Classic Home Video Games (1985-1988)

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Classic Home Video Games (1985-1988) Page 63

by Brett Weiss


  dition of a two-player mode. Players, viewing

  shooting a “microgun” at blue-masked mon-

  the action from behind the car, can enter Grand

  sters, snail creatures, flea beasts, and other quirky

  250

  CLASSIC HOME VIDEO GAMES, 1985–1988

  creatures. When shot, the baddies turn small

  System is an admirable port of Romstar’s 1987

  and innocuous, enabling Teddy Boy to elimi-

  arcade semi-classic, which borrowed from such

  nate them with a simple touch. If Teddy Boy

  overhead run-and-gun games as Commando

  waits too long to touch a downed enemy, it will

  and Ikari Warriors. Players, as the titular sol-turn into an eyeball bug that will eat up time left

  dier, must rescue five fellow warriors from six

  on the clock. If Teddy Boy stays on a platform

  different time periods: Primitive, Ancient Rome,

  too long, it will disappear. Shooting dice can

  Medieval Japan, World War II, Future World,

  uncover such bonus point items as cigarettes

  and Gylend’s World (home of an evil space

  (!), beer (!), sneakers, and toy bears. Filled with

  tyrant who turned the aforementioned war-

  fun and challenge, Teddy Boy is a nice port of riors into energy balls). Players are armed with

  Sega’s Teddy Boy Blues arcade game (1985).

  shoulder-mounted cannons and can pick up

  Fans of Joust and Bubble Bobble will surely such dropped weapons as tri-shot guns, mis-enjoy it.

  siles, and energy guns for use in blowing away

  dinosaurs, cavemen, tanks, ninjas, and various

  Thunder Blade

  other enemies (including huge bosses). Tele-

  Publisher: Sega. Developer: Sega. Vertical

  porters allow players to travel between eras,

  Scrolling Shooter/Third-Person Shooter, 1

  giving the game some degree of non-linearism.

  player. 1988.

  Time Soldiers is most enjoyable (not to men-

  tion easier to beat) when played with a friend.

  In Thunder Blade, players pilot the titular

  helicopter through four areas (Urban Combat,

  TransBot

  Mountain/Desert, River Delta, and Refinery),

  Publisher: Sega. Developer: Sega. Side-

  firing a chain cannon (which releases a steady

  Scrolling Shooter, 1 or 2 players (alternating).

  stream of bullets) and air-to-ground missiles

  1986.

  at attack helicopters, jet fighters, torpedo cruis-

  ers, tiger tanks, large fortresses, and other en-

  Set after the Nuclear War of solar year

  emies, most of which move in redundant,

  2,000, when people had emerged from their un-

  unimaginative patterns. There are 12 levels in

  derground shelters, TransBot has players try-all, alternating between overhead view action

  ing to thwart an uprising by Dalaus, an artificial

  and the less typical behind-the-helicopter

  intelligence computer trying to create a dicta-

  viewpoint. At the end of each cleared stage,

  torial empire. To destroy the fighter planes, ro-

  players earn bonus points based on number of

  bots, mechanical debris, and other enemies

  enemies destroyed. Unfortunately, there are no

  (which move in increasingly crowded waves),

  power-ups to speak of, and the air-to-ground

  players must pilot the CA-214, which is a com-

  missiles can only be fired one at a time, making

  bat astro-plane capable of the following weapons

  the game harder than it should be. Unlike the

  upgrades: standard beams, diffusion beams,

  much more dynamic arcade classic (Sega,

  sword, cannon, two-direction fire (forward and

  1987), which was available in both a sit-down

  behind), and power-up attack, the latter of which

  cabinet and a vibrating joystick model, players

  powers up the current weapon. In addition, the

  cannot move the helicopter upward and down-

  astro-plane can turn into a hover mech. Power-

  ward during the overhead view stages. Fol-

  up capsules are exposed by shooting cargo

  lowed by: Super Thunder Blade (Genesis).

  transports that move along the ground. The ac-

  tion borders on redundant, but certain enemies

  Time Soldiers

  are especially vulnerable to specific weapons,

  infusing some strategy into the mix. The game

  Publisher: Sega. Developer: Sega. Vertical

  Scrolling Shooter, 1 or 2 players (simultane-

  has no ending, making high scores the ultimate

  ous). 1989.

  goal.

  Despite the expected setbacks, such as

  Vigilante

  slower gameplay, flickering, and somewhat less

  Publisher: Sega. Developer: Sega. Side-

  detailed graphics, Time Soldiers for the Master Scrolling Combat, 1 player. 1989.

  SEGA MASTER SYSTEM

  251

  An extremely monotonous and limited

  in the role of Sheriff of the Western Territories.

  (the titular hero can’t jump-kick or move up

  As the screen scrolls to the right, players must

  or down) side-scroller, Vigilante has players shoot thieves, gunslingers, and other bad guys

  walking from left to right, punching and kick-

  while avoiding killing ladies, unarmed civil-

  ing bad guys. The Rogues in question (known

  ians, and other innocents. Some areas show the

  as Skinheads in Irem’s 1988 arcade original) run

  sheriff (viewed from behind) maneuvering

  up to Vigilante, one after another, grabbing

  along the bottom of the screen while others

  him by the throat if players aren’t quick enough

  portray him riding a horse. Levels include:

  to execute a punch or a kick. Getting grabbed

  Tombstone, The Desert, Mary’s Saloon, The

  drains Vigilante’s health (a frustrating feature),

  Outland, Ricky’s Hotel, Nugget Town, and The

  but he can shake off the bad guys with a quick

  Final Showdown, the latter of which finds play-

  side-to-side wiggle. Vigilante, who can pick up

  ers firing at the Big Boss while avoiding TNT

  nunchucks for a longer reach, must battle his

  being thrown. There are challenge scenes as

  way through five short levels (City Streets,

  well, in which gamers shoot at bottles and

  Junkyard, Bridge, Downtown, and Construc-

  coins. Each time the sheriff ’s gun fires, the

  tion Sites), with the ultimate goal of rescuing his

  screen blinks white, causing undue annoyance.

  girlfriend, Maria (known as Madonna in the

  arcade game). Nicely detailed background visu-

  Where in the World Is Carmen

  als can’t save this mediocre port of a lame arcade

  Sandiego?

  game. Stick with Double Dragon.

  Publisher: Parker Brothers. Developer: Parker

  Brothers. Educational/Geography/First-Per-

  Walter Payton Football

  son Graphic Adventure, 1 player. 1989.

  Publisher: Sega. Developer: Sega. Sports/Foot-

  Packaged with a Detective’s Almanac,

  ball, 1 or 2 players (alternating). 1989.

  which is a key to success in the game, Where in


  Named after the legendary Chicago Bears

  the World Is Carmen Sandiego? for the SMS is running back, Walter Payton Football is a

  based on the 1986 Broderbund computer semi-

  playable, but flawed game. The overhead view

  classic, which began on the Commodore 64 and

  is less than desirable, players cannot switch

  spawned a PBS game show. Players travel

  control between defenders, fum-

  bling is nonexistent, there’s tons

  of flickering, and the sounds are

  hideous. On a more positive note,

  a variety of plays are available,

  there are 28 teams from which to

  choose, and a password-backed

  Season mode will keep gamers

  busy for a good long while. Al-

  though superior to previous Mas-

  ter System titles Great Football and

  Sports Pad Football, Walter Payton

  Football will never be confused

  with Tecmo Bowl for the NES.

  Wanted

  Publisher: Sega. Developer: San-

  ritsu Denki. Light Gun Shooter, 1

  player. 1989.

  Designed for use with Sega’s

  A poor man’s Double Dragon, Vigilante is a standard beat-’em-Light Phaser, Wanted puts players

  up, the type of which was extremely popular during the 1980s.

  252

  CLASSIC HOME VIDEO GAMES, 1985–1988

  around the world to collect the clues and war-

  game in the Wonder Boy series). Armed with a rants necessary to capture and arrest Carmen

  short sword (a departure from the original

  Sandiego and her henchmen, who have stolen

  game), the boy hero must battle his way

  90 national treasures and stolen off to 30 differ-

  through 12 labyrinthine levels, including The

  ent foreign cities. The top half of the screen

  Coastal Town of Baraboro, The Mam Desert,

  shows the various buildings and cities, along

  and Pororo Islands. The game is infused with

  with action-oriented character chases (unlike

  RPG elements (also a departure from the orig-

  Where in Time Is Carmen Sandiego? for the

  inal game), including: magic spells (wind,

  NES, this game has portions in which players

  lightning, and the like); alternate pathways

  duck bad guys’ knives and bullets). The bot-

  (though the game is still level-based and largely

  tom half of the screen shows character por-

  linear); and hidden gold (which players can use

  traits, point-and-click menus, and geographi-

  to purchase shields, armor, boots, and other

  cal and historical info. Also released for the

  helpful items). The action is timed, meaning

  SNES and Genesis.

  there’s not always time to explore each level in

  its entirety. The graphics are colorful, but the

  Wonder Boy

  theme is darker than in the first game, as the

  Publisher: Sega. Developer: Sega. Side-

  box implies: “No more cute dolls, fruit or milk.

  Scrolling Platform, 1 player. 1987.

  Now it’s swords, armor, shields, labyrinths and

  fire breathing dragons.” Based on the arcade

  Before Sonic the Hedgehog, Wonder Boy

  game: Wonder Boy: Monster Land (Sega, 1987).

  (along with Alex Kidd) was the closest thing Sega

  had to a company mascot. In this first game in the

  series (which is a fantastic port of Sega’s 1986 ar-

  Wonder Boy III: The Dragon’s Trap

  cade game), players guide a young, blonde, pre-

  Publisher: Sega. Developer: Sega. Side-

  historic looking hero through forests, oceans,

  Scrolling Platform, 1 player. 1989.

  clouds, hills, icy caverns, and other areas, throw-

  A huge, colorful, cartoon-like game, Won-

  ing hatchets at such enemies as bats, frogs, coy-

  der Boy III has a sword-swinging Tom-Tom

  otes, snakes, spiders, octopi, and snails. Tom-

  trying to save Monster Land from Meka Dragon,

  Tom (as the titular boy is called) runs quickly,

  a feat that involves getting turned into various

  and he can jump over obstacles (including fire

  creatures, each with different powers: Lizard-

  and rolling stones) and on top of moving plat-

  man (blows flames); Mouse-man (enters small

  forms. He can also break open eggs to reveal

  areas); Piranha-man (swims); Lion-man (car-

  helpful items, such as a guardian angle and a

  ries a large sword); and Hawk-man (flies). Each

  skateboard, the latter of which speeds up Tom-

  creature is rated according to attack points, de-

  Tom and lets him take one extra hit. Grabbing

  fense points, and charm points. In his various

  food, such as milk and fruit, keeps Tom-Tom’s

  guises, Tom-Tom (a.k.a. Wonder Boy) will

  energy meter/timer charged. A classic, brightly

  travel through jungles, deserts, the sea, castles,

  colored, left-to-right side-scroller (with no

  and underground areas, jumping on platforms,

  backtracking), Wonder Boy is extremely similar using magic, entering doors, battling creatures

  to Adventure Island (NES), which, thanks to an (Cyclops, giant bats, skeletons, giant toads,

  unusual licensing agreement, uses the same

  faerie zombies, and the like), buying special

  game engine, but alters various visual elements

  items (including sabers, shields, armor, arrows,

  (including the characters).

  thunder, fireballs, boomerangs, keys, and med-

  icine), and more. The ultimate goal in this fun,

  Wonder Boy in Monster Land

  password-backed adventure is to recover the

  Publisher: Sega. Developer: Sega. Side-

  salamander cross, which can return Tom-Tom

  Scrolling Platform/Adventure, 1 player. 1988.

  to his human form. Followed by: Monster Lair

  An army of monsters has turned Wonder

  (TurboGrafx-16 CD) and Wonder Boy in Mon-

  Land into Monster Land, prompting Tom-

  ster World (Genesis).

  Tom to the rescue once again (this is the second

  SEGA MASTER SYSTEM

  253

  World Grand Prix

  of a behind-the-ship viewpoint and some ex-

  Publisher: Sega. Developer: Sega. Formula-1/

  tremely nifty 3D effects (thanks to the SegaS-

  Indy Racing, 1 player. 1986.

  cope 3-D Glasses). As gamers fly their Zaxxon

  Although it suffers from monotonous

  vessel through outer space, shooting and avoid-

  graphics (the cars all look similar, as do the

  ing Vargan Death Fighters, the ships, stars,

  barren roadsides), World Grand Prix is a nice enemy fire, and power-up capsules (for en-take on the Pole Position formula. Viewing the hanced speed, extra lives, increased fuel tank

  action from behind their vehicle, players race

  capacity, and stronger firepower) seem to pop

  down 12 twisting, turning tracks, trying to pass

  right out of the TV screen. Even more impres-

  enough cars to extend the action beyond the

  sive looking are the Death Star Trench-like Bat-

  current lap. Placing high is a challenge (even

  tle Fortress sequences, in which players fly be-

  for ex
perienced drivers), but the two-speed

  tween (and over) walls and through magnetic

  (high and low) car handles well, making for a

  barriers, shooting tanks, fuel tanks, and can-

  streamlined contest. Unlike Pole Position, World non batteries while avoiding missiles. Three

  Grand Prix lets players upgrade their cars and types of mother ship bosses round out the fun,

  design their own tracks. Upgrades include ac-

  finely programmed action. Followed by: Za-

  celerator, engine, and handling.

  xxon’s Motherbase 2000 (Sega 32X).

  Y’s The Vanished Omens

  Zillion

  Publisher: Sega. Developer: Sega. Third-Per-

  Publisher: Sega. Developer: Sega. Platform

  son Action Role-Playing Game, 1 player. 1988.

  Shooter/Adventure, 1 player. 1987.

  In Y’s The Vanished Omens, players guide

  Zillion is a fairly complex adventure game

  a swordsman named Aron through the caverns,

  in which players, as Secret Agent J.J., must

  towers, and towns of the Kingdom of Y’s,

  infiltrate the underground labyrinth of the

  searching for six magical books that hold the

  Norsa Empire military base, save fellow agents

  key to defeating Dark Dekt, an evil magician.

  Apple and Champ (who become playable char-

  As in many RPGs, gameplay consists of talk-

  acters after being found), and destroy the main

  ing to characters, gathering clues and treasures,

  computer. Armed with an upgradeable Zillion

  purchasing items (swords, keys, rings, shields,

  Laser, J.J. will shoot bad guys, crawl and duck

  armor, potion, and the like), and exploring vast

  under enemy fire, ride elevators, climb stairs,

  areas. However, the battle system in Y’s is un-jump on platforms, wear infrared goggles (for

  usual. When an enemy appears, players should

  seeing all sensors), and avoid force fields,

  simply run Aron into the creature, as opposed

  mines, laser turrets, and other obstacles. More

  to pressing an attack button. Meters show the

  importantly, J.J. must open capsules in each

  current health of Aron and his foe, and killing

  room by shooting them, revealing codes in the

  monsters lets Aron level-up and become

  process. After getting all the codes (writing the

  stronger. Includes battery backup. Adapted

  codes down is recommended), J.J. must enter

  from the 1987 Japanese computer game, Ys I:

  them into a computer terminal in order to

  Ancient Ys Vanished. Followed by: Ys Book I & progress. Backtracking is sometimes required

  II (TurboGrafx-16), Ys III: Wanderers from Ys (the gun must be powered up to destroy cer-

 

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