Gee, this was
programmed by the creators of the Vectrex? Oh, how the mighty have
fallen... I can't believe anyone would have the gall to release
something so hideously bad this late in the Genesis' life. It's
already got one foot in the grave... is it really necessary to play
doctor (Kervorkian) and hasten its demise? Anyways, here's all you
need to know about Doom Troopers in one neat little
list...
1. It's a
shameless merchandising tie-in for a line of toys
2. The
programmers thought they'd be considered hip for computer rendering
the main characters. Problem is, they forgot that you have to do it
WELL to gain any sort of popularity from such a gimmick
3.
There's an SNES version of the game, and it's nearly as crappy as
this one
4. Konami should sue Playmates for soiling the Contra
name with this cheap rip-off
5. Adreneline Entertainment should
change its name to fit the pace of the software it designs... my
suggestions are Estrogen Entertainment and Benzodopramine
Entertainment
6. I mentioned that this game sucks donkey,
right?
7. It's a given that the programmers are Buchanan
supporters, because they designed Doom Troopers so that the
character named Steiner dies every thirty seconds (not that the
other one dies any less...)
8. I've seen board games with less
flat level design
9. The programmers added pointless amounts of
gore for the reason described near the top of the list, but it
doesn't hide the fact that the game blows
10. Love that music!
Love that music! Love that music! Love that music! Love that music!
Love that music! Love that music! Love that music! Love that music!
Love that...
And that about does it. If you buy, rent,
or even waste your mental capacity thinking about this miserable
excuse for a game, you deserve to be cursed with it for the rest of
your days. If Adreneline pulls this crap with their Playstation and
Saturn releases, you can bet that I'll pay them a little visit and
introduce to their programmers a whole new storage space for their
Vectrexes...
My first reaction to EWJ2 was kinda
underwhelming... it is, after all, the sequel to a title which
received a phenomenal amount of hype and deserved very little of it.
Say what you will, boys and girls, but Earthworm Jim was, cute
animation aside, a mediocre, derivitive title that reeked of the
game engine Shiny CEO Dave Perry had already worn thin in four other
Genesis carts during his tenure at Virgin Games (those would be Cool
Spot, Aladdin, Global Gladiators, and The Jungle Book, in case
you're keeping score). Expecting more of the same, I nevertheless
bit the bullet and rented EWJ2 anyways, since Genesis games have
after all been a rare commodity thanks to the release of the
Playstation and Saturn. I was VERY surprised to discover that
Earthworm Jim 2 was a giant step up from the previous game in
respects to technique. Perhaps EWJ2's originality and level length
were the trade-offs for this newfound replayability, but hell, who
cares? As far as I'm concerned, there's no game in graphics and
sound; just GAMEplay, and Jim 2 has THAT in spades (well, OK... it's
more like clubs or diamonds, but in comparison to the first title
you could get away with calling it spades. I'm babbling, aren't I?
Next paragraph, please...).
Anyways, the plot revolves around the
kidnapping of Earthworm Jim's fiancee', the lovely Princess What's
Her Name, who as you may recall was flattened by a misguided
(literally, since Jim launched it!) bovine at the conclusion of the
previous EWJ. For reasons unexplained in the game and instruction
manual, What's Her Name survived the incident and was on the verge
of marrying our hero... that is, until Psy-Crow managed to abduct
her. Pretty cut and dry in comparison to the first game's plot, but
hey, it works. Anyways, this gives Jim an excuse to comb the galaxy
in search of his purloined life partner, but more importantly, gives
us something to do while dodging the glut of 3-D fighters and lame-o
Acclaim disasters that have been all too common in the hobby lately.
Anyways, EWJ2 plays more or less like the
first game, but the added play mechanics and weaponry is what sets
it apart. Jim had a measly two guns in his premiere, but in EWJ2,
he's armed to the teeth with four more, including a missile
launcher, a very handy three-way finger gun, and a behemoth called a
Barnyard Blaster which clears the screen of EVERYTHING, provided
you're not hit while Jim struggles with it. But that's not all... no
sirree Bob! Jim's also armed with his pocket rocket (in a very cool
isometric shooter sequence reminescent of SNK's sleeper hit
Viewpoint), an excavation laser, and a marshmellow (yes, really) in
three unique rounds which help break up the monotony of simply
running from point A to point B (as was often the case in the first
Earthworm Jim). Plus, there's a spine-chilling scene that takes
place inside a stomach (Jim is for reasons beyond my comprehension
disguised as a blind cave salamander here), a hilarious game show
with a severed head as the host, and a climactic ending where Jim is
pitted against his hated foe Psy-Crow in a deadly foot race to the
woman, er, bug he loves.
So, it's established that EWJ2 has
variety, and variety is the spice of life. But what about great
graphics and tunes? Well, there's more than enough of both to keep
even the most jaded of gamers (like myself, although you probably
couldn't tell from this review...(:D ) satisfied... the Digicel
animation process has been tweaked, and the sprites benefitted
greatly from this- they're brighter, crisper, and sharper than the
character art from the first game. The backgrounds are similarly
inspired: they're as twisted and surreal as those in Earthworm Jim,
but some, like the cilia in Villi People, warp and bend, adding
depth to what would otherwise be a lot of pretty wallpaper. And we
can't forget about the soundtrack! It's composed by Tommy "What, me
overrated?" Tallarico, but we'll forgive it for that, since it's
much better than the musical scores in Aladdin and Robocop Vs.
Terminator. Not many of the tunes are original, but that's OK 'cuz
that kind of music fits in well with the bizarre, cartoony theme (if
you've ever seen Ren & Stimpy, you'll know what I'm talking
about). The voices are sort of a mixed bag, however... they are
indeed very clear, which is in itself commendable on the Genesis,
but since Doug TenNapel left, they just don't have the same flair...
Jim no longer has a Texan accent, and some of his trademark phrases
(like "Whee, doggie!" and "Whoa, Nellie!") were left out entirely.
There's a really cool Pauly Shore inspired "Tenderrr!" whenever you
pick up mealworms, but I wouldn't have sacrificed Jim's original
voice for it. It could be worse, though... Shiny could have asked
Dan Castellaneta to provide his, er, talents to the project...
Long story short. If you liked Earthworm
Jim, you'll love EWJ2. If you hated Earthworm Jim (as I did), you'll
probably end up liking EWJ2 anyways, if just for its improved play
mechanics and less confusing level design. Either way, it's
definately worth renting.
I was never a huge fan of Data East, even
when they were considered one of the more important third party game
designers for the NES. It was pretty clear even back in the days of
Karnov that their games were derivitives of more popular titles with
different characters and a couple of new ideas, inserted not to make
the gameplay better but just to keep players from realizing how
similar a fat Russian guy who breaths fireballs is to a fat Italian
guy who tosses them. As time went on, Data East's games became even
more parasitic, leeching most of the great ideas in successful
titles and adding even more trivial differences, like the ability to
dizzy opponents by knocking off a scarf or some other small piece of
clothing. That and a cast of, heh heh, "new" characters are the only
two differences between Data East's Fighter's History and Capcom's
Street Fighter II... and they just weren't enough to keep people
interested in the game.
Out of all the clones Data
East has made, however, High Seas Havoc has got to be one of the
most shameless. Stop me if you've heard this before... actually,
don't, because you have. Havoc's a cute animal character who's
teamed up with an even more adorable sidekick, Tails... er, Tide,
Tide! Sorry. Um, anyways, the dynamic duo eventually stumble upon a
beautiful maiden (who looks a whole lot like Amy from the Sonic
series), who tells them about a powerful hidden gem. Before they can
locate it, however, both the girl and Havoc's baby brother are
kidnapped and held hostage by a bloated villain who... well, you see
what I'm saying. The only thing missing are robots, which is
understandable because the plot (one of the few things that
distances High Seas Havoc from ground-bound Sonic) revolves around
pirates, and even if robots had been invented around that time, you
probably wouldn't want to put them that close to sea
water.
The plot isn't the only thing
that smells suspiciously like wet hedgehog. In the actual game,
Havoc runs through a variety of brightly colored stages, hopping on
enemies and picking up valuables that somehow hover off the ground.
There are springs- actually trampolines- with both platforms and
large quantities of gems hanging above them, and instead of
monitors, Havoc can break open treasure chests filled with
power-ups. Even when Havoc tries to differentiate himself from
Sonic, he winds up stealing ideas from other games, like Guile's
flash kick or running down hills littered with timed explosives (if
you loved that scene from Strider, you'll get more of it than you
can handle in the first round of High Seas Havoc).
So basically, you've played
games just like this from the moment you first turned on your
Genesis, and because Sonic's been in all kinds of sequels and
spinoffs, you've probably played a lot of them. I've gotten a little
tired of the Sonic series, so I don't find a clone like High Seas
Havoc particularly appetizing. However, if you love side-scrolling
mascot games enough to struggle your way through something lousy
like, say, Knuckles: Chaotix or Sonic Adventure 2 (you're wrong, it
sucks, good night), you'll really enjoy this one. High Seas Havoc is
even more beautiful than the Sonic games, with bright colors and
lots of shading that make the characters- especially the bosses-
worth noticing. Unfortunately, the sound is a bit of a
counterweight, with low quality tunes being made worse by rough
voice and music samples. Right in the middle is the gameplay, which
is solid but frustrating later on. You'll be glad that Havoc doesn't
slide around much when he moves, because that precision will be
extremely important when you're riding around on the backs of tiny
cave ants or jumping from the masts of ships while being pelted with
boxes that seem to come out of nowhere. The bosses, probably the
most imaginative part of this unimaginative game, are sadly not much
fun to fight, because they can not only take a lot of punishment but
have overly powerful attacks that make it very risky to hit them...
particularly Bernardo and that wolf near the end of the game who
reminds me of Sephiroth from Final Fantasy VII.
Even with all these
annoyances, I've got to admit that High Seas Havoc is one of the
better Sonic clones on the Genesis... in comparison to Socket and
Awesome Possum, it glistens like the incredibly powerful gem you're
supposed to snatch from the clutches of Dr. Robo- uh, Bernardo the
pirate. However, there are so many legitimate Sonic games for
the Genesis that there's really no need for even a well designed
knockoff. If you like this style of gameplay but you're no
longer interested in the Sonic character, you might consider High
Seas Havoc worth digging up.
Most people who know me also know that I
have harbored an incredible hatred for wrestling games since the
dawn of my now defunct fanzine. I mean, don't get me wrong; I used
to love watching the WWF back in the mid 80's, when the matches were
actually somewhat believable (only barely, but I wasn't very old at
the time and I to this day catch myself watching entire episodes of
the Mighty Morphin' Power Rangers, so go fig), idiotic characters
like Doink were nowhere to be found, and you could actually watch
popular wrestlers like Hulk Hogan every week without having to pay
outlandish premiums for the priviledge. But the WWF-licensed Acclaim
wrestling games for the NES never accurately captured the atmosphere
of the Titan Sports franchise. Remember Wrestlemania? Don't you wish
you didn't? FCI and Tecmo both did a better job with their their
respective titles, but although WCW Wrestling played a fine game and
Tecmo World Wrestling was very innovative, with a commentator and
cut-away cinema screens, both retained the mindless 'beat your
controller buttons to a pulp' gameplay that typified the genre.
Then came the 16-bit revolution and more
of Acclaim's WWF games. In my humble opinion, none of them were very
good... even the SNES versions of WWF Super Wrestlemania and Royal
Rumble were pretty ugly in comparison to the better games in the
then new tourney fighting genre. Other titles, like Sega's Wrestle
War and Dreamworks' Jesse the Body Ventura Wrestling, were so bad
their respective companies were forced to leave them in Japan or
cancel them completely. A ray of hope came with the pre-release hype
surrounding SNK's Three Count Bout, the first wrestler to
incorporate the play mechanics and graphics of SNK's South Town
Series of tourney fighters, but that too fell flat on its face, as
the game's difficulty was beyond ridiculous and the control
consisted largely of beating your palms against the buttons in the
futile hope that you'd escape defeat at the hands of the game's
ruthless adversaries.
All this changed with a seemingly
unassuming little coin-op by Capcom, one Saturday Night Slammasters.
Not one of Capcom's most hyped arcade releases, to be sure, but an
incredible leap forward in wrestling game design nevertheless. The
graphics were smooth, cleanly drawn, and well detailed, much like
those in SF2 and Final Fight, the music fit the mood perfectly, and
best of all, the control was fine-tuned to be much more responsive
than in previous wrestling titles, and the antics of the 'sport'
were reproduced beautifully, with all the cheesy egg-on lines and
flamboyant fighters a fan could possibly want. A short time later,
the SNES and Genesis got their very own versions of this
revolutionary title, thus bringing us to the actual review (about
time, eh? :).
I'm not going to spend a lot of time
comparing the two versions, although I WILL say that both titles are
good. To get the most accurate arcade experience, however, I HIGHLY
recommend you pick up the Genesis game. It's superior to the SNES
Slammasters in all respects but the admittedly rough vocals and the
removal of the four player tag-team match, which was replaced with a
'World Heroes'y death match mode that's sadistic fun but not to the
point of being preferable to a four player free-for-all.
I'd rather compare the Genesis game to
the coin-op, because frankly, the translation is so close that it's
nearly impossible for fans of the arcade game to fault it in any
respect. Like the coin-op 'Slammasters', the control is in direct
comparison to other wrestlers such a quantum leap forward that a ten
is the only logical score I can give the game in that category (that
is, if I WERE rating games in seperate categories, which I obviously
am not...). Slams and whatnot are performed with SF2-style curls
after winning a lock-up with another pugilist, and while the set-up
DOES have its faults (the CPU will usually shake you off before the
motion can be completed), it's much preferable to the interface in
other titles of this type. The graphics are MARVELOUS. Aside from a
little color bleed in the brighter reds, they're totally faithful to
the coin-op. The characters are well shaded and animated, and
there's plenty of cheering fans (including, inexplicably, Chun Li)
taking pictures and waving fists from afar. The musical scores
deserve special note. Although very digital (better than very
twangy, right?), they're wonderful reproductions of the original
coin-op tunes, better than the orchestral SNES ones, in fact. Voices
are a tad rough, as I'd mentioned before, but the other sound
effects are typical of Capcom (shwacks when a blow connects, the SF2
style breakage noise when a player brings a chair down on his
hapless foe, etc.) and work well with the theme. finally, There's
the humorous pre and pro-match comments and the ideosynchrocies and
eccentricacies of each character which, although unrelated to any
wrestling franchise, are perfect depictions of the sport (well, the
endings are a tad lame and naive', but you may never see them
because the game is very long, requiring you to beat each contestant
twice to claim and then hold on to the championship).
Bottom line- if you love wrestling games,
this is the best one yet. Run out to your local retailer and pick
this puppy up NOW (GameFan-ish enough for you? Well, no,
nothing could possibly be that bad. By the way, Tyrone, what
the hell were you thinking, man?! You left Tips &
Tricks to work for the drooling nincompoops at GameFan??? I-
oh, forget it. Just be sure to get all your shots before
heading down there... you just know anyone as stupid as the GameFan
staff has to be living in their own filth...).
Well, I've waited... and waited...
and waited... but finally, after suffering through two of the
longest years ever for Genesis owners such as myself, I've finally
played a game that makes suffering through the droughts, Sega's
criminal neglect, and (worst of all) the 32X all seem worthwhile.
I'm talking about Sonic 3-D Blast, an innovative isometric extension
of the popular Sonic series with everything that made Donkey Kong
Country a smash hit for Nintendo, plus a whole lot more. You know
you're in for something special when you first plug in S3DB and are
treated to an incredible opener which you'd expect to see on the
SegaCD or Saturn. Next comes another surprise- a full-motion video
short starring Sonic and his new friends the Flickies. It's grainy
to the point of being blocky, but it is full-screen, and it
certainly looks no worse than the footage in the SegaCD debacle Bram
Stoker's Dracula.
Of course, none of this would matter if
the game itself were poor, and since Sonic 3-D Blast was programmed
by a European firm, not the Japanese design team responsible for the
first games in the series (a lot like Donkey Kong Country, now that
I think about it), this was a genuine concern. True, Traveller's
Tales' first Genesis game, Toy Story, was a great visual
accomplishment, but its gameplay was even more shallow than Donkey
Kong Country's, with few power-ups and a seriously limited title
character. Luckily, although S3DB was programmed by Traveller's
Tales, Sega of Japan had a great deal of say in how the game was
designed, resulting in a unique new Sonic title that (unlike Donkey
Kong Country) retains the flavor of previous games in the series.
In fact, Sonic 3-D Blast kind of reminds
me of a great Sonic game that never saw the light of day here in the
United States, Sonic Arcade. There was so much going for this
coin-op- powerful 32-bit hardware, precise trackball control, and
three player simultaneous gameplay- that I to this day cannot
understand why Sega left the game unreleased. S3DB, it would seem,
is Sega's atonement for this grave oversight, as it offers the same
perspective and gameplay that made Sonic Arcade (and before that,
the Atari classic Marble Madness) so entrancing. There's only one
teensy, weensy problem with this... Traveller's Tales didn't bother
to make S3DB compatible with Sega's tersely supported Mega Mouse, so
you'll have to own the equally obscure Sega Sports Pad (actually a
trackball) to play the game as it was intended. And to think mine is
broken... <sigh>
Not that Sonic controls poorly with a
joypad... it's a little odd that, when reversing directions, Sonic
does a U-turn before actually walking in the new direction, but
otherwise, I've found the control in S3DB to be a vast improvement
over other games with isometric perspectives, like Equinox and
Landstalker. Visually, S3DB shines... the cleanly rendered sprites
are a match for anything you'll find in Donkey Kong Country, and the
backgrounds are typical Sonic, with the high-tech look and attention
to detail you've come to expect from the series. The downside here
is the tiled ground, which isn't really much of an improvement over
what you'd find in Marble Madness. The sound, like the graphics, is
textbook Sonic... there are plenty of quirky and somewhat repetitive
tunes to go around (including a few that were lifted directly from
other Sonic games), and the sound effects are just as you remember
them- pleasant enough if not entirely realistic.
In short, Sonic 3-D Blast's only major
shortcoming is the fact that Sega didn't release it in time to
upstage Donkey Kong Country. If they had, there's a good chance that
the Genesis would have been much better off today, but having been
released now, in conjunction with a Saturn version, I don't think
S3DB will help the system much. In any case, Sonic 3-D Blast is a
fantastic game and the first legitimate reason to bring your Genesis
out of retirement since the release of Vectorman last spring.
The ULTIMATE Fighting Game? So much for
truth in advertising. There's nothing ultimate about this hackneyed
reissue of Mortal Kombat 3... the new characters are for the most
part clones of Sub-Zero and there appear to be no other improvements
over the first Genesis version of MK3. In fact, thanks to the
omission of Sheeva and the cheat codes from MK3, and the addition of
the impossibly hard Endurance Round from the original Mortal Kombat,
Ultimate Mortal Kombat 3 could actually be considered WORSE than its
predecessor. Thank you, Williams, for your latest and
not-so-greatest screw job yet. I hope you don't plan to treat
Dreamcast owners like this, although judging from what I saw of
Mortal Kombat Gold at this year's E3, I wouldn't bet against
it.