Dynamite Headdy — Issue 51

A slight headache

Dyna­mite Head­dy is a jum­bled mess of hit or miss eclec­tic ideas

In the 16-bit era, the Gen­e­sis was the first shot fired in a decade’s war against Nin­ten­do for the atten­tion of teenage gamers and the cold hard cash of gamers’ par­ents. While Sega had Son­ic as a mas­cot to counter Nin­ten­do’s Mario, there were many unique char­ac­ters Sega had in their sta­ble ready to bat­tle with Nin­ten­do if Son­ic need­ed to take a break. One of those char­ac­ters was mem­o­rable for chang­ing the plat­form genre. His name was Head­dy, and his debut game Dyna­mite Head­dy was his big break.

Dyna­mite Head­dy tells the sto­ry of Head­dy, a star pup­pet in the Trea­sure The­atre Show. Head­dy’s loved by every­one except his rival, Trou­ble Bru­in, who believes he should get top billing. In addi­tion to reduc­ing Head­dy’s pop­u­lar­i­ty, Trou­ble is a hench bearcat for the evil Dark Demon whose goal is world dom­i­na­tion by con­vert­ing oth­er pup­pets to his grow­ing army of mind­less min­ions. With inno­cent pup­pets and the future of the the­atre in jeop­ardy, it’s up to Head­dy to stop Dark Demon and Trou­ble’s nefar­i­ous plans. 

I’ll admit the graph­ics are like a chil­dren’s pup­pet show but they are pre­sent­ed in a way that’s col­or­ful and engag­ing. Trea­sure did an excel­lent job with the pre­sen­ta­tion, keep­ing the sto­ry of the game sim­ple. I did, how­ev­er, dis­like how Trea­sure played with pro­mot­ing the game and placed ads for their oth­er prod­ucts front and cen­ter as I played through the first stage. It was super tacky and did­n’t real­ly help the game in any way.
The con­trols are slight­ly sim­ple thanks to the options screen allow­ing you to con­fig­ure a con­trol scheme. How­ev­er, the con­stant switch­ing heads and keep­ing up with what but­ton does what invoked anger with­in me many times. In the­o­ry it looks sim­ple, but the exe­cu­tion is off. It’s a lot to remem­ber once you get going and drags down the platforming.


The music in the game is OK, hav­ing its ener­getic and for­bear­ing doom moments but it’s gener­ic enough to get by. I did feel though, some­times with Dyna­mite Head­dy, that the com­posers were pres­sured to out­do Super Mario World to see which game could have the cutest game music instead of keep­ing focus on how the music could be paired prop­er­ly with each stage. 

One of the more non­sen­si­cal and cringe-wor­thy moments that stuck out to me was nam­ing each stage after well-known movies and pop cul­ture series. Toyz in the Hood, Stair Wars, Far Trek and Ter­mi­nate Her Too were named after the movies Boyz in the Hood, Star Wars, Star Trek, and Ter­mi­na­tor 2. Don’t get me wrong, I under­stood that Trea­sure was try­ing to seize the moment but should have found oth­er ways to accom­plish the task because it came off as goofy and grat­ing, not cute.

Dyna­mite Head­dy is an inter­est­ing and high­ly orig­i­nal game that takes chances and some­times suc­ceeds and some­times falls flat. The orig­i­nal­i­ty was obvi­ous­ly a sell­ing point because Dyna­mite Head­dy’s lega­cy endures on main con­soles and Steam. There are some neat con­cepts here, but some­times it needs to get out of its own head.

Chakan: The Forever Man — Issue 51

A for­ev­er mediocre mess

Mix of RPG and mag­ic can’t save Chakan from ter­ri­ble fate

As Sega and Nin­ten­do fought for more ter­ri­to­ry in the final arc of the 16-bit era, Sega tried to stick with new orig­i­nal prop­er­ties in unre­al­ized gen­res. I recent­ly was rein­tro­duced to Chakan: The For­ev­er Man, a game with a cool orig­i­nal theme that did­n’t grow to the poten­tial that devel­op­er Extend­ed Play Pro­duc­tions envi­sioned. I would even dare say that with its dark theme, it could have been the Gen­e­sis’ answer to Castl­e­va­nia, which lat­er appeared on Gen­e­sis. How­ev­er, dark and spooky does­n’t equal great.

Based on Robert Kraus’ com­ic book series, Chakan is what hap­pens when the super­nat­ur­al meets a leg­endary swords­man. You take on the role of Chakan, a leg­endary swords­man with blade and spell skills who boasts he can defeat Death with­out any prob­lems. As a result, Death chal­lenges Chakan to a duel to the death stat­ing if Chakan wins, death will grant him eter­nal life. The bat­tle end­ed with Chakan vic­to­ri­ous and Death, keep­ing his promise with a sin­is­ter twist: While Chakan won eter­nal life, he is now tasked with elim­i­nat­ing all evils of the under­world. With the heavy bur­den of ever­last­ing life upon him, Chakan must embark on a right­eous requiem to earn eter­nal rest. 


The graph­ics in Chakan are the usu­al fan­fare for 16-bit sys­tems. The theme of super­nat­ur­al bat­tle would be a mean­ing­ful change for a Gen­e­sis game that could have been expand­ed on, but the graph­ics placed the game at an unfair dis­ad­van­tage because they are so bland and bor­ing. Despite the hand­i­cap placed on the graph­ics, the music sticks to the game’s theme of fight­ing demons and per­fect­ly pairs the music to each stage.

Con­trol­ling Chakan is easy but can be cus­tomized. Chakan has a spe­cial spin attack like Son­ic the Hedge­hog and can use fire and oth­er ele­men­tal attacks using alche­my potions. My prob­lem with the con­trols is obvi­ous­ly imme­di­ate­ly: the Gen­e­sis con­troller has too many func­tions. Every­thing from move­ment to weapons and alche­my is time-con­sum­ing and a test of my patience.

While it’s a neat con­cept game, Chakan isn’t great at all. The many prob­lems real­ly start with the lack of hind­sight to hire Kraus to con­sult on game devel­op­ment. This would have allowed more insight into the char­ac­ter. It’s also frus­trat­ing that Chakan’s time lim­it pre­vent­ed me from locat­ing his spe­cial weapons. Also, the var­i­ous sym­bols rep­re­sent­ing alche­my were con­fus­ing. Try­ing to deter­mine which sym­bol matched the ele­ment Chakan would need to fight mul­ti­ple ene­mies was a chore. 

Chakan: The For­ev­er Man is sad­ly a game with a great con­cept that was decades ahead of its time. While I give Extend­ed Play Pro­duc­tions cred­it for try­ing to intro­duce a dif­fer­ent con­cept, the pres­sure to help Sega defeat their com­peti­tor blind­ed Chakan’s poten­tial. More time should have been used toward the game’s devel­op­ment and intro­duc­tion of Chakan as an anti-hero. Kraus will con­tin­ue Chakan’s quest for a peace­ful death but, for now, he deserves a well-earned rest.

Shinobi III: Return of the Ninja Master — Issue 50

Shi­no­bi III a fine sendoff

I recent­ly delved into a game star­ring one of the GOATS in video game his­to­ry, Joe Musashi, with Shad­ow Dancer: The Secret of Shi­no­bi. Sega’s own mas­ter nin­ja is one of video game’s great­est pro­tag­o­nists who has earned his bones fight­ing crime and the low-lev­el hench­men belong to his great­est ene­my, the Neo Zeed orga­ni­za­tion. I will give Neo Zeed cred­it: Every time Joe beats the liv­ing day­lights out of them, they always come back want­i­ng all the nin­ja smoke and hands that they can eat, repeat­ing defeat after defeat. The noto­ri­ous crime syn­di­cate has returned with a strong sec­ond wind and a sin­is­ter plan to obtain their great revenge in Shi­no­bi III: Return of the Nin­ja Master.

After his lat­est bat­tle against the nefar­i­ous cult known as Union Lizard, Musashi aka “the Shad­ow Mas­ter” returned to Japan to recov­er and sharp­en his supe­ri­or tech­niques. While our hero trains in the moun­tains to acquire new skills, Neo Zeed has near­ly recov­ered near its pre­vi­ous lev­el. They’ve obtained more nefar­i­ous war­riors who are moti­vat­ed by penal­ty of death via the most bru­tal lead­ers of the group or rich­es and pow­er beyond com­pre­hen­sion via vic­to­ry over Musashi. With the world in per­il once more, our hero­ic nin­ja heads out to fight Neo Zeed hop­ing that this lat­est encounter will be the last with this crim­i­nal can­cer that threat­ens the world’s peace.


The graph­ics in Shi­no­bi III fol­low the pre­vi­ous design of oth­er games in the series. They have a bal­ance of nat­ur­al, rugged ter­rain with ele­ments of cur­rent indus­tri­al set­tings and futur­is­tic con­cepts in some stages. Bat­tles hap­pen in var­i­ous forests and caves through­out Japan in fight­ing with var­i­ous nin­jas and mer­ce­nar­ies to reach the lev­el boss. These stage range from dim-light­ed caves to open fields, a secret weapon fac­to­ry, a secret bio­log­i­cal lab­o­ra­to­ry, a lab devel­op­ing Gun­dam-type mecha with a trap-laden canyon lead­ing to a mas­sive air fortress (a first for a Shi­no­bi game). My only prob­lem is that while Sega was going for a fresh take on stage design, they used the same tem­plate with the excep­tion to the biol­o­gy lab and passed it off as arcade quality. 

The con­trols are sim­ple to use, but you will need to take time to mas­ter Joe’s new skills such as the Death Kick and Nin­ja Death Strike, which allows you to strike an ene­my out of range and deliv­er a fin­ish­ing blow with a sword. Though Joe has a myr­i­ad of oth­er attacks, they are all easy to use in the heat of bat­tle. Shi­no­bi, as a series, shows seri­ous growth in the con­trols as an action-adven­ture title. 

As much as I love the game, I have some dis­likes as well. Sega went with new­com­er com­posers Hiro­fu­mi Murasa­ki, Mori­hiko Akiya­ma and Masayu­ki Nagao to han­dle the game’s music. While accept­able, Yuzo Koshi­ro should have been used since he has the most expe­ri­ence devel­op­ing music that’s wor­thy of the Shi­no­bi name. The music was chop­py in some areas but still suit­able for the game. Anoth­er prob­lem I have is the sup­ply of shuriken that you must con­serve. By pay­ing so much atten­tion to main­tain­ing your sup­ply, you might miss oth­er cru­cial ele­ments and expose your­self to ene­mies unnec­es­sar­i­ly. Joe should have end­less shuriken to fight evil.

Shi­no­bi III: Return of the Nin­ja Mas­ter is a 16-bit swan song for nin­ja leg­end Joe Musashi. Although Sega has con­tin­ued the har­row­ing adven­tures of Joe and his descen­dants through games on numer­ous next-gen­er­a­tion con­soles, the Nin­ja Mas­ter is expect­ed to return some­time this year in var­i­ous projects. Though he’s not around promi­nent­ly right now, do not count on him stay­ing van­ished for long.

Shadow Dancer: The Secret of Shinobi — Issue 48

A secret leg­end in the making
Shi­no­bi sequel barks up the right tree with new canine companion

Before Son­ic the Hedge­hog and Yakuza, Sega had estab­lished game fran­chis­es and mas­cots for the arcade and home con­sole mar­ket. One of those mas­cots was very pop­u­lar and came out on the scene at a time when Teenage Mutant Nin­ja Tur­tles were blow­ing up across the coun­try. His name was Joe Musashi, and his adven­tures were detailed in the game series “Shi­no­bi.” Ever since its 1987 release, Joe fought a one-nin­ja war on crime against the evil Zeed orga­ni­za­tion, which plot­ted glob­al dom­i­nance with their style of nin­ja arts. Time after time, through var­i­ous Sega games, Joe defeat­ed Zeed and kept the world at peace. How­ev­er, in Shad­ow Dancer: The Secret of Shi­no­bi, Joe would once again take up his sword against evil.

Shad­ow Dancer takes place one year after Joe’s most recent bat­tle with Zeed. In 1997, New York City comes under attack by a cult orga­ni­za­tion called Union Lizard. NYC is laid to waste with sur­vivors cap­tured as UL hostages. One of Joe’s stu­dents, Kaito, hears about UL’s assaults on a neigh­bor­hood and sets out to free its res­i­dents. Unfor­tu­nate­ly, Kaito falls in bat­tle. Enraged, Joe heads to NYC to bat­tle, accom­pa­nied by Yam­a­to, Kaito’s canine com­pan­ion. With a new ally, Joe enters this lat­est con­flict deter­mined to free NYC from UL clutch­es and avenge his stu­den­t’s death. 


Shad­ow Dancer’s con­trols are sim­ple. While I was impressed with the game-ready default set­up, I also appre­ci­at­ed that there are oth­er con­fig­u­ra­tions. You also have the option of using nor­mal or non-shuriken mode, which takes away the abil­i­ty to throw shuriken from a dis­tance. I also appre­ci­at­ed that Joe can also call upon three types of nin­jut­su in the forms of fire, tor­na­do, and mete­orites. The most vital weapon that Joe has in his lat­est bat­tle is Yam­a­to, who can be used to attack on-screen ene­mies with­out hes­i­ta­tion, tru­ly giv­ing cred­it to the phrase “take a bite out of crime.” Every time I unleashed Yam­a­to aka Kuma-pup­py TM, I loved see­ing the bad guys cry in pain as they thought that noth­ing could stop them. Jokes on them that a nin­ja dog brings them instant terror. 

The graph­ics were pret­ty decent as if Sega pulled the game from the actu­al arcade cab­i­net. The music is ’90s genre fit­ting for Sega games and will make you feel a spe­cial fond­ness for the nos­tal­gic days of arcades. I also like that with each stage the music blend­ed with the scenery, espe­cial­ly at the Stat­ue of Liberty. 

While I do love Shad­ow Dancer, I have a few gripes. The abil­i­ty to con­trol Yam­a­to is deter­mined by hav­ing no ene­mies on screen; if Yam­a­to or oth­er ene­mies are on dif­fer­ent lev­els of stages or when an ene­my can avoid him by jump­ing up or down out of his reach, it can get frus­trat­ing. I also don’t care for the imposed time lim­it that makes you rush to the end of the stage. My final griev­ance with Shad­ow Dancer is that at the end of each stage, there is a bonus stage where you must hit as many ene­my nin­jas as you can with shuriken. I threw a ton of shuriken at nin­ja but got low scores for my efforts. It’s a lot of work for lit­tle reward and seems like a waste of time, honestly.

Shad­ow Dancer: The Secret of Shi­no­bi is a game that helped cement Sega’s lega­cy in the video game indus­try. Sega is rein­tro­duc­ing clas­sic games in var­i­ous forms for a new gen­er­a­tion of gamers. Sega would be wise to rein­tro­duce Joe Musashi as the undis­put­ed mem­ber of video game roy­al­ty and leg­end in video game hero his­to­ry that he is.

Columns — Issue 45

Columns stacks up against Tetris juggernaut

As the faith­ful read­ers of GI know, I’m a child of the ’80s and ’90s. I owned an NES, Gen­e­sis and a Game Gear, but not a Game Boy. To sat­is­fy my portable gam­ing needs, I got a few Game Gear games that would hold my atten­tion. I’m not much of a puz­zle man, but one stood out as an alter­na­tive to the high­ly pop­u­lar Tetris at the time: Columns.
Columns’ game­play is sim­i­lar to Tetris, except that you’re match­ing var­i­ous gems with each oth­er before their row known as — you guessed it — columns stack up, ulti­mate­ly end­ing your game. The game back­sto­ry claims that its ori­gins hails from Mid­dle East­ern mer­chants with also a lit­tle bit of Greece mixed in. 
Con­trol of the columns is sim­ple: Guide the columns’ rows and arrange pieces to fit. It’s a sim­ple con­cept that is quick­ly under­stood. You can be a new­bie or a puz­zle expert and still jump into play­ing. There’s also an option to change the items from jew­els, to fruit, dice, or tra­di­tion­al play­ing card suits, which livens up the game­play slightly. 
The graph­ics are top-notch in both ver­sions. The graph­ics are col­or­ful and more than just bricks being moved around. They look good even in a small set­ting like the Game Gear. 
The music in Columns varies from ancient Roman tunes to a futur­is­tic beat that is calm­ing dur­ing game­play. The sound­track is a nice men­tal break for the mind, which helps when you’re pos­si­bly fran­ti­cal­ly mak­ing matches. 
Columns is an under­es­ti­mat­ed crown jew­el that shines on all Sega sys­tems. It’s a fun alter­na­tive to Tetris with a nice calm­ing effect to boot. Hunt down this dif­fer­ent but bril­liant puz­zle choice. 

 

Build­ing blocks of Columns

In 1989, Jay Geert­sen, a devel­op­er for Hewlett-Packard, was look­ing to port a soft­ware tool to HP’s in-house oper­at­ing sys­tem for its work com­put­ers. Geert­sen believed there was a bet­ter way to learn skills and have fun at the same time. He came up with mod­i­fy­ing Tic Tac-Toe and applied it as a way to help soft­ware engi­neers prac­tice their pro­gram­ing. The result: Once they heard about Geert­sen’s work through third par­ties, Sega called him and inquired about devel­op­ment. Check out his sto­ry through this link: https://www.pressreader.com/uk/retro-gamer/20190711/281599537055264.

Jet Grind Radio — Issue 45

Jet Grind Radio sets cool standard

Bom­bas­tic yet cool. This is the dichoto­my you encounter in the atmos­phere of Jet Grind Radio. There’s noth­ing quite like it — except its sequel — and that’s a bless­ing because I don’t think the world could han­dle any­thing else. It’s quirky, futur­is­tic, stun­ning, and unde­ni­ably cool when you get down to it: Jet Grind Radio is the future.
Set in a futur­is­tic Tokyo, Jet Grind Radio fea­tures a wide cast of rollerblad­ing graf­fi­ti gangs vying for suprema­cy and strug­gling against an ego­ma­ni­a­cal mad­man and his con­glom­er­ate, which are attempt­ing to take over the world. The sto­ry­line serves its pur­pose but it’s the char­ac­ters that are the draw here. Each char­ac­ter — includ­ing the unlock­able — has an inter­est­ing look and sto­ry going on. They are the lifeblood, and it’s fun to learn about them and their motivations. 
While we’re lov­ing the char­ac­ters, let’s also give love to the art style that brings them to life. The art style is gor­geous and still holds up after 23 years. The graf­fi­ti cel-shad­ed look has aged well; graf­fi­ti nev­er fails to be awe­some and impact­ful, and Jet Grind Radio 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.
And as good as the game looks, the graph­ics almost don’t hold a can­dle to the sound­track. This is one of the best sound­tracks ever done, and it will have you bop­ping while you’re run­ning around on inline skates. This is one of those sound­tracks that you put on while work­ing and you get some of your best work done. Funky and pop-cen­tric, the sound­track has so much going on the­mat­i­cal­ly that there’s bound to be some­thing for everyone. 
And in terms of appeal­ing to mass con­sump­tion, the con­trols are a com­mon denom­i­na­tor kind of sen­si­bil­i­ty. The imme­di­ate com­par­i­son here is Tony Hawk, which isn’t sur­pris­ing since the Hawk­man had just released his first game — Tony Hawk’s Pro Skater — a year ear­li­er to crit­i­cal acclaim. Jet Grind Radio does­n’t nec­es­sar­i­ly grind on Hawk’s coat­tails, but you’re bound to say to your­self at least once, “These con­trols sure feel famil­iar.” And you would­n’t be wrong. That’s a good thing, because it plays like ear­ly Tony Hawk, you know when it was good.
While every­thing is great in terms of pre­sen­ta­tion and con­trol, I’d be remiss in men­tion­ing that there is one both­er­some flaw with Jet Grind Radio. While the con­trols are eas­i­ly anal­o­gous to ear­ly Tony Hawk games, it was­n’t easy to pick up the game and know what’s going on imme­di­ate­ly. It’s a lit­tle too inac­ces­si­ble at first, like it’s ask­ing you to have some in-depth knowl­edge ahead of play­ing for the first time. You may not be famil­iar with the con­cepts the game is throw­ing at you, and it’s the game’s respon­si­bil­i­ty to ease you into the fray. Thank­ful­ly, the sur­round­ing game is so good that you’ll come back to get more in-depth with the trap­pings of Tokyo-to.
The Jet Grind series has last­ed into the mod­ern era with re-releas­es and a rumored reboot, and the orig­i­nal game details exact­ly why. Easy con­trols, var­ied modes, an engag­ing cast (love Pots, Piran­ha and Beat!) and pop­ping sound­track make for an imme­di­ate­ly unfor­get­table expe­ri­ence. Get in-line to get down with the fan­tas­tic Jet Grind Radio.

Altered Beast — Issue 44

Beast & Co. alter gaming

As a young lad grow­ing up in the era of arcades (AKA the gold­en age of gam­ing) one of the for­mer kings of gam­ing, Sega was the name that had instant recog­ni­tion with me. From titles like After Burn­er, Out­run, Shi­no­bi, and Vir­tu­al Fight­er, Sega has mas­tered the art of sep­a­rat­ing one from their gam­ing tokens with­out fail. Dur­ing my arcade trav­els, I saw a Sega title that turned out to be not only a clas­sic arcade hit, but also was the inspi­ra­tion for the Bloody Roar series: the revered but maligned Altered Beast for the Genesis.

In Altered Beast, you take on the role of an ancient Roman Cen­tu­ri­on war­rior res­ur­rect­ed by Zeus to res­cue his daugh­ter Athena who was kid­napped by the under­world ruler Neff. As this unnamed war­rior, you do have a small-but-pow­er­ful advan­tage over Neff and his armies: the abil­i­ty to pow­er up into var­i­ous beasts that change the tide of the bat­tle. With this abil­i­ty, the Cen­tu­ri­on war­rior sets off on his divine man­date to res­cue Athena and defeat Neff. 

Game­play of Altered Beast is real­ly sim­ple: As some­one who played side-scrolling 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. The graph­ics are pret­ty good for a tran­si­tion from arcade to 16-bit con­sole with lit­tle notice­able dif­fer­ence in qual­i­ty for the time period. 

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.

Altered Beast is one of Sega’s clas­sic gems that is wor­thy of anoth­er look. There was a mod­ern-day remake released in 2005 for PS2, but it was crit­i­cal­ly panned. For­tu­nate­ly, Sega decid­ed to give Altered Beast anoth­er look, this time plac­ing it among its oth­er well-known prop­er­ties in var­i­ous TV and film projects. Sega altered the side-scrolling land­scape with this epic tale of good ver­sus evil.

Gunbird 2 — Issue 44

This is good and clean bul­let hell fun

Bom­bas­tic bul­lets, bombs, and spe­cial attacks. You’re get­ting a taste of every­thing in the wild ver­ti­cal shoot­er Gun­bird 2 from shoot-’em-up prac­ti­tion­er Psikyo. Whether that taste is enough to whet your appetite for fur­ther shmup adven­tures is anoth­er sto­ry, one I believe is worth at least reading.

Gun­bird 2 is your aver­age ver­ti­cal shoot­er in that it sub­scribes to bul­let hell envi­ron­ments. There are sev­en char­ac­ters to choose from, each with their own moti­va­tions for cap­tur­ing three mys­ti­cal ele­ments and pre­sent­ing them to their god. All of them fly around var­i­ous stages in the Gun­bird world, blow­ing up ene­mies and tak­ing on the boss Shark and her cronies Blade and Gim­mick of the Queen Pirates. The sto­ry is sim­ple to get into and won’t take up too much of your time through sta­t­ic screens explain­ing the sit­u­a­tion at hand. 

It’s easy to under­stand the mechan­ics as well. Each char­ac­ter has five attacks: Pri­ma­ry, sec­ondary, charge, melee, and super weapon. The pri­ma­ry weapon is either a con­cen­trat­ed or spread shot with all oth­er weapons spe­cif­ic to the char­ac­ter in ani­ma­tion. It’s fun to try all of the char­ac­ters to see how their weapons ani­mate and behave, and it’s impor­tant to as well, because there is strat­e­gy involved. Know­ing when to ini­ti­ate a super weapon is cru­cial for main­tain­ing com­bos and sav­ing your­self or your team­mate if you’re play­ing along­side some­one else. The attacks are all assigned to but­tons so you don’t have to do too much to move around and attack. It’s sim­plis­tic and yet chaot­ic at times, but it’s fun chaos.

The pre­sen­ta­tion is gor­geous while you’re dodg­ing ene­mies and get­ting shot from all 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 OK. Not all shoot-’em-ups get to be Gala­ga Arrange­ment or Gradius.

Over­all, Gun­bird 2 is a good ver­ti­cal shoot­er in a crowd­ed genre pop­u­lat­ed by heavy hit­ters. It shoots its way to the mid­dle of the pack, and while it won’t knock your socks off, it’s got replay val­ue and charm built into its laser.

Golden Axe — Issue 44

A gold­en era of gaming

I know I’ve cov­ered a lot of Sega games, but I’m a big fan. I par­tial­ly owned a NES, a Mas­ter Sys­tem and a Gen­e­sis, and while I did not have a lot of games for those sys­tems, I enjoyed the games that I had for them, espe­cial­ly the Gen­e­sis. One of those games has an arcade back­ground shared with Gaunt­let with ele­ments of the Dun­geons and Drag­ons table­top games. If you old­er read­ers know what I’m talk­ing about, respect. For you younger read­ers, lis­ten and learn of the tale of Gold­en Axe.

Inspired also by the Conan the Bar­bar­ian movie series of the 1980s, Gold­en Axe gives 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. 

Game­play is sim­ple with each char­ac­ter have the basic attack, jump and spe­cial attacks you find in reg­u­lar side-scroller games. The one major advan­tage that Ax, Gilius, and Tyris have is their unique abil­i­ty to cast mag­ic spells that does seri­ous dam­age to all ene­mies on screen. How­ev­er, this spe­cial attack comes with two caveats: mag­ic ener­gy has a high cost and pro­tect­ing your nec­es­sary mag­ic potions from thiev­ing elves is a chore. Now, this is the part where you ask, “what’s the pay­off with the char­ac­ter’s mag­ic attacks?” Good ques­tion! Tyris wields fire mag­ic, Ax’s spe­cial­ty is earth spells and my favorite char­ac­ter, Gilius, lit­er­al­ly brings the thun­der with light­ing spells. It’s easy to under­stand the mechan­ics and use every­thing in the heat of battle. 

If there was one neg­a­tive thing that I found about Gold­en Axe, it’s that it’s too short on game­play. The first stage is set on a giant sea tur­tle that moves across the sea in the sec­ond stage. You move to a sleep­ing giant eagle in the third stage and are trans­port­ed to the fourth and final stage by said eagle. That’s entire­ly too short of an adven­ture. Eas­i­ly there could have been a few more stages to flesh out the story.

The music has a strong com­bi­na­tion of hero­ic and fairy­tale beats that are not too shab­by but is a per­fect fit for the game. The replay val­ue is pret­ty good for a 16-bit game that has a short lev­el of game­play. Over­all, this is a valiant effort by Sega to be cre­ative with a game that has poten­tial sad­ly but lacks creativity.

While it can be fun to play, the game need­ed some pol­ish and a lit­tle bit more finesse to real­ly shine. You’ll pull some hair at the length and some ele­ments, but over­all, it’s a decent hack ‘n slash. Just exer­cise calm and steadi­ness in this promis­ing yet cru­el venture.

QuackShot Starring Donald Duck — Issue 42

Don­ald the Explorer

As a child of the ’90s, I grew up on the “Dis­ney After­noon” car­toon line­up. All the shows received the video game treat­ment for either 8‑bit, 16-bit sys­tems or for both con­soles at the time. I had a Sega Gen­e­sis and won­dered when Dis­ney would license a game based on a DA show for Gen­e­sis. Lit­tle did I know, Sega had license deals with Dis­ney direct­ly, and like Dis­ney games made by Cap­com, Sega made a game that was­n’t anoth­er “Duck­Tales,” but was set in the series’ uni­verse and had its reg­u­lar char­ac­ters. His name is Don­ald Duck, and he made his debut in plat­form gam­ing in “Quack­Shot Star­ring Don­ald Duck.”
In Quack­Shot, Don­ald sets out on a trea­sure hunt stretch­ing across nine stages. One day in Duck­burg, Don­ald vis­its his Uncle Scrooge and while check­ing out his library, Don­ald stum­bles upon a mes­sage from King Grazuia, an old ruler of the Great Duck King­dom who has hid­den his leg­endary trea­sure across the world. Enclosed with the mes­sage is a map that Don­ald believes leads to trea­sure that would make him rich­er than Uncle Scrooge. How­ev­er, Big Bad Pete and his gang also find out about the trea­sure and set off after Don­ald, turn­ing the trea­sure hunt into a race to see who gets it first. 
Con­trol of our dar­ing adven­tur­er is sim­ple with the d‑pad and, com­bined with abun­dant options, ensures that you can set up move­ment, weapon use and dash­ing to spe­cif­ic buy­outs. Don­ald may have odds against him, but he has some advan­tages with his plunger gun uti­liz­ing yel­low plungers to stop Pete’s hench­men and oth­er foes tem­porar­i­ly with an unlim­it­ed sup­ply, and a reload­able pop­corn gun that shoots five ker­nels at once. Don­ald also has some of the “Duck­Tales” crew help­ing him: Nephews Huey, Dewey, and Louie pro­vide trans­porta­tion to each des­ti­na­tion, and Gyro Gear­loose pro­vides Don­ald with bub­blegum ammo that can break down obsta­cles. The MVP weapon in the game is the “quack attack,” which Don­ald can use to knock down any ene­mies instant­ly. I give cred­it to Sega for using Dis­ney’s knowl­edge of Don­ald’s tem­per. The graph­ics and music were excel­lent, live­ly, and bright for an appro­pri­ate­ly spry game.
The down­sides to “Quack­Shot” are few but are sim­i­lar­ly found in most plat­form games. You must ensure per­fect tim­ing for Don­ald when he either cross­es dan­ger­ous obsta­cles or per­forms his dash move. Also, mild­ly infu­ri­at­ing is small voice sam­ple usage for the char­ac­ters as this was not only a debut game for Don­ald, but also it is set in the Duck­Tales uni­verse. There was so much untapped poten­tial for rich, estab­lished his­to­ry. Final­ly, you can only start the game in Duck­burg, Mex­i­co, or Tran­syl­va­nia. To pass lat­er stages, you need a par­tic­u­lar item, so there is a lot of back­track­ing unnecessarily.
“Quack­Shot Star­ring Don­ald Duck” was one of the games that I start­ed off with as a Gen­e­sis own­er. A sol­id plat­former, it showed that Sega had tal­ent of devel­op­ing con­soles and leg­endary games using orig­i­nal and licensed char­ac­ters. Most impor­tant­ly, I got to see anoth­er Dis­ney clas­sic char­ac­ter get his lime­light in his first video game with a star­ring role. Car­ry on Don­ald, car­ry on.