Classic Home Video Games (1985-1988)

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Classic Home Video Games (1985-1988) Page 58

by Brett Weiss


  and each complete with box, instruction manual, and car-Flattop, The Brow, and Pruneface.

  tridge.

  228

  CLASSIC HOME VIDEO GAMES, 1985–1988

  verse kick, elbow smash, head butt, uppercut

  in 10 timed races through sparsely illustrated

  punch, head knee smash, and should throw) to

  natural environments (deserts, water, and the

  battle bat-toting bad guys, karate masters,

  like), dodging such obstacles as signs, boulders,

  whip-wielding women, giants with large heads,

  and other vehicles, the latter of which can

  and other enemies. Like Taito’s 1987 coin-op

  bump players off the road. Passing vehicles and

  classic (which inspired numerous sequels and

  finishing races scores points that can be used

  copycats), this version does include two-player

  to purchase such upgrades as accelerator tune-

  simultaneous action, which is missing from the

  ups and better tires. The game’s emphasis on

  NES main game. In addition, level design is

  ramp-jumping evokes the vastly more popular

  more faithful, meaning the stalactites from the

  Excitebike (NES).

  NES port won’t be found here. Unlike the eas-

  ier NES game, the Master System version has

  F-16 Fighting Falcon

  unlimited continues. Also released for the Atari

  Publisher: Sega. Developer: Nexa. Flight

  7800, Game Gear, Genesis, and various other

  Combat Simulator, 1 player. 1986.

  systems.

  The only U.S.–released flight simulator for

  the Master System, F-16 Fighting Falcon awk-

  E-SWAT

  wardly forces players to use two controllers:

  Publisher: Sega. Developer: Sanritsu Denki.

  one for turning, ascending, descending, and

  Platform Shooter, 1 player. 1990.

  selecting and firing weapons; and the other for

  Like its Genesis counterpart, which is

  speeding up, slowing down, locking on to en-

  called ESWAT: City Under Siege, E-SWAT for emies, using flares, and switching between

  the SMS is much different than Sega’s ESWAT:

  manual and auto-pilot. Gameplay consists of

  Cyber Police, the 1989 arcade game upon which air-to-air combat (there are no ground targets)

  it is based. E-SWAT has different level designs, against MiG-25 Foxbats (which are findable

  no two-player mode, smaller sprites, and

  via radar), with a maximum of three appearing

  weaker weaponry (though the game is easer to

  onscreen at any given time. Fuel and ammo,

  beat). The Robocop-style action has gamers

  including missiles and 20mm gun bullets, are

  stomping and jumping through five short lev-

  limited. There are day and nighttime missions

  els (compared to eight in the Genesis version),

  (10 levels in all), but the visuals are pathetic.

  blasting robots, bionic monsters, gun turrets,

  Solid blue represents the sky while solid blue

  soldiers, ninjas, snipers, hovercraft machines,

  broken up by white dotted lines marks the

  and other enemies to smithereens. Naturally,

  ground.

  the SMS game’s graphics pale next to the Gen-

  esis and arcade versions. Also, E-SWAT for the Fantasy Zone

  Master System lacks the jetpack feature found

  Publisher: Sega. Developer: Sega. Side-

  in the Genesis rendition.

  Scrolling Shooter, 1 or 2 players (alternating).

  1986.

  Enduro Racer

  Despite its cute characters and pastel col-

  Publisher: Sega. Developer: Sega. Motocross

  oring, Fantasy Zone borrows heavily from the Racing, 1 player. 1987.

  arcade classic Defender, in that players fly left Both fast and fun, Enduro Racer for the

  and right around a wraparound world, shoot-

  Master System is vaguely similar to its coin-op

  ing airborne enemies. The ship in Fantasy Zone

  counterpart (Sega, 1986), but without the

  is an egg-shaped craft called an Opa-Opa, and

  benefit of motorcycle-style controls. In addi-

  the enemies include flabby flying Quili Quili,

  tion, the arcade game features a behind-the-

  scissor-like Sourtham, twisting Thaya-Thaya,

  biker viewpoint while the console game sports

  bat-like Chamba, and other quirky creatures.

  a less conventional isometric perspective. Also

  To enhance the ship with speed, laser beams,

  unconventional is the Master System version’s

  7-way shots, twin bombs, and other power-

  odd color choice of blue trees. Gamers compete

  ups, players can collect coins for spending in

  SEGA MASTER SYSTEM

  229

  shops. To advance to each of eight different

  (including Elephant Man, Beehive, Knuckle-

  planets, players must destroy all the bases

  jaw, Flytrap, Rocketron, and Trash Can Man),

  within the level, and then battle a boss. Unlike

  and warp gates that Opa-Opa must pass through

  the arcade classic (Sega, 1985), the backgrounds

  in order to progress through the game. In ad-

  disappear during boss battles. Also, the SMS

  dition, shops offer such new items as extra

  game lacks the little radar showing how many

  ships, shields, 3-way shots, auto beams (rapid

  bases are left to destroy, the colors aren’t quite

  fire), and power meter replenishments (Opa-

  as bright, and certain animations are missing.

  Opa now has a meter instead of a one-hit kill

  These are minor setbacks, however, in an oth-

  system). Worlds to fly and shoot through in-

  erwise excellent, surprisingly challenging

  clude: Pleasure Dome, Sensor Straits, Lost

  game. Don’t let the pastel colors fool you — this

  Fields, Checkered Paths, Lands of Fortune,

  is a hardcore shooter with tons of enemies. Also

  Electric Alleys, Deadly Planes, and House of

  released for the NES and TurboGrafx-16.

  Blackhearts (in which players must battle all

  previous bosses once again). Based on Sega’s

  Fantasy Zone: The Maze

  1987 arcade game.

  Publisher: Sega. Developer: Sega. Maze/Maze

  Shooter, 1 or 2 players (simultaneous). 1988.

  Galaxy Force

  Publisher: Activision. Developer: AM2. Space

  The third game in the Fantasy Zone series

  Combat Simulator, 1 player. 1989.

  (which began in the arcades in 1985), Fantasy

  Zone: The Maze is a Master System exclusive

  Galaxy Force for the Master System can’t

  that eschews the side-scrolling shooter format

  hope to compete with Sega’s 3D arcade game

  of the first two games in favor of mediocre, Pac-

  released the year before, which was available in

  Man-influenced maze action. Players guide the a six-player model housed in a rotating, tilt-small, oval, winged Opa-Opa around a series

  ing, hydraulic-powered simulator encasement.

  of seven selectable, pastel-colored planets (each

  However, it is a nice take on the After Burner

  planet consisting of three mazes and a bonus

  formula. Viewed from behind the spac
eship

  screen), picking up coins dotted along the

  (third-person perspective), the game has play-

  pathways in order to complete each screen.

  ers flying through four selectable, planet-based

  Gathering dots also gives players money to pur-

  levels, each divided into two sections: outer

  chase the following power-ups: twin shot, wide

  space and inside the planet. Outer space is free-

  beam, laser beam, fire bomb, heavy bomb, big

  flowing while interior levels feature tunnels to

  wing (extra speed), and top power (temporary

  maneuver through and walls to avoid hitting.

  invincibility). Enemies to shoot or avoid in-

  Weapons include bullets and missiles, the lat-

  clude cute, quirky little alien ships and soldiers

  ter using a lock-on/crosshair system similar to

  with names like Doringa, Parunga, and Roringa.

  that found in After Burner. There’s only one life A second player can join in as Opa-Opa’s

  per game, but the ship is equipped with shields,

  brother, Upa-Upa, but they can’t shoot each

  giving the action a reasonable level of difficulty.

  other (unlike the far superior Wizard of Wor).

  The sequel, Galaxy Force II (arcade, 1988), was Followed by: Fantasy Zone Gear (Game Gear).

  ported to the Genesis.

  Fantasy Zone II

  Gangster Town

  Publisher: Sega. Developer: Sega. Side-

  Publisher: Sega. Developer: Sega. Light Gun

  Scrolling Shooter, 1 or 2 players (alternating).

  Shooter, 1 or 2 players (simultaneous). 1987.

  1987.

  Set during the 1920s, Gangster Town has

  After 10 years of being away, Opa-Opa re-

  one or two FBI agents pointing their Sega Light

  turns to his homeland. Fantasy Zone II looks Phaser at the screen, shooting man-shaped tar-and plays a lot like the original Fantasy Zone, gets (in a practice round), blowing away gang-but there are some differences, including an al-

  sters, and avoiding innocent blondes. Shoot-

  tered color palette, a new assortment of enemies

  ing angels, bottles, bombs (dropped from a

  230

  CLASSIC HOME VIDEO GAMES, 1985–1988

  plane), hats, and other items gives players

  keys to unlock coffins, locating secret passage-

  bonus points. The gangsters pop up from win-

  ways, and defeating a number of vampires (all

  dows, manholes, and other such constructs in

  going by the name of Dracula).

  a variety of colorful, nicely illustrated areas,

  including Downtown, Saloon, Nightclub, and

  Ghostbusters

  The Docks. There’s even a behind-the-vehicle

  Publisher: Sega. Developer: Activision. Ac-

  Car Chase, in which gangsters appear on both

  tion/Adventure, 1 player. 1987.

  sides of a moving car. One of the better light

  In this convoluted cartridge, players are

  gun shooters of the era, Gangster Town is sim-given $10,000 to start their own Ghostbusters

  ilar in theme to Hogan’s Alley (NES), but is

  franchise. The money is used for purchasing

  more expansive and offers more rapid-fire

  various ghost-busting items, including a pk en-

  shooting action.

  ergy detector, a marshmallow sensor, ghost

  bate, a ghost vacuum, a super ion beam, and

  Ghost House

  more. Gameplay is divided into four different

  Publisher: Sega. Developer: Sega. Side-

  scenarios: guiding the Ghostbusters icon

  Scrolling Platform, 1 or 2 players (alternat-

  ing). 1986.

  around a map screen; overhead driving se-

  quences, in which players cruise up the screen,

  With its cartoonish graphics and silly

  sucking up ghosts and dodging other vehicles;

  music, the only thing scary about Ghost House

  standing before buildings, trapping ghosts be-

  is how bad it is. Players guide an inept “hero”

  tween ion beams; and climbing stairs on the

  named Mick through a haunted house, climb-

  way to confront Gorza (known as Gozer in the

  ing ladders, jumping over traps, and punching

  movie). The Master of the Key, the Gatekeeper,

  mummies, ghosts, bats, and other goofy look-

  and the Stay Puft Marshmallow Man are also

  ing creatures of the night. The only weapons

  part of the action. Based on the 1984 film (and

  Mick has are his fists and the occasional flyby

  on the computer game), the Master System ver-

  sword, which he must jump on in order to use.

  sion of Ghostbusters features some things the Objectives include collecting treasure, finding

  NES rendition lacks, including

  buildings lining the streets, four

  selectable cars (economy, com-

  mon, hearse, and sports), and

  passwords for saving progress.

  Also released for the Atari 2600.

  Much different than the Genesis

  version, which is a platform

  shooter. Followed by: Ghost-

  busters II (NES, Game Boy).

  Ghouls ’n Ghosts

  Publisher: Sega. Developer: Sega.

  Side-Scrolling Platform, 1 or 2

  players (alternating). 1990.

  A nice port of Capcom’s 1988

  arcade game, Ghouls ’n Ghosts for

  the Master System lacks some of

  the graphical detail of the coin-op

  classic (and of the Genesis ver-

  sion), but it still looks great, and

  Gangster Town, Marksman Shooting/Trap Shooting, and Shoot-

  it adds an interesting facet to the

  ing Gallery are all compatible with Sega’s Light Phaser gun.

  game. As expected, Sir Arthur the

  SEGA MASTER SYSTEM

  231

  knight runs along dodging obstacles (includ-

  borrow from Missile Command, but contains

  ing guillotines), jumping over gaps, climbing

  enough original elements to keep it from being

  ladders, and throwing knives at such ghoulish

  overly derivative. Levels include: Earth, Moon,

  enemies as grim reapers, skeletons, and vul-

  Asteroid Belt, Saturn, and Hidden Planet.

  tures. However, unlike the original (and un-

  Based on Sega’s 1988 arcade game.

  like the Genesis game), weapons don’t appear

  along the ground for players to pick up. Rather,

  Golden Axe

  Arthur must enter doors (via treasure chests) in

  Publisher: Sega. Developer: Sega. Side-

  order to upgrade his armor, boots (for in-

  Scrolling Combat, 1 player. 1989.

  creased speed and jumping ability), and hel-

  When compared to the original arcade

  met, the latter of which grants access to magic

  game (Sega, 1989), Golden Axe for the Master spells, upgraded weapons, and special attacks.

  System is certainly competent (all the levels and

  Areas to battle through include: Place of Exe-

  magic powers are intact), but it comes up lack-

  cution, Village of Decay, Town of Fire, Crystal

  ing in a couple of key areas. Unlike the coin-op

  Forest, and Demon’s Castle. Followed by: Super

  classic, which lets players select from a warrior,

  Ghouls ’n Ghosts (S
NES, Game Boy Advance)

  an Amazon, or a dwarf, this version only in-

  and Ultimate Ghosts ’n Goblins (PSP). See also: cludes the warrior as a playable character.

  Ghosts ’n Goblins (NES).

  Worse, the two-player simultaneous mode is

  absent. Graphically, the game is surprisingly

  Global Defense

  close to the Genesis version, but the Genesis

  Publisher: Sega. Developer: Sega. Side-

  game retains the aforementioned traits from

  Scrolling Shooter/Non-Scrolling Shooter, 1

  the arcade classic, plus adds a special Duel

  player. 1988.

  mode. Brandishing a sword and magic powers,

  the latter of which are acquired via magic pots,

  Notable for its now-disturbing introduc-

  the warrior must battle the minions of Death

  tory screen, in which a missile lands behind the

  twin towers of the World Trade

  Center, destroying Manhattan in

  the process, Global Defense is di-

  vided into offensive and defensive

  halves. While on the offensive,

  players guide a cursor around a

  side-scrolling screen, firing a can-

  non beam at enemy missiles, killer

  satellites, crab ships, and attack

  probes, while at the same time

  maneuvering the Global Defense

  Satellite out of harm’s way. While

  on the defensive, players guide a

  cursor around a stationary screen,

  firing at enemies to protect the

  territory below, while at the same

  time protecting the aforemen-

  tioned satellite. Holding down

  button 1 switches control from the

  cursor to the satellite. As in the

  Unlike most Master System titles, which were produced in a coin-op classic Missile Command,

  standard cartridge format, Ghost House and Super Tennis were the explosion clouds created by

  released as Sega Cards, which were about the size of a credit the player’s weapon destroy ene-card. Sega Cards were cheaper to manufacture, but held less mies. Global Defense does indeed

  game data.

  232

  CLASSIC HOME VIDEO GAMES, 1985–1988

  Adder, who has stolen the titular sword. Most

  Killing enemies also earns players gold for pur-

  famously ( Golden Axe was a hugely popular

  chasing such helpful items as Bibles, potions,

  game back in the day), the warrior can ride

  crystals, and weapons upgrades. Boss battles,

  creatures that breathe fire and use their tail as

  puzzles, and conversant characters add to the

  a whip.

  fun. Fans of The Legend of Zelda should

  definitely check it out. Includes password fea-

 

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