve is readily apparent in both games. These are obviously games designed to cash-in on the movie’s popularity and encourage repeated rentals. Unlike the Nintendo games, however, these two are much more user friendly and adopt a far simpler gameplay style. This is further refined in the Rampage Edition, which is a full-on run-and-gun at times and focuses almost entirely on fast-paced, action-orientated, arcade action. I much preferred this pace and found the Rampage Edition the better experience overall, but I think a mash-up of the two would be the perfect compromise as Jurassic Park features far more recognisable locations from the movie. Adding the Velociraptor as a playable character was a fun and interesting way for SEGA’s games to stand out, but I did find her to be clunky and awkward at times. It’s weird how much focus is placed on platforming as the ‘raptor, even in the Rampage Edition, where you’re also blasting through as an untouchable predator. I’m glad I didn’t have to search all around for eggs, but a little more depth would’ve been nice; many stages just seem to randomly end and the lack of boss battles was very disappointing. Still, I liked a lot of the visuals (even if Jurassic Park’s were painfully garish and unsightly at times) and the light puzzle elements. Ultimately, I’d say the Rampage Edition is the better of the two but, really, we needed one game that combined all the best elements of both (and the Nintendo titles) to create the definitive old-school Jurassic Park adaptation.

Jurassic Park Rating:

Rating: 2 out of 5.

Could Be Better

Rampage Edition Rating:

Rating: 3 out of 5.

Pretty Good

What did you think to the Jurassic Park videogames released on the Mega Drive? How do you think they compare to each other, and Nintendo’s releases? Which of the two was your favourite and were you glad that they were ported to modern consoles? Did you enjoy playing as the Velociraptor? Were you a fan of the Rampage Edition’s faster pace? What is your favourite Jurassic-inspired videogame? How are you celebrating Dinosaur Day this year? Whatever your thoughts on SEGA’s Jurassic Park videogames, and dinosaurs in general, leave them below, support me on Ko-Fi, and check out my other dinosaur content!

Game Corner [Sci-Fanuary]: Earthworm Jim 2 (Mega Drive)


January sees the celebration of two notable dates in science-fiction history, with January 2 christened “National Science Fiction Day” to coincide with the birth date of the world renowned sci-fi writer Isaac Asimov, and HAL 9000, the sophisticated artificial intelligence of Arthur C. Clarke’s seminal 2001: A Space Odyssey (1968), being created on 12 January. Accordingly, I dedicated January to celebrating sci-fi in all its forms.


Released: 15 November 1995
Developer: Shiny Entertainment
Also Available For: Game Boy Advance, Nintendo Switch, Nintendo Wii, PC, PlayStation, SEGA Mega Drive Mini II, SEGA Saturn, Steam, Super Nintendo Entertainment System (SNES)

The Background:
Back in the eighties and nineties, anthropomorphic characters were all the rage, with toys, cartoons, and videogame mascots seeking to capitalise on the popularity of the likes of the Teenage Mutant Ninja Turtles (TMNT) and Sonic the Hedgehog (Sonic Team, 1991). The TMNT were successfully licensed by Playmates Toys, who sought to follow this by basing a franchise of their own around Doug TenNapel’s sketch of an earthworm. Their efforts were met with early success; Earthworm Jim (Shiny Entertainment, 1993) was a big hit that earned widespread praise for its zany action and was accompanied by toys, comic books, and even a sadly short-lived cartoon. For the sequel, the developers expanded upon the original’s gameplay mechanics but, unlike the first, was developed first and foremost for the Mega Drive before being ported elsewhere. As before, the PC port included additional features, though a version for the Atari Jaguar never saw the light of day. Like its predecessor, Earthworm Jim 2 was widely praised, despite its greater difficulty and increased focus on the bizarre. Sadly, Earthworm Jim 2’s mostly positive reception couldn’t keep the franchise from being lost to time after failing to translate this early success into 3D and handheld ventures.

The Plot:
Annelid superhero Jim and his new sidekick Snott head out across the galaxy to rescue Jim’s beloved Princess What’s-Her-Name from a forced marriage to the nefarious Psy-Crow.

Gameplay and Power-Ups:
Like its predecessor, Earthworm Jim 2 is a 2D, run-and-gun action platformer that sees you reassume control of videogaming’s most bizarre superhero, Earthworm Jim, and blast your way through various bizarre levels. However, while much of the core gameplay remains the same, Earthworm Jim 2 veers away from the purely action-orientated focus of the first game and introduces more puzzle solving elements and gameplay variety. Unlike the previous game, your control scheme is set from the start: A fires your current weapon, B sees Jim’s suit crack his worm self like a whip, and C jumps. If you’re playing other versions of the game (like the SNES port), you can switch weapons with X but that feature isn’t available in this version. You can, however, pick between three difficulty settings (I chose “Easy” this time) and the game also employs a password system, though it’s not as simple as being presented with a series of icons after clearing a stage. Instead, players must search high and low for three flags (an Earth flag, a Jim flag, and a worm flag) to gain the password to skip ahead. You can still pass by continue lights to setup a respawn point, however, and collect extra lives, with the added bonus of also earning extra continues if you find cans of worms. Otherwise, Jim’s health and ammo are replenished by finding Suit Power and various ammo types. Jim’s suit can be fully replenished to 100% with the returning Super Suit Power pick-up, and boosted to 200% with the new chip sandwich power-up; his shot power can also be increased with a new power-up. Finally, Jim can duck (though this isn’t that useful) and climb up ledges, which I always appreciate in a 2D platformer.

Jim’s arsenal and repertoire has been expanded, for better and for worse.

This time around, Earthworm Jim can collects a bunch of different ammo types for his Plasma Blaster. The default rapid-fire setting is still present, as is the Mega Blaster, but you can now grab a homing missile, a worthless bubble gun, a three-way spread, and the screen-clearing Barn Blaster. When you grab a different weapon, your gun automatically switches to it so be wary of wasting your more powerful shots; however, it’s not like there are many bosses to use them against. Jim can whip his worm self to conserve ammo but no longer uses this attack to swing from hooks. In fact, the swinging mechanic is thankfully downplayed and toned down compared to the last game. You can still do it but only when near snot-covered ceilings and sections, and by pressing C when jumping to have Snott latch onto these access points. The mechanic is much smoother and easier to control, and rarely appears. The tricky sections in See Jim Run, Run Jim Run are the exception as you must swing from moving sections, though the swinging is more of an afterthought this time. Similarly, Jim’s helicopter hover is also thankfully gone, replaced by a Snott parachute that’s much easier to perform (press A when jumping). Jim’s pocket rocket returns, but sadly only in one stage and now as a clunky isometric shooter. In The Flyin’ King, you must awkwardly nudge a TNT-carrying hot air balloon across a series of islands floating in the sea to take out Major Mucus in this snot-covered lair. Jim’s rocket has infinite ammo and firework-like turbos give a burst of speed but the screen quickly outpaces the balloon, forcing you to clumsily turn around with C to push it back on track. In the reverse of Buttville, Jim finds himself floating upwards in Inflated Head, deflating his head to avoid explosive lightbulbs and Flagitious the Cat’s attacks and slow down with B, and inflating with C (or using the many helium stations). Jim doesn’t get separated from his body this time, but he does assume the guise of a blind cave salamander to navigate through the intestinal layout of The Villi People. In this form, he can swim about by holding C and fire his regular shot with C, avoiding sticky amoebas, pinball bumpers, and being challenged by a nonsensical quiz and to bash bumpers in the correct sequence.

Quirky innovations are one thing but Earthworm Jim 2 is bogged down by a lack of focus.

Most levels task players with doing more than just running and gunning. The first stage, for example, has you holding down to pick up pigs to weight down weighted platforms and open doors. A similar mechanic appears in Udderly Abducted, where you pick up and heft cows to barns to open gates. This is made more troublesome by some cows being on fire, giving you a few seconds to find a bathtub, the fragile platforms that break under your combined weight, and the indestructible UFOs seeking to abduct the cows. You can fend these off with your whip and use them to carry to cows up tricky sections, as well as blast cows across gabs with a cannon, but this level quickly becomes tedious when you are forced to find multiple cows. In Lorenzen’s Soil, you’re given 90 seconds to blast your way through dirt with an infinite Electro-Gun. You can grab stop clocks to gain more time, raise yourself higher by blasting dirt above you, and douse flaming hazards to progress, which is much easier and more fun than the numerous Puppy Love mini games. These replace Andy Asteroids and see you bouncing puppies to safety using a giant marshmallow. If you miss too many, Peter Puppy transforms and attacks, and you can only clear each of the three rounds by bouncing a bomb to Peter so he can take out Psy-Crow. This bonus stage nets you passwords and such, but quickly outstays its welcome when you’re bouncing multiple puppies at once. ISO 9000 sees you picking up hamster balls to power printing presses to jet across the stage, hitting switches to temporarily shut off boilers, and climbing dangerous filing cabinets to new areas. Level Ate takes place on a giant barbecue and sees you taking cover under sizzling meat to avoid killer saltshakers, alongside the usual worries of spikes and pits. One fun section of Anything But Tangerines sees Jim riding a stairlift and avoiding cantankerous grannies, who’ll rain down and beat him with their umbrellas, and many stages contain lightbulb teleporters that transport him to mini games or an oddball ending, as well as hidden areas behind the foregrounds.

Presentation:
Once again, Earthworm Jim 2 shines as one of the most visually interesting and colourfully cartoonish titles on the Mega Drive, or any system for that matter. Jim’s sprite has been overhauled, appearing slimmer and slightly more akin to his cartoon counterpart. He still has a bevvy of slapstick idle animations but is ready and raring to go this time, constantly jogging on the spot. Jim has more voice clips and reactions this time around, celebrating every time he picks up items and wailing whenever he’s in danger; even his life icon reacts to the game! The music’s also very much of the same ilk as before, occasionally favouring a calypso-like jingle or even shameless borrowing from “Cuban Pete”. Earthworm Jim 2 once again confines the details of its story to the hilarious instruction manual but you do get a brief gist of the plot during the company logos, when Princess What’s-Her-Name is kidnapped by Psy-Crow as Jim is serenading her with an accordion. Though Jim no longer exits levels on his pocket rocket, he does spring away using a weighted seesaw or calls for an intergalactic taxi. In ISO 9000, he has to literally chase down the exit door, which must be tricked into tripping over a giant wardrobe you toss in its way. Levels are still full of oddities to marvel at, though they largely serve a practical purpose this time. Dunking a pig in water seems pointless but using them to open doors isn’t, and cows are now carried and used to open gates rather than randomly being launched into space. While a large pixel art rendition of Jim displays the name of each level, you’re greeted by a bizarre photorealistic image of a cow complimenting your ability after clearing each stage. Completing the game sees Jim reunited with Princess What’s-Her-Name and a scroll of text congratulating your efforts, only for the Princess, Psy-Crow, and Jim to be revealed to be cows in disguise and the text to rewrite each time!

The visuals are more outlandish than ever, and perhaps trying too hard to be weird.

Earthworm Jim 2 features a bunch of new, bizarre environments that up the wackiness to eleven. While things start fairly innocuous in Anything But Tangerines, which boasts waterfalls and a blood-orange sunset, you’re soon blasting through crumbling soil, swimming about inside some giant unknowable creature (that’s apparently swallowed a pinball table and part of a house), and hauling cows across a post-apocalyptic landscape (which includes several half-destroyed monuments in the PlayStation version). Inflated Head stood out as one of the more memorable locations; it’s set against the background of a nightmare amusement park, with rollercoasters and such in the distance. I also enjoyed ISO 9000, which takes place in a giant printing press and sees you jumping to stacks of papers (with newspapers flying as you move) while more scroll in the background. I also really enjoyed Level Ate, with its platforms made of bacon, skewered fried eggs and meatballs, fork hazards, and flaming grills. Earthworm Jim 2 impresses with some prerendered backgrounds in the Puppy Love sections, which add a three-dimensional skew to the game. The Flyin’ King tries to capture this feeling more explicitly by being an isometric shooter, though it’s let down by the clunky controls. The level is impressive, though, with little pirate ships and cannons firing from the sea and islands and the level transforming into a snot-encrusted hellhole at the end. The final stage is a huge alien cathedral full of spinning beams, moving platforms, and bottomless pits. It can be a bit difficult telling which platforms you can walk on and which are part of the background, but I enjoyed the chase against Psy-Crow and seeing the detailed, ominous background loom past as I ran. Quirky humour is everywhere in Earthworm Jim 2, almost to its detriment. Sure, it’s fun seeing electric chairs as hazards, references to Mortal Kombat (Midway, 1992), and the crazy-ass enemy designs but I wonder if the developers were trying too hard to top the zaniness of the original here since gameplay is often bogged down by odd layouts and objectives.

Enemies and Bosses:
Similar to the first game, Earthworm Jim 2 only features a handful of enemies, though most are exclusive to each level they appear. These are also absolutely bonkers, ranging from floating octopi carrying blunderbusses and cantankerous grannies to cow-stealing UFOs and sentient straws looking to skewer you. Bob’s henchcat, Number Four, is said to appear in Anything But Tangerines but I must’ve missed him on my playthrough (though I was attacked by his rolling goldfish ball). Notably durable and aggressive ants and little larvae globs attack in Lorenzen’s Soil; sheep-like creatures float about in The Villi People and will explode, knocking you into bumpers or the health-draining tentacles; and you’ll find your pocket rocket weighed down by sumo wrestlers in The Flyin’ King. Waves of snot also push you back in this stage, while caped penguins fly into you as you’re carrying cows to safety in Udderly Abducted. While Flagitious is your main obstacle in Inflated Head, you must watch for lightbulbs to avoid having your wormy head popped. Lawyers return in ISO 9000, now resembling executioners and driven mad by all their paperwork. The filing cabinets are the worst hazard in this stage, though, as they bound around, immune to your shots, and are the only way to reach higher ground. Level Ate features snails seeking shelter from the evil saltshakers, forks that act as spikes, eggs that crack their yolks onto your head, and grills that’ll burn your feet alongside killer straws, of all things! While no enemies appear in See Jim Run, Run Jim Run, you’ll blast through barriers (both solid and rotating on gears), make tricky jumps, and snot swing from moving overhead access points to beat Psy-Crow to the end.

There’s a distinct and disappointing lack of bosses here, especially challenging ones.

Strangely, Earthworm Jim 2 is surprisingly light on boss battles; many stages end with a bizarre challenge rather than a boss battle, which is disappointing considering how imaginative the first game’s bosses were. You’ll encounter Bob the Killer Goldfish at the end of the first stage and he’s defeated similar to before; simply walk up to his bowl and Jim automatically eats him. The Villi People sees you answering obscure questions and bouncing into bumpers before the stage just abruptly ends, Udderly Abducted asks you to rescue cows, and ISO 9000 has you trip the exit door to leave. Bosses are present, though, they’re just not as interesting as before: I barely realised that Lorenzen’s Soil’s unicycle-riding maggot was a boss, for example. This guy cycles back and forth spitting goop and spawning maggoty minions, but is easily blasted to death with your basic shot. Major Mucus returns, spitting snot from atop a snotty column in the snot-filled finale of The Flyin’ King. As long as you’ve brought the bomb-carrying balloon safely to the end, you can simply explode it to easily take him out. Though Evil the Cat seems to return, it’s actually his cousin, Flagitious, who spits darts and pounces from above in Inflated Head, though you just have to avoid him to reach the level’s end. Level Ate has a boss, an anthropomorphic T-bone steak fought on a giant pepperoni pizza! It hops up and down, dropping a plate on your head and spitting fireballs, leaving him vulnerable to your shots. Psy-Crow has been upgraded from a pest to the main antagonist; not only will he toss Peter’s puppies to their doom in bonus stages, but Jim must race against him in the final stage. While a 2D perspective isn’t the best for a race, this is more of an obstacle course. You can blast Psy-Crow to stun him but your main concern is making jumps and clearing your path, making for a finale so anti-climactic I was convinced a true final boss was looming…but, sadly, not.

Additional Features:
There are a lot more collectibles in Earthworm Jim 2 compared to the first game, but sadly they’re not all that useful. Sure, the flags will grant you a password to skip ahead but they’re quite tricky to track down and there’s no indication of which ones you have or how many are left to find. Similarly, Jim’s new ammo types are great, but I rarely had many opportunities to properly use them. You’re rarely surrounded by enough enemies to justify using the Barn Burner, for example, and it’s not like the game is packed with tough-as-nails bosses for you to use your stronger weapons on. Hidden areas make a return, of course, with lightbulbs teleporting you to a granny avoiding section or a test of strength. Most prominently, you can brave a spiky end in Level Ate to access the hidden Totally Forked stage, a level set in an abattoir and filled with useful power-ups. There’s still no high score table, though you can challenge harder difficulties and input various cheats. These refill your health, grant extra lives, continues, or invincibility, give you access to different guns, and let you skip stages. You can also input a debug mode cheat, like before, and take advantage of save states and rewind features if playing the Nintendo Switch Online version of the SNES port.

The Summary:
I adored Earthworm Jim and have been a huge fan of the character and franchise since I was a kid glued to the hilarious cartoon. I’d long coveted Earthworm Jim 2, a game much more expensive and harder to find than the original, and was eager to finally get into it, expecting more of the same but with the wackiness dialled up to eleven. While this is certainly true, I do wonder if the game is trying too hard to be more bonkers than the original. Things were weird in Earthworm Jim but they’re borderline nonsensical in Earthworm Jim 2, throwing a bunch of bizarre locations and enemies at you that don’t make a lot of sense in this world (I love Level Ate but, c’mon, what’s a giant grill got to do with a space-faring earthworm?) The game looks as fantastic as before, with shadows and details and a cartoonish appeal infused into every animation, making Earthworm Jim just as appealing and zany as ever. Every stage is packed with innovative features that have you solving puzzles in outlandish ways, like carrying cows to barns to using their milk to open gates. However, I wasn’t a huge fan on this focus on puzzle solving. It slowed the pace down considerably and was often a waste of the larger, more intricate stages. Equally, while Jim’s expanded arsenal is welcome, it feels superfluous to give him all these awesome weapons and have little to no enemies to use them on and next to no bosses to blast with them. Gone are the troublesome bosses of the first game, who forced you to think your way around their attacks, replaced by…a door that runs from you, a unicycling maggot, and Evil the Cat’s lesser-than cousin who you don’t even fight. The Puppy Love sections wore me out with their three-round structure, the quirkiness of Jim’s salamander form and inflated head felt wasted, and the isometric shooter felt out of place. I’m all for mixing up the gameplay and trying new things, but it felt like there was too much going on in Earthworm Jim 2. In trying so hard to throw new mechanics and increasingly bonkers scenarios at the player, the game lost some of the charm that made the original so appealing and was much more of a chore to play, despite being notably easier than its predecessor.

My Rating:

Rating: 3 out of 5.

Pretty Good

How do you think Earthworm Jim 2 compares to the first game? What did you think to Jim’s tweaked abilities and expanded arsenal? Did you also struggle with the Puppy Love sections? Were you disappointed by the lack of boss battles? Which of the new gameplay mechanics was your most or least favourite? Do you think Earthworm Jim deserves a comeback? What are some of your favourite sci-fi-orientated videogames? Tell me your thoughts on Earthworm Jim 2 in the comments and then check out my other sci-fi content on the site.

Game Corner [Sci-Fanuary]: Earthworm Jim (Mega Drive)


January sees the celebration of two notable dates in science-fiction history, with January 2 christened “National Science Fiction Day” to coincide with the birth date of the world renowned sci-fi writer Isaac Asimov, and HAL 9000, the sophisticated artificial intelligence of Arthur C. Clarke’s seminal 2001: A Space Odyssey (1968), being created on 12 January. Accordingly, I dedicated January to celebrating sci-fi in all its forms.


Released: October 1994
Developer: Shiny Entertainment
Also Available For: Game Boy, Game Boy Advance, Game Gear, Master System, Nintendo Switch, Nintendo Wii, PC, SEGA CD, Super Nintendo Entertainment System (SNES); PlayStation 3 and Xbox 360 (HD remake)

The Background:
During the eighties and nineties, anthropomorphic characters were king. It seemed every cartoon, toy, or company mascot was some kind of humanoid animal, generally fighting otherwordly or intergalactic forces. The most prominent examples from this time were, of course, the Teenage Mutant Ninja Turtles (TMNT), though mascot platformers were prevalent in videogames thanks in no small part to the phenomenal success of Sonic the Hedgehog (Sonic Team, 1991). After successfully licensing the TMNT, Playmates made the bold decision to develop a franchise of their own. Impressed by Doug TenNapel’s sketch of an earthworm, they purchased the rights and TenNapel joined programmer David Perry and the rest of the team at Shiny Entertainment, simultaneously programming for both the Mega Drive and the SNES using custom-made tools. Created as a satire of the genre, the developers enjoyed exploring their creativity, free from the restrictions of licensed characters, and the project was expanded upon with a line of action figures, comics books, and a hugely enjoyable cartoon. This was made possible by Earthworm Jim’s critical and commercial success; critics praised the quirky story, fluid animations, and zany action. Sadly, Earthworm Jim’s time in the spotlight wasn’t to last. Though followed by a highly-regarded sequel, even a later high-definition remake couldn’t atone for Jim’s failure to capitalise on his early success in 3D and handheld ventures, leaving him another videogame icon sadly lost to time.

The Plot:
A renegade ship steals an ultra-high tech super suit from the evil Queen Pulsating, Bloated, Festering, Sweaty, Pus-filled, Malformed, Slug-for-a-Butt. Although intercepted by the Queen’s henchman, Psy-Crow, it lands on unassuming earthworm, Jim, transforming him into an anthropomorphic superhero.

Gameplay and Power-Ups:
Earthworm Jim is a 2D, run-and-gun action platformer in which you assume to role of perhaps the most unlikely and bizarre superhero in all of videogaming, an earthworm given incredible powers by an alien suit. Players guide Jim through various surreal worlds, from a crow-infested junkyard to claustrophobic underwater base, to Hell itself, blasting at everything in their way and pulling off some tricky platforming feats. Earthworm Jim has two attacks: one is to throw his worm body like a whip and the other is to unload with his Plasma Blaster. You can change the button configurations from the main “Options” menu, though I got along fine with the default: A to whip, B to fire, and C to jump. Jim has a good jump and can grab ledges to pull himself up. He can also spin his worm self like a helicopter blade to glide across gaps or down narrow shafts (though I had difficult pulling this off). For longer gaps, Jim can snag his worm self onto various hooks and swing across gaps, a finnicky system, especially when you must perform successful swings or make your way up hooked columns. The hit detection on the hooks is iffy at times and Jim is very cumbersome when swinging, but I found holding up on the directional pad helps. Jim can also cross chains using his hands and head to bypass gaps and spike beds, or whip wheels to open doors and gates. Jim’s default shot is a rapid-fire, ammo-chewing burst that cuts through most enemies. When your ammo runs dry, it’ll slowly refill but you can boost it by grabbing Plasma Power. Just be aware that your ammo isn’t refilled at the start of each stage.

Blast away with Jim’s Plasma Blaster or struggle to master the game’s vehicles and mechanics.

Earthworm Jim can also grab Mega Plasma to fire a massive, concussive blast that’s great or blowing enemies away or whittling down bosses. Unfortunately, there’s no way to save this ammo for boss battles; once you grab the “Plasma!”, it becomes your default until you run out so choose your shots wisely. You replenish Jim’s health, which is measured in percentages, by grabbing Suit Power or a Super Suit Power for a full refill, grab extra lives, and Continue markers to respawn when you inevitably die. While everything in each level is out to hurt you, there are some things that’ll aid you. You must free hamsters in Down the Tubes, pressing A to chomp up Bob the Goldfish’s kitten guards, and also take control of extremely fragile spherical underwater craft to navigate between Bob’s lair. When in this craft, you have thirty seconds of air that you can replenish at air stations (if you’re careful enough) but you must avoid the narrow caves and walls as you boost around with A as the craft can only take so many hits. Jim also possesses his own pocket-sized rocket ship, which he’ll hop onto when finishing a stage. You’ll then race against Psy-Crow in numerous Andy Asteroids bonus levels, dodging asteroids and grabbing shields and accelerators for a burst of speed. You must hold A to accelerate and can collect “Fuel Pods” (though they do nothing) and even bash into Psy-Crow to slow him down. Fail to beat him to the end and you’ll have to battle him, but succeed and you’ll gain nothing except pride. Occasionally, Jim will be separated from his super suit. This first happens in the boss battle against Evil the Cat but also occurs in Level 5. Without his super suit, Jim’s just a regular earthworm and can only hop about, but you can jump into fan blades to be tossed ahead to reunite with your suit before Professor Monkey for a Head ditches it down a pit. Other times, you’ll be running on jewels to reach higher areas or teleport around, or take more traditional teleporters to reach new areas.

Bizarre levels and oddball gameplay mechanics make for a very challenging experience.

Earthworm Jim is quite the challenging experience. You can set the game’s difficulty in the “Options” menu, but even “Practice” gets pretty difficult as you progress further. Most stages are very linear, but you’ll be climbing, jumping, and running about in twisted, winding environments, often falling to lower levels or spike pits when you miss swings. Environmental hazards start quite mundane, such as debris falling down conveyor belts, flame bursts, electrical bolts, and such, but soon you’re facing monsters and bugs that bite you in two or being assaulted by voracious dogs and ghosts. In Down the Tubes, you won’t stand a chance against Bob’s muscular cat bodyguards and must jump to the alcoves above them and hold up until the past by, and ride ravenous hamsters to even the odds. Andy Asteroids stages get faster and more difficult as you progress, with more asteroids to avoid and Psy-Crow blasting ahead and stealing your power-ups, just as the very environment in later stages conspires against you. You’ll be whipping wheels to open gates, hitting levers to release hamsters, smacking switches to reverse escalators, and jumping to Dyson spheres that burst with electrical energy. The difficulty really ramps up in For Pete’s Sake, an escort mission where you must keep Peter Puppy safe from UFOs, tentacles, pits, and meteor strikes by either blasting hazards or whipping him. If he gets attacked, he transforms into a bestial form and shreds your health, setting you back a bit, too. This is a cakewalk compared to Buttville, though, a nightmare realm made almost entirely of spikes and tricky swing challenges. You’ll need to master Jim’s helicopter float just to get past the maddening first section, a narrow shaft full of spikes, to say nothing of avoiding swinging into the jagged spikes lining the floor of the stage.

Presentation:
Earthworm Jim is one of the most impressive games on the Mega Drive. It has a surreal, bonkers cartoon presentation that elevates it above the competition and gives it endless visual appeal. Jim is at the forefront of this, featuring numerous idle animations (from off-key singing, flexing, and blasting himself in the face), sound bites, and slick animation frames that make him a joy to control and watch. He reacts to everything, yelling in pain, swinging his worm self like a lasso, and reacting in horror at times, infusing him with a madcap personality that perfectly matches the insanity offered by the game. Between stages, partially animated pixel art compliments your gameplay and Jim turns into Tex Avery when meeting Princess What’s-Her-Name in the finale, only to be dejected when she’s crushed by an errant cow and consoling himself by swiping her crown! The cow isn’t even that random since players launch it in New Junk City, and weird, quirky humour like this is all over Earthworm Jim. From lawyers making up Evil’s minions in Hell, to the Professor literally having a monkey attached to his head, Earthworm Jim is crammed with visual gags and personality. The soundtrack compliments this, often being subdued or a simply bop, though What the Heck? does impress with a remix of “Night on Bald Mountain” underscoring the action. I did notice some instances where the music cut out, though, especially after pausing the game, though Earthworm Jim otherwise runs as smooth as butter and is a joy to play in terms of how responsive everything is. If you’re looking for story and cutscenes, you won’t find either here. The manual details the narrative alongside a few comic book pictures, but the game itself just starts up with no context and never tries to explain anything that’s happening, which is actually pretty great.

Earthworm Jim is one of the most colourful, cartoonish, and bonkers games on the system.

Earthworm Jim’s stages are absolutely bonkers. You start in New Junk City, a junkyard filled with bouncy tyres, fragmented cliffs, and monstrous dogs just waiting to bite your leg. There’s an impressive art deco effect to the background but it’s nothing compared to What the Heck?, where Evil the Cat hangs out in the distance and you must platform across sinister-looking Hell structures. Down the Tubes makes everything much more claustrophobic, restricting you to the glass tubes and rooms of Bob’s lair, but a water effect over the action and a beautiful rendition of the lair make this a visually memorable location. The simply named “Level 5” is a mad scientist’s dream of conveyers, escalators, 1950s-style machinery, and Dyson spheres. You’ll regularly by separated from your suit here and will briefly be encased in a mesh cage as the Professor toys with you. For Pete’s Sake is a simple barren, alien landscape but the looming planet, weighted platforms, seesaws, and never-ending onslaught of hazards bring it to life, to say nothing of Peter’s looming threat if your aim is a little off. Intestinal Distress is easily the most disgusting level, being made up of gross, mucus-like platforms and tubes, while Buttville is a spike-ladened nightmare hive. A lightning storm looms in the background, insta-kill hazards pop out from holes, and hooks and spikes close in all around you, really upping the threat level. The Andy Asteroids stages are simple chases through high-speed wormholes but those sensitive to flashing lights may struggle at the finish line, which bombards you with a strobe effect. Finally, the Snot a Problem challenges see Jim bouncing down a cliff on a bungee cord, bashing into Major Mucus and avoiding the Mucus Phlegm Brain below. If you’re lucky enough to own the HD version, you’ll be treated to a comic book-style intro sequence that gives a largely wordless account of Jim’s origin. There are also graphical differences between the Mega Drive, Mega-CD, and SNES versions and improved audio quality on the Mega-CD version.

Enemies and Bosses:
Surprisingly, there aren’t that many enemies in Earthworm Jim. The stage layouts and hazards are generally your most persistent enemy, with baddies merely existing as another obstacle to overcome. Defeating them makes your life easier since they won’t dog you when you inevitably miss a jump or a swing. None of them drop health or ammo and there’s no scoring system, so it’s literally a case of killing them to not lose health. New Junk City houses crows and ravenous dogs; crows swoop down and bite your head while the dogs bite your legs, though you’ll also have to watch for falling junk. What the Heck? sees you fighting off dark spirits (essentially a combination of the crows and dogs) and suited-up lawyers who block your shots with their cash-firing briefcases. Bob’s cat minions are completely invulnerable in Down the Tubes, requiring you to avoid or eat them with a hamster, but you’ll also encounter weird gas-spewing spheres that show up later in the game, too. Level 5 sees you attacked by the Professor’s weird science experiments, which explode into maggots when hit or see eyeballs constantly spawning to swarm you and disembodied brains pouncing in your face. Strange helicopter fish spit small fish at you in Intestinal Distress and bugs burst from nests in Buttville, compounding your attempts to safely navigate the spike-filled environment.

Quirky, often disgusting mini bosses have you rethinking your attack strategies.

For Pete’s Sake charges you with temporarily subduing the many tentacles bursting from the ground and finding off UFO attacks and meteor storms. If Peter is hurt or falls, he becomes a bestial creature that attacks you, shrugging off your shots and setting you back. However, your most persistent foe is Queen Pulsating, Bloated, Festering, Sweaty, Pus-filled, Malformed, Slug-for-a-Butt’s main henchman, Psy-Crow. You’ll race him in the Andy Asteroids stages, barging him to slow him down and snagging power-ups to beat him to the end, but must battle him if you fail. Fortunately, this fight isn’t too hard; simply fire at him to stun him and then whip him until he flees. Some stages see you facing off with mini bosses, too, such as the living trashcan in New Junk City and the snowman waiting in What the Heck? The trashcan is tougher than it looks not just because of its powerful uppercut and it constantly launching debris, but also because it can only really be damaged by the Mega Plasma or from behind. The snowman is much easier, despite warping around by turning into goo and spitting fireballs. Similarly, battling Major Mucus in a bungee fight isn’t too bad; it’s similar to the rope section from Battletoads (Rare, 1991) and sees you barging the living snot ball into walls to whittle away its snot bungee. Still, you have to be careful of his counterattack, spinning top move, and the one-shot Mucus Phlegm Brain. Although you encounter Professor Monkey for a Head, you don’t get to fight him. Instead, you fire at him and chase him around his lab, and he sets his steampunk-style robot chicken on you. This thing is completely immune to your attacks and clucks about spitting egg bombs. You need to whip a target to drop explosives on it, the shoot or whip it while in freefall not unlike the Snot a Problem stage.

While some bosses are innovative or ridiculous, others are unnecessarily difficult.

The first real boss you face is Chuck, the owner of the junkyard, though he’s actually easier to face than his sentient trashcan. Chuck drops anvils and crates and such from an overhead crane; simply avoid these and whip the crates onto the spring beneath him to deal damage. He’ll spit up fish and eventually move back and forth but he’s way easier to defeat if you time your whips properly. Evil the Cat is a touch trickier; he randomly pops up in What the Heck? to toss bombs and cause stalactites to rain down, then somehow separates Jim from his suit. In this phase, you must jump over his flame bursts until he destroys his platform, reuniting you with your suit. In the second phase, Evil attacks from the darkness and you must blast him nine times, avoiding the flame bursts, to finally put him down. Bob the Killer Goldfish is a joke by comparison, potentially because of how difficult Down the Tube’s underwater sections are. Simply walk up to Bob and Jim tips over his bowl, leaving him flailing on the ground. At the end of Intestinal Distress, you’re attacked by Doc Duodenum, a strange, mucus-like being that hops about and spits goo but it’s easily put down with your regular attacks. Queen Pulsating, Bloated, Festering, Sweaty, Pus-filled, Malformed, Slug-for-a-Butt herself awaits at the end of Buttville, her gigantic egg sac looming overhead not unlike the Xenomorph Queen. Gloop leaks from this and hurts you and you must hop to temporary spinning platforms, avoiding her scepter swipe and taking out the bugs swarming around her. The biggest threat here is the bed of spikes and potentially running out of ammo, but simply fire at her as you spin around and she’ll soon burst like a pimple. Frankly, the weird growth you fight before her is far harder. This…thing…spits goo, which is bad enough, but the ground is constantly moving you towards a spike wall and the ground also has spikes in it. It gets faster as you deal damage, too, and can really burn through your health and lives!

Additional Features:
With no high score table and no collectibles or unlockables, there isn’t much else on offer in Earthworm Jim. You can challenge the game on a harder difficulty, of course, and replay the game to try and reach new areas of each level for additional goodies, but your main reason for going back will be to discover the hidden areas. Not only are there secret areas hidden behind the foregrounds, you can access the secret stage Who Turned Out the Lights?, the Professor’s dark and dingy basement where spotlights briefly illuminate your surroundings and a hungry, unkillable creature stalks from the shadows. Other replay incentives include the cheat codes, inputted from the pause screen, that refill your health, ammo, grant an extra life, and allow you to skip stages. There’s also a debug mode that allows you to freely move the camera around each stage and grants invincibility (though, oddly, some enemies can still hurt you) that also protects you in underwater sections. Those playing the Mega-CD version can also play through an additional level, Big Burty, and battle the blind dinosaur of the same name. This stage (and Who Turned Out the Lights?) was missing from the HD version but was replaced by digital fantasy stages where a keyboard-playing cat ruled supreme. The HD version also included online and offline co-op mode where up to four players navigated all-new levels, in addition to leaderboards and Achievements/Trophies that challenged you to such tasks as collecting stuff, beating single and multiplayer levels, and finishing the game in under fifty minutes. Finally, if playing on Nintendo Switch Online, you can take full advantage of the save state and rewind features to really level the playing field on this challenging game.

The Summary:
I’ve played Earthworm Jim before, mainly on emulators, and have been a big fan of the series since it first came about. I loved the cartoon and have long coveted the action figures, so it was a must buy for my Mega Drive library once I started seriously collecting for the system. However, I’d previously played through the HD version on PlayStation 3, a game I remember beating without cheats. That wasn’t the case here. Earthworm Jim is almost unforgiving in its later stages, throwing spikes and pits and platforming challenges that will have you gripping your controller in frustration. So, yes, the debug mode helped a lot for this playthrough since it meant I didn’t have to worry about my health or oxygen, but it was no help at all with whipping those hooks or navigating the spiked, nigh-impossible nightmare that is Buttville. It also wasn’t much use against the damn trashcan, or that robot chicken, both of which can be a pain in the ass to defeat, especially as the game rarely indicates when your attacks deal damage. Racing against Psy-Crow can also become very difficult; fighting him isn’t so bad but it’s a waste of ammo, something you desperately need when navigating stages and defeating bosses. I do think the game would’ve benefitted from a meter system to measure Jim’s ammo. Like, firing his gun depletes a meter that refills over time, rather than forcing you to wait around for your ammo to slowly replenish. Still, while the game is very difficult at times, a lot of the time it’s simply challenging and you do get better at judging when to whip at hooks and how to navigate past hazards. It helps that Earthworm Jim looks fantastic; it has sprite animation so smooth and slick that it rivals the likes of Aladdin (Virgin Games, 1992) and Sonic the Hedgehog 2 (SEGA Technical Institute, 1992), basically resembling a playable cartoon. It plays really well, offering a quirky, action-packed experience while also making you think outside the box at times, especially when Jim loses his suit. Jim is also a wonderfully realised, bonkers character with so much life and personality and his enemies are equally memorable for their bizarre appearances and attack patterns. It’s not the most accessible game and at times will have you tearing your hair out, but my God is Earthworm Jim an enjoyable experience, if only to look at!

My Rating:

Rating: 4 out of 5.

Great Stuff

Are you a fan of Earthworm Jim? How do you think the game holds up against other action platformers? Did you also find the game challenging at times, and struggle with the swinging mechanics? Which of Jim’s outrageous villains was your favourite? Did you ever beat the game on the hardest difficulty? Would you like to see Earthworm Jim make a comeback? What are some of your favourite sci-fi-orientated videogames? Feel free to share your memories of Earthworm Jim in the comments and then check out my other sci-fi content on the site.

Mini Game Corner [Sci-Fanuary]: Mega Man: The Wily Wars (Nintendo Switch)


January celebrates two notable dates in science-fiction history, “National Science Fiction Day” on January 2 and Arthur C. Clarke’s HAL 9000’s birthday on January 12. Accordingly, I’m dedicating January to celebrating sci-fi with an event I call “Sci-Fanuary”.


Released: 30 June 2022
Originally Released: 21 October 1994
Developer: Minakuchi Engineering
Also Available For: Mega Drive, Mega Drive Mini, and the SEGA Channel

A Brief Background:
Before 1987, Capcom was mostly known for their arcade titles. The 1987 release of Mega Man (or “Rockman” in Japan) changed all of that. Widely regarded as an 8-bit classic, Mega Man was notorious for its difficulty and maintained this reputation across its many sequels and spin-offs. For decades, Mega Man was a Nintendo staple thanks to Capcom outsourcing the franchise to Minakuchi Engineering (and, briefly, Thinking Rabbit) for the Blue Bomber’s Game Boy ventures. Capcom also teamed with Minakuchi Engineering for Mega Man’s one and only Mega Drive appearance, which proved to be a nightmare because, as related by series artist Keiji Inafune, the developers struggled with the debugging procedure. Inafune stepped in to assist and also designed the new Wily Tower bosses for the game, whose North American release was first delayed and then cancelled due to technical issues. The Wily Wars eventually surfaced on the subscription-based SEGA Channel but it would take decades for it to be widely available to gamers. Those lucky enough to play it gave mostly positive reviews that praised the graphical overhaul and additional gameplay mechanics, though the sluggish control scheme and awkward hit detection was noted.

The Review:
I’ve already reviewed the first three Mega Man games (and a whole bunch of others) so it seems superfluous to go into great detail for this 16-bit remake collection. Essentially, The Wily Wars recreates Mega Man’s first three adventures from his Nintendo days in glorious, full-colour, 16-bit graphics. You get three save files to play with, that ability to switch around the game’s simple controls, and a sound and music test and that’s it. You play each game in turn, gaining an “All Clear” screen upon completing them, and each game stays true to their original mechanics. So, for example, you won’t be sliding, charging, or utilising E-Tanks in Mega Man, which is a bit of a shame as it would’ve been nice to see the later features incorporated to add a new challenge. By default, B fires your currently equipped weapon, A sees you jump, and you can pause the action and open the in-game menu with either Y or +. From here, you can select an E-Tank to refill your health when playing Mega Man 2 (Capcom, 1988) or Mega Man 3 (Capcom, 1990) and equip different Special Weapons. As in the original games, each Special Weapon is earned by defeating Robot Masters and each one has a finite amount of energy. Exploring stages and defeating enemies grants you small or large refills for your health and weapon energy; you’ll also find 1-ups, E-Tanks and, in Mega Man, can add to your high score by playing through the game.

The 16-bit visuals make Mega Man pop like never before while retaining the core gameplay.

Naturally, I took on Mega Man first and the graphical overhaul is immediate right from the start. Mega Man looks great as a 16-bit sprite; he still only blinks when left idle but it’s nice to see him resembling his box art for a change. Stages are obviously far more impressive here, with elements like rocky grounds, mechanical platforms, and piping given far more detail. There are some instances where the background scrolls past in a version of parallax scrolling; mountains, clouds, and scenes of destruction can also be seen in the backgrounds. Ice Man and Fire Man get the biggest glow ups in terms of visuals, with their slippery, snowy ground and flash-frozen backgrounds and shimmering heat effect and rushing lava, respectively. You can still freeze fire plumes with the Ice Slasher and grab certain blocks with the Super Arm, and this is still the only way to get the Magnet Beam to navigate Doctor Albert Wily’s fortress. The action is a little zoomed out, giving you more room to manoeuvre; this is especially noticeable in boss arenas, where it’s easier than ever to avoid attacks thanks to the extra screen space. Sprites still have sizable hit boxes and enemies will still respawn over and over, but Mega Man has never looked or performed better, with no slowdown or screen tearing evident in my playthrough. Things are a little bland, though; Sonic the Hedgehog (Sonic Team, 1991) this is not and, frankly, the presentation doesn’t seem to match what the superior Mega Drive was capable of in 1994. The music has also been remixed and, similarly, has a decidedly tinny and grainy sound that isn’t up to Nintendo’s 8-bit standards let alone the Mega Drive’s higher sound quality. Still, we get some decent, partially animated sprite and pixel art and all the same Robot Masters and bosses return. As you’d expect, all the same strategies work just as well this time, with the exception of the Yellow Devil; you can no longer exploit the pause function to easily defeat him. Still, they all look very vibrant and dynamic even when you’re decimating them with their main weakness and it’s immensely satisfying seeing Dr. Wily beg for mercy in 16-bit glory.

Mega Man 2‘s stages and final bosses greatly benefit from the graphical upgrade.

The visual upgrade continues in the game’s redesign of Mega Man 2 and is evident right from the start. However, while the game’s iconic title screen has been rendered in the same 16-bit art style, the city in the background does look a bit pixelated. This effect continues in Dr. Wily’s third stage and the Robot Master teleporter room is now a mess of animated panels, but most stages shine from the additional processing power. Bubble Man’s stage, for example, is awash with a very impressive waterfall effect that showcases some transparency effects; Wood Man’s forest has never been denser; you’ll hop behind big fluffy clouds like never before in Air Man’s stage; and Flash Man’s crystal mine is very beautiful with all its gleaming rocks and slippery crystal platforms. Mega Man 2 is further bolstered by big pixel art renditions of Mega Man receiving his upgrades; these are joined by incoming calls from Doctor Thomas Light that grant you the Items you’ll need to cross spike beds and navigate Dr. Wily’s stages. Large enemy sprites are better than ever here; there’s no slowdown when the Lantern Fish and Hot Dogs spawn in, no matter how many Shrinks and flame bursts they fire, and Quick Man’s stage still has its fading light gimmick and insta-death lasers. These are actually easier to avoid this time around; maybe it’s because of my past experience with the game but I relied on the Time Stopper far less this time around. A bit of parallax scrolling and an abundance of blinking lights and environment effects add to the visual appeal of this remake, though I will say that the stage designs could’ve been tweaked as there’s often a lot of empty space that feels wasted. The Robot Masters retain all their weaknesses, though their intros have bene reworked, but it’s the big bosses in Dr. Wily’s castle that benefit the most. Mecha Dragon, Guts Tank, and Dr. Wily’s machines are now fought against detailed backgrounds rather than a plain black void and you have more room to avoid their attacks. Mega Man did seem a touch slipperier in this game, I will admit, and the game seems to be deadlocked into its “Difficult” mode, meaning those damn Sniper Joes take a lot of hits or waiting around to destroy. Still, the visual glow up and the remixed soundtrack make this already great game even better and I loved the personalities of the quirky Robot Masters, which shined through much clearer thanks to the Mega Drive’s greater processing power.

Despite the Mega Drive’s increased power, the system struggles at times in Mega Man 3.

Things are very much the same for Mega Man 3, though Mega Man can now slide by pressing down and A and his weapon select screen has been changed. It now appears at the bottom of the screen, which I found to be a bit clunkier. Otherwise, the same kind of semi-parallax scrolling can be found here, with backgrounds moving with you through windows in Top Man’s stage and layers of pipes and machinery in Spark Man’s stage. Background details in general are much more detailed than in the original games: lava flows and bubbles in Shadow Man’s sewer-like dwelling, Snake Man’s jungle is much denser, and Needle Man’s clear sky reveals a city in the distance. Some stages are cluttered by the additional background details, though: Spark Man’s, for example, is so lively and has so many clashing elements that it was easy to miss pits and hazards. Gemini Man’s crystal cave is a step down from Flash Man’s, though the coral-infested, tadpole-dwelling depths have never looked better. Proto Man’s sprite doesn’t quite match up with the upgrade given to Mega Man, Dr. Light, and the enemy sprites, though, appearing strangely small and simple. The game still handles far better than its 8-bit forefathers, with backgrounds appearing for all boss battles and larger enemies like Bikkys, the Giant Metall, Penpen Makers, and Tama appearing (with limited frames of animation) without any slowdown. However, the game does struggle when you battle Gemini Man as he duplicates himself and sends his Gemini Laser ricocheting about. The action also slows whenever you fire this weapon, which is a shame as The Wily Wars had coped with these issues really well up to this point. As in the previous games, there’s much more room to manoeuvre here, giving you more margin for error in boss battles, though the battle against the tedious Yellow Devil MK-II is just as annoying since you have to wait for him to assemble. He also looks super derpy here, though you can at least get a few more shots in with the Hard Knuckle. You’ll still revisit four previous stages and battle the Robot Masters from Mega Man 2, with the Doc Robot assuming their abilities, and fly over spike beds on Rush Jet. Dr. Wily’s crawling machine is easier to avoid thanks to the extra space, negating its large hit box, and the gigantic Gamma now looks gloriously cartoonish as a huge, detailed background image that smashes up the lower platform with its fists. You’ll also still battle Proto Man and be left clueless regarding his true identity, despite redrawn, sprite-based cutscenes where Dr. Light muses about his true motivations and the shield-carrying anti-hero still watches his brother from afar.

Customise Mega Man to your liking and challenge new stages and bosses in the Wily Tower.

Finishing all three games on the same save file unlocks an additional mode exclusive to The Wily Wars: The “Wily Tower”. This mode remixes bits and pieces from all three games, including enemies, hazards, and stage elements to present Dr. Wily’s latest challenge to his rival. The begin with, you can challenge one of three new “Genesis Unit” Robot Masters before taking on the titular tower itself (which is essentially Dr. Wily’s newest fortress). Before each stage, you get to equip Special Weapons, Items, and Rush abilities from all three games. You can mix and match up to eight Special Weapons and set three Item slots, allowing you to use, say, Rush Jet alongside Item-3. This is a really fun feature and one I honestly wish the developers had applied to the other three games; you’ll need a guide or something to help you pick the right loadout for each stage, though. This is because, while you can get by perfectly fine for the most part, you’ll open up alternative paths using the likes of the Crash Bomb, freeze flame bursts with the Ice Shooter, and of course reach different areas with Rush. The Genesis Units are also weak to specific Special Weapons, so it’s fun to mix and match and see what works. While stages remix elements from all three games in a fun way, there are a lot of Hammer Joes in each stage. Still, it’s fun seeing Snake Man’s stage suddenly emerge from the grassy hills, the layered island and water visuals of Mega Water S’s stage and seeing Jamacys emerge from pipes in Hyper Storm H’s stage. The three Genesis Units are all based on characters from Journey to the West (Cheng’en, 1592): Buster Rod G is modelled after Sun Wukong and attacks with an extendable lance and duplicates; Mega Water S is based on Sha Wujing and boasts a water shield and jet stream; and Hyper Storm H is based Zhu Bajie and sports two health bars! However, Hyper Storm H may look intimidating, and his stage may sport damaging spikes, but he’s the easiest of the three, with Mega Water S being the trickiest since he can force you into insta-death spikes and Buster Rod G being the most frustrating since he can deflect your shots and shield himself at the same time.

The Wily Tower will test your skills, though the final boss is a bit of a pushover.

Clearing these three stages sees you challenge the Wily Tower itself, the only part of this mode you can replay after clearing it. These stages recycle elements from Dr. Wily’s previous fortresses and other stages, as before, with you riding tracks like in Mega Man, battling Hot Dogs and riding Lighting Lord’s clouds like in Mega Man 2, avoiding turbines, hopping to spinning tops, and more. Naturally, Dr. Wily has some defences you must past to reach him. The first, Snakey, is a fire serpent that pops out of lava and breathes fire or leaps over you spitting fireballs. The hardest thing about this fight is not falling in the lava courtesy of the small, springy platform you fight on; if you have the Ice Slasher or Bubble Lead, though, it’s a joke. The Iron Ball is even easier, despite firing the Gemini Laser. This easily avoided sphere bounces about a bit and is only vulnerable when its face is exposed, but it’ll crumble from a few shots of the Thunder Beam. You’ll then battle Buster Rod G again, this time while freefalling on pieces of a destroyed walkway, which is very unique. He’s technically much easier here as he just fires shots at you while hopping to platforms, but he can be tricky to hit unless you have the Air Shooter or Metal Blade on hand. Your final challenge is Dr. Wily’s giant mech, a machine so big that we’re denied a background and you must first destroy its legs to attack its torso. In this first phase, it just stomps about and fires homing missiles, but you can use the rising blocks to blast the sphere at its hip with Crash Bomber, Spark Shot, or Thunder Beam. Its torso assumes a boxer’s stance and tries to smack you with its spiked fists, which you can hop on to pummel its face with Hard Knuckles while also freely chipping away with Metal Blades. Once destroyed, Dr. Wily resorts to his UFO once more, dropping time bombs that are easily avoided. Though he stays out of reach at the top of the screen, you can finish him off with the Thunder Beam to complete this mode. It’s a shame there’s no boss rush and you still can’t play as Proto Man, but I enjoyed the “Wily Tower” as an additional mode so much that I honestly would’ve liked to see its mechanics applied to the other games, at least after defeating this bonus mode, just to mix up the classics.

The Summary:
Mega Man: The Wily Wars is an interesting conundrum. On the surface, it sounds great! The first three Mega Man titles on one cartridge, with save files, a bonus game mode, and all brought to life by 16-bit visuals? Sign me up, right? Well, it’s a bit of a mixed bag, really. Graphically, yes, the games obviously look and run better than they did on the Nintendo Entertainment System. There’s no slowdown until you encounter the Gemini Laser, sprites and stages are far more detailed, and the layering and visual glow-up given to these 8-bit titles is immediate and eye-catching. Yet, I can’t help but feel like they fall short of what the Mega Drive was truly capable of. They remind me more of the James Pond games (Millennium Interactive, 1990 to 1993) which, while colourful and fun in their own right, aren’t exactly comparable, graphically, the Sonic games or Rocket Knight Adventures (Konami, 1993), which released a year prior to The Wily Wars. The action is a bit too zoomed out (a strange complaint given how frustrating Mega Man’s portable adventures were), reducing the detail in the sprites and arguably making the games easier by giving you more room to jump about. They’re still challenging titles, don’t get me wrong, but I think the developers missed a trick by not trying to do more than just improve the visuals. They copied the games so faithfully that they even included Mega Man’s useless score system, which is just baffling. I think it would’ve been better to look at the improvements the series had made by this point and apply them to all three games, sprucing up the interface and mechanics. Capcom would later do something like this with Mega Man Powered Up (2006), but it’s baffling to mee that Mega Man was up to his sixth game by this point and none of his then-modern mechanics (a charged shot, Rush’s other capabilities, and such) were included here. The Wily Wars’ main appealing factors are its visuals and its rarity; it’s a curio few got to play and thus worth a look, if only to challenge your skills in the enjoyable Wily Tower mode. However, I think I preferred playing the 8-bit versions, flaws and all, just because they had a charm and heart to them that was somewhat lacking here simply because The Wily Wars could’ve been so much more and it played things far too safe.

My Rating:

Rating: 3 out of 5.

Pretty Good

You didn’t own Mega Man: The Wily Wars back in the day so I won’t ask. But, when did you first play it? What did you think to the graphical overhaul given to the first three games? Were you disappointed that Mega Man didn’t sport more of his later abilities? Did you ever complete the Wily Tower? Would you have liked to see its mechanics applied to the other games? Which Mega Man game is your favourite? How are you celebrating sci-fi this month? Whatever you think about Mega Man, comment below and then check out my other Mega Man reviews!

Mini Game Corner [00-Heaven]: James Bond 007: The Duel (Mega Drive)


To celebrate the release of Dr. No (Young, 1962), the first of the James Bond movies (Various, 1962 to present), October 5th is known as “Global James Bond Day”. This year, I’m spending every Saturday commemorating cinema’s longest-running franchise, and one of the most recognised and popular movie icons.


Released: December 1992
Developer: The Kremlin
Also Available For: Game Gear and Master System

A Brief Background:
Although videogame tie-ins have a reputation for being rushed, bugged, and unfulfilling titles, James Bond/007 seems to have fared quite well in videogame endeavours. Obviously, everyone knows about the best-selling GoldenEye 007 (Rare, 1997), but Bond’s headlined videogame titles since 1983. He’s featured in racers and adventure games, but is most notable for this third- and first-person escapades. In 1987, Timothy Dalton took over the famous role, starring in two reasonably successful, if polarising, Bond movies. Although Dalton signed a three-picture deal, legal issues stunted his return and he was ultimately replaced in the role, though his likeness was used for this videogame, the first Bond game to feature an original storyline. Developers the Kremlin and publisher Domark actually had previous experience adapting Bond’s adventures, but James Bond 007: The Duel attracted mixed reviews that criticised its short length, repetitive gameplay, and sharp difficulty curve.

My Review:
James Bond 007: The Duel is a 2D, sidescrolling run-and-gun with mild platforming elements. Naturally, players assume the role of the famous super spy and are tasked with journeying across five levels in the battle against Professor Gravemar, a maniacal terrorist who not only threatens the world with his satellites but has built a cloning machine to resurrect Bond’s greatest enemies as his personal guard. After an absolutely awful pixel art rendition of Timothy Dalton, garish title screen, and mildly impressive MIDI recreation of the iconic Bond theme, players can customise their controls, pick from three difficulty levels (“Normal”, “Hard”, and “Manic”), or play the game’s tunes in the sound test. By default, A sees Bond jump (with 007 frequently performing an impressive and wholly uncharacteristic somersault), B sees him shoot his signature Walther PPK, and C tosses any grenades he acquires from Q Cases hidden in each level. Bond’s combat and traversal options are a bit limited; he can climb ladders, shoot diagonally up and down and whilst on ladders or when jumping or crouching (though he can’t shoot straight up or down). Furthermore, he flies backwards comically when shot, takes fall damage and will even die if he falls from a great enough height, and has frames of animation when ducking or picking up ammo and items that leaves him wide open to attack.

Bond’s mission to rescue hostages on a garish ship was too tough for me to beat.

Each mission is preceded by a map screen of the professor’s private, heavily guarded island. After flying in on the Thunderball (Young, 1965) jetpack, Bond must navigate a large ship rescuing hostages. On “Normal”, Bond starts with four lives and must rescue three hostages (all scantily clad babes); he has limited ammo, reloading his gun when he runs out, and his health is measured in hit points. Players can replenish Bond’s health by rescuing hostages, and every goon they gun down and mission they complete will earn them points to increase their standing on the high score table. Unfortunately, there’s no indication of where the hostages are, so you’ll need to search high and low, hopping from platforms and lifeboats and avoiding falls, being shot to death, or being crushed by a falling submersible. Thankfully, there’s no time limit and any hostages you’ve rescued will stay rescued if you lose a life. Unfortunately, while you have unlimited continues and hidden checkpoints in each level, you’ll have to replay the stage from the start if you use a continue. Bond can hide in doorways to avoid enemies and bullets by pressing up and, though his sprite isn’t very detailed and lacks idle animations, Bond does switch his gun between his hands when you turn from left to right. Enemies appear to respawn as you play and, once you rescue all the hostages, you’ll need to find a bomb and then frantically search for the exit against a tight one-minute timer. Sadly, I wasn’t able to achieve this; although I found an optimal route to rescue the hostages and defuse the bomb, I would either slip and fall to my death or be throttled and tossed to my doom by the brutish Jaws before I could even find the exit.

Later levels see Bond braving deadly hazards and battling his most famous foes.

James Bond 007: The Duel has a strange presentation. It’s very bright and colourful, with a jaunty soundtrack, and the backgrounds remind me of James Pond 2: Codename: RoboCod (Vectordean, Intellectual Software, Consultants Limited, 1991), which is a strange fit for Bond. The background scrolls as you move but is otherwise completely static; it also shifts up and down as you hold those directions, which can be quite disorientating. You need be careful not to fall into the water as, while you can grab ladders to climb out, the current will take you towards a frenzy of sharks. I gave the game a good shot, but it can be very unforgiving; if you’re shot, Bond is so slow to get up and often aims diagonally downwards rather than crouching, meaning it’s easy to get stun-locked in a continuous cycle of being shot at until you’re killed. With no passwords or cheat codes to mitigate the difficulty, and the level forcing you to restart from scratch when your lives are exhausted, I was neither able to defeat or bypass Jaws in this playthrough. Looking ahead, it seems more competent players can beat the game in about twenty minutes and Bond will traverse vines, dodge spike pits, battle Baron Samedi (who tosses bones at you) and encounter a massive futuristic tank in the jungle, avoid being roasted alive by lava and fireballs and encounter Mayday (who launches at you with flying kicks) and a claw-machine in a volcano, and gun down scientists, dodge flame bursts and take down Oddjob (who tosses his hat a painfully short distance) and a flame-shooting mech in the shuttle base. The game’s final level is dedicated to a boss battle against Jaws. Yes, rather than take on the mad Professor Gravemar, Bond faced Jaws once more, with the brute now piloting a mech that spits grenades and sports a scorpion-like tail. Defeating Jaws earns you another terrible piece of sprite art and a brief credits sequence, with no story text being included in the game at any point.

I know that James Bond 007: The Duel was only a mediocre title, at best, but I suddenly felt the urge to add it to my Mega Drive library and give it a go. I was hoping it would be a tough, but generally enjoyable platform shooter than I could maybe breeze through using a cheeky infinite health code or abusing the infinite continues, but it sadly didn’t go that way. This is a game that requires a great deal of patience and persistence from the player; I have no doubt that I probably could do better with a little more time, but the lack of passwords means you basically have to complete it in one sitting, which isn’t an appealing prospect. Although the game looks good, it has a very confused presentation; the large pixel art is dreadful, the locations are garish and cartoonish, but Bond and his enemies look pretty good despite their lack of detail. I liked seeing Bond’s enemies pop back up and little Easter Eggs like the jetpack and the map screen changing as you progress, but the gameplay is very clunky and repetitive. Every level requires the same functions from you (rescue hostages, disarm bomb, reach exit, battle bosses) with no variety beyond a greater emphasis on vertical exportation. Perhaps with a little more to do, some additional weapons, and some useful codes, James Bond 007: The Duel could’ve impressed me more but as is, it’s a little too punishing for me to sink my teeth into right now. But perhaps you’ve beaten it. Perhaps you enjoy it as a hidden gem for the Mega Drive. Perhaps you had no difficulty blasting through it and besting Bond’s resurrected baddies. Perhaps you think I should try harder or give the 8-bit version a try. Perhaps you prefer a different Bond game. Whatever you think, drop a comment below.

Mini Game Corner: Predator 2 (Mega Drive)

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

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

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

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

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

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

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

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

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

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

My Rating:

Rating: 3 out of 5.

Pretty Good

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

Mini Game Corner: RoboCop 3 (Mega Drive)

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

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

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

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

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

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

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

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

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

Mini Game Corner: Alien³ (Mega Drive)

Released: October 1992
Developer: Probe Software
Also Available For: Amiga, Commodore 64, Game Boy, Game Gear, Master System, Nintendo Entertainment System (NES), Sega Genesis, Super Nintendo Entertainment System (SNES)

A Brief Background:
Over the years, the Alien franchise (Various, 1979 to present) has had a long and complicated history with videogame adaptations; from pixelated garbage to first-person shooters, real-time strategies and crossover titles, to survival/horror experiences. Just as director James Cameron more than met the challenge of following up on Ridley Scott’s financially successful and highly influential Alien (ibid, 1976), so too did Konami produce a popular arcade port of Aliens (Cameron, 1984) that is widely regarded as one of the best games in the franchise. Unfortunately, Konami lost the Aliens license by the time the divisive third film hit cinemas; fraught with production issues, delays, and script troubles, Alien³ (Fincher, 1992) might not have been as critically or commercially successful as its predecessors, but in time it became a cult favourite for many fans and it spawned two videogame adaptations: this multi-platform run-and-gun adventure and an arcade-exclusive rail shooter the following year. Unlike its contentious source material, Alien³ was quite well received at the time; reviews praised the presentation and fidelity to the movie, as well as its arcade-style gameplay though some did struggle with the troublesome controls and music.

First Impressions:
At first glance, Alien³ seems to share many similarities with the Aliens (Konami, 1990) arcade game; the visuals, especially the sprites, onscreen text, and environments, are strikingly similar and Ripley even wields many of the weapons featured in that game. However, the moment you actually start playing the game, you realise that it’s an entirely different beast, one that has a bit of an identity crisis. For starters, as mentioned, Ripley is armed to the teeth; she’s got the iconic Aliens pulse rifle, a flamethrower, a grenade launcher, and regular grenades, making her decidedly more formidable than she was in the source material, where the entire point was that she and the inmates had to come up with out the box solutions to deal with the resident Xenomorph. Secondly, and most crucially, the game isn’t just a mindless run-and-gun; instead, you’re given a strict time limit to complete a specific objective in each stage and reach the exit, and the game’s locations take on a far less linear, much more labyrinthine structure that closely mirrors the panic and claustrophobia of the movie. Ripley is tasked with rescuing inmates and destroying the Xenomorph infestation, objectives that are somewhat aided by the onscreen Aliens-style motion tracker and the various vents and ladders that help her to get around each location.

Although heavily armed, Ripley’s greatest challenges are the timer and maze-like levels.

Alien³ utilises a simple control scheme, but one I had to shuffle about a bit; by default, A switches your weapon, B jumps, and C fires, but I swapped fire to A and switch to C as that was more comfortable for me. You can pick between one and nine continues, but these are actually how many lives you have, and whether you want to play on Easy, Normal, or Hard mode. I chose nine lives and the Easy difficulty and still found the game to be quite challenging; the timer is a constant headache, meaning you need a lot of trial and error to find the optimal route around each stage, something that is hampered by dead ends, hazards (such as fans and my pet hate, fall damage), and the Xenomorphs. Aliens will crawl out of the ground and along the ceilings and walls, dropping on you and charging at you, though you thankfully don’t have to worry about them constantly respawning or acid damage. Later, Facehuggers apparently also show up and you have to shake them off with the directional pad, though I never saw any in my playthrough. You’ll occasionally have to make some blind jumps to avoid slippery slopes or make use of moving platforms to reach new areas, as well as activating consoles to open doors (or simply blowing them open with a grenade). If you fail to rescue all of the prisoners in time, a gory scene plays out showing them, and Ripley, succumbing to their Chestbursters, and you’ll have to replay the entire stage from the start all over again, which is a real pain in the ass.

My Progression:
As I said, Alien³ has a bit of an identity crisis. Judging by Ripley’s weaponry and the way the Aliens are presented, it seems like the developers wanted to make something more akin to the action-orientated Aliens but were stuck adapting the most recent movie. The game impresses quite well with its arcade-style graphics; Fury 161 is recreated nicely, including a wasteland up top and different layers within, and Ripley has a basic alternative pose when left idle. Each stage is preceded by a drooling Alien face and the music is quite jaunty, which is at odds with the bleak source material but helps keep you engaged in the action. Sadly, the gameplay and steep difficulty curve are where Alien³ falls apart; the time limit is way too tight and health and ammo pickups are so scarce that it’s a chore just getting through even the first stage. I was just about able to tank my way through to the third stage, where the layout just became too confusing to continue and I was forced to quit.

Sadly, the game’s difficulty, stringent timer, and lack of passwords make progression a chore.

This wouldn’t be a problem if Alien³ incorporated a password system, but it doesn’t; there are cheats out there, but I couldn’t get any of them to work so I’m not sure if I’ll ever progress further into the game, especially as you can’t seem to earn extra lives or continues. Looking ahead, the game sees Ripley venturing into the blood-stained medical wing, a cargo area and butchery also feature, and the game even includes an Alien nest that is, again, visually ripped straight out of Aliens. Xenomorph eggs pop out Facehuggers, slime drools from above, and various ridge-headed versions of the Xenomorph act as “Level Guardians”, spitting acid, jumping about the place, making use of higher platforms, and players will need to fend off two at once in a large industrial area in order to get their final score tally and earn the extremely lacklustre text ending in with Ripley simply leaves the prison without any repercussions. I’m surprised that the developers resisted the urge to have Ripley fight an Alien Queen, as is often standard for Alien videogames, though these boss battles seem to increase in difficulty simply because the area you battle them in increases in size, giving them more places to hide and surprise you with some acid projectiles from behind the prominent foreground images.

Alien³ is a  strange entry in the franchise to adapt into a videogame, and it seems like the developers shared this philosophy; there’s a reason why the game has more in common, in terms of action and gameplay, with the Aliens arcade game than the actual movie on which it’s based and that’s the fact that Alien³  would work much better as a point-and-click adventure or a survival-horror style title, two genres that probably wouldn’t have been successful at the time or on the Mega Drive. It’s not a bad game, really, it’s just the difficulty curve is way too steep; either the game needed a password system or the timer needed to go, but without either it’s a real test of your skill and patience to get anywhere beyond the first few stages. I liked the level of detail, even though things were a bit stiff and janky at times (Ripley sometimes struggled to go down ladders), and the use of gore when you inevitably mess up. The lack of enemy variety was a bit of an issue, though; Alien games, especially  around this time, tended to go a bit bonkers with Alien variants but Alien³ plays things way too safe. In the end, it was a largely forgettable and disappointing experience for me, especially as it could’ve been so much more if the Aliens arcade game had simply been ported instead. Still, maybe I just suck; maybe you actually really enjoyed this game. Maybe you had no issue rescuing all the prisoners and navigating the maze-like levels. Or, maybe, you prefer a different Alien³  videogame, or a different Alien game entirely. Whatever your thoughts and feedback, feel free to drop a comment below or on my social media and be sure to check out my other Alien content on the site.

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


January sees the celebration of two notable dates in science-fiction history, with January 2 christened “National Science Fiction Day” to coincide with the birth date of the world renowned sci-fi writer Isaac Asimov, and HAL 9000, the sophisticated artificial intelligence of Arthur C. Clarke’s seminal 2001: A Space Odyssey (1968), being created on 12 January. This year, however, I’ve been spending every Thursday of January celebrating sci-fi’s toughest lawman, Judge Joseph Dredd!


Released: 16 June 1995
Developer: Probe Software
Also Available For: Game Boy, Game Gear, PC/MS-DOS, and Super Nintendo Entertainment System (SNES)

A Brief Background:
Still published to this day, British science-fiction comic book 2000 AD first appeared in February 1977 and, in March of that same year, introduced readers to the uncompromising lawman of the future, Judge Joseph Dredd. Created of John Wagner, Carlos Ezquerra, and Pat Mills, Dredd became one of the most popular and iconic British comic book characters of all time. Accordingly, the character has expanded beyond the comic book panels and into the realms of videogames on more than on occasion; his first videogame outing was a largely repetitive platform shooter, a concept expanded upon by its bigger, more graphically impressive Amiga follow-up. Dredd’s relationship with videogames is largely considered to be hit and miss but, when the time finally came for the character to make the jump to the silver screen, an adaptation was put into development. While the movie would become a notorious box office bomb, developers Probe Software sought to be as faithful to the production as possible by digitising the film sets to be featured as locations in the game, however their efforts resulted in mixed-to-negative reviews across the board. While some reviews praised the gameplay and fidelity to the source material, others criticised the difficulty and lack of variety, and the game failed to make a lasting impression regardless of which system it was played.

First Impressions:
Judge Dredd is a 2D, sidescrolling run-and-gun that, for the most part, emulates the plot and visual aesthetic of the bombastic movie. Players assume the role of Judge Dredd (whose sprite more resembles his comic book counterpart than Sylvester Stallone’s look from the film) and play through twelve stages taking out street punks, mutants, and even Dredd’s fellow Judges just like in the movie. Players are given three lives to start with and can collect more by picking up extra life icons, and each stage has a primary a secondary objective, both of which are relayed to the player using sprite art modelled from scenes of the film and traditional text. Primary objectives range from destroying ammo supplies, locating Dredd’s mentor, Judge Fargo, reaching the council in the Hall of Justice, and defeating specific enemies. Secondary objectives appear to be option, but you must complete the primary objective in order to exit the current stage, something which can prove problematic given how maze-like and strangely designed many of the game’s stages are.

Though often cluttered, the game certainly makes an effort to marry the visuals of the film and comic book.

Judge Dredd is armed with his trust Lawgiver; tapping or holding the A button will see Dredd fire a variety of shots, from unlimited regular bullets to heat-seekers, grenades, and missiles, and you can even hold down the button to fire uninterrupted. Dredd can also sprint by tapping the directional pad (D-pad), and shoot while running, jumping, and crouching, and in all directions (including diagonally!) Although some objectives tell you not to shoot certain enemies, you’re free to be as trigger happy as you like; however, you’ll score more points if you use Dredd’s melee skills (A up close or X if you have a six-button controller) to disarm and arrest perps when “GUILTY” appears over their head. Dredd can jump with B and even fly about for a few seconds if you find an Anti-Grav Belt; you’ll be doing a fair amount of platforming but Dredd can’t jump very high so you’ll often need to make use of ladders, monkey along overhead lines, or even a running jump to reach new areas. Dredd can also crawl about, push some objects, and access terminals to see his current mission progression and health and ammo stats or lock doors in certain stages. Dredd controls quite well but is a bit clunky; pressing up will scroll the screen, which can be disorientating, and there’s a few too many frames of animation at times, meaning there is often a delay between button presses. Dredd is quite sturdy but can replenish his health with small and large hearts, pick up additional ammo, or even grab a temporary forcefield and invincibility to help even the odds.

There’s some variety on display in the different Dredd’s objectives and gameplay mechanics.

After completing each stage, you’re given a score tally and a password to help you skip ahead; while there don’t appear to be any useful passwords for this version of the game, such as infinite health or ammo, it is a handy feature to pick up where you left off or try out different missions. In my case, this is almost mandatory; it took quit a bit of trial and error to complete even the first stage as you can get stuck in an area with no way back. While Dredd will nip up on the spot after being killed, it’s quite easy to get stuck as ladders and hazards aren’t always immediately visible, and while you can duck and shoot most enemies, you’ll be majorly outclassed by the wild mutants in the Cursed Earth and the Atomic, Bacterial, and Chemical Warriors (A.B.C. Warriors) you’re tasked with destroying later on. The game certainly looks good; sprites are a bit small but Dredd has some fun idle animations, such as twirling his gun and cleaning his badge (there’s even a little squeak-squeak sound effect), and there’s some splashes of blood when you off enemies. The environments are visually very faithful to the movie, including trucks, futuristic skyscrapers, and the Statue of Liberty as in the film, but can be cluttered and a little too large for their own good. Gameplay is somewhat broken up by one stage that has you flying through the skies on your Lawmaster while fending off pursuing Judges (Herman Fergusson/Fergee fires at the rear while Dredd fires ahead) and by the fact that some enemies will be possessed by the four Dark Judges; you’ll know when they are as they’ll have an aura about them and a spirit will fly out that you can catch for bonus points if you have some Boing ammo.

My Progression:
Judge Dredd is a surprisingly tough game; at first, it reminded me of classic run-and-guns like Turrican (Factor 5, et al, 1990) or Duke Nukem (Apogee Software, 1991), especially with the placement of the heads-up display and dystopian, sci-fi setting. Seconds into the first stage, I hit a literal wall and had to think for a minute as the ladder I needed was so difficult to see and things only got more confusing from there; vents randomly damage you, trash falls from above, and you can’t even step in a small puddle of water in the Cursed Earth without taking damage. Just destroying the ammo crates in the first stage is a chore as they can only be destroyed by your explosive weapons and you need to explore the stage in a specific way so you don’t miss any and get stuck. Rather than running past terminals in Aspen, you need to access them to initiate the lockdown procedure, and enemies can take a few shots before they go down even before the clunky A.B.C. Warriors enter the picture. It appears that most stages end with a boss battle, too; the first is a guy who looked a lot like DC Comic’s James Harper/Guardian and who constantly blocks your shots with his shield while firing at you with a machine gun, tossing Molotov Cocktails, launching an almost unavoidable energy wave, or bashing your head in when you get close. You can use nearby barrels for cover but he absorbs shots like a sponge and the timing required to jump and duck under his shots meant that I couldn’t actually beat him!

Sadly, the game’s difficulty meant I couldn’t get very far and I wasn’t motivated to skip ahead much further.

Using a password, I jumped to stage two and fared much better n the Aspen Penal Colony. There’s some neat effects on the waters of the sewer area and I was actually able to beat the stage the boss, a brute with a big club who rides an elevator that he tries to crush you with, tosses grenades and Molotov cocktails, and smacks you silly up close. It was a slog, but I did beat him, but I couldn’t get past the Cursed Earth for the life of me. Here, the mutated inhabitants live in the ruins of society and Judge Hunters patrol the wooden walkways, but the leaps of faith and confusing level layout got the better of me. I skipped ahead to the Hall of Justice and that wasn’t a problem, nor was the chase on the Lawmaster, but the A.B.C. Warriors stomping about on the construction site around the Statue of Liberty were enough to have me calling it quits. They’re immune to your regular shot, so you’ll need a healthy supply of missiles or other explosives, but their missiles and the stage’s bottomless pits were the last straw for me. it was a bit of a shame as the game’s layout and objectives actually got easier the deeper I got and, from what I can see, there’s a bit of a post-game that looks right up my alley. After dealing with Dredd’s psycho clone brother, Rico, players head to Deadworld, an alternative dimension where all life was deemed a crime, to do battle with Dredd’s reaper-like spectral counterpart, Judge Death! I could’ve used passwords to jump ahead to this point but I decided that enough was enough, but I am impressed that a videogame adaptation from this time actually expanded on the film; the game does a decent job of following the movie’s narrative but infuses it with more elements from the source material, including my favourite Dredd antagonists, the Dark Judges, which is pretty rare for a game of this era in my experience.

I wasn’t really sure what to expect from Judge Dredd; videogame adaptations of movies tended to be more hit than miss back in the 16-bit games, at least in my experience, but sadly there were some issues here that kept me from really enjoying the experience. Visually, the game is both impressive, bland, and confusing all at the same time; the horizon and backgrounds aren’t always very detailed but the foregrounds are almost too detailed, making things a bit cluttered and messy at times. Dredd looks great and plays okay, but I find it amusing that the developers included the ability to arrest people when Dredd is far more likely to just sentence criminals to death for even more infractions. Since the game doesn’t really penalise you if you kill everyone, I recommend taking a traditional run-and-gun approach, especially as you’ll be distracted by vague objectives and the maze-like areas. Overall, it was a mediocre experience, one that I struggled to get through thanks to the difficulty spike and clunky presentation. It’s a shame as I feel the concept could have legs if it was more like Contra (Konami, 1986) or Metal Slug (Nazca Corporation, 1996) and leaned more into arcade-style action rather than tedious exploration. Still, maybe I’m being too harsh? Maybe you actually enjoyed the gameplay on offer here? Perhaps you prefer one of the movie’s other ports or a different Judge Dredd game entirely? Either way, I’d love to hear about it so leave a comment below or on my social media and be sure to check out my other Judge Dredd content.