Thursday, 5 July 2012

Cannon Fodder


 Over the past decade or so we've seen a huge boom in video games based on wars with the likes of the record breaking Call of Duty series, Battlefield and Medal of Honour all selling by the bucket load. These games are released almost every year and often met with huge critical acclaim despite often portraying war as something glamorous and sexy. This wasn't always the case and in 1993 when Sensible Software released point and click action adventure game “Cannon Fodder” they were met by a huge wave of disgust from the likes of the Royal British Legion and a number of MP's.

 
Unlike modern war games like Call of Duty, Sensible didn't feel the need to glorify war to make Cannon Fodder fun. Instead of making war attractive Sensible looked at the loss of life due to war, something the game reflects amazingly well with each soldier on your team being given a name when they are fighting and later a tombstone when they are dead (as well as their name put on a list of casualties at the end of the level).

Almost 20 years after the release of Cannon Fodder, few games have given war such a raw feeling, a feeling of wars being about a loss not about killing people but about people dying. A subtle difference but a difference all the same. Though of course there is much more to Cannon Fodder than merely the aspect of death.
  
Unlike many modern war based games Cannon Fodder doesn't rely on you needing to pick head shots but instead look after your troops as you complete numerous missions, such as saving hostages or killing the enemy. This is done via the player needing to use various forms of strategy, such as leaving a soldier on the beach to provide cover for another soldier swimming across a small river or leaving a soldier shooting a barracks whilst another soldier gets a box of grenades. Whilst the strategies are generally quite simple the game it's self is incredibly deep, both on a gameplay level and as a look at war.

Of course with the game being almost 20 years old it's not fared well on the graphics front, especially not compared to modern day war games, which have been described by some as “so realistic they could be from a real warzone”. Yet the graphics do their job of showing the different terrain, the enemy and the player as well as the various items and vehicles that the player needs to see. Likewise the in-game music isn't as impressive as modern games but it does it's job...and in fact the theme tune is one of video games all time great tacks.

Whilst the game does look aged and was controversial at the time at it's heart it's a fun strategy game with a sprinkling of dark humour and a look at war that is much more sombre than other war based video games. It's a truly tremendous game that simply needs to be played by every gamer.
 
89%

Details:
Console-Sega Mega Drive, SNES, Amiga, Gameboy (and others)
Release-1993
Developer-Sensible Software
Genre-Strategy
Players-1

Quote take from: http://www.thesun.co.uk/sol/homepage/news/3883630/Video-game-Battlefield-looks-frighteningly-like-the-real-thing.html

Trivia-
The games theme song was professionally recorded and can be listened to below thanks to gazchap

Tuesday, 3 July 2012

Kid Chameleon

 Now a days every other game seems to be a bland looking first person shooter (FPS) but back in the 1990's games were more often than not platformers. Of course the kings of platform were Mario (on the Nintendo systems) and Sonic (on the Sega systems) though this didn't stop other platformers from being incredibly good games such as this one, Kid Chameleon.



The back story of the game is pretty meaningless but you're effectively playing a game inside a game. The local arcade has a new virtual reality game, called "Wildside" which has been abducting it's players and you, as Kid Chameleon must defeat the game and save the kids who have been taken by the game. Despite having such a pointless story the game it's self is actually excellent.

Although platformers were the big thing of the 1990's Kid Chameleon differentiated it's self from most of the other platform games of the era in a number of ways. Firstly, unlike most platform games you're not stuck in a single form, in fact Kid Chameleon sees the player taking 10 different forms, each with their own power. These range from the Kid (a child in jeans) to an Iron Knight (who can climb vertical walls) to Hovercraft rider (who can ride on the roof of levels). It's these helmets that give the game not only extra depth but also different strategies. For example you may wish to keep the "Cyclone" helmet which can fly to get through some levels or you may which to keep the Maniaxe mask which allows you to throw axes at enemies from a distance.

As well as the number of different forms (and strategies) a player can use to get through the game the game also stands out from the rest of the platformers on it's sheer size. The game in total features over 100 levels, and whilst you won't have to visit them all you will have to visit a lot of them (unless you use a cheat). Whilst this makes the game very long it's also rather frustrating as the game features neither a password system nor a save feature (at least in it's original form). This generally means most players will never manage to complete the game despite a number of shortcuts in the game.

Despite being one of the toughest games ever to actually complete it's also a game that has so much wealth to it that it's actually impossible to hate. The various helmets add so much to the game that always feels so fresh and original even when you've played through it before.

Whilst some of the graphics and some of the sound does fall below the standard of the gameplay it's merely a minor complaint (much like the games length) and you will find yourself really enjoying an excellent and unusual game.

87%

Details:
Console-Sega Mega Drive
Release-1992
Developer-Sega Technical Institute
Genre-2D Platformer
Players-1or 2

Trivia- To player can complete the game by completing as little as 3 levels by skipping from the 2nd level to the final level.

SPOILERS/MEGA CHEAT
At the end of Blue Lake Woods 2 you need to jump on the last prize block above the flag, then press Right/Down + Jump. You will skip one to the final level "Plethora".

Super Mario World

In 1990 Nintendo released their Super Famicom (SNES) and as a pack in title they included Super Mario World, one of the games that set the tone for the era that would follow, the Nintendo v Sega wars of the 1990's.

Super Mario World sees the player playing as the titular character in a 2D platform adventure game that not set the gold standard of Platforming for the following decade or so but actually set the standard for gaming as a whole.Not only did it build on the excellent Mario franchise but it added so much that it really just showed why Nintendo were at the forefront of video games.

The story, as with most Mario games sees the plucky plumber trying to defeat Bowser and save Princess Peach but the game it's self has so much more than just the simple story to offer. Firstly you have the excellent levels which are designed to be replayable, fun and yet also challenging. As well as the levels you have the charm of the Sonic universe, the power ups, the moves and new addition Yoshi, who you can ride about on during the game.

The graphics are charming through out and whilst they now don't look anything special they did their job
wonderfully well and are clear through out (something you do admittedly expect in a Mario game). Like wise the music in the game is equally as charming despite being very simple and limited (in fact much of it is the same tune just altered in terms of speed). This leaves the game feeling just as charm to look at and listen to as it is to actually play.

Whilst we do genuinely love the game it isn't beyond fault, most notable the complexities of some levels (though by some we are literally talking about a handful) which seem to expect the player to do things that just feel relatively out place. Other than this however the game is pretty much flawless, both as a 1 player game or as a 2-player game (where 1 player controls Luigi). With a story that will last you for a few weeks (even longer if you want to unlock all the secret content) and a game with so much charm it simple oozes brilliance, it's easy to over look the occasional flaw.

To sum this game up all I can say is that you've never played it, get it and lock yourself in a room until you've complete it.


97%

Details:
Console-Super Nintendo Entertainment System
Release-1990
Developer-Nintendo EAD
Genre-2D Platformer
Players-1or 2

Trivia-
The game was the debut of Yoshi who would return in the sequel- "Super Mario World 2: Yoshi's Island" amongst many other games.

Thursday, 8 December 2011

Sonic The Hedgehog 2

Although Sonic the Hedgehog had been introduced to the gaming world in the first Sonic game in 1991 it was the sequel that really helped Sonic take over the world. Released in 1992 for the Sega Genesis (or Mega Drive) the game added a number of new features and improved on every part of the original game. To some it is not only the seminal Sonic game, but the seminal 2D platformer.

The first thing a player notices when they turn the game on is now recogniseable face of Miles "Tails" Prower on the title screen alongside Sonic. Soon afterwards the upgraded music kicks in and the player starts to realise they are now playing a special game
 the music adds more than one would imagine and it adds something throughout the whole game.

When you start the first level you feel completely at home as the level has a lot of similarities to the opening
level in the first Sonic game, though it's not long before the improved level design and graphics start to wow you. Levels now bring in not only multiple routes but scenery  that really plays a part such as lefts, pipes and slides that all come together to create a much fuller experience than the first game. Though the basis of the game is the same, the player controls Sonic (or Tails) and have to defeat Dr Robotnik (Dr Eggman in some versions) to save the world. The improvements are really brilliant and add a lot, not just in presentation but also in playability adding the now trademark spindash to the series.

With 20 in game levels (spread over 11 zones) and 7 bonus stages the game will take some time to get through though what you will find is that the game is genuinely a joy to play. The creative team from Team Sonic really nailed the 2D platform genre and made it not only a playable joy but a memorable experience. Even the worst levels in the games are wonderfully complex with out getting frustrating or annoying (see the water levels in the original Sonic game).

Whilst I personally feel Sonic 3 (and Knuckles) is the the best Sonic "game", Sonic 2 is a very complete and thrilling experience that really must be played by every single serious gamer.

92%

Details:
Console-Mega Drive
Release-1992
Developer-Team Sonic
Genre-2D Platformer
Players-1or 2

Trivia-
Sonic 2 added multiplayer to the Sonic platform genre with a 2 player racing game and allowed a second player to control Tails.

Friday, 25 November 2011

Yoshi's Cookie (Game Boy)

The Game Boy really was a puzzle game heaven in the early 1990's. Whether you were old or young at least one puzzle game appealed to you...sadly however for every Mole Mania you had a Hatris and for every game that made you think and act on your toes you had one that put you to sleep. Yoshis' Cookie, featuring both Yoshi and Mario sadly falls into the second category.

The game, in the screen shots, may look like a typical falling block game (think Tetris) though it's not your normal falling block game. Rather than maneuvering falling blocks your maneuver the blocks on the bottom of the screen with an arrow type system that allows you to scroll a single line either vertically or horizontally. You need to make a single line all with the same style of cookie to delete them from the screen.

Although the game seems to merge both Tetris and Rubix cube it sadly lacks the challenge of a Rubix Cube and it lacks the charm and addictiveness of Tetris. What you are left with is a slow puzzle game that seems to be based solely at children who need a lot of time to think of their next move. Whilst I'm sure the game does eventually get hard it gets there so slowly that it's hard to keep yourself interested and find the challenge. It's game play at times seems almost sleep inducing rather than challenging and as a result it's hard to really enjoy.

Despite the game featuring Mario and a nice cheerful tune the game just feels a bit like a flop, a rarity for a Bullet-Proof Software. If you want a puzzle game that you can let your 6 year old play this is acceptable enough (even though it's in monochrome) though if you want to challenge yourself avoid it.


55%

Details:
Console-Game Boy
Release-1993
Developer-Bullet-Proof Software, Inc.
Genre-Puzzle
Players-1 or 2 (Link Cable Required)

Trivia:
A version of this was released on the SNES with much better graphics and much more to the game.

Thursday, 24 November 2011

Hatris

We've all heard of "Tetris" the video game that really helped the Game Boy become the dominant handheld of the 1990's (and late 1980's) though what few know is that the game had a spiritual successor of sorts in Hatris. Created by Alexey Pajitnov (the man behind Tetris) Hatris was released on the Game Boy at the start of the 1990's and tried to replicate the success of Tetris with a similar sort of concept.

As the name suggests this game features hats, lots and lots of hats. The players job is simple, they need to stack the hats as they fall from the top of the screen into piles to remove them (as opposed to making a solid line across the screen like in Tetris.

Hats fall in sets of 2 and come in a variety of styles (such as novelty Christmas hats, top hats, caps and Mexican hats) with each stacking in their own way. The player needs to place 5 hats of the same type on top of each other to remove them from the screen as the game slowly gets quicker and more complex. After the player stacks a set amount of hats they will go to the "shop" and get to add another type of hat which further complicates matters and makes the stacking more and more difficult.

Whilst the game may seem a lot like a Tetris based game it's more complex and adds several new ideas, including a flame (which can burn through some hats) and the shop function, sadly however it over complicates it's self and lacks the magic of Tetris. Whilst it's certainly different it's impossible not to compare the two and when you do, this seems to lack the charm and heart of Tetris.

68%

Details:
Console-Game Boy, NES, Arcade, TurboGrafx-16
Release-1990 (Game Boy)
Developer-Bullet-Proof Software, Inc.

Genre-Puzzle
Players-1 or 2 (Link Cable Required)

Trivia:
The arcade version of Hatris features heads at the bottom of the screen include one that looks like Elvis.

Sunday, 20 November 2011

Mr Driller (Game Boy Colour)

 In 1999 Arcade legends Namco brought out Mr Driller for the arcade and it was soon ported to a number of home systems (including the Playstation, Wonderswan Colour, PC, Dreamcast and Game Boy Colour). Sadly however it seems the Game Boy Colour, due to it's limitations got a very limited game compared to it's brothers and sisters.

The game (in all it's forms) is simple, you need to dig a hole though a bunch of coloured blocks to try either try to get to a set depth (25,000 ft or 50,000 ft) or get as deep as you can (Survival mode). All three game methods play identically though as the player digs through the blocks and collects are capsules. The player needs to avoid running out of air and prevent themselves from being
 squished beneath falling blocks whilst digging to the target. The blocks can be stuck together (if you connect 3 of the same colour) or can be made to disappear if the player connects 4 or more (giving the game some technique).

Whilst the game is simple and rather limited in all honesty it does have some odd addictive quality to it that it probably shouldn't actually have. The game has nothing that blows you away, it has nothing that makes you think wow, yet you find yourself coming back just for a quick game that then becomes 3 or 4 games. Maybe that's the games secret, be simply but addictive, it'd explain the arcade success I guess.

Despite being a game that can you hook you for a good half hour you do finally ask yourself what you're doing playing it so much and you can't actually explain it. It's not something that really stands out just relatively addictive. It's a bit of a weird one that made the most of the Game Boy Colour's colour but didn't really do anything outstanding. Probably worth a purchase if you can find it cheaply but don't make a conscious effort to hunt it down.

73%

Console-Game Boy Colour (version reviewed), PC, Arcade, Dreamcast, Playstation, Mobile Phone, Wonderswan
Release-1999
Developer-Namco
Genre-Puzzle
Players-1

Trivia:
The game has had a number of sequels which have added to the original game and helped develop a fuller game from the same basic idea
The game was originally going to be part of the Dig Dug series until re-inventing it's self as Mr Driller.

Friday, 18 November 2011

Mole Mania

If you see a hardcore gamer and mention the name "Shigeru Miyamoto" you'll make them think of Mario, Donkey Kong, the Zelda series and Pikmin, though one of his most forgotten works was the excellent and charming Mole Mania. The god of video games designed this excellent Game Boy puzzler back in the mid 1990's and you can see his touches of genius through out the game.

You control a mole (named Muddy Mole) who needs to rescue his family from an evil farmer called Jinbe by completing a number of puzzles. The player can walk up, down, left or right, as well pushing, pulling and throwing various items and digging underground to defeat enemies and get around obstacles and clear the stage. Each stage is cleared when the player places a big black ball on the gate at the end, though this is often easier said than done as digging in the wrong place may see you needing to start the puzzle again.

Although on the basis of it all the game seems simple it becomes really challenging and you need to think about what your doing before you start the screen. For a game that looks quite cute it become a real case of planning before you start digging random holes in the level...and later on it becomes ridiculously complex and mind boggling as you get more and more obstacles thrown your way. Oddly despite the fact you'll find yourself thinking an awful lot you'll soon find yourself addicted to the game and wasting hours away trying to complete it.

Whilst the gameplay is excellent and the puzzles are wonderful the game also features bright and exciting music that adds to the games charm and sounds incredible for a Game Boy game. Though perhaps this points us to the games biggest issue, it's a Game Boy game. It wasn't given the DX treatment or even the "Advance" treatment of some other games and as a result it's lacking in any real colour  which some players will find off putting. If however you can ignore the dated looks you will find your self falling in love with yet another Miyamoto creation. It's a game that oozes charm, has wonderful gameplay and lots to explore as well as testing your brain, what more could you ask for?

88%

Console-Game Boy
Release-1996 (Japan), 1997 (US, EU)
Developer-Nintendo and Pax Softnica
Genre-Puzzle
Players-1

Trivia:
The game was known as Mogura~Nya in Japan
The game was directed by Masayuki Kameyama, the man behind Donkey Kong '94 which shares a number of similar gameplay ideas with Mole Mania.

Mario's Picross

Puzzle games have become a somewhat forgotten genre in the current video game market which is filled with sports titles, FPS' and driving games. It's a shame that if you ask a teenage what puzzle games they can think of they often reply with "Tetris, that's the only one I can think of" (my own well educated gaming sister). With the original Game Boy however puzzle games were a norm, not only with Tetris but a host of others. One of the most interesting of those games was "Mario Picross", a game that brought Picross to the video game console and managed to make the Game Boy another time waster.

The idea of Mario Picross is rather similar in someways to Minesweeper in that the player is given onscreen clues and needs to select certain boxes that correspond to the clues. If the player uses the clues well and completes the puzzle they will have drawn a picture which will be shown to the player afterwards.

Although the concept seems rather simple and monotonous it's actually incredibly challenging (especially the later levels) and oddly addictive. Whilst the pictures may not be anything great the game is genuinely enjoyable and has the same sort of charm as Sudoku, in fact in many ways it feels like the love child of Minesweeper and Sudoku.
With well over 200 levels to complete (including a hidden Time Trial mode) the game has genuine longevity that will take even the most devout of puzzle gamers a long time. While the main game is huge the Time Trial adds even more replay value to the game which really gives it a huge lifespan.

Whilst the game is huge it does have it's issues, most notably some god awful music (seriously I decided to mute it pretty swiftly as it was that awful) and a lack of commercial success outside of Japan. Oddly, despite carrying the Mario name the games sales in the US and EU were disappointing (despite the game doing very well in Japan). The game is genuinely a really good puzzle game that sadly, it seems, only Japan ever really enjoyed. Despite this I loved it and think it's a great addition to anyone's Game Boy Library.

86%

Details:
Console-Game Boy
Release-1995
Developer-Jupiter
Genre-Puzzle
Players-1

Trivia:
A sequel was released (Picross 2) in Japan that featured puzzles which were much larger than the 15x15 tiled puzzles found in Mario Picross
Another sequel was released, again just in Japan, called Mario's Super Picross and was released for the Super Famicom

Thursday, 17 November 2011

Dr Mario

While Nintendo had Tetris as their lead puzzle game you could have assume they would rely on their laurels, surprisingly however they actually complimented Tetris with a number of other top puzzle games including Dr. Mario. The game which has been released on the NES, SNES, Game Boy, Game Boy Advance and most recently the Virtual Console which has helped it to have an enduring fan base.

Like most puzzle games of the time the player needs to manipulate falling blocks, this time however the blocks act as "capsules" and are 2-toned. The capsules need to be used carefully to get rid of the virus' that are shown on screen. Like a number of games of the time this is done by matching the coloured segments of the capsules to the corresponding virus'. Each virus needs to be put in a line
with 3 matching capsule segments to get rid of it and the player needs to do this before the stage (a "capsule box" type of design) become full.

As the player progresses through the levels they will notice a growing number of virus' making the game more difficult and also the pills will fall quicker. It's not long before the game becomes incredibly challenging and the game starts to rush you causing your mind to panic and oddly, for such a simple game, it gets your blood pumping.

Whilst the game doesn't look amazing and the music won't blast you away (mainly due to it now sounding aged) you will find this is a solid puzzle game in it's own right. It's not got the magic feeling of Tetris or quite the same addictiveness but it's a solid and challenging game that you can burn time with and enjoy. Though perhaps the best part of the game is the excellent multiplayer mode which sees the two players competing with each other. Whilst it may seem like a little bonus the multiplayer really brings even more life into an excellent and deep puzzler.

86%

Details:
Console-SNES/NES/Game Boy/Game Boy Advance
Release-1990 (NES version)
Developer-Nintendo
Genre-Puzzle
Players-1 or 2

Trivia:
An N64 version was released on the obscure iQue in China in 2003
Dr Mario was a hidden character in Super Smash Bros. Melee on the Gamecube

Barbie Super Model

Sometimes when reviewing these old games I have to ask myself 2 questions, 1-"Why?" and 2-"What am I doing with my life?" They have never been asked as much as when I was playing Barbie Super Model a game that has you continually wondering why you even bother with these sorts of games.

The first thing you notice is the pink overload, the game almost seems like someone has used pink paint brush and tried to use it as much as they can to create the games "look". Though rather funnily the pink is the least the games problems, in fact it's just one of many.
 The player controls Barbie who starts the game in a convertible (see above) and needs to get from the start of the level to the end of it to practice her catwalk routine. Then the player needs to guide Barbie back to the start of the level. You can make barbie go up, down slow down or speed up to avoid crashing into other cars though in the end of it it's simple, dull and boring.



Along the way you can run into a gift box or a camera and play one of the games two mini games. These games involve matching Barbie's clothes to that of a magazine cover, effectively a glorified memory game that involves the player looking at Barbie in a swimsuit (yeah it's as sexy as looking at a dead turkey).

After you get back to the start of the level you do a catwalk section needing to repeat the routine you practiced in the middle of the level. After completing this you need to do the entire thing again...this time on roller skates at the beach. It's much the same as the opening car section of the game except the obstacles have changed to include people and beach balls. Again you need to get to the end of the level to do a practice routine then make your way to the start of the 


level to put your practice into action. This same level pattern is repeated between the games final 2 levels (in which Barbie walks through a ski resort and cycles through a park).

 Whilst the game's "levels" are rather pathetic and monotonously slow they also feature frustrating items like snowballs being thrown at the player for what appears to be no reason. If the player is struck they lose a life (which is indicated in the top left of the screen) and losing all the life will see them given a Game over screen.

Sadly as well as having the fun of Christmas in Cromwell's era and enough pink and purple to make your eyes bleed the music and sound effects sound as if they were designed to give you headaches. Whilst we don't expect CD quality sounds in a SNES or Mega Drive game we don't expect to have our ears assaulted by bleeps, blips and blops that sound like our speakers are damaged.

The game has very little in case of redeeming factors and really is a nightmare of a game that is best off ignored unless your a 5 year old girl who thinks that Barbie is the perfect role model.

14%

Details:
Console-SNES/Mega Drive
Release-1992
Developer-Tahoe Software Productions
Genre-Action
Players-1 or 2

Trivia:
Their is a ROM of the unreleased Game Gear version going around

Wednesday, 16 November 2011

Streets of Rage (Mega Drive)

Having recently reviewed both the Game Gear Streets of Rage and the Master System Streets of Rage it seems only fitting to review the original Mega Drive version of the game, and by far the most enjoyable.

Released in 1991 the Mega Drive version was the only 16-bit version of the legendary beat 'em up and is by far the most complete version of the game. When comparing this to it's siblings you notice that they both look uglier, sound somewhat weak in comparison and have a number limitations (which effect the balance of the game). As a result this is the version of the game that everyone SHOULD make sure they player (though I do advise playing the Master System version as well).

As with the other version of the games the player can select which character they wish to play as (Adam is absent form the Game Gear version) with each of them having slightly different stats. Each of the characters have the same controls and similar moves as each other allowing them attack, throw combo's and throw enemies around the screen. Although they all have the same controls their moves do differ slightly and are stylised to their stats, for example Axel has the worst jump attack whilst Blaze has the quickest attacks and Adam's are the slowest.

The games backstory is the same as the other two versions of the game. An evil crime syndicate is running the city and needs to be taken out, only the three playable characters (and a single back up cop) are willing to try and take down the organisation. Although the story is somewhat weak compared to what we get now it's the right sort of background for the type of game it is. With out being rude it's a very basic and straight forward beat 'em up with the characters moving from left to right across the levels. Despite the simplicity it's also one of the most out and out fun beat 'em ups both as a 1 player game or as a 2-player co-op game. It's good looking, it's got amazing music


and more impressive is the fact the game is challenging with out being too tough. In terms of raw difficulty this is the most balanced of the 3 games as it manages to have enough enemies on screen at once to be tough (as opposed to the Master System which could only cope with 2) with out being frustrating like the Game Gear version (which took out the "knee" attack).


Although the game isn't the definitive beat 'em up, or in fact even the best Streets of Rage game out there it put down the marker for the series, it lay the foundations for the brilliant follow up which improved the game in pretty every way one could hope for. Although it's not Streets of Rage II it's still an exceptional game that even 20 years after it's release holds it's own and can easily hold your attention.

89%

Details:
Console-Mega Drive
Release-1991
Developer-Sega
Genre-Beat em up
Players-1 or 2

Trivia:
The game was sold one the Mega Games II cartridge (along with Golden Axe and Revenge Of Shinobi) which was later a pack in game much like Tetris had been for the Game Boy and Sonic had been for the Mega Drive early in the Mega Drive's life.
The Mega Drive version is the only one with 2 separate endings with a "good" and "bad" ending to the game.

Aladdin (Mega Drive)

In recent years games based on movies have generally been turgid affairs where it's been an obvious cash in, however that's not always been the case. In the early 1990's a number of licenses were taken into the video gaming world and turned into exceptional games and one of the very best was "Aladdin". Whilst this is a review for the Mega Drive version there were other versions available each of which was different to each other (the SNES and Mega Drive games are hugely different but both are excellent).
 In the game the player controls Aladdin who is armed with apples and a sword. You need to use those weapons to defeat enemies as you go through some of the most amazingly crafted levels of any 2D. The levels combine themes of the movie with wonderful gameplay whilst featuring all memorable locations as you attempt to dethrone the evil Jafar.

Where the game really stands out are the amazing graphics that use cel shading to provide a glorious background. The game also uses some of the most fluid animation for the characters and was worked on by Disney animators. This leads to the game having one of the most visually impressive displays on the Mega Drive. This is aided by some wonderful music that again seems amazing for the time and really did stand out on the Mega Drive.

As well as being a smooth game that plays wonderfully, has amazing graphics and amazing sound the game also has moments of brilliant humour and fan service. If you look at the image above you can see an enemy with his pants on show whilst the image on the left show some "Mickey Mouse ears" on the washing line.Whilst these are just extra little bonuses they do bring a little more to the game and help show off the Disney charm.

Although the main gain isn't that long (2-3 hours) you will find yourself coming back and trying to find some of the little secrets that are in the game and this again falls back on the games charm. Although I won't say it's the best platformer on the console it's certainly one of the most fun and one of the very best presented games of the era. It's also one of the greatest games based on the movie so well done the folks at Virgin for not just cashing in.

90%

Details:
Console-Sega Mega Drive (other versions are available, but differ from the Mega Drive version)
Release-1993
Developer-Virgin Interactive
Genre-2D Platformer
Players-1

Trivia:
A number of the developers of the game would later form Shiny Entertainment who created the equally wonder Earthworm Jim games.
Virgin Interactive would also be responsible for "The Lion King" and "The Jungle Book", both highly acclaimed Mega Drive titles based on animated movies.

Pitfall

Kids today may turn away in disgust at these screenshots but back in 1982 Pitfall pushed the Atari 2600 to very extreme and helped to change the face of home gaming. With over 4,000,000 units sold and a number of sequels pumped out over the following 30 years it's fair to say this was one of the most revolutionary games in history.

The game controls a very simple character (Pitfall Harry) as he goes through the jungle searching for a number of treasure. In the players way are a number of obstacles including snakes, burning logs, sandpits and crocodiles (amongst others). The player can move left or right, they can jump and they can go down the ladders to enter a tunnel (which helps the player get around some obstacles) and they can swing on vines to get over sandpits.

On the whole it does seem really simple yet the game is still as fun and addictive as it was back in the day. The problem is that Pitfall does look like a game from the 1980's and it also sounds like a game from the 1980's. The colours are limited, the graphics are primitive and the sounds are horrifically digitized. Whilst some older gamers may see this as a sign of the games charm it's honestly a bit like looking at a beauty queen from the 60's as she looks today all withered, wrinkly and rather saggy. And whilst looks aren't "everything" they do mean something to the modern day gamer who wants realism and the chance to see real time reflections in water.

If we can see past the graphics and the sound and remember this is a game that has just turned 29 years old (back in September) then we can actually appreciate it for what it is. It's a game that helped further the platforming genre, it helped make Atari the dominant company in the early 1980's and it helped home gaming become what it is today.

Whilst it may look uninspired now, at the time it helped revolutionize gaming. It's with this in mind that we've decided not to give the game a score as such but put it safely in our new "History Vault" section as a "Certified Classic".

Details:
Console-Atari 2600 (ported to almost every console of the 1980's and early 1990's and also Windows Live Phone in 2011)
Release-1982
Developer-Activision
Genre-2D Platformer
Players-1

Trivia:
The advert (which can be seen below) features Jack Black (of Tenacious D fame)