Taito Milestones 2: The Definitive Review – Complete 10 Game Review + Ranking

Of all the collections I’ve reviewed so far, I was most worried about Taito Milestones 2 going into it. I really thought these would be middling games that would be tough for me to get interesting reviews out of. My fears were all for naught. Okay, yes, the fighting games were shallow enough I could barely squeeze them for a single paragraph each. But, the other eight games made for good review experiences, if not good games. The bad games were bad in ways that lent themselves to my review style, and the good games made me feel like I’d found buried treasures. Hell, if you had told me going into Taito Milestones 2 that I was about to play one of the best arcade games I’ve ever experienced, I’d not imagined it could be true. But it is. Seriously, don’t skip the Liquid Kids review, folks. The full game reviews are down below the ultimate verdict.

There is one big difference: three of the games in Taito Milestones 2, at least as of this writing, cannot be purchased separately as Arcade Archives titles. Those are Darius II, Dino Rex, and Solitary Fighter. Dino Rex and Solitary Fighter are two of the worst fighting games I’ve ever played. BUT, Darius II? REALLY good, folks. So, there’s some exclusives you can’t buy separately. At least for now.

MOST of the time, the instructions are really good. Visual aids included. Clear wording. Non-vague.

I’m going to take the lazy way out and say that everything I said about Taito Milestones 1’s emulation applies to the second volume. You can read that review for my thoughts on the overall presentation, since it’s identical here. Taito Milestones 2 features ten games using the Arcade Archives emulator, minus the signature modes like Hi-Score or 5-Minute Caravan. The emulation is solid and allows for button remapping and autofire, but doesn’t have things like quick save, quick load, or rewind. I’m awarding no bonus and issuing no fines for this collection and setting a value of $8 per quality game because that’s the sold separately price on Arcade Archives. I’m not saying Capcom’s games are worth $3 less because I like Taito more than Capcom. I’m saying it because they cost $3 less to purchase separately.

THE ULTIMATE VERDICT ON THIS COLLECTION

For those not familiar with my way of thinking of how retro games should be reviewed, I take NO historical context into account. I don’t care how important a game was to the industry, because that doesn’t make a game worth playing today. The test of time is the cruelest test of all, but every video game must face it. I might not be here if not for Pong’s success, but I wouldn’t want to play it today. Not when there’s better options. Therefore, when I review retro games, every game gets either a YES! or a NO!

YES! means the game is still fun and has actual gameplay value when played today and is worth seeking out.

NO! means the game didn’t age gracefully and is not worth seeking out, and certainly not worth spending money on.

At a standard value of $8 per quality title, Taito Milestones 2 needs to score five YES! votes. The final tally is as follows:

YES!: 5 Games
NO!: 5 Games
Standard Price: $39.99
Total Value: $40

Taito Milestones is worth the MSRP on the merit of its games alone. It’s for sale digitally here.

Victory to Taito Milestones 2!

And by the way, I can’t stress enough how much the top three games in particular I enjoyed. Darius II and Metal Black are above average shmups that should make fans of that genre very happy. And hey, if you’re REALLY into bullet hells, you’ll certainly enjoy Gun & Frontier more than I did. I just couldn’t take the punishment. Same with non-shmup NewZealand Story, though its difficulty wasn’t the only reason it got a NO! from me. Meanwhile, Kiki Kaikai and Legend of Kage provide solid b-list levels of enjoyment. So, why get this set? Two words: Liquid Kids. Simply put, it’s one of the best coin-ops I’ve played and probably the best arcade hidden gem I’ve ever found. This set looks like it just squeaks by with a victory, but those top three are worth buying a set for. I am recommending a purchase of this set and I’m seriously about to name a game as possibly my favorite arcade platformer ever. But, my readers are going to be like “yea, but $39.99 with almost no extra features?” Actually features missing from Arcade Archives. A $39.99 compilation made of sold-separately games should have MORE features, not less. It’s not wise to rely ONLY on having a better all-in-one value, especially since Inin insists on including games like Dino Rex or Solitary Fighter that nobody would want! Even as exclusive games, really? I’d of rather they just stuck Jungle Hunt or hey, Bubble Bobble on here.

FINAL RANKINGS

How I determined the rankings is simple: I took the full list of games, then I said “I’m forced to play one game. Pick the one I could play the most and not get bored with.” That goes on top of the list. Then I repeat the question again with the remaining games over and over until the list is complete. Based on that simple criteria, here are the final rankings. Games above the Terminator Line received a YES! Games below it received a NO!

  1. Liquid Kids
  2. Metal Black
  3. Darius II
  4. Kiki KaiKai
  5. Legend of Kage
    **TERMINATOR LINE**
  6. The NewZealand Story
  7. Gun & Frontier
  8. Ben Bero Beh
  9. Dino Rex
  10. Solitary Fighter

GAME REVIEWS

Ben Bero Beh
Arcade Release: November, 1984
Arcade Archives Release: October 1, 2020
Unknown Director

This feels so desperate to be Taito’s version of Burgertime/Donkey Kong/Etc. Their iconic side-view character game. All I could think of is the Rugrats superhero episode.

Did Taito ever once in their lives say “no” to a game? I ask because when their output is bad, it’s shockingly bad. In Ben Bero Beh, you play as a superhero who has to rescue a girl by making your way to the bottom of a screen as a building burns all around you. Wait, logically speaking, wouldn’t the point be to get to the TOP of the screen? If the girl is at the bottom, why can’t she just walk out of the building? Either way, you have to just make your way to her, avoiding obstacles and putting out the fires. You do this with stunningly sluggish, unresponsive controls and some of the most greedy quarter-thieving game design I’ve encountered, with gameplay that seems to consult with a magic eight ball on whether it will work the way it’s supposed to. “She wants to jump. Will we let her jump? OUTLOOK NOT SO GOOD!” Spraying the fire DIRECTLY with a hose? Maybe it’ll register, and maybe it won’t. I needed a whole day’s worth of gameplay just to be able to clear seven levels, though I did finish with one of the 40 highest scores ever recorded.

These things poke out and, if you don’t back-up, you get reset to a previous door. Once, it sent me all the way back to the top. I wonder if anyone ever stopped and asked themselves if they were having fun playing this?

I literally can’t believe how bad Ben Bero Beh is. Bad in every way a video game can be. Controls? Horrible. Collision? Awful. Cheap deaths? You betcha. Even the act of walking down the stairs is unresponsive unless you line up perfectly with them, and then sometimes, the fire lingers right at the base of the stairs. I’d heard about people having conniptions before, but Ben Bero Beh actually set one off on me. I threw my controller into the corner of my couch and paced back and forth in my living room, screaming, cussing and swearing revenge. What happened? Well, I got to the very end of a level, made the last jump. As I did this, a door opened into me. There was zero way of anticipating this would happen. No visual cues. No warnings. Just BAM, GOTCHA, life lost, start over. This game does that a lot, and it doesn’t even have the benefit of being fun BEFORE it starts unfairly taking the lives from you. Ben Bero Beh? More like Bland Zero Meh.
Verdict: NO!

Darius II
Arcade Release: September, 1989
Unreleased on Arcade Archives
Directed by Hidehiro Fujiwara
Designed by Hidehiro Fujiwara and Takatsuna Senba

In Taito Milestones 1, The Ninja Warriors utilizing the triple-wide screen felt cynical. Here, it feels inspired.

Call me a hypocrite, but I’m totally cool with shmups being brutally difficult, quarter thieving bastards. Well, within reason (see the Gun & Frontier review below for what isn’t “within reason”). Of course, when a platformer is unfair, it’s usually via janky controls and cheap GOTCHA deaths. When it comes to arcade shmups, as long as the controls are fine and I can come back to life where I died, I’m like “please sir, may I have some more?” regardless of how cheap it is. Darius II has more problems than an algebra textbook and cheapness is chief among them, but it controls nice and smoothly, so it’s free to kick the ever-loving stuffing out of me. It’s one of the most satisfying and unique arcade experiences I’ve had yet. It was so good that I think I’m going to check out the full Darius collection. I was only familiar with home ports on platforms like the SNES that didn’t utilize the arcade’s signature triple-wide screen (or is it “only” double wide? F’n thing is huge either way). While Taito Milestone 1’s Ninja Warriors doesn’t use it properly at all, Darius II justifies the existence of such a system. It works, and it’s AWESOME!

The level design and enemy placement can be frustrating, but I enjoyed the set-pieces and the progression, even if the “choosing your path” was a bit of smoke and mirrors. I tried playing twice and honestly, the levels didn’t feel better or worse, though those rare instances where a boss changes were nice.

Awesome should not be mistaken as perfect. Darius II”s most frustrating problem is being very stingy with the power-ups. Like in Konami releases, you have to wipe-out an entire wave of enemies for them to drop an item. The only stage where it’s relatively simple to get your guns charged-up is the first level, where the enemies enter the screen in easy-to-peg patterns. From there out, the screen is so spammed with bullets and the enemies that drop the items are so erratic in their movement that I went the rest of the game from level two onward only getting maybe two guns, and I lost them quickly. Oh, I got more item drops than two. I’m not totally pathetic. But, the items drift upward, and wouldn’t you know it? Many of the enemies that drop items linger right at the very top of the screen, so as soon as the item drops, it vanishes. Pissed me off so badly. It’s worth noting that, when I played co-op, I noticed it was much easier to get items. They should have nerfed the requirement for solo play.

Zone E had some of the worst bullet visibility I’ve encountered in any space shooter.

Darius II also has an on-again/off-again relationship with bullet visibility. In my first play-through, it wasn’t an issue. The specific path of levels I took never had any point where I couldn’t see what was happening. When I played co-op, it became an issue when I entered Zone E, we couldn’t keep track of anything. While that’s a rarity in Darius II, when it happens, it comes close to ruining the experience. On the other hand, the game actually feels like it utilizes the triple-wide screen to maximum effect. Whereas Milestone 1’s Ninja Warriors had no use for the super wide viewing angle and draw distance, Darius II thrives on it. I can see why this wasn’t a successful franchise for home ports. This isn’t just a matter of  adding “charm” to the experience, but rather genuine gameplay value. The sheer amount of stuff you have to keep track of is overwhelming, but in a good way.

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The extreme difficulty will probably be a turn-off to many gamers, but Darius II has unlimited continues, which takes the edge off. A complete circuit of seven levels only takes half-an-hour or so to finish. So, the experience is over and done with really quick. However, thanks to the branching paths, there’s actually over two dozen possible levels you can visit, and on levels 5 and 7, there’s even multiple different bosses. It’s really cool that even the final boss might change, depending on your course. Darius II being a tight-ass with the power-ups sucks, but the set-pieces are a lot of fun and the aquatic-themed boss fights I enjoyed the hell out of. Is Darius II too hard? Yep. Does it even matter? Not at all. I’ll confess: I didn’t think I’d have a LOT of fun with any game in Milestones 2. I was bracing myself for decent-at-best coin-ops. For Darius II, I replayed it three times after the first run. That says it all!
Verdict: YES!
$8 in Value added to Taito Milestones 2

Dino Rex
Arcade Release: November, 1992
Unreleased on Arcade Archives
Directed by Chiho Kimura and Takatsuna Senba
Designed by Naomitsu Abe, Yosuke Tsuda & Takaaki Tomita

Oh, you think I took a screenshot that looks like I’m humping that T-Rex, but the actual gameplay is more innocent? THINK AGAIN! The move sure looks like it’s humping your opponent.

Don’t mistake this as a rip-off of Primal Rage. This predates Atari Games’ dino fighter by nearly two years. I’ve never actually played Primal Rage (or if I have, I’m spacing it), but I have to believe it’ll be better than this. Dino Rex was probably the worst fighting game I’d played by a major developer until I played Solitary Fighter later in this very set. At least with Dino Rex, the concept seems fun. But the two-button gameplay is far too limited, and the “action” feels like a boxing match where the referee has to call for too many breaks. If the two dinosaurs occupy the same space for too long, the “trainers” come out with whips to separate them, and it takes FOREVER for this to happen. I played as a giant purple dinosaur.. insert obvious BARNEY joke here.. and one of my special moves appeared to be laying down and taking a nap. The only way I could beat the CPU, even on the easiest setting, is to spam one move over and over. Dino Rex held the position worst addition to the Taito Milestones lineup until Solitary Fighter. This is why the strict ten-game limit annoys me. It means stuff like this TAKES a spot, instead of just being a throw-in +1 game.
Verdict: NO!

Gun & Frontier
Arcade Release: January, 1991
Arcade Archives Release: August, 2022
Designed by Brody Tadashi, Takayuki Ogawa, and  Yasuhisa Watanabe

Two hours of dying to get past one checkpoint on the final “real” level.

Hardcore shmup fans will probably have a coronary, because I admit that I’d never heard of Gun & Frontier before I fired up Milestones 2. I didn’t even know what the genre was going to be. Going off the name, I was under the assumption it was Taito’s answer to Capcom’s wild west shooter Gun.Smoke. But, it’s nothing like that. It’s a bullet hell type of shmup, and it’s awesome for two, maybe three stages. Awesome action. Awesome bosses. Awesome set pieces. I was dazzled and overjoyed, thinking this was going to be the secret killer app for the collection. But then, the game just goes completely nuts, spamming the full screen with enemies and projectiles. Since you don’t respawn instantly and instead reach checkpoints, you have to actually clear the sections on the game’s terms. When I reached the point where I spent two hours trying to clear a single check point, I decided I had better things to do with my time and started using the terrible interrupt save state feature.

The final boss changes the format entirely, giving you six bullets to get past this shield. If you miss, you get a bad ending. Gun & Frontier really started so strong too, but the fun stopped long before I finished the game.

I’ve said it a million times before: any idiot can make an insanely difficult game. It takes no effort and even less talent. Just spam the screen with projectiles and enemies. Look at Mario Maker or Little Big Planet’s user made levels. Playability and logical difficulty scaling take effort and a vision. I don’t see any of that here. It took me ten hours of gameplay to make what was probably twenty minutes of actual gameplay progress. The checkpoints on that last stage become too spread out and the screen becomes too spammed. Oddly enough, I then beat the second-to-last boss in just two attempts, and enjoyed it enough to be reminded of the potential Gun & Frontier had that it squandered. After a truly bizarre (albeit climatic-feeling) finale, the game gave me a bad ending for not hitting the last-last boss with one of the six shots I was given. So, why the NO!? Well, your plane moves too slow and has too big of a hit box, and the slowdown becomes BRUTAL about halfway through the experience. A bullet hell where you can’t even squeeze through the spammed screen because of ungenerous collision detection is just not exciting. If the collision had been better, I’d of spent a lot less time with this, but it would have been a better time. See how that works?
Verdict: NO!

Kiki Kaikai
Arcade Release: September 18, 1986
Arcade Archives Release: July, 2016
Directed by Mikio Hatano

Take my word for it: pause the game, and set the shooting to “autofire.” Your fingers will thank you.

I’ve never played Pocky & Rocky, the famous SNES game that’s actually the sequel to this very game. I’d never played Kiki KaiKai ever, or even heard of it. It makes sense, since this never came out in America. I’ve been calling it “Wacky Commando” because that’s essentially what the game is. You throw what I’m pretty sure are playing cards at a series of enemies in a top down shooter, while handfuls of enemies swam the screen. I’ve not had a ton of luck with such games, whether it be Capcom’s Gun.Smoke or Konami’s Gangbusters. So, imagine my surprise that I had a pretty decent time with Kiki’s Death Delivery Service.

This is one of those games that highlights how valuable a satisfying boss fight is. Without them, I’m not so sure this easily gets the YES! it got. It’s not as if the levels were awesome. They’re typically just fine, but achieve only the bare minimum needed to not suck. Then you get to the bosses, and they feel like they’re a make-good for middling level design.

What makes Kiki KaiKai work is having relatively short levels capped off by satisfying boss battles. If the stages had been even a little bit longer, I’m almost certain this would have gotten a NO! The loosey-goosey controls provide a constant annoyance, since you have to face the direction you shoot. It wouldn’t be SO annoying except for the fact that there’s no health and every bullet or single pixel of enemy contact is death. Even worse is that there’s instakill pitfalls or water hazards scattered throughout the levels, some of which barely give you a single character length of clearance, AND you still have to fight enemies around them by points (and thus walking) towards them to aim. While I still enjoyed Kiki KaiKai, that enjoyment is tempered by the fact that this was BEGGING for one more stick.

This was one control stick away from being a contender for Taito’s best arcade game. For real.

The weird thing is, when enemies attack you from all-sides, it sure seems like that’s exactly what Kiki KaiKai was meant to be. Taito were no strangers to unconventional shooting games, too. Look at the pioneering sorta-twin-stick-shooter Front Line. Just based on the enemy attack patterns and level layouts, along with how a couple of the boss fights play out, I’m convinced this started off as a twin stick shooter and it got changed at some point. Maybe it was a cost saving thing. I do know that, had this gone that route, this might have been their best game. Ever. Of all-time. Well, at least in arcades. However, the spectacular boss fights come close to making up for the lack of that second stick. All seven bosses feel unique, and while a couple of the battles are a bit too slow and spongy, they’re clearly the highlights of the game. So, go figure that Kiki Kaikai, FOR NO REASON, doesn’t even end in a boss fight. It ends with this:

In the final level, you play a relatively short battle sequence. Then, the playfield pictured above starts to loop. Since I used one of the enemy-freezing crystal balls to help me get past the combat portion of the stage, I genuinely thought I broke the game. The crystal ball seemed to work a lot longer than it normally did, and then I passed what looked like a graphical anomaly. I had been checking the statues for hidden items and didn’t find any. So, what happened? Well, I must not have checked the statues right the first time, because this sequence has three hidden scrolls. There’s no enemies or timer during this, which is the very final part of the game before you board a ship and the credits roll. Quite possibly the worst way I’ve ever seen a quality game end. This is the Game of Thrones Finale of video games where you say out loud “god damn WOW, holy crap, that was stupid and dumb and a major letdown.”
Verdict: YES! but god damn WOW, holy crap, that ending was stupid and dumb and a major letdown.
See, I told you so.
$8 in Value added to Taito Milestones 2

The Legend of Kage
Arcade Release: August 10, 1985
Arcade Archives Release: October, 2015
Unknown Director

Legend of Kage was released to Arcade Archives during their “lazy era” in 2015, back when they could barely muster the enthusiasm to do a handful of pages of information for the instructions. These days, I praise them for their well written, visual-aid-heavy instructions, but Kage still has the same lazy era instructions it did in 2015. If I hadn’t had such a decent time figuring things out, I’d probably be angrier that they couldn’t bother re-writing Legend of Kage’s instructions, which lack things like, say, a description of the scrolls I found in the trees. This is a $39.99 collection of games. For the majority of my followers, $39.99 is a LOT of money. Couldn’t you take that extra day or two just to rewrite the instructions?

I admit, this one shocked me. With comically high jumping, feathery combat, physics that see your player and enemies ricochet off each-other like pinballs, and game design that rewards avoiding conflict like you’ve assumed the role of the world’s most passive aggressive ninja, I kind of figured I’d be slamming Legend of Kage. How the hell was THIS such a successful release for Taito? But then, I realized I spent a full day trying to understand how such a stupid game could be so attractive, and I never got bored the whole time. It’s baffling, because this is a bad game, but I couldn’t put it down. There’s four levels that repeat endlessly, with each round having its own objective. In the first level, you have to defeat three blue monks and one red one. You can jump super high into the air, climb trees and hop from branch to branch if you wish, but this is needlessly risky. When I stopped trying to traverse the upper part of the level and just ran along the ground, I was a lot more successful. In fact, I dare say you never want to jump at all unless you’re forced to do so.

The most boring section, easily.

In the second section of the game, you just have to waste ten enemies. This can be more annoying than it seems, since any enemy that walks off the screen, even a single pixel in length, disappears. Like the trees in level one, you can interact with the environment. In this case, that means you can hop into the river, but there’s no benefit to doing so, adding lots of risk without balancing that risk with reward. The biggest problem.. by far.. with Legend of Kage is that it gave players all these different abilities and stages with scenery and interactive elements, but then created a game that actively punishes you for using them. Whether it’s hopping along treetops, jumping into the river, or especially grabbing the columns in the fourth stage, there’s really no practical reason to utilize the climbing mechanic. Or the sword for that matter, at least on the offensive end of the spectrum. Enemies who defend against the sword, which eventually is nearly all of them, clash off you with a dramatic recoil that typically makes you vulnerable to other enemies. Sometimes it’s funny. I cracked myself up seeing how long I could juggle a single baddie with it before one of us screwed up and lowered our guard. It was quite a while, too!

I found using a zig-zag pattern on this stage was most effective. Jump left. Jump right. It’s the best way to avoid the enemy throwing stars while also giving you enough momentum to jump higher.

The third level is the only stage that requires jumping. You have to leap up a series of platforms to reach the final stage. Unless Kage requires you to use the sword, you’re better off with the throwing stars. You have an unlimited supply of them, which was probably a bad idea. You can toss them five directions, which turns into eight mid-air. They’re fast moving and cover the length of the screen, making it one of the most overpowered basic weapons in any platform arcader of the era. I have a theory that originally they were going to a limited pick-up, which would have given incentive to actually explore the trees and other elements of the game. Maybe they decided the sword combat wasn’t fun enough, or maybe it was too difficult the other way, but the level design makes much more logical sense when you imagine the throwing stars being pick-ups you have to actually explore the map for.

Most of my deaths happened around the staircases. Castlevania was like “hey, there’s an idea!”

The final proper level has you running up flights of stairs. This is a level where you REALLY don’t want to jump if you can avoid it, since you stick to walls, land on unnecessary platforms, or end up behind the stairs. You can’t leap up the stairways and there’s really no way to take them faster. This is the one part of the game that I held my breath every time, since ninjas might appear and throw stars at you that you can’t really see since the stairway graphic covers them up. There were times where my character just keeled over, dead as Kelsey’s nuts, as if taken by natural causes. I had to check the replay to see the faint pixel of an enemy in its throwing motion. In theory, you can defend against the ninja stars (and seemingly ONLY the stars, no other projectiles) with your sword. In those rare instances where I pulled this off, it was awesome. But the timing never felt consistent.

I’ll give this to the bosses: they have an authenticity to them I didn’t expect.

After the fourth stage, you have a boss fight. Typically, I’d beat the first boss in the amount of time it takes to press a button, since one throwing star seems to do the trick, and it was rare that I needed to do anything else. The second boss usually puts up a better fight, but I’ve also had instances where I killed it instantly. Other times, it took me nearly a minute or longer, and it wasn’t rare for me to die in the battle. From here, the game recycles (although there’s still one new season left to see, winter, but you’ve already gotten the ending). From this point, your sword is basically worthless, since most enemies start throwing fireballs at you instead of stars. It takes maybe ten minutes each cycle. Maybe.

You have to physically cut the princess loose in the fourth stage. This is followed by an extended, flow-killing cut scene of the two escaping. And it IS a cut-scene where it even automatically kills an enemy.

If the above review makes it sound like I hated Legend of Kage, I didn’t. This is one of those rare instances where I realized that I was having a good time despite the fact that this really isn’t a very structurally sound game. Even with absolutely baffling design choices that don’t benefit anyone, players OR arcade operators, I found myself having fun as I would bounce around like I just smoked a speedball and head-shot ninjas with a shurikens. It’s janky as all hell and I would scream in agony when I’d accidentally bind-myself to the climbing mechanism, a move you can do on the fourth stage for seemingly no reason besides killing you. But, I have to admit, I enjoyed Legend of Kage. Haphazard as it is, I loved using the throwing stars. Very satisfying they are, and I also enjoyed challenging for the high scores (I’m #48 globally as of this writing). Even if Legend of Kage is a bad game, I stand by my belief that it’s a fun game, too.
Verdict: YES!
$8 in Value added to Taito Milestones 2

Liquid Kids
Arcade Release: August, 1990
Arcade Archives Release: December, 2021
Directed by Toshiaki Matsumoto
Designed by Nobuhiro Hiramatsu

Hey, wait! Oh HEY!! This is WONDERFUL!!

Where did THIS come from? Liquid Kids is the surprise star of Taito Milestones 2, going down as one of my favorite experiences since I started exploring retro gaming. Think of it as a close cousin of Bubble Bobble, only built around that franchise’s water bubbles. And, instead of a series of single-screen, combat-focused levels, it’s done as a side-scrolling platformer. The end result can throw its hat in the ring as perhaps the most underrated arcader EVER. It has to be in the conversation. The funny thing is, in my recent review of the Sega Genesis version of Castle of Illusion Starring Mickey Mouse, I pointed out that the slow movement speed of the game is usually something that doesn’t appeal to me, but Castle of Illusion pulled it off. To my astonishment, Liquid Kids is even slower than Castle of Illusion, and I like it a lot more.

There actually are single-screen areas in Liquid Kids that act as hidden rooms. I have a hunch that the game started development with this style of gameplay in mind, but they realized it was too easy and too similar to Bubble Bobble and its ilk, so Taito decided to boldly explore platforming. It worked!

Liquid Kids is the poster child for my theory that “pace” and “tempo” aren’t the same thing. A game can be slower paced in movement, combat, or exploration, like Castle of Illusion. But, as long as the gameplay doesn’t let up and maintains consistent tempo of action beats or happenings, tempo will override pace every single time. That’s regardless of how slow a game paces itself, and no game demonstrates that more than Liquid Kids. While there’s power-ups that increase your movement speed, they work in a similar fashion to Bubble Bobble’s speed-up, which I always hated for its lack of smoothness. It’s not as bad as Bubble Bobble, but it’s not a highly desirable item, either. Of course, if you don’t like your speed, you can always collect a pig, which is the item that decreases your speed. Seriously, Liquid Kids leans heavily on the slower pace, and you have to admire the balls for an arcade game from 1990 going THAT direction. Actually my admiration comes from the fact it totally works. It’s ALWAYS exciting to play.

Liquid Kids is gorgeous. I can’t stress enough that it’s very modern for a 1990 game, often taking those tiny extra steps to immerse you, with changing seasons and parallax scrolling. I tried playing it on the PC Engine and it just didn’t have the charm. Oddly it felt like it played faster, too, but not in service to the game.

This really is “Taito Single-Screen Action Games: The Side-Scrolling Game” with just a hint of Super Mario Bros. thrown in for good measure. To attack enemies, you throw water balloons at them. The water balloons are functionally like the water bubbles from Bubble Bobble and will wash over the platform, knocking the enemies loopy. Any enemy who is stunned can be kicked like a Koopa shell in Mario, taking out a chain of enemies. The combat is shockingly flexible, as you can hold the attack button to charge-up larger balloons, which cover a bigger surface area and give you more (literal) splash damage, or you can throw smaller ones faster for more close-quarters combat. While there’s items that will increase the size of the water balloons, increase your rapid-fire ability, or speed-up your ability to make the larger balloons, you can’t really rely on them. You see, you’re going to die. Quite a lot, actually.

The variety of enemies and set pieces is very satisfactory. I seriously can’t stress enough: Liquid Kids feels like it comes from the current era. If I didn’t know better, I’d swear it’s an indie tribute to Taito.

Even on the easy setting, Liquid Kids has punishing level design, brutal enemy placement, and some astonishingly hard final bosses. There’s a few points where I think maybe they went a little overboard. To Liquid Kids’ credit, it’s very generous with checkpoints. So are the bosses, come to think of it. All the bosses are hard, but Liquid Kids does take pity on players. Regardless of the difficulty (I think), whatever progress you make on the boss battle’s life bar carries over between lives and even continues. Even in the case when you’re fighting a mini-boss made up of three Orko looking things that rain rings of fire on you, once you kill one, it remains dead.

These mo-fos were the bane of my existence. AND it turns out I could have missed them. Go figure.

Of course, it took me FOREVER to kill just one, but once I did, the rest of the fight was a cinch. Oh, and for God’s sake: don’t let a battle end in a tie. I tied one boss, taking off its final tick of health at the exact moment I died. When I came back, it had a full health bar and I went full pony (I screamed myself until I was a little hoarse, DAMNIT, I’m getting “going full pony” into the lexicon if it kills me). The final boss does get a full bar every battle, but only on its final form, which took me probably a couple dozen tries to beat. By the way, every single boss is a joy to fight.. yes, even the last boss and those damn Okro things.

The bosses even have world-building secrets hidden within them, as well. Like this boss? Let me just say, get your licks in BEFORE the arms catch fire.

Liquid Kids will go down as one of my favorite games ever. It even has replay value a typical arcade game doesn’t offer. After beating bosses, you’re given branching paths, but don’t think of the paths as alternate levels. 5 out of 6 times, the left door is the “easy way” and the right side is the “hard way.” In my first play-through, I took the left path every time, then when I replayed the game, I took the right door every time. I found out the sixth and final option has it reversed, which feels like a bit of a GOTCHA! If you go right, you only fight one Orko. My first time, I took the left door, which eventually took me to the battle with three Orkos that had me ripping my hair out and screaming in frustration. In a good way. Liquid Kids never crosses that line. Oh, it leans right up to the line once or twice. Gives the line a good, hard look. But, nah, it never crosses it. In fact, of any arcade platformer I’ve played so far, I dare say it does the best job of balancing high difficulty with fairness. Sadly, the two player mode isn’t co-op. I normally would care, but in the case of Liquid Kids, I was actually a little excited for it.

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I never could have imagined a game in Taito Milestones 2 would be in the discussion for the best coin-op platformer I’ve ever played. Liquid Kids is up there, and if it’s not the king of the mountain, it’s close enough to cut off the king’s toes. Incredible look. Great play control. Memorable set pieces. Some of the best action game bosses ever made. Tons of secrets (I didn’t even mention the warp zones or the connection to NewZealand Story). And it’s even got a hidden gem quality about it, so you get to feel good about yourself for playing it. If this wasn’t sold separately on Arcade Archives, I’d award bonus value for it. This is easily a $20 game by itself. I don’t understand what the point of bundling games sold separately is. Don’t get me wrong: I think this is a $40 collection in value for an average gamer, but it would have been even more if you could ONLY get Liquid Kids from Taito 2. Here, it’s clearly THE game you buy Taito Milestones 2 for, and everything else is a bonus. This is the one, folks. It’s REALLY good.
Verdict: YES!
$8 in Value added to Taito Milestones 2

Metal Black
Arcade Release: November, 1991
Arcade Archives Release: November, 2022
Directed by Takatsuna Senba

Once you get out of the first level, the generic gives way to some pretty memorable sequences and set pieces.

Sometimes I have to do a deep dive into the nuts and bolts of a game, but my Metal Black review is going to be pretty dang simple: it’s just a really good shmup. Or, at least it becomes one after the first stage. I can totally get how this slipped through the cracks of history, because after one stage (which is followed by a historically bad bonus round), I was pretty bored. It’s not that it was bad, but it all had this “been there, done that” vibe that made it feel like a poor man’s Life Force (aka Salamander. For God’s sake, please just pick one name and stick with it!). That’s especially funny because Metal Black, at separate points during its development, was both a direct sequel to Darius II to Gun & Frontier. In fact, when you finish the game, it’s called “Project Gun and Frontier II, but it feels nothing like that game, and it barely fits in with Darius, either. This is the closest any other company has come to making a Konami shmup. As for calling this a “poor man’s Life Force”, well, that changes to a “solid alternative to Life Force” from level two onward.

The bonus stages are truly putrid and require you to hold a crosshair over targets from a first person camera. They take FOREVER and completely break the core game’s flow. What were they thinking? THANK GOD there’s only two of these; one after stage one and the other after stage three.

Once Metal Black gets cooking, it’s a really nice shmup that goes quickly. I had been worried that the game would be impossibly hard due to the connection to Gun & Frontier. However, there’s no checkpoints, so when you die, you just come back to life. While the enemies are really well designed and the bosses are all very fun to do battle with, the standout mechanic is how power-ups are handled. At times, the screen is littered with little molecules (they’re called “NEWALONES”) that you have to pick up several of to increase the power of your gun. You also have a power shot that’s based on what level your primary gun is. The stronger the gun, the bigger the power shot. HOWEVER, once you fire the power shot, it cannot be stopped until all your energy is depleted and you’re returned to your base-level gun.

In this screen, I’m unleashing a fully-charged power shot. Don’t mistake this for a typical “bomb” type of weapon in a game. The power shots linger and all but the fully-powered one still must be aimed. While they’re fun to use, so is a charged-up gun. I cherish the ability to create your own strategy in coin-ops, and to say Metal Black lets you do that is an understatement.

It’s a really novel “risk/reward” mechanic that also ties well to the game over system. Whatever strength your gun is at carries over between lives, BUT, not continues. If you game over, you have to collect molecules all over again. It works wonderfully, as a fully charged gun is powerful enough that it’s often preferable to the screen-clearing potential of the power shots. BUT, if you’re on your last life, a half-full power shot becomes mighty tempting. The whole system turns a basic shmup into one that’s unforgettable. My biggest gripe with Metal Black is how quickly it ends. The six stages fly right on by, with only the first one being tedious. Stages two through six are thoroughly enjoyable. Yea, the whole storyline is a little pretentious and over-the-top, but I kind of like it for that. This marks two straight Taito Milestone 2 games where I’m shaking my head and wondering why they’re not bigger deals in gaming’s collective memory, because damn yo, Metal Black is a lot of fun.
Verdict: YES!
$8 in Value added to Taito Milestones 2

The NewZealand Story
Arcade Release: 1988
Arcade Archives Release: January, 2023
Unknown Director

Jesus Christ! DID SHE WRITE THAT IN BLOOD?

NewZealand Story is a genuine European gaming legend. I’ve had more than one friend compare it to the Super Mario series in terms of recognition. I’ll have to take their word for it. I played it in 2021, back when my retro gaming YES!/NO! system was based on sampling the games rather than deep diving them. Based on my one world sample, I gave it a YES! Games like this prove why my old system was deeply flawed. I didn’t put in enough time with NewZealand Story. Had I done so, I would have realized that, from world two onward, this isn’t so much a game as an armed robbery that gaslights you into believing you’re playing a video game.

I’ve gotten some blow back on my notion that impossibly hard arcade games are a “scam” in the same way redemption games are. To me, it comes down to whether or not the challenge is fair or not. Liquid Kids is a VERY hard game, but at no point did I feel it just straight-up cheated me out of a life. Meanwhile, there were moments in Kiwi where progression was fully dependent on me falling down a narrow gap (so narrow it could only fit my character), but when I took the blind leap THAT I HAD TO TAKE, there would be an enemy waiting for me at the bottom because they had previously spawned and camped there. Sorry, but that crosses the line from “challenge” to “straight up scam for quarters” because it’s not something you can “git gud” to overcome.

Playing as a little kiwi that has an unlimited supply of arrows to fire at enemies, you have to make your way through massively sprawling levels to rescue your girlfriend. The combat is extraordinarily basic: your arrow essentially functions as a gun, with most enemies only needing a hit or two to kill. The big twist is the balloons: a lot of enemies show up in them, and if you shoot the balloon, the baddies die. BUT, if you shoot the enemy itself, you can steal their ride. This isn’t merely a power-up, either. The majority of the levels are designed around hijacking balloons. Or UFOs that shoot laser beams. Those are fun to use, and in fact, I beat the game when I snagged one right at the end. The UFOs have full range movement without needing to hold a button down and don’t have that “hockey puck” type of traction to them. Oh god, how I wish the whole game had been built around the UFOs.

The spikes are the primary nuisance of the game.

To Kiwi’s credit, there’s a big variety of different balloons, which give the game a nice sense of variety. To its detriment, some of them are a pain in the butt to use, especially since most of the challenge is based around two concepts: spamming the screen with enemies and dickish placement of spikes. Lots and lots and lots of spikes, actually. Apparently NewZealand Story started life as a sequel to the reflex-tester Crazy Balloon. It often shows, with super tight squeezes that require absolute precision movement, in a game that provides you with incredibly imprecise tools. Situations like those in the following pictures spring to mind, where you literally have a character length to get past them with no wiggle room, even though you sort of bounce off the walls until you feather the controls enough:

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By the way, the balloon and the Kiwi are separate, which was pretty cutting-edge for 1988. Of course, that means if you touch the spike with the Kiwi, you die. If you touch it with the balloon, well, you’ll probably die. Or you’ll fall all the way to the bottom and have to restart, so you’ll only wish you were dead. My #1 problem by far with NewZealand Story are the absolutely massively sprawling levels usually range from tedious to infuriating. BUT, they’re almost never fun, at least past the first world, or perhaps ever so slightly into the second world. There’s a lack of elegance to the layouts. A sense that the designers created elaborate mazes, but ran out of gags or clever uses of the labyrinthine design and gave up, saying “eh, just stick a bunch of spikes there. It’ll be hard and players will die a lot and load another quarter.” Before the game’s second world is even halfway over, the fun has already ended, and the design becomes punishing. Tons of dead ends and random guesswork as to which direction is the correct one, with the punishment being “replay everything you already did, only you have to walk all the way back to it.” It got to the point that when I found it to be a blessing when an incorrect path was a complete circle that I didn’t have to backtrack. That was also around the time I realized I might need to reevaluate my original YES! I gave this.

And I’m really just getting started with my annoyances.

There is a chance the water was the last straw that put the NO! over the top for me. It’s actually hard to tell what the breaking point was for NewZealand Story, because it does a lot of things right, too.

I typically like maze-like sprawling levels, but it’s not enough to just have layouts that twist and turn around. The stuff inside them has to be fun, or it’s just busy work for the sake of it. NewZealand Story’s levels, even if they weren’t designed for a high body count, are really just very boring. When the game relies on water, I never once felt the enemies within the water were tough to get past. Instead, the game tries to make you die by having you run out of air. Usually, the spots where you get air are spaced out so you just barely make it, even if you go the right direction and don’t mess around. Okay, that’s fine, right? That should make it exciting. Except, when you make it to the spot with the air, it doesn’t just instantly refill. You have to sit there and wait for the meter to slowly fill back up. Well, that’s just stupid. It totally kills the flow, and this in a game that has a strict timer with an instakill devil once you run out of time. It made my heart sink every time I had to jump in the water, because I knew the next section of gameplay was going to be really boring. And it always was. Every single time. It was like being in gaming hell. Apparently, the game agreed, too, because sometimes it mockingly sends you to heaven. Yes, really.

This whole premise is ridiculous because everyone knows that, just like all dogs go to heaven, all kiwis go to hell. It’s just an objective fact. They’re the most evil of all birds. Soulless spawns of Satan himself. They look adorable, you say? SEE, THAT’S HOW THEY GET YOU! No, I’m not being crazy. YOU ARE!

On some levels, if you lose your last life by being hit by a projectile, instead of getting a game over, you go to heaven with a chance to earn a free continue or something. Apparently there’s some kind of secret to how exactly you’re supposed to beat this, with a vague clue that you’re supposed to “go to the underworld” and OH, see, what did I tell you? This game knows. EVERYONE knows! Evil birds. Wretched creatures. It’s why I never call a person from New Zealand a “Kiwi.” They’re nice folks, and kiwis are evil, period. Taito understood that, hence this game. Anyway, I “beat” two of the heaven stages, which consisted of a series of narrow platforms that were absolutely punishing as all hell. Take a look at how narrow these jumps are:

But, I made it to the end. I reached the Virgin Mary, aka Mary with the Cherry.

I did it! That was INSANELY hard to reach her. Okay, what’s my reward?

After all that, you’re saying I played it wrong? Seriously, the heaven stages are maddeningly difficult, and you’re saying I did it wrong. You’re not telling me that, are you game? You can’t be.

You bastard.

The first time this happened, I was in a waiting room in a doctor’s office, and I think that’s the only thing that kept me from hurling my Switch through a window. It’s been a LONG time since a game pissed me off to the degree this did. That is so god tier GOTCHA bullcrap and some of the most shameful, soulless design EVER. The irony that such soulless game design is based around a literal heaven isn’t lost on me. The secret to how to benefit from these is completely abstract and arbitrary. You have to fall from the right piece of floor or something. And it gets even worse. One of the few positive things I could say about NewZealand Story (no, I have no clue why the game’s title has NEW ZEALAND as one word) is that it has a pretty generous checkpoint system. When you die, be it a life or a full game over, you typically restart close to where you perished. HOWEVER, if you go to heaven, which seems completely random when it happens (it certainly doesn’t happen EVERY time you game over), if you die OR EVEN IF YOU MAKE TO TO THE END APPARENTLY, you have to restart the stage from the very beginning. You lose whatever progress you made up to that point. So, naturally, all three times I went to heaven, it was when I was literally right by the goal for the stage, meaning I had to replay that stage from the beginning. I absolutely HATE this game.

It does this type of thing a lot, where it makes you think the end is right there, but you’re actually not even close.

Whatever. NewZealand Story had already lost me on the boringly long levels, cheap enemy placement, and overall dull design. The combat is nice, don’t get wrong. At least when you don’t pick up the bomb items, which makes hijacking balloons a lot harder. But, whatever lingering “look at the bright side” sympathy I felt for Kiwi ended when I played the final level. You know how EVERY platform game has to have an ice level where you slip and slide? It seems like it’s legally mandated or something. Yea, well, NewZealand Story has those stages too, and they saved them for the very end. I suppose at least it properly scaled the challenge, in that regard. Oh, and it’s not simply enough that you slip and slide. Oh no, it had to have design like this:

Each of those blocks is a slip ‘n slide ice block. Oh, and it goes on for a lot longer than what’s seen here, too. Kiss my ass, NewZealand Story. Past the first world, you weren’t even trying to be fun.

And, for this final stage only, there’s no checkpoints. So, when you die, you have to go back to the start of the most punishing stage in the game. Oh and the walls have a recoil to them and I kept hitting the jumps but bouncing off the walls and falling to my death. AND the game gets ultra cheap with the enemy placement here. At this point, it’s not even pretending to be anything but one final quarter shakedown. So, screw it! I used Taito Milestone 2’s Arcade Archives-based “Interrupt Save” system, which sucks. It meant that every time I died, I had to quit to the main menu of Taito Milestone 2, restart NewZealand Story, and be shown the control screen for it again. As bad as that sounds, trust me: it was preferable to starting over from the beginning of that stage. Funny enough, the bosses aren’t hard at all. I beat every one of them but one on my first try, and one of them I even seem to have glitched-out and beaten with a one-shot kill somehow. Or, actually apparently two shots, one while it was assembling and one when it finished.

After hours and hours of pain and suffering, I beat the last boss in around five seconds. It pulled a Shredder.

How the hell is THIS game legendary? Well, I think the explanation might be that it was ported to just about every console, where presumably some of the hardness is eased off. As an arcade game, the first couple levels feel like a really talented carnival barker who invites you to “step right up” and test your skills. Those first few stages of NewZealand Story tease a game that is LOADED with personality, and that’s not all it has going for it. For all my bitching, I can’t stress enough: the combat is fun and the balloon hijacking system is fun. Oh, and the UFOs are awesome. If they ever remake this, base the game around those. NewZealand Story in Space? Sold. But, much like a carnival, that friendly barker actually hates you and only wants your money. NewZealand Story doesn’t cost a quarter a play anymore, so no worries there. But, that doesn’t help much, because the game still plays like it’s a lot more concerned with nabbing quarters than, you know, earning them.
Verdict: NO!

Solitary Fighter
Arcade Release: 1991
Unreleased on Arcade Archives
Designed by Masakazu Iwahashi

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 I don’t have a lot to say about Solitary Fighter, a sequel to a game called Violence Fight, itself the owner of the most redundant name in game history. “Violence Fight.” Doesn’t that go without saying, at least in the world of video games? “Violence Fight!” As opposed to what? Non Violent Aggression Fight? I don’t think that would be very exciting. I think Solitary Fighter is close to that, which is why it gets players to just mindlessly mash the two buttons of combat. The game seems to be based around hitting multiple shots in a row, and I say “seems” because, even on the easiest setting, I only won two matches and four total rounds my entire time playing. The AI is just too perfect. Why was this even included? Or Dino Rex for that matter? NOBODY would have asked for them, and Taito has done a bazillion games. These were two of the best “exclusives” you could pull out of your ass? Especially this steamer. At least Dino Rex had the novelty of fighting with dinosaurs. Solitary Fighter seems to have been a technical showpiece. “Hey Capcom, look how big OUR sprites are!” But half the time it felt like it wasn’t responding to my inputs. It’s also possible the perfect AI was single-frame countering everything I did. Eh, I put my time into the eight REAL attractions. Still, the two fighting games being included really puts a damper on the whole set. Hell, dig deep into the archives. Put Crazy Balloon on here. Put Space Dungeon on here. ANYTHING ELSE!
Verdict: NO!

A review copy was supplied for this feature.

The Addams Family (Sega Master System Review)

The Addams Family
Developed by Arc Developments
First Released September, 1993
NEVER BEEN RE-RELEASED

See those little blue things? They’re soap, and unlike all the other enemies in the game, they’re f’n instakill no matter how much life you have left. There’s no consistency at all in Addams Family.

I was cautiously optimistic for Addams Family. I consider the SNES game to be one of the best licensed games that nobody knows about and a genuine hidden gem. Sadly, my fears that this was going to be closer to the unrelated and inferior NES Addams were confirmed. Which isn’t to say 8-bit Addams is unambitious. There seems to be something about this property that gets a game designer’s creative juices flowing. What really wrecks Addams family is it has some of the most unimaginably terrible collision detection I’ve ever seen in my life. Addams Family on the Master System has Super Mario-style hop ‘n bop combat. Just jump on the enemies. Easy peasy, right? Well, not so fast. Because I was constantly passing right through enemies and taking damage, even though I was CLEARLY, objectively, hitting them dead-center from well above where their sprites were. It was absolutely unbelievable. I actually think it might be the worst collision detection in the history of platform games.

Now mind you, Gomez “blinks” in the literal sense when you take damage, but you don’t blink in the “temporary invincibility” sense. So your life very quickly starts to drain when you take damage. When you’re passing right through enemies, that’s sort of a big deal. But, once again, there’s no consistency to any of it. So, occasionally you have situations like this, where I’m literally standing with a spike up my butthole and not taking any damage at all.

There is literally a spike ON ME here, and I passed harmlessly through it. When you can’t even count on basic gaming rules of what is and isn’t going to hurt you, how can you expect to find enjoyment in a game?

On top of all the collision inconsistency, Addams Family is full of dickhead game design. Things like entering rooms and having enemies literally be right next to the door that rush you, or changing the rules on you and having things be instakills. If a spike through your body isn’t an instakill, why would a bar of soap be? Yea, chances are if you slip on a bar of soap in the shower, you’re going to die. But if you fall off a tree ass-first into razor sharp spikes that go up to the small of your back, you’re not just going to suffer a paper cut. The funny thing is that all the platforming tropes are here and all of them are “worst ever” contenders, including abysmal slipping-and-sliding on ice. Addams Family probably has the worst ice-based physics in gaming history as well. The ice level is where I threw in the towel. The fact that there’s instakill gaps, then nearly unavoidable falling spikes and snowballs was the last straw.

IN THEORY there’s gaps to allow you to avoid the snowballs, but because it takes you several seconds to build up momentum to run forward on the ice, the next snowball will be right there to squash you anyway. This is horrible.

Addams Family on the Sega Master System has to be a contender for the worst game the side scrolling platform genre has ever seen. And I’m really annoyed because the actual concept of rescuing the family members and exploring this vast mansion and landscape can and has worked. On the SNES. Here on the Sega Master System, the actual rooms are all unique and distinguishable from each-other, which is incredible for an 8-bit game. But the mechanics of exploring and interacting with this world fail in so many different ways that I question if any time was allowed for play testing. Because folks, this is as bad as it gets.
Verdict: NO!

Batman Returns (Sega Master System Review)

Batman Returns
Developed by Aspect
First Released March, 1992
NEVER BEEN RE-RELEASED

If not for the jank and the one-hit kills, this would be one of the better action games on the Sega Master System. No joke.

Batman Returns on the Master System has more in common with Bionic Commando than the Caped Crusader. It’s also one of the jankiest games I’ve played. Collision is really bad, especially in the final boss battle. However, as bad as it is for Batman, it’s even worse for the enemies. I was startled when enemies went into their blinking death animation as soon as I scrolled onto their part of the screen. The moment they were rendered, they dropped dead. It was perplexing. I thought this was the first time in my gaming life an enemy died from looking at me. But, it wasn’t that. Get this: when you throw the batarang off screen, then scroll the screen over, if an enemy was within the path of off screen batarang, they will die the moment you see them. Yea, really. It’s as if the game wants you to know you got ’em. I’ve been playing video games my whole life and never seen anything like that before.

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Besides the jank, Batman Returns is a lot better than I figured it would be. There’s only one attack: batarangs. They’re satisfying enough, but it’s a Batman game, and having only one type of attack is a bit weak. There’s no punching and no other gadgets. It’s all batarangs, all the time. It also has teeny tiny sprites. I nearly did a spit take when I entered the second boss arena and saw Catwoman. It was just so underwhelming! On the other hand, the levels are almost mazes that you have to navigate with your grappling hook. This is where the Bionic Commando comparisons come into effect. Getting the hang of how it works has a bit of a learning curve to it, and the physics involved are weird. If you pull yourself up to a solid surface and jump, you will float in place for as long as the normal height of the jump would be before gravity remembers its advantage over you and starts pulling you down. And yes, this is very easy to exploit.

In the final level, you have to perform a LOT of “last pixel” jumping where you get yourself right to the edge before jumping. You can use your grappling hook on these barrels, which helps, but the gaps between platforms would have led to TONS of busy work if I hadn’t lost my patience and started rewinding instead of climbing back up. Thankfully, there’s no timer on levels.

If you want to play Batman Returns straight, you have to deal with the issue of one-hit kills, which is an issue given that collision isn’t 100% spot on. Also, the game has a tiny little problem with cheap enemy placement. You can mostly adapt to this by using common sense. For example: don’t use your grappling hook by anything resembling a door, because enemies will come out of it as soon as you hop up onto the platform, and any contact means death. But, sometimes it really is as simple as just placing an enemy on an unreachable ledge for the purposes of maximum annoyance. The final level had a big problem with this. However, Batman Returns is both generous with respawns AND with extra lives. They’re scattered all over the place. The other items increase the distance your batarang can travel, or allegedly increase your movement speed. If I was getting faster, I didn’t notice. I’ll generously call Batman Returns “deliberately paced.”

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After one stage, I was certain Batman Returns would get a NO! At one point, I walked into a parked vehicle that looked like it was part of the background. It wasn’t animated. It wasn’t moving. It was doing NOTHING, and yet, I died upon contact with it. I blew a gasket when it happened, but after pressing on (you have to blow it up with the batarang) I found the level design really won me over. Levels are laid out like mazes, and while the enemies can be cheap, they’re one-hit kills too. As a short, quick exploration game with a fun method of combat (I dig boomerangs in games), I really actually thought Batman Returns on the Master System was okay. It’s nothing special, and it never really feels like a proper Batman game. But, I had a decent enough time with it.
Verdict: YES!

Back to the Future: Part II and Back to the Future: Part III (Sega Master System Review)

Back to the Future II
Developed by Mirrorsoft
First Released October, 1991
NEVER BEEN RE-RELEASED

Oof. Horrible.

I’ve played multiple attempts at making a decent Back to the Future game. The Super Famicom version is probably the best, and it’s still a terrible game that only seems halfway decent in comparison to how god awful the series had been up to that point. Back to the Future II on the Master System is possibly the worst. One of the least fun and most unplayable pieces of trash to ever occupy a game console. It’s reprehensible that this was released. In the first level, you have to skateboard and avoid obstacles such as the sidewalk’s curb. NOT THE SIDEWALK, but specifically the curb. You lose energy if you touch that. There’s also dogs. They kill you. And other people. There’s a girl on a hoverboard that aims straight for you. You get more energy by picking up items vaguely shaped like MacGuffins from the film. Griff’s gang show up too. THEY drain your energy. Even if Griff hits you with a baseball bat, it doesn’t kill you. So hitting a dog.. a tiny little dog.. is death. Being pummeled with a baseball bat by a guy twice as big as you is a boo-boo. You can have five boo-boos before you die. To defend yourself, you have the worst punch in video game history, and that is not hyperbole. I don’t think the pixel actually extends past your body. Yea. Then this happens.

There’s no consistency to the rules, and here, the rules change. You have to clear this entire lake in one motion. If you go too fast, as in faster than the screen scrolls, you stop on a dime and die. Logic be damned. You have to go not too fast and not too slow across the very top of the pond, or else The whole hoverboard section feels like it goes on FOREVER. Then you enter a bonus stage that works like a logic puzzle. Only, if you fail it, you lose a life. You have to pick which doors to open so you never run into your past self. I couldn’t tell what was going on at all.

Fun fact: if you’re on your last life here and you die, you can’t game over on this screen. It reduces your life count to zero, and you continue on.. and now you have infinite lives. Did they even test this? I can’t blame them if they didn’t. I wouldn’t want to play Back to the Future on the Sega Master System either.

AND THEN the game becomes a side scrolling brawler, only the brawling is still historically atrocious. Now, you’re in the “evil” 1985, being stalked by Biff Tannen who shoots at you. I think maybe you’re supposed to punch him, but since your punch seems to not go past the center of your own character model, I’m not sure HOW exactly. Once again, everything that seems like it shouldn’t be fatal is an instakill. I finally threw in the towel when two Biffs were following me and shooting at me. It is unbelievable that this game exists. There is no way the people who made this thought they were coming close to an acceptable, fun video game. It’s shameful.
Verdict: NO!

Back to the Future III
Developed by Probe Entertainment
First Released March, 1992
NEVER BEEN RE-RELEASED

Weird that the Back to the Future movie that nobody likes is the one that lends itself to gaming the best.

The best thing I can say about Back to the Future III: it’s not Back to the Future II. This one basically copies the gameplay of the Sega Genesis, with the shooting gallery level from the 16-bit version omitted. Unlike Back to the Future II, I actually finished this one. It took me twenty whole minutes, but realistically, I could have beaten it in under ten. In the first section, you ride a horse, shooting people off horses, shooting birds, and occasionally jumping over gaps. At one point, it spawned a bird at the same time it gave me a gap. This is why I needed an additional ten minutes. I kept rewinding this section to see if there was anything I could have done to avoid dying in this specific spot. Apparently, there wasn’t. I still beat the level about two seconds later anyway. It was a lot easier than the Genesis version. In the second stage, you throw plates at Mad Dog Tannen’s henchmen. I got shot about 5,000 times, give or take, and didn’t die.

I didn’t understand the object of the platforming section at first and got stuck behind a barrier. Once I figured it out, it was just a matter of not dying from the terrible combat.

Then there’s a platforming section where you have to move across the train, detaching the cars from it.. I think.. it’s either that or you’re grabbing the magic presto logs from the film. Either way, the game puts up a barrier that you can’t cross if you don’t hit all those targets. You also have to avoid ultra-fast moving blasts of smoke and punch it out with bandits. Once you reach the caboose with Doc, you have to clear one final platforming section with Marty. And that’s the whole game. Back to the Future III is absolutely atrocious, and the fact that on my very first attempt, not counting rewinding, I beat the whole experience in ten minutes? This wasn’t an Atari 2600 game, mind you. I’d think by 1992 the idea of beating an entire relatively expensive video game in ten minutes would be infuriating. Especially when it’s not a fun game. The first level is boring, the plate throwing is stupid, and the third section is janky as all hell. Christ, and to think, there’s many more Back to the Future games out there I haven’t played yet. I long for death.
Verdict: NO!

Astro Warrior (Sega Master System Review)

Astro Warrior
Developed by Sega
First Released December 14, 1986
NEVER BEEN RE-RELEASED

Yea, that’s not phallic-shaped. No sir.

Hey Cathy: don’t forget to “hit save” when you write reviews. I accidentally finished and deleted this one. It was a doozie, too. Would have won a Peabody. Alas. Anyway, three levels. Astro Warrior contains a whopping three levels. Three solid levels, mind you. Ones that totally lack environmental hazards. Astro Warrior is a shmup where enemies attack in clusters, then after you take out a couple clusters of one type, another type of enemy spawns. Then, after you beat one cycle of enemies on a stage, the cycle repeats a second time. Then you fight a boss. After you complete three levels, you repeat the process over, only the second time around, enemies who didn’t fire bullets at you now do. Oh, and ones who fired bullets before now fire a lot more. Astro Warrior feels unfinished. Even by 1986 standards, three levels is absurdly short.

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Having said that, shockingly, I enjoyed my time with it. Especially during the second, harder run through the levels. During the first cycle of stages, the game is too easy. Especially if you know what you’re doing. Power-ups are dropped when you destroy a dozen or so of the structures you pass over. I’d played Astro Warrior previously and remembered that most of my deaths were from colliding with enemies because I was moving too fast from gathering too many of the speed-ups. This time around, I only got the first one and skipped the rest. It made the game too easy. The final gun upgrade pierces all enemies, and when you combine that with two invincible options tailing you, it makes for a highly cheesable experience. However, once the game gets teeth on the second cycle of stages, it wasn’t bad. You can’t shake the feeling that Astro Warrior was rushed and lazy, but the enemies are nicely designed, the boss fights are VERY satisfying, and hey, it’s over with too quickly to get bored. If the difficulty kept ramping up after the second cycle of stages, I might have ranked it even higher.
Verdict: YES!

Mortal Kombat, Mortal Kombat II, and Mortal Kombat 3 (Sega Master System Reviews)

Mortal Kombat
Developed by Probe Entertainment
Published by Arena Entertainment (Acclaim)
First Released September 13, 1993

If you want that beautiful blood, you have to enter a code. There’s a text card after the first Mortal Kombat logo that talks about “codes” (yes, really) and during that screen you have to press BUTTON 2, BUTTON 1, BUTTON 2, DOWN, UP. If you do it right, it’ll say “NOW ENTERING KOMBAT” before reaching the PRESS START screen. It’s super easy to do. I got it on my first attempt. Enjoy your gore, you sickos!

Wait.. Mortal Kombat on the Master System? You betcha. It’s really stripped down, as you can imagine. Part of that is the limitations of the Master System’s two button controller. So, there’s no high or low aspect to the punches and the kicks. There’s only two stages, one of which is The Pit. Hey, at least the Pit fatality is there! Actually, no. You can’t execute the uppercut off the bridge and into the spikes. There’s also no Kano. But, hey, there’s blood and fatalities, and most of the moves found in the arcade and 16 bit console versions. Allegedly. I couldn’t pull off half of them, even with a guide. I know they’re in the game, because the AI could do them against me. Mortal Kombat looks the part, but it plays really sluggishly. I couldn’t consistently do the most simple of special moves, like Scorpion’s spear. Actually, “sluggishly” might be the wrong term. “Unresponsive” is more like it.

I eventually gave up. I could get to that second endurance match with ease, but once Raiden showed up, I was lucky to hit a single move. He would counter everything with his Superman tackle. It was like fighting a supernatural Bill Goldberg.

If the AI was better, I might have enjoyed this a lot more. I found the game to be unplayable on the medium setting. On EASY, I was able to make it to the endurance match-ups. But, once I got against Raiden, the game was over as he doesn’t play fair at all. Like every other game I review, I went into Mortal Kombat with an open mind, even if there was a voice in my head bracing me for what would no doubt be extreme suckage. I’m only human, and open-minded or not, I had very low expectations. There’s also no way I can ever put myself in the shoes of someone who lived through the Mortal Kombat hysteria of the 90s and wanted the first mainstream gory game, no matter how much they had to suffer to play it. Imagine my surprise that it wasn’t a complete dumpster fire. It’s bad, don’t get me wrong. The unresponsive controls assured my immediate NO! But, it’s not as bad as I figured it would be. If you couldn’t play the better versions of it, you could still be one of the cool kids and decapitate people. Well, you probably weren’t cool if you only had a Master System by 1993. I suppose 8-Bit Mortal Kombat made you cool-adjacent.
Verdict: NO!

Mortal Kombat II
Developed by Probe Entertainment
Published by Arena Entertainment (Acclaim)
First Released November, 1994

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Wait, the Master System got Mortal Kombat II as well? Yep, and it uses the exact same engine as Mortal Kombat I on the SMS did. This one is missing FOUR fighters: Raiden, Baraka, Johnny Cage, and Kung Lao. There’s also no Kintaro fight, no Friendships, no Babalities, only two levels (one of them, the Pit II, has no stage fatality), and each character only gets a single fatality. You have to wonder if, after a certain point, the developers are asking how much you can surgically remove from a game and still call it a port of the same game? It’s more of the same, and all the problems from Mortal Kombat 1 are along for the ride. Sluggish, unresponsive controls and cheap AI. Also, the fatalities are largely modified from their Arcade/SNES/Genesis counterparts. Again, it’s not as bad as you would think, but since it’s the sequel and even more content and functionality is missing, it makes you wonder what’s the point?
Verdict: NO!

Mortal Kombat 3
Developed by Software Creations
Published by Tec Toy
First Released December, 1996

This is the famous “scare to death” Kabal fatality. It’s pretty lame. The ghost doesn’t even run off. All the other fatalities are of the “burn” or “explode” variety.

Okay, now you’re messing with me. Mortal Kombat 3 is on the Master System as well? Yep. This is the last one. Promise. This doesn’t use the same engine from MK 1 and 2, and in fact, it’ll make you LONG for it. This is a terrible port. Once again, there’s only eight playable fighters, which really hurts since there’s fourteen in the arcade (fifteen with Smoke, who is hidden in this). As unresponsive and frustrating as the first two games were, this is so much worse. More sluggish. More unresponsive. And also, highly cheesable. I was unstoppable with Sheeva’s teleport-stomp move.

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Do you know what the problem with Mortal Kombat on the Sega Master System.. the whole franchise.. really was? They attempted a one-to-one translation. That wasn’t very wise. With the limitations they had, there was zero chance of pulling it off. They would have been better served to pay tribute to the spirit of the game while tailoring the graphics, controls, and gameplay to the strengths of the console. I use Bionic Commando on the NES as my default example. They couldn’t make a game that looked as good or sounded as good as the arcade version, so they took the core grappling arm/no-jumping gameplay of the coin-op and built a new game tailored to the NES around that. The end result? Bionic Commando on the NES, with its weaker graphics, is universally recognized as a better game than its older arcade brother. While it’s kind of amusing that MK as a franchise exists on the Master System, it shouldn’t. At least like this.
Verdict: NO!

Safari Hunt (Sega Master System Review)

Safari Hunt
Developed by Sega
First Released September, 1986
US Launch Title
Uses the Sega Light Phaser
NEVER BEEN RE-RELEASED

“Oh, you want to shoot ducks? Look, we at Sega have ducks too! Please don’t buy that NES. We promise we’ll have something like Super Mario at some point in the next decade! WE SWEAR!”

Never sold on its own and packed exclusively with a Hang-On cartridge, Safari Hunt seems like it’ll be a Duck Hunt slayer. After all, Duck Hunt was either the same ducks or the same skeet shooting over and over again. Meanwhile, there’s no skeet shooting in Safari Hunt. Instead, three’s three levels, each of which has three to four different animals for you to blow-away. Oh, you want to shoot ducks? There’s ducks here, along with rabbits and fish. That’s just the first level, too! In the second level, ducks are replaced with parrots, and even bears show up. On the third level, you’re taking out bats, monkeys, and ultra high scoring panthers. It sounds like it just does a better job than Duck Hunt. But, it really isn’t the Duck Hunt killer you’d think it would be.

Does the bear shit in the woods? Well, yea, because I riddle them with bullets. Actually, the bears take five bullets and yield only 2,000 points. Comparatively, the armadillos that spawn more frequently score 1,000 points. I could easily clear the qualifying score just shooting them and ignoring the birds AND the bears.

The problem is, Safari Hunt’s scoring system wrecks the whole game. In order to progress from stage to stage, you have to meet a minimum score. If your score reset, or if your cumulative score was kept separate from the individual stage score, that would work. But, all the points you’ve earned carry over from level to level. So, by time I reached level three, I could have gone without shooting ANYTHING and still passed the stage. Even worse, by the time I finished the sixth level (which was level three done a second time) I probably had enough points to just coast for several rounds, or kick back and shoot the high-yielding animals with no pressure.

If the game only spawned one or two panthers per round, that would be fine. But they spawn continuously, and while they are the hardest target in the game, they’re not THAT hard, especially for 2,000 points. Comparatively, the spiders score a measly 100 points, the lowest scoring critter in the game. Look at my score at the top, and compare it to the qualifying score needed. It’s a toothless game.

A big part of that is there’s no balance in scoring. The high-yielding animals don’t appear that less frequently than the lower scoring ones. While there is a time limit, there’s no tension because the game gives you far too many high scoring opportunities. Ultimately, what ends the Duck Hunt v Safari Hunt debate once and for all is that Duck Hunt actually does get hard. You only get three shots per group of two ducks, and the ducks move more and more erratically. That doesn’t really happen in Safari Hunt. Things might get faster, but they aren’t harder to hit. That just means rounds end faster because you’re shooting more targets. Safari Hunt made me better appreciate what Duck Hunt accomplished. That game works more as a video game with an actual challenge to it. This? It’s fish in a barrel.
Verdict: NO!
Reviewed with the Sinden Light Gun.

Altered Beast (Sega Master System Review)

Altered Beast
Developed by Sega
First Released August, 1989
NEVER BEEN RE-RELEASED

Those poor SMS kids.

A.K.A. “Hey Mom and Dad, are you sure we can’t afford a Genesis? It comes with Altered Beast and it’s so much better than this.” Okay, that’s mean, and knowing some people who were running Sega at the time, I know they genuinely were trying to provide the best possible content for those who couldn’t upgrade to the 16-bit era. Look at the miracle they pulled-off with Castle of Illusion. But, in 1989, Sega hadn’t figured out that staying true to the spirit of the original while creating an experience better suited for the Master System was the better course of action. Altered Beast on the Master System tries to be as close an approximation of the arcade experience as possible, and the end result is bad, people. It features animation just barely a step above LCD games and character sprites so small that I genuinely felt sorry for those kids who couldn’t upgrade.

The OOMPH isn’t awful. That’s about the best thing I can say about Altered Beast SMS. Oh, and it’s oodles better than the Famicom port. Yes, the Famicom got Altered Beast, and it’s damn near impossible to play. I’m shocked Sega didn’t insist THAT port get a US release. It would have been the best possible advertising for the Sega Genesis.

8-bit Altered Beast strips down what limited gameplay the coin-op/Genesis games had to begin with. You only power-up one time, going straight from shirted and athletic to Dolph Lundgren on (more) steroids. It only has four levels, with the bear level missing entirely. All the enemies from the true versions of Altered Beast seem to be here, though they’re much smaller, and it’s much less satisfying to slay them. As the dragon, you don’t even let loose an electric field around you. You just blink. As the buff human, you don’t have a fireball-looking “power” behind your punch. Altered Beast is a game that relies entirely on spectacle. Take away that spectacle and it exposes what a shallow game it is.

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The whole game takes maybe twenty minutes to complete, and they will be twenty of the sloggiest minutes of your life. I did make it to the last boss in three tries (I couldn’t get the level continue or the extra lives cheats listed on the GameFAQs to work). The last boss was the only time I really cheated and used save states so I wouldn’t have to replay the entire game from the start. I found I needed multiple attempts to defeat the rhino due to the unresponsive jumping controls. You have to press both face buttons to jump, and the only way to both attack and defend yourself against the big baddie is to jump and slowly ping off health by doing a fireball dash move across its scalp. It’s misery, but a fitting conclusion to what has to be one of Sega’s less than bright ideas.
Verdict: NO!

TaleSpin (NES Review)

TaleSpin
Platform: Nintendo Entertainment System
Developed by Capcom
First Released: December 11, 1991
Included in The Disney Afternoon Collection

So, I know this is a stupid way to do screenshots, but instead of having the emulator automatically take a snapshot every second, I prefer to manually do it myself. Any time I use an emulator, I map the screenshot capture to my controller and pump the capture button as I play. Usually I take several hundred screens per game. Sometimes it’s over a thousand. I use maybe ten of them, if that, and toss the rest. For TaleSpin, I was stunned by how little action is happening in most of them. The game felt pretty intense, and yet, very few of my pics are “exciting.” 8-bit games often have that problem, but few have it as bad as TaleSpin. So, rest assured, this is a very difficult and intense game.

In the interest of full disclosure, I should note that (1) I’ve never seen a single episode of TaleSpin. It only got one season that was off the air shortly after I turned two years old, and I never saw reruns of it that I assume MUST have aired on Disney Channel at some point. Then again, I barely watched DuckTales and Rescue Rangers, either. I might as well preemptively note that I’ve never seen Darkwing Duck either, even though it got three seasons. (2) It’s been a long while since a game’s epilepsy risk was high enough that the precautions I must take stood to affect a review, but in this case, they certainly did. The larger bosses flash my specific white-strobey trigger when you damage them. I had to sit very far away from the screen and wear sunglasses, limiting my visibility, which limited my excitement in what should have been the highlights of the game. But, I didn’t want to cancel the review, since there’s still plenty of stuff to talk about in this, the second of three TaleSpin titles I’m playing in this marathon. The first one? It didn’t go so well. Despite being a different genre entirely, and by a company with a proven track record with Disney, this might be an even worse disaster. Because, TaleSpin NES is a game that SHOULD be amazing, and it’s not.

Do you see what makes this different from other shmups?

TaleSpin has one big twist in the shmup formula and one big-big-big twist. The singular big twist is that your bullets that ricochet off solid objects.. or even enemy shields.. are still live and can damage enemies. Getting the hang of taking advantage of this helps speed along several boss battles, or makes a couple sections in levels more tolerable. Of course, the big-big-big twist is that, with the press of a button, you can flip and fly upside down. The scrolling also shifts direction too, so you fly left instead of right. This allows you to shoot enemies behind you or pick-up items you missed. In theory, flipping is primarily used to prevent you from being crushed by the auto-scrolling. It’s a great idea! Of course, this all hinges on the game actually registering that you’re pressing the flip button. Sometimes TaleSpin doesn’t. Actually, quite often it doesn’t. As in it constantly, throughout the entire game, just plain refuses to work.

The upside down plane does tend to look silly.

Yea, TaleSpin has a massive problem with responsiveness. I thought it might have been tied to maybe flipping while your max bullets are on the screen, but that wasn’t it. So I was afraid maybe it was tied to movement, but that didn’t seem to be the case. Or maybe flipping again too quickly after flipping once? Nope, that doesn’t seem to be it, either. After playing through the game a second time, I’m stumped as to why sometimes the flip button straight-up doesn’t work. Sometimes SEVERAL flip button presses go unnoticed, with no rhyme or reason. The one and only common denominator seemed to be how “busy” the screen was with environmental scenery. It’s a pretty damning mechanical hiccup, and one that was universal no matter which emulator I used. This is including my copy of Disney Afternoon Collection. By far my most common form of death was being crushed by the auto-scrolling when I would be hitting the flip button and the game would be like “fill out this form and we need two forms of identification. You’ll receive your flip in 7 to 10 business days.”

The shame is, there’s some damn clever design in TaleSpin that goes to waste because of the amount of frustration the flipping generates.

So consistent was TaleSpin’s inconsistent unresponsiveness that I have no choice but to declare it a deal breaker. How can I not? I, the player, was pressing the button that SHOULD have stopped the scrolling from crushing me. Sometimes it worked and I flipped. Sometimes it didn’t, and I died. It felt completely random whether it took or not. Since TaleSpin utilizes the auto-scrolling as a primary hazard, placing items and building stages around the risk of being smooshed by the screen, having it work every time is a must have. But, there was no methodology I could spot that would have allowed me to predict when the flip wouldn’t work. Sometimes it happened in the middle of the screen when I’d position myself to shoot an enemy behind me. Sometimes I could flip multiple times in a row with no issues. Sometimes it would work when I was a fraction of a second away from death via screen. Other times, the game didn’t cooperate when I needed to flip because the combat was behind me. I’m sorry, but that’s the ballgame when it comes to a shmup. And mind you, this is a game that is shockingly difficult for a Capcom Disney title, with some very tricky patterns of enemies and projectiles to deal with. Responsiveness is paramount, and not having it should be a deal breaker for any fan of the genre.

Come on, WayForward, remake this one too. Well, provided you fix the flip first and foremost. But seriously, there’s a GREAT shmup here.

The unresponsiveness isn’t my only problem. TaleSpin hides items in completely arbitrary spots on the stages. Sometimes I’d go to shoot an enemy and, instead, the bullet would reveal one of the hidden point items, essentially shielding them. If the items had been hidden in a way where you could logic-out their locations, I would have enjoyed that a lot more. Part of me also wishes the game had done a lot more of the maze-like level layouts. I suspect that had been the plan, but Capcom caught-on to the fact that the flip button didn’t always work. There’s several areas of the game where the level design reverts back to very pedestrian layouts, which makes me think they cut something more bold.

Credit to Capcom, who knows how to do set pieces, even in a shmup.

Otherwise, the combat in general is very nice. At the start of the game, you’re only allowed to have one bullet on-screen at a time. If you miss, you have to wait for this relatively slow projectile to pass the entire length of the screen before you can shoot again. Honestly, I really liked this part. I would have been fine if there had been no upgrades to your primary weapon. It added spice to what could have been an otherwise mundane shmup. But, you can upgrade your gun twice to allow more bullets, which makes some of the spongy bosses go quicker, but it also means you can be a little more spam-happy with your bullets. And also makes them significantly more likely to trigger a seizure. For what it’s worth, those non-photosensitive among us would probably really enjoy the fights. They’re typical for the genre, but with a Disney flavor that makes them feel fresh. I have no doubt if the flipping worked every single time, I would have really loved TaleSpin. But, it didn’t, and I don’t.
Verdict: NO!

Fantasia (Sega Genesis Review)

Fantasia
Platform: Sega Genesis
Developed by Infogrames
First Released: November, 1991
NEVER BEEN RE-RELEASED

Well, at least there’s only four levels. She said, staring off into the distance, her soul shattered into millions of pieces.

Boy, do I have a funny story for you. I nearly beat Fantasia unaware that there was a way to kill enemies by hopping on them. Now, on occasion, enemies would die from me landing on them, BUT I always took damage too. What I wasn’t aware of is that Fantasia has a butt stomp that’s activated by pressing DOWN when you jump. Now, I might be an idiot, but there’s no way I could have missed this at the start of the game. What I think happened was I tried to perform a butt stomp on the early enemies, only Fantasia’s legendarily horrible collision detection flipped a coin and awarded the victory to the enemy. I took damage and assumed there was no butt stomp. That’s on me for not reading the instruction book.

And when I say “I made it to the end of the game” I mean I was literally about to clear the final screen. This is where I accidentally discovered the butt stomp works. I think I deserve a little credit for making it this far while having to mostly avoid enemies while trying to round up enough magic to take out the ones I couldn’t manage to jump over, even after rewinding and retrying dozens of times. It’s why a game that took me around 45 minutes to beat the second time took me 8+ hours the first go around. Lots and lots of rewinding trying to avoid enemies with collision boxes the size of a galaxy.

The way I played Fantasia, where I had to spend several minutes just to be able to make it one enemy further along, was just about as unhappy a gaming experience as humanly possible. I had to start over, because otherwise my opinion on Fantasia would have been based on an incoherent series of swear words. So, I started over from the beginning, and learned that Fantasia isn’t the worst game ever made. It also meant that, technically, I played the first and third levels three times. See, the object of Fantasia isn’t to get to the end of stages. It’s to score enough points. If you don’t score enough points and reach the end of a level, you have to start over. Since I wasn’t killing very many enemies at all, I wasn’t finding hidden notes or scoring enough points.

Music notes, like the one pictured here, score the most points of anything in the game by far. AND they restore life. AND they give you temporary invincibility. AND they give you an extra life. Seriously, it does all that, all at once. Mind you, there is no extra life item OR temporary invincible item, so it’s not like the note combines four in-game items. That would be cool. The fact that this restores health AND does three other things? It’s just so random. This is like how an imbecile designs a video game.

And sometimes slaying enemies opens up hidden platforms or reveals items, including the insanely overpowered musical notes. Except, killing them with your magic almost never does it. Only the butt stomp works. There’s no bosses and the end of stages lack any climatic feel. The closest the game comes to that is having a wave of basic enemies spawn when you reach the final fairy of the final stage. The fairies are also haphazardly done. Sometimes touching one takes you to another part of the stage. Sometimes it means the door is AROUND where you’re at. Hell, on the first stage, I even collected one of the fairies.. somehow. I don’t even think it did anything, either. So, after putting in over two play sessions since last night in Fantasia, while Fantasia isn’t the worst game I’ve ever played, I feel comfortable calling it the worst game Sega has ever published. As for Atari, formerly Infogrames, seriously, go to your room. You’re grounded. I know nobody there today probably had anything to do with Fantasia, but I don’t really care. Go to your room and think about what you’ve done.

Any game with bad collision and spongy enemies should probably avoid spamming the whole screen with enemies. That’s Fantasia’s go-to move, and they always tend to cluster-up no matter where they start on the screen.

Calling Fantasia on the Sega Genesis “historically inept” doesn’t feel like it does it justice. It’s clearly a game designed with little more in mind than looking good in advertisements and disgustingly invoking the previous year’s incredible Castle of Illusion release. That game? Very good. Fantasia? One of the worst platform games ever made. A title that does nothing right except look the part. And the “looking the part” crosses the line into being genuinely morally reprehensible because it’s trying to imply a relationship or even sequel-status to Castle of Illusion. Castle of Illusion was fine-tuned to the point that it felt scientific. A literal “fun for all ages” release that could cast the widest possible net for the Sega Genesis while it was in start-up. If you looked at it and Castle of Illusion side-by-side, it sure seems like Fantasia is trying to appear be a direct sequel, does it not?

The object of the game is NOT to reach the end of levels, but to first score X amount of points AND THEN finish the level. Each stage has a minimum scoring baseline you must reach, or you have to start over.

I reject the excuse that Fantasia’s problems came from the holiday release window time crunch. It shouldn’t take that long for one person to raise their hand and say “this isn’t fun” or “why are the collision boxes so big that Mickey takes damage from enemies over a character length away?” I just checked this with a stopwatch. It takes three seconds to raise that objection. My apologies if someone did raise their hand, only whoever was in charge rejected it. That might have happened. The project manager hasn’t done a game since 1996. Good. Fantasia is nearly unplayable. From the “score X points” premise to the level design to the shockingly massive collision boxes to the way combat is handled to the enemy placement to the movement physics.. EVERYTHING is bad. Screw it. EVEN THE GRAPHICS AREN’T GOOD! It has decent sprite work, but when visibility is often a major factor, what good is a sprite clear enough to say “yep, that sure is Mickey Mouse.”

I really don’t get the whole “at least it looks good” bit. Castle of Illusion? Now THAT looks good and there’s no visibility issues. Here, I often couldn’t tell what was a platform and what wasn’t.

Fantasia is a laundry list of bad design choices. I’m going with the collision detection as the worst part, because it’s truly shocking. I’m talking about collision boxes so large they need to be measured in the percentage of screen they cover. They’re not consistent either. Sometimes jumping over enemies or ducking under them is viable. Sometimes they can cause damage by hitting the corner of your box just by being in your general vicinity on your side of the screen. Take a look at this:

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And here it is in motion.

Since Fantasia relies on spamming the screen with enemies, this is sort of important. Even once I discovered the butt stomp, I was stunned by how the game typically programs enemies to deal with this. First off, enemies are INSANELY spongy. Some of them take several bounces to slay. Also, since most of them tend to sort of move upwards, when you butt stomp them and they keep rising up, you’re likely to take damage if you try to finish them in one motion. The only other options are limited magical projectiles, or “spells.” You can cast two tiers of spells: strong (which cost 3 magic points) and weak (which cost 1). They should really be labeled “weak” and “weaker” because even the ones that cost 3 points aren’t enough to finish the majority of enemies.

Oh god, I forgot to write about the movement. QUICK, CATHY! Six Flags is waiting!

Yea, I forgot to do a bit on the movement. Well, it’s sluggish and unresponsive. Turning around is a chore. This is further compounded by often having the platforms themselves have a little bit of give to them, like they’re unstable. You know, sort of like I am after playing this game. In a game that’s this centered around combat with enemies, many of whom move erratically, having just the act of turning around and starting to move be an exercise in patience feels like it wasn’t the wisest choice. After a certain point, I have to ask if anyone making this had even a tiny lick of fun, or were they just really angry at the world while they made Fantasia?

The magic books give you ammo, though even this seems inconsistent. Most of the time, I’d get 3 points from them, but sometimes I swear I’d only get 1. Same with the life refills.

The story goes that, after Fantasia the game was rushed out to make the 1991 holiday release, Disney apologized to Sega, saying that Fantasia’s license had been granted to Sega by accident. See, Fantasia, the 1940 motion picture, was Walt and Roy O. Disney’s baby. Roy E. Disney, son of Roy O. and gatekeeper of the Disney legacy, was dead set against Disney licensing Fantasia to anyone. Disney apparently gave Sega an extended deal as a make-good. Either way, the unsold inventory was pulled. Part of me wonders if that still would have happened if Fantasia had been a halfway decent game that got Castle of Illusion levels of critical acclaim.

I actually did finish Fantasia without cheating on NORMAL difficulty the second go around. My reward? This. That’s it. There’s not even a credit roll. It really screams of a rush job made by clowns. Now, if you’ll excuse me, I have to rush to this review’s conclusion so I can go ride roller coasters.

This is Disney game #18 on this marathon I’m on, and this is easily the worst. It might actually be the worst holiday release in gaming history. And, unlike some bad games, it’s not even worth fixing Fantasia. Even if they tweaked the collision boxes, the enemies are too spongy. Even if you removed the sponginess, the levels are boringly designed. After a certain point, so many things need to be fixed that you might as well tear it down and start over again. You’d think the one thing a Fantasia game would get right is the music, but these chip tune versions of the film’s famous orchestral arrangements are some of the worst in gaming history. The soundtrack sounds like a synthesizer is trying to die and it just can’t.
Verdict: NO!
I recommend Playing at the Next Level: A History of American Sega Games by Ken Horowitz. Among other things, it contains the history of this piece of crap.