by Brett Weiss
Publisher: Sega. Developer: Sega. Tile Puzzle,
Shooter, 1 player. 1988.
1 or 2 players (simultaneous). 1988.
Unlike most light gun shoot-
ers of the era, in which players fire
at targets that pop up from be-
hind obstacles, Rescue Mission has
players guarding a railroad hand-
cart that travels up, down, left,
and right along various tracks.
The handcart in question, which is
manned by a computer-controlled
medic, picks up wounded soldiers
who stand along the tracks wav-
ing white flags. As a constant bar-
rage of jet troopers, special forces
troopers, infantrymen, boomer-
angs, grenades, balloon bombs,
and other enemies attack the hand-
cart, players must shoot them while
avoiding hitting the medic and the
injured soldiers. Land mines po-
Not all Master System sports titles fell under the “great” series sitioned along the tracks should
of games, as Reggie Jackson Baseball and Pro Wrestling, each also be shot. There are five brief,
pictured with box, cartridge, and instruction manual, will at-though enjoyable levels of play:
test.
246
CLASSIC HOME VIDEO GAMES, 1985–1988
Based on the ancient Chinese game Mah-
Shinobi
jongg, Shanghai is simple to play, yet deviously Publisher: Sega. Developer: Sega. Side-difficult to beat. The objective is to remove 144
Scrolling Combat/Platform Shooter, 1 player.
tiles from a pyramid (viewed from overhead),
1988.
two tiles at a time. Each tile in the pyramid has
a match, meaning there are 72 matches. To re-
A must-own cartridge for Master System
move a pair of tiles, players must select a tile
fans, Shinobi is a stellar port of Sega’s 1987 coin-along with its match. However, only tiles that
op classic. Players guide a Master Ninja named
are “free” can be selected. A free tile is one that
Joe Musashi through five riveting, crisply con-
has nothing on top of it and is open to the left
trolled, action-packed levels, rescuing children
or right. The game ends when players have re-
and throwing shurikens at gunmen, ninjas, and
moved all the tiles, or when players can no
other members of the Ring of Five terrorist
longer make any legal moves (removing the
network. In addition to throwing shurikens,
wrong two tiles leaves no matching pairs). De-
Musashi can jump, super jump (to higher plat-
signs on the tiles include dots, bamboo, Chi-
forms), squat, crab-walk, punch, and kick. He
nese symbols, seasons, and flowers. A help
can also use a sword, nunchukas, a chain, a
menu lets players identify specific tiles, back
gun, bombs, knives, and various types of
up as many moves as they have made, show all
magic, the latter enabling him to freeze ene-
available moves, and peek at tiles that are hid-
mies, fly, become invincible, call down light-
den from view. The lively, but redundant music
ning, surround himself with a tornado, and
can be turned off, and the position of each tile
release eight other selves (for defeating all on-
is random for each game. Also released for the
screen enemies). First-person, target-shooting
arcade, Game Boy, and Atari Lynx. Followed
bonus screens find Musashi throwing shu-
by: Super Shanghai (arcade), Shanghai: True rikens at advancing green and blue ninjas. Fol-Valor (PlayStation), and other variations on the lowed by numerous sequels and spin-offs, in-formula.
cluding The Revenge of Shinobi (Genesis),
Shinobi III (Genesis), and Alex
Kidd in Shinobi World (SMS).
Shooting Gallery
Publisher: Sega. Developer: Sega.
Light Gun Shooter, 1 player. 1987.
Designed for the Sega Light
Phaser, Shooting Gallery has play-
ers taking aim and firing at blimps,
air balloons, TV sets, spaceships
(which can only be shot when
their shields are down), and other
items through 24 levels of play.
The shooting action is pretty basic,
but it does offer certain flourishes,
such as exploding ducks, balls that
pass through tubes (the balls can
only be shot when exposed), and
backgrounds that tear when shot.
Although the NES was a more commercially viable console, the If players fail to shoot the required
Master System did have some titles based on outside properties, number of targets in any round,
including Rocky, Ghostbusters, and Michael Jackson’s Moon-
walker.
the game will end.
SEGA MASTER SYSTEM
247
Slap Shot
biggest difference has to do with bonus rounds,
Publisher: Sega. Developer: Sanritsu Denki.
which no longer harbor Chaos Emeralds.
Sports/Hockey, 1 or 2 players (simultaneous).
Rather, the vaunted baubles are now hidden
1990.
within the levels. Also released for the Game
Viewed from overhead, Slap Shot has fairly
Gear. Followed by numerous sequels and off-
standard hockey action, with players shooting,
shoots, including Sonic the Hedgehog 2 (Gene-
passing, checking, blocking, and, like in Blades
sis, Game Gear) and Sonic the Hedgehog 3
of Steel for the NES, fighting. The player that (Genesis).
loses a fight has to sit in the penalty box for two
minutes. There are two game modes (Exhibi-
Space Harrier
tion and Tournament) and eight different
Publisher: Sega. Developer: Sega. Third-Per-
son Shooter, 1 player. 1987.
teams (including America, Canada, and West
Germany), each of which is ranked according
Like Zaxxon for the Atari 2600, Space Har-to power, speed, and balance. A scored goal will
rier for the Master System can’t hope to repro-prompt a close-up, behind-the-shooter anima-
duce the sophisticated visual appearance of its
tion, and team celebrations are shown after
respective coin-op counterpart. The result is a
each game. Slap Shot is superior to Great Ice playable shooter with solid controls, but choppy
Hockey, which made the mistake of requiring
scaling, poor animation, and blocky objects.
the use of the Sega Sports Pad. Similar to: Ice
Players view the action from behind the titular
Hockey (NES).
extra-terrestrial warrior, who flies through the
air and runs along the ground through 18 stages,
Sonic the Hedgehog
shooting (or avoiding) trees, giant mushrooms,
Publisher: Sega. Developer: Sega.
Side-Scrolling Platform, 1 player.
1991.
Released late in the life of the
Master System, Sonic the Hedge-
hog has the same basic gameplay
as the original Genesis version,
and the basic look is relatively in-
tact as well. Players guide the
speeding, spinning, bouncing,
jumping, rolling, a
ttitudinal blue
hedgehog up hills, across plat-
forms, and over spikes (and other
obstacles), battling Dr. Robotnik
and his cronies by spinning into
them. Despite the aforementioned
similarities, there are some no-
table differences. Level design has
changed (there’s now a forced-
scrolling level, for example); Sonic
can’t gather up his scattered rings
after getting hit; shields carry over
into the next level; and Sonic can
sometimes die by simply falling a
short distance off a platform (such
Tetris didn’t make it to the Master System, but the console was as in the vertical scrolling sections
home to these two puzzlers: Shanghai and Columns, each pic-of the Jungle Zone). Perhaps the
tured with box, instruction manual, and cartridge.
248
CLASSIC HOME VIDEO GAMES, 1985–1988
mammoths, towers, jet planes, robots, skull-
take, use, move (enter and leave buildings,
faced creatures, and other enemies that start in
towns, and the like), look (examine surround-
the distance and grow closer as the Space Har-
ings), terrain (examine overview), at what (ex-
rier moves forward. Stages five and 12 are
amine specific object), and spell (use one of
bonus rounds, in which the Space Harrier rides
nine different spells). In the action scenes, Kane
on the back of an indestructible dragon that
jumps on platforms and over gaps (and other
runs over everything in his path. Includes “get
obstacles), shooting Ki Force at an assortment
ready” and “aaaahhhh!” voice effects. The un-
of creatures. Throughout the game there are
usual behind-the-shooter viewpoint, splashy
numerous swords, armor, and other helpful
3D graphics, and full-motion cockpit cabinet
items to find, including x-ray glasses, a lute, a
made the arcade original (Sega, 1985) a huge
harp, a sacred mirror, and a necklace. Includes
sensation, meaning multiple home versions
password feature.
were inevitable, including ports for the Turbo-
Grafx-16, Game Gear, and Sega 32X.
Spider-Man
Publisher: Sega. Developer: Sega. Side-
Scrolling Platform, 1 player. 1991.
Space Harrier 3-D
Publisher: Sega. Developer: Sega. Third-Per-
Wilson “The Kingpin” Fisk has planted a
son Shooter, 1 player. 1988.
bomb in New York City, framing Spider-Man
in the process. Spidey only has an hour or so
Space Harrier 3-D plays a lot like Space of real time to find and diffuse the bomb, so he
Harrier, but it includes new stages, new obsta-must move fast as he runs, jumps, punches,
cles, and new enemies (including ships that
kicks, wall-crawls, and web-slings his way
look like Star Wars TIE Fighters). More imme-through a warehouse, sewers, a power plant,
diately obvious is the game’s compatibility with
the beach, the streets, and Kingpin’s Lair. Each
the SegaScope 3-D Glasses, which give the vi-
level contains a classic Spider-Man boss (such
suals a sharper, deeper, more discernable ap-
as Dr. Octopus, Electro, or Sandman) who
pearance (though the animation, scaling, and
must be defeated in order to procure a key. In
objects are still rough around the edges). The
addition to battling bad guys, Spidey must con-
indestructible dragon from the first game has
front the police as well. Webbing is limited, but
been kidnapped (so goes the storyline), mean-
Spidey can take photos of his enemies and sell
ing there are no bonus rounds this time out.
the pics to the Daily Bugle to pay for more
The interesting look of this game makes it re-
fluid. Dubbed “Spider-Man vs. the Kingpin”
grettable that Sega never brought their coin-
on the title screen, this late release game was
op classic, Subroc-3D (1982), to the Master Sys-also produced for the Genesis, Game Gear, and
tem. Followed by: Space Harrier II (Genesis)
Sega CD.
and Planet Harriers (arcade). Similar to: 3-D
WorldRunner (NES).
Sports Pad Football
Publisher: Sega. Developer: Sega. Sports/Foot-
SpellCaster
ball, 1 or 2 players (simultaneous). 1987.
Publisher: Sega. Developer: Sega. Platform
Sports Pad Football looks and plays like
Shooter/Adventure, 1 player. 1989.
Great Football, but with modified controls due In SpellCaster, players guide a noble war-to its compatibility with Sega’s ill-fated Sports
rior named Kane on a mission to uncover the
Pad trackball controller, which is required to
mystery behind a series of attacks on various
play the game.
temples and villages. The game is divided into
side-scrolling action scenarios and static ad-
Spy vs Spy
venture screens, the latter of which have play-
Publisher: Sega. Developer: Sega. Action, 1 or
2 players (simultaneous). 1988.
ers using intellect and strategy while listening
to conversations, following the plot of the story,
Based on the highly original 1984 computer
and selecting from a list of commands: talk,
game (which in turn was based on the Mad
SEGA MASTER SYSTEM
249
magazine comic strip), Spy vs Spy for the Mas-Prix mode (one-player only) or Vs. Battle mode,
ter System is very similar to its NES counter-
both of which provide a split-screen perspec-
part, but there are some subtle differences. Both
tive. Data and a map of the course take up the
games include booby-trap time bombs, stan-
top third of the screen, making the view of the
dard bombs, and springs, but the Master Sys-
road and background scenery very small. There
tem version also has guns. Interestingly, the
are 16 different twisting, turning courses (in-
NES buckets are filled with water while the
cluding Brazil, Mexico, U.S.A., and Japan), and
Master System buckets are electrical. Both
players can adjust their car’s transmission, wing
games offer a split-screen perspective, and both
(traction), engine, and tires (soft, super soft,
pit Heckel (white spy) against Jackel (black spy)
middle, and hard). Unlike the vastly superior
as they search rooms and set traps for one an-
Genesis version (which does lack two-player
other. Also released for the Game Boy Color.
action), the SMS rendition does not feature
Followed by: Spy vs Spy — Operation: Booby-
World Championship mode. Super Monaco GP
trap (Game Boy). A 3D take on the strip was
is the sequel to Monaco GP (arcade, 1980).
released for the Xbox.
Super Tennis
Strider
Publisher: Sega. Developer: Sega. Sports/Ten-
Publisher: Sega. Developer: Sega. Side-
nis, 1 or 2 players (simultaneous). 1986.
Scrolling Platform, 1 playe
r. 1991.
With its simple controls and nice looking
Like its Genesis counterpart, Strider for
court, crowd, and players, Super Tennis could’ve the SMS is a straightforward port of Capcom’s
been a pretty neat little game. Unfortunately,
1989 arcade game. Unfortunately, thanks to
it is ruined by the following flaws: a ball that
sluggish controls and the title character’s in-
moves way too slowly; a two-player mode that
ability to duck, it’s nowhere near as good.
doesn’t let gamers actually play against one an-
Smooth scrolling and nice graphics can’t cover
other (doubles against the computer is the only
up the game’s aforementioned faults. Game-
two-player option); and serving that is very
play is as follows: In the role of sword-swing-
hard to judge (it would be extremely easy to
ing Strider Hiryu, players must run, jump,
beat the computer if serves were more accu-
slide, hack, and slash through five levels of ac-
rate). Collision detection is off as well, mean-
tion, battling dinosaurs, robots, and other crea-
ing sometimes it looks as though the racket
tures while trying — oftentimes in vain — to
should have made contact with the ball when it
avoid getting killed. Much different than the
didn’t. Button 1 controls ground strokes, vol-
more complex NES version, which includes
leys, and smashes while button 2 executes lob
such complications as keys, readable data disks,
shots. Backhands and forehands are deter-
and backtracking. Followed by: Strider Returns:
mined by the direction the player is facing, but
Journey from Darkness (Genesis, Game Gear)
players can’t use the D-pad (or any other
and Strider 2 (arcade, PlayStation).
method) to aim shots. Options include three
levels of speed, control, and player type, and
Super Monaco GP
five computer skill levels.
Publisher: Sega. Developer: Sega. Formula-1/
Indy Racing, 1 or 2 players (simultaneous).
1990.
Teddy Boy
Publisher: Sega. Developer: Sega. Platform
A port of Sega’s 1989 arcade game (one
Shooter, 1 or 2 players (alternating). 1986.
version of which was a sit-down, force-feed-
back unit housed in a racecar cabinet), Super
In the overly cute, but highly entertain-
Monaco GP for the Master System is a significant ing Teddy Boy, players hop a beanie-capped kid downgrade from its progenitor, despite the ad-around a series of wraparound platform levels,