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-