Classic Home Video Games (1985-1988)

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Classic Home Video Games (1985-1988) Page 23

by Brett Weiss


  punches. To help George recover from a knock-

  unit, build fence, and retreat. Includes battery

  down, players must press A or B in rapid suc-

  backup. Also released for the Genesis and

  cession. In this version of the game, damage is

  SNES.

  tracked by simple meters, but in the Genesis

  and SNES renditions, damage is shown via

  Genghis Khan

  swelling, bruising, and blood on a pair of por-

  PUBLISHER: Koei. DEVELOPER: Koei. Turn-

  traits positioned on the lower corners of the

  Based Strategy, 1–4 players (simultaneous).

  screen. Includes password feature. Also released

  1990.

  for the Game Boy and Game Gear.

  The third in a trilogy of historical simula-

  tors from Koei (after Nobunaga’s Ambition and Ghost Lion

  P

  Romance of the Three Kingdoms), Genghis Khan UBLISHER: Kemco. DEVELOPER: Kemco. Third-Person Role-Playing Game, 1 player. 1992.

  lets players assume the role of King Richard the

  Lion-Hearted, Emperor Alexious III, Shogun

  To find her parents and unravel the mys-

  Minamoto Yoritomo, or even the titular war-

  tery of the fierce, village-haunting Ghost Lion,

  lord himself. The game takes place in the 12th

  Maria must journey through caves, forests, pyr-

  NINTENDO NES

  91

  amids, and other overhead-view areas, brav-

  Ghostbusters II

  ing such vicious creatures as skeletons, zom-

  PUBLISHER: Activision. DEVELOPER: Imagineer-

  bies, goblins, and dog-faced monsters. When

  ing. Platform Shooter/Side-Scrolling

  an enemy attacks, players can run or engage in

  Shooter/Slide-and-Shoot, 1 player. 1990.

  a static, close-up, turn-based battle, in which

  Taking place five years after the original

  players select magic fighting tools or call upon

  Ghostbusters, Ghostbusters II (based on the 1989

  a spirit. Forms of magic include needles,

  horror/comedy film) drops the needless com-

  bombs, darkness, flames, storms, thunder, pro-

  plexity of the first game, making for a more en-

  tective barriers, and more. Throughout the ad-

  joyable (if still difficult) experience. The action

  venture, Maria will gather fragments of hope

  is divided into three types of gameplay spread

  for increasing her courage (energy) and dreams

  over seven areas. Tunnel of Slime, Order in the

  (which let her call upon the aforementioned

  Court, Subway Slime, and Storming the Mu-

  spirits). Maria will also collect rubies, which

  seum have players running, jumping, firing a

  are used for purchasing keys, bread, a sword,

  slime blower at ghosts, and setting traps for

  and other useful items. The box claims that

  ghosts. The Moon Patrol-like Hitting the Road Ghost Lion (called “Legend of the Ghost Lion”

  and Ghosts in the Park have players driving

  on the title screen) is a “great role-playing game

  down a side-scrolling street, firing at ghosts

  for beginners” while the manual recommends

  and dodging or jumping over manholes and

  that players draw their own maps. Includes bat-

  other obstacles. The Statue of Liberty Strikes

  tery backup. Similar to: Dragon Warrior.

  Back finds Lady Liberty walking through the

  harbor and the streets of Manhattan, firing her

  Ghostbusters

  torch at swarming ghosts. Also released for the

  PUBLISHER: Activision. DEVELOPER: BITS Stu-

  Game Boy, but in a much different form.

  dios. Action/Adventure, 1 player. 1988.

  Ghosts ’n Goblins

  Hampered by boring maze scenarios

  P

  (guide the Ghostbusters icon around a map,

  UBLISHER: Capcom. DEVELOPER: Capcom.

  Side-Scrolling Platform, 1 or 2 players (alter-

  enter flashing buildings), redundant driving

  nating). 1986.

  sequences (drive up the screen, dodge enemy

  vehicles, suck up ghosts), mundane ghost-bust-

  Despite slightly less detailed (but still gor-

  ing action (stand under ghosts, trap them in

  geously creepy) graphics and clunkier controls,

  streams), and tough stair-climbing levels

  Ghosts ’n Goblins for the NES is an excellent (climb 22 floors, avoid ghosts), Ghostbusters

  port of Capcom’s notoriously difficult, yet

  gives players $10,000 for starting their own

  strangely addictive arcade game (1985). Play-

  Ghostbusters franchise, but even fans of the

  ers guide a running, jumping, climbing (up

  popular film (1984) may want to reconsider.

  ladders) knight through seven hellish levels,

  Busting ghosts nets extra money, which players

  throwing javelins, torches, swords, axes, and

  can use to purchase the following strategic

  crosses at zombies, dragons, devils, cyclopean

  items: a ghost vacuum, a sound generator, a

  unicorn beasts, bats, skeletons, and other mon-

  capture beam, a hyper beam, ghost food, an

  strous enemies. One hit reduces the knight to

  anti-ghost suit, a capture trap, and a super trap.

  his boxers, and one more kills him, but armor

  Compare this to the superior (though equally

  pick-ups are available. Also released for the

  convoluted) Master System version, which has

  Game Boy Color. Followed by: Ghouls ’n Ghosts

  15 items, including a laser confinement system

  (arcade, SMS, Genesis), Super Ghouls ’n Ghosts

  for keeping the ghost traps perpetually empty

  (SNES, Game Boy Advance), and Ultimate

  and a marshmallow sensor for detecting the

  Ghosts ’n Goblins (PSP).

  Stay Puft Marshmallow Man. In both games,

  Ray Parker’s familiar theme song plays con-

  Ghoul School

  stantly. Based on the 1984 computer game. Also

  PUBLISHER: Electro Brain. DEVELOPER: Imagi-

  released for the Atari 2600.

  neering. Side-Scrolling Combat, 1 player. 1992.

  92

  CLASSIC HOME VIDEO GAMES, 1985–1988

  Designed by Garry Kitchen (of Activision

  The evil Cobra organization has been ter-

  fame), this disappointing game finds a teen

  rorizing the world for decades, and it is up to

  punk named Spike wandering through his

  The G.I. Joe Team to bring down this group of

  ghoulish school, warding off bats, skeletons,

  thugs. The team consists of: Duke (ring laser

  giant eyeball monsters, the Frankenstein mon-

  rifle, front punch); Blizzard (flame ball, dag-

  ster, the Grim Reaper, Medusa’s head, and

  ger); Snake Eyes (jitsu of power, katana sword);

  other creepy (if cartoonish) creatures. Armed

  Captain Grid-Iron (grenade launcher, front

  with such weapons as a baseball bat, a sickle,

  punch); and Rock & Roll (spread machine gun,

  embalming fluid, a towel (snap!), and a gun,

  front punch). Duke is the leader of the mission,

  Spike can acquire spring shoes for higher leaps

  and players can select two others to be on t
heir

  and suction cups for walking on ceilings, and he

  team. In addition to running, jumping, and

  can enter lockers to avoid enemies. Obstacles

  battling bad guys through maze-like jungles,

  include crates, pointers (similar to spikes),

  players must place bombs at pre-determined

  skulls, and rooftop vents. Regrettably, tepid

  locations and then find the exit. Ammo is lim-

  combat and tedious exploration suck the fun

  ited, so players should conserve accordingly.

  out of what could have been a cool cartridge.

  At certain points in the game, players will com-

  Stick with Ghosts ’n Goblins.

  mandeer the following Cobra vehicles: Pogo

  (moves slowly, jumps high); Interrogator (a

  G.I. Joe — The Atlantis Factor

  one-man copter); and Buzz Boar (clings to ceil-

  P

  ings and walls). In the final stage, a jetpack-

  UBLISHER: Capcom. DEVELOPER: Capcom.

  Platform Shooter/Side-Scrolling Combat, 1

  wearing General Hawk is a playable character.

  player. 1992.

  Includes password feature.

  The sequel to G.I. Joe — A Real American

  Gilligan’s Island

  Hero, The Atlantis Factor begins with players PUBLISHER: Bandai. DEVELOPER: Bandai. Ac-in control of General Hawk, but level progres-

  tion/Adventure, 1 player. 1990.

  sion gives gamers access to the following char-

  acters: Wet-Suit (underwater expert); Storm

  Based on the popular sitcom, which ran

  Shadow (ninja magic maven); Snake Eyes

  on CBS from 1964 to 1967, Gilligan’s Island for (martial arts master); Roadblock (totes a heavy

  the NES unfortunately lacks the humor and

  machine gun); and Duke (small arms expert).

  goofy fun of the TV show. There are four dif-

  Players can select various routes through the

  ferent “episodes,” each of which has the Skip-

  game via a mission map, but the ability to drive

  per and Gilligan wandering around performing

  Cobra vehicles is gone. Weaponry for battling

  a variety of dull tasks, including saving other

  the various enemies (Overkill, Cesspool, De-

  crew members (rescuing Mary Ann from head-

  stro, and the like) includes a variety of punches,

  hunters has never been more boring), deci-

  kicks, sword attacks, guns (machine, pulse, and

  phering clues, searching for Mr. Howell’s golf

  laser), a battle orb (which circles the Joe), and

  ball, collecting materials to build a hut, and

  a missile launcher. Blasting open such things

  gathering coconuts. Swimming, punching wild

  as crates, walls, and hillsides reveals bonus

  animals, and dodging rocks and trees can’t res-

  items, including Pows (increases power of cur-

  cue the game from sheer tedium. The top two-

  rent weapon), extra points, k-rations (partially

  thirds of the screen depict the side-view action

  refills health bar), and ammo. Includes pass-

  while the bottom section displays text, life

  word feature. The G.I. Joe games are based on

  hearts, and a mapping system. Lucky for Gin-

  Hasbro’s military action figure line, which

  ger, she’s not in the game.

  began in 1964.

  Goal!

  G.I. Joe — A Real American Hero

  PUBLISHER: Jaleco. DEVELOPER: Jaleco.

  PUBLISHER: Taxan. DEVELOPER: Taxan. Platform

  Sports/Soccer, 1 or 2 players (simultaneous).

  Shooter/Side-Scrolling Combat, 1 player. 1991.

  1989.

  NINTENDO NES

  93

  Goal! lets players select from 16 interna-

  1954, has stomped his way through numerous

  tional teams for World Cup soccer, or from

  other video games, including Super Godzilla

  eight American squads in a three-round Pro

  (SNES), Godzilla: The Series (Game Boy Color), Tournament. Teams consist of 10 players (plus

  and Godzilla: Destroy All Monsters Melee

  a goalie), each rated according to dribbling,

  (GameCube, Xbox).

  kicking power, speed, tacking ability, shooting

  ratio, marking (defending a specific player),

  Godzilla 2: War of the Monsters

  and ball-keeping ability. There’s also a Shoot

  PUBLISHER: Toho. DEVELOPER: Toho. Turn-

  Competition and a VS. Mode. Realistic features

  Based Strategy, 1 player. 1992.

  of the sport abound, including hooking, slicing,

  The famous monsters of Japan’s Toho stu-

  back spin, extending shots, tackling, steals,

  dios, including such stalwarts as Godzilla,

  headers, corner kicks, and throw-ins. The view

  Mothra, Rodan, Ghidora, Hedora, and

  is from overhead, but the field scrolls diago-

  Baragon, are attacking the city, and players

  nally. Also released for the Game Boy and

  must command the Allied Defense Forces to

  SNES.

  stop this heinous invasion (which also includes

  attacks by flying saucers). The game’s 12 sce-

  Goal! Two

  narios take place via a square grid/overhead/

  PUBLISHER: Jaleco. DEVELOPER: Jaleco.

  city view, with players controlling the move-

  Sports/Soccer, 1 or 2 players (simultaneous).

  ments of fighters, tanks, missiles, freezers, trail-

  1992.

  ers, radar cars, atomic bombs, destroyers, and

  Goal! Two looks similar to Goal! , but the other vehicles and weapons. There are six vital

  players appear bigger. There are now 24 inter-

  points on the map to pay special attention to:

  national teams, but the American city teams

  Army Base, Air Base, International Conference

  and the Shoot Competition have been re-

  Center, Space Center, Nuclear Power Plant, and

  moved. Imbued with lots of options, Goal! Two

  Laboratory. During battle mode, the game

  lets players do the following: select 11 players

  switches to a side-view perspective, in which

  from a squad of 15; adjust the length of halves

  players select from a list of weapons to use

  between 1 and 45 minutes; change field forma-

  against the monster in question. Godzilla fans

  tions (4–3–3, 4–4–2, or 3–5–2); select from two

  who enjoy slow, methodical strategy should ap-

  types of control (upward-diagonal or standard

  preciate Godzilla 2: War of the Monsters.

  directional); and turn auto-goalie, fouls, and

  offsides on or off. Modes of play include Exhi-

  Golf

  bition Match and Super Cup.

  PUBLISHER: Nintendo. DEVELOPER: Nintendo.

  Sports/Golf, 1 or 2 players (alternating). 1985.

  Godzilla: Monster of Monsters!

  A system launch title, Golf for the NES

  PUBLISHER: Toho. DEVELOPER: Toho. Side-

  serves up one well designed 18-hole course and

  Scrolling Combat/Fighting, 1 player. 1989.

  three enjoyable modes of play: 1-Player Stroke,

  Godzilla for the NES consists of three

  2-Player Stroke, and 2-Player Match. Gamers

  types of gameplay: moving Godzilla and

  can choose their ow
n clubs, alter their stance

  Mothra around a hexagonal grid (a fairly

  and the power of their swings (via a swing

  pointless exercise); engaging in sluggish side-

  meter), and select the angle of impact on the

  scrolling combat; and battling one-on-one

  ball for a straight, a slice, or a hook. If the tim-

  against Ghidora, Gigan, Mecha-Godzilla, and

  ing is right (in accordance with the swing

  other nicely rendered giant monsters from

  meter) when using a #1 wood, players can pull

  Toho’s famed film franchise. Godzilla can do a

  off a 306-yard super shot. Trees (and wooded

  radiation kick and a tail chop while Mothra

  areas in general) are out of bounds, and play-

  fights using eye beams and a poisonous powder

  ers should take into account water hazard

  attack. Unfortunately, the fighting action is

  placement (including rivers, ponds, and the

  dreadful. Godzilla, who first appeared in film in

  ocean), the direction and velocity of the wind,

  94

  CLASSIC HOME VIDEO GAMES, 1985–1988

  and the condition of the putting greens. In-

  definitely greater than its parts. Followed by:

  cludes behind-the-golfer and overhead view-

  The Mafat Conspiracy.

  points.

  The Goonies II

  Golf Grand Slam

  PUBLISHER: Konami. DEVELOPER: Konami.

  PUBLISHER: Atlus Software. DEVELOPER: Atlus

  Side-Scrolling Platform/Adventure, 1 player.

  Software. Sports/Golf, 1–4 players (alternat-

  1987.

  ing). 1991.

  The sequel to The Goonies, which was only

  In this obscure, but ambitious golf simu-

  released in the arcades and on the Japanese

  lator, the golfer is viewed from behind in a

  Famicom, The Goonies II, like its progenitor, is small square positioned at the bottom left side

  based on The Goonies feature film, which was of the screen. An overhead view of the course

  released in 1985. Players, as Mikey, must jour-

  takes up the majority of the rest of the screen,

  ney through the Fratelli mansion (which in-

  giving players a nice look at the various greens,

  cludes an ice cavern and an underground sea),

  trees, shrubs, roughs, sand traps, water haz-

  using such weapons as a slingshot, a yo-yo,

  ards, fairways, slopes, and bunkers. Using a tar-

  bombs, boomerangs, and an underwater gun

  geting cursor, a selection screen (where players

  to ward off spiders, penguins, sharks, and other

  choose the club, stance, grip, direction, and hit-

  creatures. The mission is to find fellow

  ting strength), and a strike point meter (where

 

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