Last modified 2007/10/15.
The overriding criteria is how fun the game is to play, although control, graphics, and sound are also taken into account. |
Screen shots courtesy of Video Game Museum, GameScreenShots.com, NES Player, Video Game Advantage, Pro-NES, Moby Games.
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I happen to be a fan of the Friday the 13th slasher movies, and although this game is surprisingly sophisticated, it lacks the tension that made the films effective. You control six camp councilors that you move individually around Camp Crystal Lake. When you're not rushing to the aid of children in danger, you're exploring cabins to gather notes, weapons, and other helpful items. The start button brings up a helpful map that makes it easy to navigate the campgrounds. In addition to cabin-lined trails around the lake, there are also cave and forest areas that hold secret items. The gameplay is pretty original, but a few ill-conceived elements put a damper on the fun. When wandering around, you're constantly attacked by zombies popping out of the ground. Not only are these irritating, but they destroy any sense of suspense by making you numb to being attacked. I will admit however that I jumped a mile the first time a zombie jumped out of the lake! I wasn't ready for that one. Another problem with Friday the 13th is the first-person perspective used to explore the cabin interiors. Instead of making you feel "in the game", it just makes you feel like a rat in a cage. Jason is large and menacing during his frequent appearances, and you'll need to mix dodges with attacks in order to turn him away. I like how the time of day changes as you play this game, and if you're good, a single game can extend over several days. Friday the 13th is tough, but as you learn specific strategies you'll discover hidden rooms and encounter new dangers like Jason's mother. When all the councilors are deceased, the message appears "You and your friends are dead. Game Over." I guess "Thank you for playing" would not have been appropriate in this case.
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I'm not familiar with the G.I. Joe cartoon that this game is based on, but this game impressed the heck out of me. You begin by assembling a team of characters, each with their own weapons and firepower, and you can switch between these characters on-the-fly. Missions take you from exotic jungles to icy Antarctica, and each offers a unique challenge and a seemingly endless supply of adversaries. GI Joe's graphics are crisp and colorful, with detailed characters and huge bosses. The controls are dead-on, and the music is also exceptionally good. A password is issued for each level completed. If you're looking for some shoot-em-up action on the NES, GI Joe is the whole package.
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It would be hard to give Galaga anything less than an "A" considering it's practically identical to the classic arcade version. In fact, until I noticed some very subtle differences I thought I was playing an emulated version of the original! In case you're not familiar with this mega-popular shooter, it features bug-like aliens that circle around the screen before settling into formation. One distinctive feature of the game is the double-shot power-up, which was really the first of its kind. In order to obtain it, you must first allow one of your ships to be captured. It's a risky proposition, but rescuing that ship effectively doubles your firepower, allowing you to breeze through the "challenge" stages and earn crazy bonuses. This game is noticeably easier than the arcade version, so Galaga veterans are likely to tally some big scores. Holding down the fire button will allows for continuous shooting (and less wear on your thumb), but you'll fire twice as fast by tapping it. If you have a Nintendo Advantage joystick, this is an ideal game to use it with.
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It's hard to believe that David Crane, the genius behind the original Pitfall, came up with this sorry excuse for a game. Ghostbusters was a classic movie that should have made for a decent video game, but this thing is a colossal bore. For starters, you'll first need to raise money before you can even begin to do anything worthwhile. This involves driving down endless roads dodging cars and collecting items. Even the Ghostbusters theme gets old after hearing it loop a few times. By the time you actually start capturing ghosts, you begin to realize it wasn't even worth the effort.
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Let's face it, Ghosts and Goblins defies criticism. Not only is it fun and addicting, but it's spawned many fine sequels, including Maximo for the PS2. You play as an armored knight that can fire projectiles forward, backward, and straight up. Zombies and other creatures pour out of the woodwork as you forge through varied stages that include a graveyard, a burning village, mountains, and caverns. This is pure side-scrolling fun. The graphics provide plenty of variety, and the excellent background music plays a heroic refrain (much like the Genesis version). If there's one obvious complaint, that is that the game is too freakin' hard! The stages are short and you get unlimited continues, but it's still extremely difficult to make progress.
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As much as I wanted to like this game, my conscience prevents me from grading it higher than an F. Ghoul School looks great on paper but doesn't play well at all. You control a punk kid trapped in a school crawling with all sorts of creepy monsters. A few of these tend to be quite imaginative and detailed, like the red creature with the huge eye. A toe-tapping tune plays as you wander the halls and classrooms, collecting the items needed to defeat various monstrosities. Unfortunately, the school is a confusing maze consisting of hallways, stairs, and doors that all look exactly alike. The room numbers aren't even consecutive or logical! As a result, you end up wandering aimlessly until you stumble upon a key item (like spring shoes) or weapon (bat, towel, gun). The combat aspect is awful. The pathetic weapons have such an incredibly short range that you'll be limited to repetitive "hit and run" attack patterns. Adding insult to injury, the controls are less than responsive and you're constantly being tossed around. I like the concept behind Ghoul School, but the execution is a mess.
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I've always been a fan of those old Japanese monster movies, but Godzilla for the NES is just plain bad. The graphics are decent (despite some serious flicker), with characters pulled straight from the films, including Mothra (your weak ally), Gigan, Mech-Godzilla, and that big squid-looking thing. The gameplay involves taking turns moving Godzilla and Mothra around a hex-map (huh?) while attempting to wipe out all the enemies on the board. When you move to an empty space, you're forced to play a side-scrolling "city" level with everybody and their mother bombarding your slow ass with missiles. Your best bet is to just keep moving, because the missiles don't inflict much damage - they just slow you down. Get used to this ordeal, because you'll have to endure this painful stage every turn! That's right - even when you land on a monster's location, you must relive the same painful experience before the actual confrontation ensues. The battles themselves are a joke, consisting of both monsters floating in black space and smacking each other until somebody runs out of life. Even the music is dull and repetitive.
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It would be easy to be critical of this relic of a golf game. You can only aim in 45 degree increments. All trees are out of bounds. The screen doesn't indicate the range of your club, or even the ball's proximity to the hole. But despite having to perform the distance calculations in your head, Golf is actually pretty fun! The swing meter is not unlike those found in modern golf games, and you can at least partially compensate for the coarse aiming controls by applying a draw or fade to your shot. Putting is tricky however, because the greens tend to be very fast. The overhead view of the hole is terrific, and the course is challenging and interesting in design. The game moves along at a brisk pace, allowing you to play 18 holes in just a few minutes. Not bad, all things considered.
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I love the 1985 film "The Goonies" (who doesn't?), but this video game adaptation is a confusing mess. You control little Mikey attempting to rescue his six Goonie pals from the evil Fratelli family. At first glance, the game looks awfully generic as you hop around platforms in a large house while fending off giant spiders with a giant yo-yo. Underground you'll find a huge maze of floating platforms, doors to new areas, and creeps that materialize out of thin air (that sucks). Upon entering one of the many doors, the game changes into a pseudo-3D, first-person dungeon crawler not unlike the early Dungeons and Dragons games. In this mode you'll find helpful items, uncover clues, and talk to mysterious figures who don't seem to know why they're in the game ("I'm Eskimo. There's nothing here."). This 3D aspect breaks up the monotony, but navigating the mazes is confusing as hell! Even the 2D areas look so similar that you often can't tell if you've entered a new area or returned where you came from. I gave Goonies II the benefit of the doubt until I stumbled upon the slippery "ice" area, complete with walruses, Eskimos, and penguins! I sure as hell don't remember that from the film! Clearly the highlight of Goonies II is its excellent rendition of the movie's theme song "Goonie R Good Enough" (originally performed by Cyndi Lauper). It's catchy as hell, but sadly, this game is not good enough. Not even close.
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Do the words "Best light gun game ever made" mean anything to you? That's exactly what was running through my mind while playing this innovative and genuinely fun shooter. With its "capture the flag" gameplay, Gotcha The Sport is not unlike paintball (was that even around in the 80's?). The control scheme is unique, requiring you to use the control pad with one hand while firing the gun with the other. The pad is used to scroll the screen until your opponent's flag comes into view. Once you acquire it (by shooting it), you must scroll all the way back to return it to your base. In the process, you're constantly being shot at by enemies ducking behind obstacles and hiding in trees. Picking these guys off can be tricky, although the lack of accuracy can be partially attributed to the Nintendo light gun. The game is over when you run out of ammo, so be sure to shoot any "ammo packs" you come across. Keep in mind that enemy soldiers can also snag your flag! Use your scanner to locate the guy who has it, and shoot him to get it back. It's interesting how LJN went to great lengths to downplay the violence angle. For one thing, all your opponents wear protective gear (including goggles). When shot, orange paint splatters across their chest, and they simply run off the battlefield. Oddly enough, when you get shot, you see a big red splotch (I told you to wear that protective headgear - but noooo!). Gotcha's three stages include some colorful scenery, including a lush green forest level with scenic waterfalls, and a city stage with boarded-up buildings. But the third stage is by far the best, with its bright white snow and gorgeous blue mountains. The lounge music on the intro screen sounds a bit out of place, but otherwise the soundtrack is absolutely superb. Gotcha is a fun game that rekindled memories of playing "guns" as a kid.
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This classic side-scrolling was extremely influential on the shooting genre. Gradius is a difficult space shooter, but also insanely addictive. One aspect that sets the game apart is its innovative power-up system. As you destroy enemies, they produce icons you can "cash in" for new weapons or abilities. The more you collect, the better the available power-up. But no matter how much firepower you've accumulated, once you crash, you lose everything. A well-designed shooter with superb graphics and audio, Gradius stands the test of time.
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SNK's knack for creating fast-action shooters is on full display in the amazing Guerilla War. I've always been a fan of Rambo-style games like Ikari Warriors, but this one-man-army game really ups the ante with tight controls, lush graphics, and pacing best described as "frantic". You are a soldier forging his way through well-fortified beaches, villages, rivers, and sewers. Like Rambo, you gun down legions of enemy troops, toss grenades to clear out barriers, and commandeer tanks. Guerilla War plays almost exactly like Ikari Warriors and Rambo, but it's about ten times faster. Some of my friends thought it was too hectic, but not me. The action never lets up despite a crazy amount of sustained screen activity. There's no shortage of firepower, as even the default gun lets you spray bullets liberally. Other weaponry includes machine guns, rocket launchers, and devastating flamethrowers. Side effects of the ample mayhem include occasional flicker and "break-up" in the graphics. It's a small price to pay however, as Guerilla War delivers one of the most exciting shooting experiences you'll find on the NES. The only thing preventing you from blasting everything to oblivion are the tied-up hostages that frequently appear. Picking them up will net you a cool 1000 points, but accidentally shooting them deducts 500 points from your score. Some enemies are a bit cheap, leaping into the fray as if they were on pogo sticks! If you grab a friend you can double the mayhem and compete for high score (which is not displayed until after the game). Guerilla War's musical score isn't great, but its chaotic layered melodies are still impressive. You may have a tough time going back to Ikari Warriors after playing this buck-wild blast-a-thon.
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Ultra took a few liberties with this "semi-classic" space shooter, incorporating oversized sprites, boss stages, and even a special weapon. In this case, it would seem that more is less. Gyruss is played by moving a ship around in a circle as aliens scale in from the edge of the screen before settling into the center. Like Galaga, there are "double-shot" power-ups and "chance" bonus stages. Two control schemes are available, and they both work pretty good. The lively musical score includes a piece by Sebastian Bach, and no, I'm not talking about the guy from Skid Row. Gyruss was challenging and addictive in the arcade, but this watered-down version can't even hold its jockstrap. This NES edition is so excessively easy that it's a bore. You get five lives, and there's only one lame difficulty level. Unless you absolutely suck, you'll lose interest in the game far before you go through those five lives! The swirling aliens are huge compared to the original game, but that just makes them easier to shoot (it's hard to miss really). In addition, they are totally harmless as they make their initial entrance. Every few stages you'll encounter an unimaginative boss, usually taking the form of four connected pods (oh brother!). You also have a limited number of "super shots", but who even needs them? Ultra was clearly trying to "beef up" Gyruss for the NES, but they inadvertently butchered it instead.
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While simplistic, this light gun game does add a few wrinkles to the standard "Duck Hunt" formula. The first variation places you in a shooting gallery with cardboard figures that appear three at a time. You'll want to shoot the dirty crooks but hold your fire against the woman, professor, and policeman. In general it's pretty dull affair. The second variation places the figures in side-scrolling urban scenery, which spices things up a bit. But the third stage really steals the show. In this one you repeatedly shoot tins cans that appear on the right side, keeping them in the air long enough to have them land on ledges on the left. Each ledge has a different point value, so it's a nice combination of skill and strategy. Hogan's Alley isn't bad for a light gun game, but it certainly won't have you hooting and hollering and keeping the neighbors up all night.
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Many Nintendo fans consider Ice Climber a legitimate classic, but I don't see it. This is a very generic platformer, and its gameplay is middle-of-the-road at best. You control one of two small hammer-wielding Eskimos attempting to scale a series of breakable floating platforms. Some platforms extend all the way across the screen, so you'll need to punch holes in them by banging them from below. Red and white birds attempt to thwart your efforts, but these are slow and easy to knock down with your hammer. Boy, it sure is frustrating when they fill in the holes I've worked so hard to make! Ice Climber's screen scrolls vertically as you make your way up, and reaching the top initiates a short bonus stage. Ice Climber's bright graphics are cute and arcade-like, but the droning background noise is monotonous. Even more annoying are the unforgiving controls. Jumping straight up is no problem, but jumping sideways enough to catch the next ledge is hard unless you have some momentum. Maybe that's just how the controls were designed, but that doesn't mean I have to like them. Ice Climber does offer two-player simultaneous play, but I didn't find it to be any better than the single player mode.
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It's not in the same league as Blades of Steel, but Nintendo's Ice Hockey offers its own brand of entertaining gameplay. It's a kinder, gentler hockey game with simple graphics and small, cartoonish players. Before each game, you can customize each of your player's physiques to be skinny, fat, or medium. The skinnier guys are faster but less powerful, so you'll want to build a team that best reflects your playing style. The bright, attractive ice rink scrolls from side to side. Passing and shooting the puck is fairly easy, but it's hard to tell what players you control on the defense, since he only flashes faintly. Controlling your goalie is surprisingly easy, even in the midst of the frantic action. Ice Hockey's gameplay is wide-open and fast-paced, and the computer opponent is tough. The game is also famous for its catchy background music and zambonis that polish the ice during intermissions. It may take a back seat to Blades of Steel, but Ice Hockey is still a winner.
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This addictive vertical shooter plays much like Rambo (Sega Master System) and Front Line (Colecovision). One or two buff soldiers forge their way through enemy-infested jungle environments while laying down fire, tossing grenades, and commandeering vehicles. Your bullets are large and somewhat slow, but the responsive controls allow you to spray them with extreme prejudice. The grenades make it possible to destroy bunkers and vehicles, but the real mayhem occurs when you hop into a tank or helicopter and recklessly unleash missiles. In terms of difficulty, Ikari Warriors is no cakewalk, and I'd advise you to keep moving forward. Enhancing the action are lush jungle scenery and a superb musical score that's sure to bring back memories for many long-time gamers. The only poor aspect of the game lies in its embarrassing "death" animations, which are hands-down the worst ever seen in a video game! When shot, the pudgy enemy soldiers appear to float away while shaking their extremities as if they're dancing! My friend Scott best described them as "Pillsbury dough boys on crack". Besides that aberration, Ikari Warriors is a fine shooter that spawned two sequels.
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After all the jungle-shooting action of the first Ikari Warriors, imagine my surprise when I discovered this sequel takes place on distant planets! The gun-and-grenade gameplay is the same, but the appearance of the game has changed drastically. Apparently our heroes spent a lot of time in the gym since the first game, because they look absolutely huge! But while their increased size makes them look more intimidating, it also makes them bigger targets. And if you thought the first game was hard, this one is nearly impossible! And get this - you only get one life! Hey, at least it's realistic. Don't worry - there's a simple button sequence that allows you to continue indefinitely: A, B, B, A. Ikari Warriors II is much deeper than its predecessor. You can purchase items at shops and you'll occasionally employ strategy like blasting through a rock wall. There are even a few bonus levels that resemble skeet-shooting. The graphics are more detailed with larger sprites, but there's ample break-up and it's hard to figure out what some of the "aliens" are supposed to be. The music is first-rate, but that voice synthesis is incomprehensible! Who can understand them with all of that static? And another thing - why is it necessary to sit through black screens between stages? Is the game loading? Ikari Warriors II is an ambitious title, but it can't quite match the first game in terms of fun. Note: For a good laugh, check out the screens appear after the game ends.
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This third and final chapter of the Ikari Warrior saga provides yet another dramatic turn. This time our heroes are back on earth, but they are completely unarmed and forced to perform hand-to-hand combat. At first it seems to work pretty well, using one button to punch, one to kick, and both to execute a jump kick. One thing that stinks however is the fact that you can't attack diagonally. Punches seem much more effective than kicks, and the action is repetitive. The soldiers in the later stages differ from the earlier ones only in that they require more punches to defeat. Occasionally several enemies will leap out in unison in what appears to be a choreographed dance number! Cheesy! I was hoping my soldier would acquire a permanent weapons somewhere along the line, but it never happened. The graphics are noticeably cleaner than previous Ikari games, with more lifelike characters that appear less pudgy. The awesome first stage looks spectacular with its green jungle scenery and sparkling blue water, but after that you have to forge through endless warehouse stages! What's the deal with that? Ikari 3's soundtrack is also lackluster. Unlimited continues are provided, perhaps in response to the overwhelming difficulty of the previous games. I think it's safe to say that Ikari Warriors 3 is my least favorite chapter of the trilogy.
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For the record, I happen to be a huge Indiana Jones fan. Unlike most fans however, my favorite film of the trilogy is the dark, brooding Temple of Doom. So when I sat down to play this abysmal pile of horse [expletive], I was more than a little bit disappointed. Temple of Doom takes place in a series of underground caves with platforms and lava pits. Equipped with his trusty whip, Indy fights bad guys, rescues kids, and collects stuff. I like how Indy can swing between ledges using his whip, and being able to ride mine carts is also pretty cool. That's where the fun ends, however, due to the game's over-emphasis is on tedious jumping and item collecting. The jumping controls are confusing as hell, and each stage is strewn with annoying conveyer belts and lava pits. Your primarily objective is to free enslaved kids in the form of yellow faces peering out of holes. Temple of Doom's graphic quality falls somewhere between butt-ugly and vomit-inducing. The scenery looks utterly repulsive, and the animation is so rough you may want to avert your eyes. The fighting aspect feels like a complete afterthought. You can subdue bad guys with your whip, but all too often they hop on your head before you can even react. Worse yet, these thugs bear a striking resemblance to Michael Jackson (check out the red jackets). Even Temple of Doom's audio stinks. The title screen music features that familiar Indy theme song, but the background "music" in the game sounds like a bunch of randomized tones. Indiana Jones Temple of Doom is so bad that it made me want to rip someone's heart out, tie them to a metal rack, and lower them into a lava pit. If I ever play this game again, it will be too soon.
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After being disgusted by Temple of Doom, I didn't think The Last Crusade had anywhere to go but up. I was so naive! Indiana Jones and the Last Crusade is an atrocity of outrageous proportions. The graphics are horribly grainy and the first stage is rendered in two colors! This has got to be the ugliest game I've ever seen on the NES! Indy himself looks even goofier than he did in Temple of Doom, if that's at all possible. The Last Crusade movie provided more than enough ideas for interesting stages, but this game even makes jumping cars on a circus train seem dull! The controls are so stiff that I felt like I was controlling C3PO. Not only are you exposed to one cheap hit after the next, but many hits are impossible to avoid! The levels tend to incorporate a lot of rope climbing - sort of like Donkey Kong Junior minus the fun. Enemy soldiers mindlessly pace to and fro, and the lame fighting amounts to trading punches until someone collapses. Last Crusade is truly a pathetic piece of trash, and for a 1994 game (by LucasArts no less), it has absolutely no excuse.
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This high-octane isometric shooter has some of the finest visuals I've ever seen on the NES system. Not only is the game exceptionally fun, but I can't recall playing anything quite like this before. You control the heavily-armed dude named Max Maverick defending a planet invaded by aliens. Amassing crazy firepower as you progress, you'll systematically blast your way through hordes of monstrosities and robots of all shapes and sizes. You start off on foot, but later get to ride motorcycles and hovercraft. Navigating each stage is tricky, as your path is strewn with ruins, pits, and acid pools. In addition to rapid-fire shooting, you can somersault out of harms way, and unleash a barrage of bombs while in mid air. Power-ups are all over the place, so apply them liberally. Aliens assume a wealth of interesting forms so the game never feels repetitive or monotonous. The graphics are crisp and the frame-rate holds up very well. The electronic musical score is equally outstanding, with its upbeat rhythm and catchy melody. Isolated Warrior features seven lengthy stages, and provides both passwords and continues. For most stages, a fully powered-up "wide-angle" weapon will practically obliterate everything in sight, and I have to admit it feels a bit cheap as you wipe the screen with that thing. For boss encounters, you'll want to switch to the more-concentrated "straight fire" weapon. Isolated Warrior is one of those tight NES shooters that draws you back again and again.
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Ah yes - here is another superb military shooter for the NES. In most one-man-army games you can only control vehicles at certain times, but in Jackal, you play the entire game in a jeep! It's quite maneuverable, giving you the added advantage of being able to run over enemy soldiers (which I highly recommend). It's satisfying to hear them "squish" under your tires! The B button is used to fire your machines gun, and these always fire towards the top of the screen, giving you a nifty strafe capability not found in many NES titles. The A button launches rockets and grenades, which always fire in the direction you're facing. As you forge through desert forts, Greek ruins, and rocky canyons, you'll contend with cannons, roving tanks, boats, and fire-breathing statues. The stages are sizeable and scroll sideways in addition to up and down. There are enough enemies to create crossfire traps, but nothing insurmountable. The one cheap aspect of the game is the way enemy vehicles sometimes appear suddenly as you're pushing against the side of the screen, making them hard to avoid. Jackal also has a rescue element reminiscent of Choplifter. Upon blowing up enemy buildings, captured soldiers emerge from the wreckage. You'll can pick them up and transport them to a helicopter pad, but you only score points by delivering them safely. This adds depth to the gameplay, as you tend to be less reckless when transporting cargo. Jackal not only provides excellent solo play, but a friend can join in for some two-player simultaneous action. The pacing is a bit slower and more deliberate than similar games, but also more satisfying. Even the military-style background music is appealing. I can absolutely recommend Jackal to all NES shooter fans.
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As a huge fan of the original movie, I was hoping this video game might capture some of the tension and suspense that made the film so great. No such luck! Jaws plays like a second-rate shooter, and an annoying one at that. You begin by guiding your boat around an overhead map. Unlike the film where the characters were stranded in the open ocean, the sea is chock full of islands and rocky areas, making it look more like a maze. The controls that guide your boat are awkward, making it easy to take a wrong turn. Periodically you're alerted that "you've hit something", causing a "diver screen" to appear as your character is tossed into the water underneath the boat. Manta rays, jellyfish, and occasionally sharks move back and forth across the screen, and shooting these creatures yields sea shells and bonus points. Should you gather enough shells, you can trade them in for "power-ups" at the ports. In time, you'll gain enough power to face down Jaws, but it's a very lengthy and repetitive process. You'll have numerous run-ins with Jaws in the meantime, but he's not very intimidating and surprisingly easy to avoid. The most annoying aspect of this game is how it constantly kicks you back to that damn diver screen, especially as you're just about to reach a port. A bonus stage lets you drop bombs on jellyfish from a plane flying over the water, offering a nice change of pace. Jaws might hook you for a little while, but extended play will have you wondering if this game is really worth your time.
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I was raised on the Atari computer version of One on One (with Larry Bird and Dr. J), so when I fired up this cartridge, I was shocked. Instead of blocky characters with oversized heads, the players are finely detailed and realistically animated. The options menus is loaded, allowing you to select players, customize the rules, and even adjust the length of the game. Slam-dunk and three point shooting contests are also available. I was seriously stoked about this game - until I started playing it. Man, there are so many issued with this, I don't even know where to begin. First of all, Larry Bird can't dunk at all, so one player must always settle for jump shots (yawn). Jordan's slam-dunk moves look awesome at first but quickly wear thin. Defense is non-existent. Although the defender can swat at the ball and jump, neither are the least bit effective. In other versions of the game, jumping under the hoop increased your chances of pulling down a rebound, but in this game the ball bounces so far off the rim that you're better off waiting on the outside. The penalty calling is a joke, with blocking calls that seem to be at random. How can you be called for a traveling violation while still in the air? And how could you be called for a charge while running away from your opponent? Last but not least, each period immediately ends when the clock expires - regardless of whether a shot is in the air. Can you imagine shooting the game-winning shot at the buzzer and never getting a chance to see it go in? That's the kind of basketball experience you'll get with Jordan Vs. Bird One on One.
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Journey to Silius isn't particularly bad in any way, but there's nothing special about it either. It's your standard side-scrolling shooter set in a futuristic world of spaceships and robots. You control a kid out to avenge his father's death. The shooting action is pretty mediocre, only slightly improved by the fact you can collect and switch between weapons. The scenery is clean but sterile and uninteresting. The single highlight of the game lies in the first stage, where you can see cannons firing in the distance before their shots rain down in the foreground. If only the rest of the game was so innovative. The futuristic music is well done, but after repeated plays Silius feels more like an ordeal than a journey.
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I really should have loved this game, but I couldn't quite sink my razor-sharp talons into Jurassic Park. The game is played from an isometric (tilted overhead) perspective as you guide a pudgy dude around a virtual Jurassic Park crawling with small dinosaurs. You'll escort people to safety, collect dinosaur eggs, shoot attacking carnivores, and operate computer terminals to open gates. Jurassic Park's graphics are rendered in a cartoonish style, but some of the larger dinosaur bosses (like the T-Rex and Triceratops) look quite imposing. The outdoor environments do a fine job of recreating the high-tech fences and control centers depicted in the film. Take caution when walking near trees or bushes - you never know what's going to pop out (hint: it's a dinosaur!). The indoor areas are less interesting; usually just a maze of generic rooms. The controls are responsive, but aiming is tricky and your ammo is limited. A catchy musical number compliments the crisp graphics. I like the general concept of the game, but it's tainted by a few idiotic design decisions. First of all, many of the "mystery boxes" turn out to be traps that spell instant death, and you'll only know which ones are deadly through trial and error. There's also too much computer terminal interaction which really slows things down. Finally, the difficulty level so steep that even surviving the first stage is a major feat. I loved the Jurassic Park movie, but this game is a bit too frustrating for my tastes.
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With all due respect to this early pioneer of one-on-one fighting games, Karate Champ hasn't aged well. The game features two fighters and a scorekeeper presiding over the action. The graphics are plain, but it's the animation that really kills this game. The fighter movements are extremely choppy, and the jumps are ridiculous. The control is terrible in general with hard-to-execute moves and fighters that tend to get stuck facing the wrong direction. Karate Champ may have been intriguing in 1986, but for those of us who cut our teeth on Street Fighter II, there's no turning back.
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This is one of the few movie-based NES titles that manages to capture the spirit of the film it's based on. Even if you didn't enjoy the old flick with Ralph Macchio and Pat Morita, you're still bound to become addicted to this side-scroller. It begins with a series of one-on-one kung-fu matches, where you must prove your worth in front of an audience. You can punch and kick high and low, and there are two special moves that you'll want to save for critical moments. One is the "drum punch", which lets you unleash a flurry of punches, and the other is the devastating "crane kick", which fans will remember from the film's climax. Starting with the second stage, Karate Kid turns into a more conventional side-scroller, as you jump between platforms while beating up thugs who all shop at the same clothes store. Occasionally you're awarded a bonus item which endows you with a special move or replenishes your life meter. The third stage complicates matters with harsh weather conditions and flying objects like birds and sticks. With so many projectiles you tend to get knocked around a lot, making it difficult to maintain control. Getting caught up on the scenery is also be a problem. The final stage takes place in some castle ruins, culminating with an encounter with a boss named "Chozen". Peppered throughout the game are fun bonus stages that challenge you to avoid a swinging hammer, crush ice blocks, or catch flies with chopsticks. Despite its control flaws, I had a great time playing Karate Kid. It requires more technique and offers more variety than your typical side-scroller. Fans of the movie should be pleased.
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I've played a lot of volleyball games in my time, and Kings of the Beach is only the best classic volleyball game of all time! Its graphics are terrific, with scenic backdrops and well-defined players. Okay, one guy looks like he's wearing a diaper, but work with me here. A brilliant control scheme lets you spike, block, and even dive for the ball. One problem that plagues many volleyball games is the ability to get your player into proper position to hit the ball. Kings of the Beach addresses this issue by stopping your player once he's moved into the correct spot, and that makes all the difference in the world. There's even a training mode to help you learn the moves. Volleyball is all about teamwork, and this game makes it easy to cooperate. Grab a multi-tap to form teams, or join forces with a friend to challenge a CPU-controlled team! Kings of the Beach is easy to play, but mastering it is another story, and the CPU opponents are no joke. So if you're in the mood to run around in the sand and spike a ball into somebody's face, I can't recommend this game enough.
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Kung Fu may have set the world on fire in 1985, but those days are well done. Controlling a black belt warrior (who appears to be wearing high heels), you must dispatch an endless parade of enemies in a Japanese temple. You're limited to the standard punch, kick, and jump-kick moves. In the first stage, most foes are idiots easily dispatched with simple high kicks. The occasional weapon-trained ninja will require some strategy to defeat, but not much. The second stage incorporates a traps and tiny dragons, and the cheap hits come early and often. Kung Fu is not particularly fun to play. Its clean graphics and surprisingly good sound effects (including some voice clips) make it bearable, but its gameplay is dated and silly.
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This revolutionary title brilliantly combined hack-n-slash action with RPG-style adventure, challenging both your mind and reflexes. It was also the first cartridge to feature a battery backup. So has this 1986 classic managed to stand the test of time? Yes! Playing it for a first time in many years, it struck me how unlike contemporary Zelda adventures, this one doesn't "hold your hand" through the first stage or two. No, you're tossed straight to the wolves from the very start! You'll die repeatedly before you gain enough strength to defeat monsters, but stick with it, because the game gets easier and more interesting as you progress. Zelda's world is a rectangular patchwork of screens with forest, desert, water, and mountain environments. Scattered throughout the landscape are wandering monsters, multi-level dungeons, merchants, and wise men that offer advice (like "walk into the water fall"). When your life meter is full, your sword can fire projectiles, making combat a heck of a lot easier. It's fascinating to see how so many of the weapons, monsters, and musical themes in this game have endured throughout the entire series. Legend of Zelda may be timeless, but it does lack the polish of subsequent chapters. It's annoying how monsters materialize briefly after you enter a screen, leading to some really cheap deaths. Upon reaching the edge of the "world", the screens start repeating in a confusing manner. Money is hard to scrounge up, and I would not recommend playing the gambling mini-games. Despite these quibbles, the Legend of Zelda is almost as fun to play now as it was back in the day. Plus, it's kind of refreshing to play a Zelda game that you can finish in a weekend.
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Lengendary Wings is a curious shooter with average gameplay. Your winged character looks like a transvestite with his red shorts and pink boots (c'mon!). The gameplay offers a mix of horizontal and vertical stages, and in addition to shooting you can drop bombs (a la Xevious). Legendary Wing's graphics are generic and I didn't find the creatures to be particularly exciting. Some require multiple shots to destroy, but there's no way of knowing how much damage you've inflicted until they blow up. Power-ups are key to this game, and you won't get far without them. Unfortunately, they're few and far between, and if you don't snag the first one you may as well hit the reset button. A two-player simultaneous mode is included, but its slowdown is aggravating. Legendary Wings isn't all bad, but shooting fans can do better.
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If there was ever a single title in the history of video games that begged for two-player simultaneous action, it was Lethal Weapon for the NES. You'll recall that the movies feature Mel Gibson and Danny Glover as a mismatched pair of police partners, fighting the bad guys side-by-side. Well, you'll get none of that in this game. No, you can only play as Mel or Danny, which is inexcusable in my book. The gameplay involves systematically punching, kicking, and shooting your way through endless generic goons. One thing I noticed right away is that punching is just as effective as shooting, if not more so! The bad guys are awfully predictable. Just stand in front of the dark doorway and punch like a madman, and these brainless henchmen will walk right into your furious barrage. Adding insult to injury, they don't even fall over - they simply blink briefly and disappear. The most annoying criminals are the ones who pop out of manholes. Since your normal attacks are too "high", you can only strike them jump-kicks. Also annoying is that damn helicopter that shows up every five minutes. Defeating it always requires the same strategy - pick up an unexploded hand grenade and loft it into the air. The first stage is set in a park with shacks and tree houses that look awful. The scenery does improve later as you move into a restaurant-lined waterfront. Still, there's no interaction with the scenery (except for the occasional brick), so the action is monotonous. The "music" (if you want to call it that) is unpleasant and loops endlessly. Even die-hard Lethal Weapon fans will have a hard time getting excited about this cookie-cutter side-scroller.
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This superb shooter is a direct precursor of the popular Thunderforce games on the Genesis. Lifeforce features vibrant graphics, terrific music, and thoughtfully designed levels. As in Gradius, you collect pods and cash them in for a variety of power-ups. A single weapon isn't too powerful on its own, but as you accumulate weapons, you amass some significant firepower. The bosses are wonderfully imaginative, including a huge brain that sprouts appendages and eyeballs! Life Force is thoroughly addicting and a long-time favorite among NES fans.
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This charming little game challenges you to solve increasingly complex puzzles in a series of castle rooms. You control Lolo, a loveable blue ball with two big eyes. Each screen-sized stage requires quick reflexes and thoughtful strategy as you slide blocks, avoid monsters, and use power-ups to open the single chest in each room. You can the view the layout of each room before each stage, and you'll want to use this opportunity to formulate your strategy. To solve most puzzles, you'll need to perform a series of moves in a specific order, and if you mess up, you might not be able to correct your mistake! At that point you're forced to hit "Select" to forfeit play and restart the stage. Upon depleting your lives, a password is provided, and you can immediately continue where you left off. It's easy to get caught up in Lolo's addictive gameplay. Some of the puzzles of quite ingenious, and the graphics aren't bad either. The controls are crisp and responsive, and the heroic musical score is also very good. Lolo's innovative gameplay earned it legions of loyal fans and prompted two sequels.
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