
Sonic reigns supreme in second outing
Ah, Sonic the Hedgehog. Sega’s top mascot has had a bit of a revival lately. From trilogy games on the Genesis and other systems developed by Sega and its competitors to comic books and various merchandise, cartoon series and two blockbuster movies, Sonic and Co. are living large. He reached a similar zenith in his second game — Sonic the
Hedgehog 2 — which also introduced fans to his equal-yet-unique partner, Miles Prower aka “Tails” (because he’s a two-tailed fox) who joins our favorite blue speedy demon in a new battle to stop Dr. Robotnik.
In Sonic 2, Sonic and Tails and their friends are enjoying peaceful days on West Island until Dr. Robotnik and his cronies arrive, kidnapping the inhabitants, and transforming them into robotic slaves. The slaves would help Robotnik search for the legendary Chaos Emeralds, which he plans to use to power his space station. With Robotnik’s latest threat, It’s up to Sonic and Tails to find the Emeralds to foil Robotnik and his dreams for world domination.
Gameplay in Sonic 2 is much like the first Sonic game, but with some new additions.
Each level or “act” (there are 20 in total) will have you bashing enemies and avoiding various hazards such as spikes and bottomless pits. While dashing through you must utilize some patience and timing to avoid these various obstacles. Sonic is still easy to control but he now also has a cool new trick called the Spin Dash. This lets him go even faster and take down more enemies. Tails has the same skills, but his two tails give him a little more flair.
Sonic 2 has the option of Sonic or Tails going after Robotnik alone or joining forces in either single- or two-player modes. Robotnik has some new allies in the form of a robotic monkey named Coconuts and a robotic crab named Thrasher whose shell is comprised of a pinball bumper. With Robotnik having new methods to attack and hench bots to carry them out, the usual powerups (Rings, Speed Sneakers, and invincibility) are vast and abundant, but Sonic and Tails can take advantage of a new power shield
that gives temporary protection against hits.
The graphics are of 16-bit quality, but they do an excellent job of shining, whether it’s characters or backgrounds. Each stage is bursting with high energy color; the Chemical Plant Zone, Metropolis Zone and the bonus stages are my some of my personal favorites.
I was pleased with Sonic 2’s music from beginning to end as it paired perfectly with the stages, beat by beat. The Green Hill, Chemical Plant, Casino Night and Mystic Cave zones hit the spot with special recognition for the Sky Chase Zone for its relaxing beats.
Sonic 2 is worthy of revisiting often, especially if you want to experience 16-bit gaming at its finest. There is no doubt that Sonic 2 would be a sure-fire hit game to introduce to a new generation of gamers looking to experience good old-school gaming.
Sonic the Hedgehog 2 is a certifiable banger in the annals of video game history. One of the best sequels ever released kept Sega in the 16-bit wars and gave us legendary Sonic gameplay that still holds up. Spin Dash on blue blur.

undeniably cool when you get down to it: Jet Grind Radio is the future.
looks phenomenal. It’s the first game to use this technique, and it set the standard in 2000 in terms of presentation. The backgrounds are also well done and inspire runs through the game. It’s clearly an early 2000s game, but that only portends good things about the Dreamcast and what it was capable of.
games, I instantly took to the basic punch, kick and jump mechanics. As you go through each enemy, you’ll get a power-up orb that literally says “Power-up!”; this made me think that Zeus came down and gave commands. On the third power-up, you’ll go into your actual beast mode, which consists of forms such as a dragon, werewolf, werebear, weretiger, and a golden werewolf, each with their own unique powers. At this point, I’m thinking that this game is the origin for the popular phase “Beast Mode.” At the end of each level, you battle Neff in various forms.
Altered Beast does have a few flaws: When you defeat Neff at the end of each stage, he somehow takes away your power-up forms as a last parting shot, which is obnoxious. Also, the brief intermission scenes are grainy, making it hard to understand what’s going on. On the bright side, the replay value is awesome for those who want to relieve the golden days of the Genesis and those who want side scrolling action with a mix of horror.
playing a game of catch with Pluto at the park. The ball gets thrown too far and Pluto runs off. Goofy and Donald chase Pluto and eventually disappear, leaving Mickey to search for them. Mickey tumbles down a cliff and finds himself in a strange magical land. After a bit of searching, a wizard appears to inform Mickey that Pete is a tyrant over the land and has captured Pluto. With that information, it’s now up to Mickey to save his canine companion and reunite with his friends.
While the story isn’t anything to really get excited about, the graphics are. They’re super lush and beautiful, with detailed sprites and abundant colors to brighten even the darkest of realms. The music is also appropriately bright, with a lot of similarities to the later excellent Aladdin soundtrack. It’s a Capcom music show so the soundtrack is at worst decent. The tracks do add a little something to the romp through locations, so the music is serviceable.

directions. The color palette is beautiful and the character animation shines. And, yes, even though Psikyo carried over Morrigan’s dog-tired sprite from Darkstalkers it still works here. You immediately know who she is, and it doesn’t look to terrible against the backdrops of bullet hell. The other characters look good for late ’90s animation. While the animation is good, the soundtrack is passing, if not a bit late ’90s mediocre. It’s not terrible, but it doesn’t standout. A single track caught our attention, which is 
you a choice of three warriors: Ax Battler, who wields a broadsword; Gilius Thunderhead, a dwarf warrior with a battle ax; and, an Amazonian warrior, Tyris Flare, whose weapon of choice is a longsword. These warriors were brought together by twist of fate thanks to an evil entity known as Death Adder, who has captured the kingdom of Yuria along with its king and his daughter. The three heroes have also lost loved ones at Death Adder’s hands and set off on their quest to destroy Death Adder and restore hope and peace to Yuria. 
hunter, go into the world to hunt monsters of all sizes. During your hunts, you’re using your wits and the environment to your advantage, careful not to faint too many times while working to take down a creature so that you may get new parts to craft gear and weapons. The crafting aspect is fantastic. The variety of gear and equipment that can be generated is off the charts, and there is nothing more satisfying than taking down a new enemy and obtaining new, more powerful gear. Capcom knew the essence of the high that comes from winning a hard-fought battle, loot, craft better gear and repeat. And they’ve captured that essence masterfully here with increasing incentives and nuanced pacing. Fighting never feels weird, and it quickly becomes second nature to swing your sword and make waves in battle. My only gripe here is that there is so much to learn with the battle mechanics and item crafting and usage that sometimes it gets overwhelming. Taking your time to read the tutorials and work through scenarios in training is the way to combat that. I’m pleased with this setup because I’d rather get too much information than not enough.
And, I want to especially highlight the impressive character creation suite. If I can create my own character in a game, I want bold and accurate tools to do so. Monster Hunter: World gave me that and more. I spent two hours with it alone and I still wanted to spend more time there. The wealth of options is outstanding, and I’m extremely impressed with the diversity found within. I can make a character that accurately looks like me with gorgeous options for hairstyles … or not. But I love the options given, and I can’t praise that feature enough.
base was attacked by disciples of Bilstein known as the Fourth Empire. With the Fourth Empire’s attacks toward Earth continuing, the Federation’s hopes rely on a project allowing plasma-powered users to activate their gifts on a whim. That project’s name is Star Gladiator.
backward in storyline to tell the story of the future. Street Fighter
roster, even the lower-tier characters.
Also adding value is the soundtrack, one of Capcom’s masterpieces. The game is set in the mid-to-late 1980s and it sounds appropriate to that era. Beyond the bangers for multiple characters — Sagat, Balrog and Juli/Juni instantly come to mind — even the narration deserves praise. It’s over the top but it fits perfectly. The soundtrack also works well with the graphics. The sprites are big and colorful as are the detailed and stunning stages. It’s one of Capcom’s better-looking games and is a massive improvement from the rest of the Alpha series. It almost looks like it belongs in an entirely different game series.


for its time, is good. The backgrounds are gorgeous in some stages, and the polygons are super blocky and polygonal. However, this was 1997, so it’s acceptable given what everything else polygon-based looked like at the time. Again, as Rival Schools was around at the same time, it’s comparable to that game but it doesn’t look quite as good. The soundtrack is passable, much like the graphics. It wasn’t impressive but it wasn’t terrible, either. It’s reminiscent of other Capcom fighters at the time, despite this not being developed by Capcom.