Game Corner: RoboCop Versus The Terminator (Mega Drive)

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Released: May 1994
Developer: Virgin Games USA
Also Available For: Game Gear, Master System, Super Nintendo Entertainment System, and Game Boy

The Background:
One of the greatest things about comic books published in the nineties was that the sky was, seemingly, the limit for plots, crossovers, and all kinds of stories to be told. Thanks to Dark Horse Comics snapping up the rights to some of the biggest science-fiction/horror franchises of the time, we got to see not only the likes of Aliens vs. Predator but also the cybernetic clash you always wanted to see in a movie but never got, RoboCop Versus The Terminator (Miller, et al, 1992). Given that the comic was written some time before Frank Miller flushed his reputation down the toilet with The Dark Knight Strikes Back (2001 to 2002), the RoboCop Versus The Terminator was relatively well-written, action-packed fun. The general premise was that RoboCop’s artificial intelligence (A.I.) formed the basis of the world-killing Skynet, which sent Terminators back through time to protect him and ensure its survival. Cue a time-line hopping, reality-bending story that sees RoboCop reduced to his digital consciousness, construct a fully robotic body, and travel back in time to destroy Skynet once and for all. It’s a pretty mental comic but, like Aliens vs. Predator, a fantastic concept that, apparently, had enough legs to warrant a videogame released on a number of consoles. I had owned and played the Master System version for years but, once I set my literal come corner up in my cabin, I knew that I had to track down the superior Mega Drive version.

The Plot:
Unwittingly responsible for the creation of Skynet, RoboCop must battle from the streets of Detroit, to the offices of Cyberdyne, to a war-ravaged future eradicating the Terminator threat and freeing hostages as he goes to ensure a future free from Skynet’s influence.

Gameplay:
Like the majority of videogames based on the RoboCop (Various, 1987 to present) and Terminator (Various, 1984 to present) movies, RoboCop Versus The Terminator is a side-scrolling action shooter with light platforming elements. Unlike the Alien vs. Predator (Capcom, 1994) arcade game, this is a strictly one-player experience that sees the player control RoboCop, who must blast his way through about ten levels taking out the likes of regular street thugs and Terminator alike. As much as I love RoboCop, he’s always a terrible character to control and play as; even in the excellent RoboCop (Data East, 1987) arcade game he was a slow, plodding hunk of metal and it’s more of the same here. RoboCop lumbers his way through levels at a steady pace, hopping half-heartedly to platforms (and, amusingly, monkeying his way across lines and pipes) and struggling to dodge incoming fire. While this is obviously a realistic way to portray RoboCop (who, despite being a massive efficient combat shooter, has never been the most versatile of sci-fi cyborgs), it does mean you can’t just plough ahead guns blazing.

RCvTJump
RoboCop has a real weight to him.

Instead, it’s best to hang back and keep an eye on enemy projectiles, ducking and hopping out of the way as best you can considering RoboCop’s massive hit box. Thankfully, many of the game’s environments are destructible and will yield all kinds of goodies, from baby food that will restore Robo’s health to extra lives and weapons. There are also loads of secret rooms to be found that hold similar rewards, encouraging exploration. RoboCop is armed with his trademark Auto-9 handgun and can fire in multiple directions; this alone is more than enough to take out most of the enemies he’ll come up against but, if you get up close to enemies, you can also punch them, and you can acquire bigger, better weapons as you make your way through the game’s levels. You can switch between these with a button press but, once your health is drained and you lose a life, you’ll lose one of your weapons until you return to the default Auto-9. the good news is that RoboCop can take a fair amount of damage and will return to action right on the spot where he fell, but the bad news is that it doesn’t take much to drain Robo’s health and there are a few occasions where environmental hazards (like vats of toxic waste or flaming pits) will instantly kill RoboCop.

RCvTHostages
Rescue hostages to refill health and score points.

While RoboCop is generally given simple objectives (like cleaning up the streets or destroying the Terminator threat), some levels will see him having to rescue a number of hostages. Upon being rescued, a portion of Robo’s health will be restored, which is helpful; also helpful is that it doesn’t appear to be a requirement to clearing the level to rescue these hostages; when you see them, you can touch them to rescue them but I never reached the end of a level and was told I’d failed or was forced to go back and save any hostages I’d missed, so it’s more about gaining health and points than a level-clearing obligation. Yes, like pretty much every videogame ever made, there’s a nice little score tally at the bottom of the screen that’ll increase as you take out enemies, rescue hostages, and collect items. Earn enough points and you’ll gain an extra life, which you’ll need as the game ramps up in difficulty as you progress from the thug-infested streets of Detroit to the robot-infested headquarters of the killer A.I. known as Skynet. It’s around this point that you’ll struggle a bit with RoboCop’s controls, hit box, and clunkiness; Terminators of all shapes and sizes (from the traditional T-800s, to the robotic endoskeletons, to spider-like drones and wall-and-ceiling-mounted cannons) will unleash a hailstorm of projectiles your way and you’ll need all of your best weapons and skills to make it through the game’s bullet sponge of a final boss.

Graphics and Sound:
Coming off of the Master System version (which, honestly, isn’t too and compared to some Master System ports), RoboCop Versus The Terminator boasts some gorgeous in-game graphics. RoboCop and his various enemies are big, fantastically-detailed sprites; while this does mean they have large hit boxes, it makes for some impressive, arcade-quality graphics.

RCvTBlood
Come for the cyborgs, stay for the gore!

One of the most enjoyable things about RoboCop Versus The Terminator is the copious amounts of gore it contains; when you blast away thugs, they explode in a bloody mess and it’s absolutely glorious. You’ll miss these effects once the Terminators begin to take precedence as the game’s primary enemies but, even then, you’ll see the T-800’s skin degenerate until only the endoskeleton is left, which is a nice addition. Alongside a few choice sound bites from the first RoboCop movie, the game features a techno-inspired soundtrack with a lot of beats and rocking bass; there’s some odd choices, like a sultry voice blurting out “Terminator!” every ten seconds or so but, while the game doesn’t feature either of the iconic themes from the two franchises, its techno-inspired beats seem heavily inspired by both.

Enemies and Bosses:
RoboCop will initially face little resistance from the street thugs of Detroit; they’ll shoot at him, sometimes from behind windows, and get in his way but they’re small fry and easily dispatched with a single shot.

RCvTRCvT
The T-800’s façade can be destroyed, revealing the robotic endoskeleton.

At the end of the second level, though, RoboCop comes face-to-face with a T-800 Terminator modelled closely on Arnold Schwarzenegger’s appearance from the end of the first film and the majority of the second. As a boss, this guy obviously takes more hits, degenerating from a fully clothed and skinned appearance to the iconic Terminator endoskeleton as the battle progresses. After this, similar Terminators will begin to appear as regular enemies; the Arnold models will take around three hits to put down (one to blast away the façade and two to destroy the endoskeleton) while the endoskeletons will take around two. Smaller Terminator drones also show up to spew projectiles at you as you journey deeper into the future and Skynet, but you’ll also encounter red Terminators, which are endoskeletons that take even more hits to put down.

You’ll also battle some classic RoboCop enemies, though Skynet is a giant floating skull…

You’ll also battle some iconic RoboCop bosses, such as ED-209 and (rather inexplicably) RoboCop 2 (or “RoboCain”), each of which are guarding the facilities and offices or RoboCop’s megalomaniacal creators, Omni Consumer Products (OCP). Once RoboCop travels to the war-torn future, he’ll battle bosses such as Terminator-controlled gatling guns, super-powered endoskeletons, and Skynet itself. Skynet is represented as a giant floating endoskeleton head that tosses small drones and projectiles at you while endoskeletons march in from either the left or the right side of the screen. This final battle is, honestly, a little underwhelming (though, honestly, most of the game’s bosses are after the first few and you’ve finished with RoboCain and Ed-209); you’ll have your work cut out for you to dodge all of the projectiles it throws at you and to unload enough bullets to finally do it in but I can’t help but feel the game missed out by not including a T-1000 battle or a final boss more reminiscent of the giant liquid metal T-1000000 spider from T2-3D: Battle Across Time (Cameron, Bruno, and Winston, 1996).

Power-Ups and Bonuses:
As mentioned, there are a variety of power-ups RoboCop can collect as he explores (and destroys) each level; baby food will replenish his health, little RoboCop heads will grant an extra life, and shields will grant RoboCop a generous period of invincibility. Most notably, though, RoboCop can acquire a variety of bigger, better guns which will dramatically increase his odds of survival; we’ve got everything from a traditional three-way spread to a grenade launcher, to homing missiles and a laser pistol. You can also grab one of ED-209’s arm cannons from a rapid fire burst, which is a pretty great little bonus; you can grab one of these during the boss battle with ED-209 but they do crop up in secret rooms and other areas of the game, too,

Additional Features:
There are three difficulty settings to pick from, each one carries a different set of lives, continues, and affects the amount of damage RoboCop can take. If you play on the hardest setting, enemies will be much more aggressive and the arrows that show you the way to go will also be missing. Aside from that, the only real incentive to replay again is to find all the secret rooms. As with all great old school games like this, there are a variety of cheats you can input that will grant you a whole bunch of lives and let you pick from all the available weapons. Unfortunately, though, you can only play as RoboCop; the narrative is geared in a way where Robo is the hero and the Terminators are the enemy but it might have been nice to see a mode where you play as a reprogrammed T-800.

RCvTBanner

The Summary:
RoboCop Versus The Terminator is a blast to play; while RoboCop is a clunky and cumbersome videogame protagonist at the best of times, you really get the sense that you’re playing as RoboCop and his quick-firing weapon and variety of additional armaments more than makes up for his heavy, stilted control. It also helps that there’s not many cheap deaths here; projectiles can come at you quickly but each enemy has a specific pattern that you can learn and exploit and, given the generous amount of health and power-ups on offer, there are instances when it’s okay to plough ahead guns blazing. Some levels can be a bit of a maze but, other than that, it’s worth it for the gore and the joy of seeing RoboCop punch a Terminator right in the face.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think of RoboCop Versus The Terminator? What is your favourite RoboCop or Terminator videogame? What did you think of Frank Miller’s comic book? Do you think we missed out on seeing these two sci-fi icons clash on the big screen? Whatever you think, feel free to leave a comment below.

Game Corner: Zool: Ninja of the “Nth” Dimension (Mega Drive)

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That’s right; we’re back in the nineties with another bright, colourful action/platformer. This time we’re looking at one of many attempts by the Amiga to copy SEGA’s success with Sonic the Hedgehog (Sonic Team, 1991), Zool: Ninja of the “Nth” Dimension (Gremlin Graphics, 1992), which was ported to the Mega Drive by Electronic Arts. Given that it released about a year after Sonic, and about a month before Sonic the Hedgehog 2 (Sonic Team, 1992), Zool was one of the first videogames to ape Sonic’s success and even beat the franchise to the punch in some ways. Hell, just look at his eyes; they’re almost exactly the same style as Sonic’s!

ZoolStory
Zool used cutscenes and comics to tell its story.

One of the main things that sets Zool apart from Sonic is its use of text-and-picture cutscenes in the game’s opening and ending to tell its story; this story was also elaborated on through a charming little comic included in the game’s manual. It would be some years before Sonic videogames even used in-game sprite animations to convey their story, much less text-and-picture cutscenes.

ZoolChupa
I’d rather have a packet of Love Hearts…

As we saw in Cool Spot (Virgin Games, 1993), Zool also includes some rather unsubtle product placement; the entire first World is littered with Chupa Chups, quite possibly the most generic lollipop sweet there is. Quite how Zool contributed to the sale and advertisement of Chupa Chups is beyond me but perhaps it was this advertising revenue that allowed the videogame to be ported not only to the Mega Drive but also to MS-DOS (where it would later be surpassed by the far superior Jazz Jackrabbit (Epic MegaGames, 1994)), Game Boy, Game Gear, Master System, SNES, and even the Atari ST.

ZoolWorlds
Zool‘s Levels are certainly vibrant.

But let’s start from the top; upon beginning the game, players are immediately tossed into an absolute blast of bright, vibrant colours and catchy, rock/electronic music. Zool, a little gremlin ninja thing from the “Nth dimension”, must jump, blast, and spin his way across seven equally animated and colourful Worlds (each with four Levels), defeating the minions of Krool in an effort to return to his home dimension.

ZoolAttacks
Blast, spin, and slide your way to victory.

Despite wielding energy sticks on the game’s box art, Zool’s primary form of attack is to blast enemies with energy projectiles; however, unlike other sidescrolling shooters, Zool can only fire projectiles in the direction he is facing. Zool can also perform a spinning top attack when jumping to attack airborne enemies or break certain level obstacles or, thankfully, simply jump on enemies to defeat them. Zool can also scale walls by either climbing or jumping up them, slide under spikes and through narrow gaps, and fire projectiles whilst ducking.

ZoolMaze
Zool darts around maze-like Levels at break-neck speed!

Arguably, Zool plays a lot faster that Sonic, however the game lacks some of the polish of SEGA’s iconic platformer; controlling Zool is like skating on ice on the Moon as Zool darts across Levels and soars through the air seemingly in defiance of gravity. While this doesn’t stop the game from being extremely fun to play or make navigating Levels that difficult, it can make some of the game’s attempts at precision platforming trickier.

ZoolGoal
You have to collect items and find a coin to clear Levels.

What does get in the way of navigation is the game’s primary gameplay mechanic; in order to clear a Level, Zool must collect a certain number of items. These change as Zool visits new Worlds (being anything from various fruits to CDs and bath toys) and the number you must collect depends on the difficulty you set the game to. Once Zool has collected enough items, he must follow an extremely vague arrow in the game’s HUD to reach a coin and be spirited away to the next Level or World.

ZoolHidden
Blast walls to reach hidden routes.

Zool must do all of this while battling against not only respawning enemies and level obstacles such as spikes and disappearing platforms but also while traversing the game’s maze-like Levels. Some Levels are considerably more labyrinthine than others, to be fair, and sometimes the game cheekily hides your route behind a wall that must be blasted open…though, as there’s no visual distinction between walls, it’s easy to miss these routes entirely.

ZoolBosses
Truly the stuff of nightmares!

Zool’s enemies are as wacky and outrageous as the game’s Worlds; Zool must contend with the likes of anthropomorphic jelly, killer violins, floating screws, projectile-spitting liquorice treats, and evil fruit (the implication being that sweets are good and veggies are bad…which I can get behind). To clear each World, Zool must also battle equally weird and wild bosses, such as a giant cactus and a screaming pink head with a spring-loaded boxing glove for a tongue!

ZoolPowerUp
Double Zool’s shot with power-ups!

Luckily, Zool has plenty of things to assist him in his mission; Zool has an energy bar and can take three hits before losing a life, can blast various checkpoints to respawn at a number of different points throughout a Level, and can collect numerous power-ups that increase his jump height, give him a shadow to double his firepower, increase his time, destroy all onscreen enemies, or make him invincible.

ZoolSecret
Some hidden mini games add some spice.

There are a few hidden secrets to be found in Zool as well; when I played the Master System version, I distinctly remember accidentally finding a warp point that simply took me straight to the game’s ending. There’s also some mini games and arcade games that can be played by doing certain actions in some Levels to add a little intrigue and variety to the proceedings.

ZoolControls
Platforming can get tricky.

Zool isn’t especially difficult, even on its hardest difficulty setting; 1 Ups are scattered across Levels (sometimes extremely liberally) to increase your chances, enemies often drop health, and the bosses have very simple attack patterns. However, there are some frustrating elements; the time limit, for one, and having to collect enough items to access the exit point, for another. While there are no bottomless pits, there are some frustrating platforming sections that require Zool to jump to very small, disappearing platforms and, if you fall, it can be a chore to get back up, especially as the enemies will respawn.

ZoolEnding
Turns out it was all for nothing and the REAL battle is still going on!

Perhaps the biggest letdown of Zool, though, is the ending; after defeating the final boss, Zool successful escapes back to the Nth dimension where he is greeted by Zooz, his female companion. Although she congratulates Zool, she reveals that Krool has invaded another handful of worlds, essentially making the ending a giant tease for its sequel, Zool 2 (The Warp Factory, 1993). This might be fine but, unfortunately, Zool 2 never received a port to the Mega Drive, all but forcing players to invest in an Amiga or other such console to play the sequel. I did own Zool 2 back when I had an Amiga and remember it being a pretty fine little game in its own right; this time, players can select between Zool and Zooz, with each character playing slightly differently (Zooz had a whip…) and being able to take alternative routes through Levels. It’s a shame that Zool 2 didn’t get the same cross-platform release but I guess that does go some way to making Zool the unofficial mascot of the Amiga. Unfortunately, despite these two titles, the myriad number of ports Zool received, and even a couple of young adult novels, Zool has pretty much faded into obscurity. Quickly surpassed by Sonic 2 and other similar action/platformers, Zool never quite managed to outshine Sonic like the Amiga probably hoped he would. Zool’s time in the sun was very brief and it’s a shame, really, as, despite the game’s slippery controls, the character has a unique design and his games were extremely bright, energetic fun with some nice levels of animation. When it comes to a re-release, port, or HD remaster, I’d like to say “never say never” as even the similarly-themed, arguable more obscure Superfrog (Team17, 1993) got a nifty HD version in 2016 but it does seem like Zool’s brief flirtation with fame has long since passed.

My Rating:

Rating: 4 out of 5.

Great Stuff

Do you remember Zool? If so, which version did you play? If you haven’t, I urge you to track down a copy and give it a whirl but, either way, let me know your thoughts in the comments below.

Mini Game Corner: Mighty Morphin Power Rangers (Mega Drive)

MMPRLogo

Released: 1994
Developer: Banpresto/Nova
Also Available For: Super Nintendo Entertainment System, Game Boy, Game Gear, and Mega CD

The Background:
If you were a kid back in the early nineties, right after you finished up being obsessed with what we in the UK know as Teenage Mutant Hero Turtles (1987 to 1996), and before Pokémon (1997 to present) took my generation by storm, you were all about Mighty Morphin Power Rangers (1993 to 1996). Cobbled together from stock footage from the Japanese tokusatsu series Gosei Sentai Dairanger (1993 to 1994) and Ninja Sentai Kakuranger (1994 to 1995), Power Rangers focused on five teens “with attitude” (despite the fact they were a bunch of geeky do-gooders who couldn’t break a rule if they were held at gunpoint) imbued with superhuman powers and abilities. Harnessing the power of the dinosaurs, they could transform into martial arts superheroes and conjure giant mechs to battle against the forces of evil. To say Power Rangers was a cultural phenomenon would be an understatement; parents were outraged at the glorification of violence but we headed out in our droves to buy every bit of Power Rangers merchandise we could, from t-shirts to action figures. Given its dominion over the playground and the airwaves, you know that this also meant the franchise received its own multi-platform videogame that I’m sure hapless kids everywhere begged their parents to buy for them.

The Review:
Mighty Morphin Power Rangers is a simple 2D fighting game; you can choose to battle head-to-head with a friend or take on the game’s Scenario Mode, where you’ll battle one of Rita’s minions in a format that will be more than familiar to anyone who has played a Street Fighter (Capcom, 1987 to present) videogame. However, Street Fighter II: The World Warrior (ibid, 1991) this is not; first of all, you’re (unsurprisingly) limited to only six playable characters (the titular Power Rangers). Each plays largely the same and the variations come only in their special attacks and weapons; the Red Ranger wields a sword but the Black Ranger has an axe, for example. After you face, and defeat, the evil Green Ranger (in my opinion, the greatest Power Ranger of all time), he becomes a playable character as well. There’s one main difference between playing as the Green Ranger compared to the other Rangers, though, and that’s in the game’s other battle mode. Once you defeat Rita’s monster, she’ll make it grow (as she is wont to do…) and the Rangers summon the Megazord to battle it. The Green Ranger, however, summons the Dragonzord but it basically amounts to the same thing: smash the buttons until you whittle away the enemy’s health bar and win.

MMPRFinal
The game’s literally over in less than an hour. It’s sad.

If you’re looking for depth…well, there isn’t any. Power Rangers the game has about as much depth and variety as Power Rangers the television show. I literally sat there, mashing buttons and hardly even trying, and never lost a single round. When I fought the Green Ranger as the Black Ranger, I did one whirlwind attack with Zack’s blade and won without Tommy landing a single hit! The game is also pathetically short; you always battle the monster on the same stage for the first fight but, once you’ve battled all five of Rita’s minions, the game is over and you’ve pretty much done everything Power Rangers has to offer in less than an hour. Unless you suck at videogames, but I’d wager even if that is the case you could beat Power Rangers without a great deal of difficulty.

MMPRGreen
Once you go Green you never go back…


Graphically, there’s not much to write home about; the sprites themselves are colourful and large and surprisingly detailed but not very animated. The backgrounds are even worse, being largely barren and devoid of life or character, and severely lacking in variety. It’s pretty much the same story for the game’s sound, too; there’s a noticeably bad rendition of the iconic Power Rangers theme and some shitty voice samples but the in-game sounds are muted and dull. Characters grunt and yelp a bit and Zords thud about but it all sounds so half-assed and a far cry from the loud, impactful sounds the Mega Drive is capable of producing. There are some nice cutscenes between battles that tell the story and evoke the same spirit as the television show but they don’t really contain much in the way of animation, meaning the game is outclassed by even some Master System titles in that regard.

MMPREnemies
Get used to seeing this same stage over and over…

As I mentioned above, the game has only five enemies to battle against. Sure, you face each one in two different types of battle but, if you’ve ever seen Power Rangers, you’ll know that doesn’t really mean much as the monster’s second form is literally just a bigger version of its first form. Goldar makes an appearance (he was the only monster I actually recognised…) but there’s no Putty Patrol to wade through and no Lord Zedd as the game is only pulling its inspiration from the first series of the show. Similarly, there aren’t any beyond the different weapons and abilities of the Power Rangers. The only thing to unlock here is the Green Ranger, which is the second battle and, once you have him, you’ll never pick another character because Tommy is the best character. Finally, you can battle against a friend but, honestly, I can’t see why you’d even bother.

MMPRSummary

The Summary:
Mighty Morphin Power Rangers may have been a cultural phenomenon but this videogame outing is a dreadful experience; the controls are sluggish, the battles are ridiculously easy, and the game is just boring from start to finish. I wouldn’t even recommend this to die-hard Power Rangers fans as there are far better Power Rangers videogames available; the game’s counterpart on the SNES, for example, or the one based on the movie. Either way, just don’t even give this the light of day and stick to playing Street Fighter II because the only thing “mighty” about this game is how bad it is.

My Rating:

Rating: 1 out of 5.

Terrible

Did you watch Power Rangers when it first aired? Who was your favourite Ranger and why was it the Green/White Ranger? Do you think I was too harsh on the Mega Drive videogame, or have a favourite Power Rangers videogame? Let me know in the comments.

Game Corner: Cool Spot (Mega Drive)

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CoolSpotLogo

Aah, the nineties. A time when, thanks to the escalating battle between SEGA and Nintendo for console supremacy, everyone and their mother was desperate to have a cute, action/platformer mascot. These mascots had to be cool; they had to be fun; and, most of all, they had to have attitude. Because of this, we got such fantastic Sonic the Hedgehog knock-offs as Aero the Acro-Bat, Soccer Kid, and Awesome Possum and, in some of the most bizarre and obscure examples, food brands represented by guys like Chester the Cheetah and Cool Spot.

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7 Up was so cool they had TWO extreme mascots!

Cool Spot was the mascot for the fizzy drink 7 Up, but this reference largely went over the heads of Brits such as myself as, in the UK, 7 Up was represented by the equally radical Fido Dido so, when I played Cool Spot (Virgin Games, 1993) for the first time on the Amiga, I assumed it was the same kind of product placement as the Penguins in James Pond 2: Codename: Robocod (Vectordean/Millennium Interactive, 1991).

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Personally, I prefer Sprite…

Regardless, the red spot featured in the logo of 7 Up’s trademark drink got his own videogame…because of course! You could tell that Cool Spot was both cool and had attitude because he wore shades and sneakers and was portrayed as a radical, laidback surfer dude. Spot actually featured in a couple of titles prior to this videogame; Spot: The Video Game (Virgin Mastertronic, 1990), which was little more than a puzzle game that resembled Connect 4, and Spot: The Cool Adventure (Visual Concepts, 1992), which was simply a reskinned version of McDonaldland (ibid).

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Cool Spot has quite the in-depth plot…

However, when Spot’s fellow Spots are randomly locked up in cages in Cool Spot, he doesn’t hesitate to leap into action and journey across eleven levels collecting “Cool Points” (small red spots). Once Spot collects enough Cool Points, he must find the cage containing his fellow Spot and blast them free, all within a time limit and while battling a variety of enemies (everything from giant grabs to toy robots).

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Blast your foes with soda bubbles!

While Spot is hindered by a handicap that befalls far too many of his platforming brethren (in that he cannot damage or defeat enemies by jumping on them, which I always feel should be rule one of any action/platformer), he can blast his foes with soda bubbles flicked from his awesome gloves. Using the D-pad, you can even change the direction of these bubbles to blast enemies out of the air, though some will take multiple shots or defend themselves using shells.

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Don’t be so cool that you forget to look where you’re going!

Spot seems far more concerned with looking cool than having much in the way of a versatile moveset; he can walk and leap about the place and that’s about it. If you hold the direction you’re going in, Spot will, eventually, speed up and be able to leap further, holding the jump button seems to help him reach higher places, and he is able to clamber up ledges but there’s no spindashes or power-ups available here beyond some ridiculously sparse health items, time increases, and one-ups.

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Enter a bonus stage to try for an extra life!

You can also try and collect letters in each level to earn a continue and, once you complete a level, your remaining time and total Cool Points are tallied up; if Spot has enough, he’ll be awarded with an extra life. If you collect enough Cool Points in any level, Spot will be able to enter a Bonus Stage where, under a strict time limit, he must bounce around on soda bubbles collecting even more Cool Points and try for another extra life.

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You’ll have to search everywhere for these cages.

And you’re going to need those extra lives, my friend, because Cool Spot is quite a tough game. It starts out relatively easy, with Spot jumping around a sandy beach and blasting enemies without much issue, but levels quickly adopt a maze-like structure, forcing you to search high and low for both Cool Points and the cage that is your goal all while being bashed about by enemies or hit by obstacles like spikes and mousetraps. Spot’s health is indicated by a humerous face sticker at the top of the screen; as Spot takes damage the face reacts and comes more and more unpeeled. When the face falls off, Spot dramatically whirls around and collapses and you’ll have to start the level over, either from the beginning or from your last checkpoint.

CoolSpotEnd
Spoilers: The ending isn’t much to shout about.

On the plus side, Spot doesn’t have to contend with any boss battles but, on the downside….Spot doesn’t have to contend with any boss battles. He simply swaggers from one level to the next, with little variety (there’s a beach, a dock, what appears to be inside some dry wall, a bath tub, and a toy shop and that’s about it….oh, and there’s a train level…), freeing his fellow Spots and, once he clears the final level, he celebrates with all his mates and you get given a high score.

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Tricky platforming will test your wits.

Cool Spot is one of those videogames that is fantastic to look at but tricky to play; the backgrounds, graphics, and sprite animations are all gorgeous, vivid, and full of life and character. The music and voice samples are charming and up-beat and Spot has some of the best walking, idle, and celebration animations this side of Sonic and Earthworm Jim. It’s unfortunate, then, that his game calls for some tricky and precise platforming that the controls make very difficult.

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You never really know what waits at the bottom of a jump…

More than once, Spot must make blind leaps, hop from one precarious (often temporary) platform to the next, and hope that he doesn’t plummet back down to a lower level and waste his time having to hop back up or fall into a bottomless pit and die. Honestly, I often found it easier to just die and respawn at a checkpoint higher up rather than having to fight with the game’s stiff-yet-floaty jumping mechanics.

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Honestly, anything Cool Spot did, its competitors did better.

As a rival to Sonic the Hedgehog (Sonic Team, 1991), Cool Spot is lacking in a few areas; the game has the graphics and the look and Spot is a very animated and funky character, but without the fast-paced action and the challenge presented by Sonic’s boss battles and bonus stages, Cool Spot simply can’t compete. And you have to remember that this game came out in 1993 so, while it beat Sonic the Hedgehog 3 (SEGA Technical Institute, 1993) by a year or so, it came out after Sonic the Hedgehog 2 (ibid, 1992). Cool Spot also released across a variety of platforms, meaning it had to compete with Mario’s far superior offerings as well as those of its other third-party competitors, like Earthworm Jim (Shiny Entertainment, 1994).

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Colourful and wacky action/platformers were ten a penny back then.

Even on the Amiga, Spot faced stiff competition from the likes of Zool: Ninja of the Nth Dimension (Gremlin Graphics, 1992) and its sequel, Zool 2 (The Warp Factory, 1993). He even had to compete with the two Jazz Jackrabbit (Epic MegaGames, 1994; 1998) games on the MS-DOS and these four titles all did everything Cool Spot did but better: the run-and-gun-like gameplay, floaty jumps, colourful graphics, funky music and sprite animations, and even the product placement were all better in any one of these four titles. Yet, Cool Spot wasn’t the end for 7 Up’s odd little mascot; Spot Goes to Hollywood (Eurocom/Burst Studios, 1995) saw the surfin’ spot switch to the isometric style that was popular amongst many 2D platformers that didn’t quite know how to adapt to 3D (I’m looking at you, Sonic 3D: Flickies’ Island (Traveller’s Tales/Sonic Team, 1996)). Like Cool Spot, Spot Goes to Hollywood came out on multiple consoles, including the PlayStation and SEGA Saturn, but once again had to settle for being nothing more than an average little platformer in a world full of competitors trying to stand out. In the end, while it’s nothing compared to most of its peers, Cool Spot is a fun little action/platformer. The music and graphics do just enough to make the tricky gameplay endurable and the game is tough, but fair in many ways (at least the enemies don’t respawn once you leave the screen…), meaning that it’s up to the player to make informed decisions about when to jump and how to navigate Spot’s vibrant world.

My Rating:

Rating: 4 out of 5.

Great Stuff

Do you remember Cool Spot? If so, what was your first experience? If not, why not go give a play? Either way, sound off below and let me know what you think.