Tetris
Sometimes on this site I end up reviewing the same game on multiple consoles. However, as is the case with Tetris, the main concept is so widely unchanged that these extra reviews are unnecessary.
Therefore, which Tetris is the proper introduction for most people? Would it be a computer version? Arcade? The NES version, er, versions, where Atari and Nintendo battled over which cartridge had the correct rights to be played on that console?
Actually, the small screen is where most people my age likely got their block-fitting fix first: on the Game Boy, which was one of the best-selling games of all-time. That’s because Nintendo had reservations about squishing Mario onto the small monochrome screen and instead opted for a pack-in title with the handheld console which could be played in short spells.
This decision proved to be genius, as not only was Tetris an addictive puzzle game which inspired copycats and an entire genre, but it also proved that the monochrome screen and battery life weren’t major limitations of enjoying “gaming on the go”.
But that wasn’t the only thing which made Tetris special on the Game Boy. A Game Link Cable enabled two players, each with their own Game Boy and copy of the game, to play head-to-head.
I have many memories in school of linking to other friends during recess or dead periods during mandated testing – as many as 15 of us had the console and game, enabling tournaments and bragging rights aside from conquering the frantic and fantastic single player version.
I know I haven’t really explained what Tetris is, but to be honest, if you haven’t picked it up and tried it, you should. Basically, you fit falling blocks together, without leaving gaps or spaces, to clear “lines”. As you clear more lines, you move up a level, which increases the speed at which the game moves.
As is typical of smaller “Game Paks” of this era, defeating the game leaves you with a great feeling of accomplishment, but not because of the small congratulations screen you get!
Regardless, players flocked to Tetris like our grandparents play crossword puzzles. It’s a timeless concept which always presents a challenge.
I feel as though the Game Boy version truly owes a debt of gratitude to it’s present day popularity. That doesn’t mean you must run to play this specific version, as minimal tweaks to the main formula offer the same game play with upgraded sound, controls, and graphics (see Tetris 99 for the Nintendo Switch, for example).
However, I feel my site would’ve been incomplete having not reviewed the Game Boy edition of Tetris. I’m sure for those of you who grew up with it, the memories are everlasting.
Sonic the Hedgehog 2
When Sega introduced Sonic The Hedgehog it knew they finally had their “Mario Killer” for the Genesis console.
But how do you follow up a great game with an equally great sequel? It doesn’t always happen, but Team Sonic was able to capture lightning in a bottle and improve the Sonic formula further.
This platformer continues the speed run inspiration of the first game, actually ratcheting up the animation to be even faster. It’s most famously known for introducing Sonic’s companion, Tails, to the genre – who can be controlled by a second player, and also offers help/hints when Sonic gets stuck.
The graphics of this game are better than its predecessor, as anticipated, along with another catchy soundtrack.
The “spin dash” is also introduced in this game, where holding down on the D-pad along with another button, curls our favorite blue character into a spinning ball which helps accelerate him into objects or jumpstarts his running about the stage.
As a noted Mario fanatic, coming over to Sonic was a bit of a culture shock in ways. Stages aren’t always linear, as Sonic can often complete a level by going up or down through it, and sometimes requiring a backtrack in from right to left, much unlike the very structured left-to-right, mostly single paths of his Nintendo competition.
Once you have this figured out, it’s memorizing threats in a stage which comes next, such as jumping into spikes or lava, or getting trapped in water where you once again perish if you don’t come up for air after so long (which happens to be my biggest pet peeve in the entire series, because this Hedgehog just doesn’t jump or swim very well!)
Other elements, such as capturing rings, remains. So long as Sonic has 1 ring on him, and takes damage, he doesn’t technically die (unless you fall into an instant death situation of being pinched between objects, such as a ceiling, fall into the abyss or, of course, drown).
Regardless, these shortcomings were nothing such back in the 90’s when video games still presented some impossible challenges. Sonic had a heavy replay value and mastering it took some quick reflexes. It’s no wonder the sequel is one of the best-selling Genesis games of all time.
If you haven’t played it, or haven’t in a while, Sonic 2 is perhaps one of the best ways to enjoy retro gaming.
Batman: Arkham Asylum
Batman is a character many of us grew up on, for better or worse. For those old enough, we remember the cheesy Adam West TV show (either through first runs or re-runs).
80’s kids, such as myself, recall Michael Keaton as a darker, all-black clad Batman who ripped through the box office and spawned a toy line that was second-to-none.
But video games had failed to capture a certain essence of media for years. That could be true of any property, but Batman was especially guilty until Arkham Asylum.
A grim, darker narrative with a violent, insane Joker headlines this game which has plenty of Easter Eggs for fans of the series. Taking a Metroidvania style approach, you guide the Caped Crusader throughout Arkham Island to stop the madman.
Along the way you’ll encounter classic Batman villains such as Bane and Poison Ivy. The Riddler leaves riddles throughout your quest and other artifacts hint at characters such as The Penguin, even if they don’t appear in full in the game.
And that’s the beauty of Arkham Asylum. It’s an accessible game which offers something for everyone: we all know the Joker and the Riddler, but hardcore fans are also serviced with appearances such as Victor Zsasz.
Harley Quinn, getting more of the silver screen these days than when the game was originally released back in 2009, MC’s throughout and adds a level of disturbance and humor to the game.
Playing through isn’t all, as there’s a good replayablility factor to Arkham Asylum for completionists looking to find every hidden detail within the game. But for those who just want to plow through to the end, you’ll be pleased with the amount of action as well as stealth, which amounts to some very cool firsts for a Batman game.
For example, Batman doesn’t “kill” any enemies throughout – he can stun them with a Batarang and punch them out, crawl up from behind and put them in a sleeper chokehold, or hang from various points on ceilings and rappel down, only to leave his “victim” hanging.
A black and white menu screen, amazing soundtrack, and even slow motion “Matrix” style punches and kicks puts the polishing touches on this former Game of the Year.
For anyone who hasn’t given this game a whirl yet, I encourage you to check it out!
Note: this review covers the remastered Xbox One edition of this game.
New Super Mario Bros. U
Traditional 2-D side scrolling Mario games took a hiatus following the stellar entries of Super Mario Bros. 3 and Super Mario World into the series. Those games launched, respectively, on the NES and Super Nintendo in the early 90’s.
Entering the new millennium, 3-D graphics were all the rage. Super Mario 64 took the famous plumber into an open world of three dimensions and the old platformer we all grew up with was all but a forgotten genre with no new entries.
Then, in 2006, Nintendo unleashed a “New” update to the original formula with the Nintendo DS’s “New” Super Mario Bros. The update brought the traditional gameplay into the 2000’s and sparked sequels on the Wii, 3DS, and this one, on the Wii U.
Some of that spark flamed out by the time we get to this “U” iteration, but there’s enough meat left on the bone here for Mario fans to pick clean regardless. It’s also the first Super Mario Bros. (platformer) title to get the full High Definition treatment on the Wii U.
The formula is familiar: Princess Peach is captured, Bowser (and his usual array of henchmen) are responsible. This part of the game will make those familiar recall Super Mario 3, which could be a good or bad thing when it comes to being repetitive.
Mario navigates a world map, which has hidden levels, mushroom houses and the like.
The usual fire flower and starman power-ups are present, as is the ice flower from the Wii predecessor. Yoshi (and baby Yoshis) also make an appearance.
As with any Mario game, there is a new special item, this time a squirrel suit which allows you to glide in the air and stick to surfaces.
At times this new suit can be a hindrance and oftentimes you may find yourself better off with a different approach. While it’s novel, it takes some getting used to and can feel out of place with some of the more time-tested and tightly woven power-ups found throughout the game.
Multiplayer was a big selling point for this Wii U exclusive (since ported as a “Deluxe” edition to the Switch). I didn’t give it a try, so I cannot give an opinion on its elements or effectiveness.
There is another mode with a new “antagonist” named Nabbit, who you must chase and catch for a prize from Toad. This was actually a refreshing entry to the game and one that makes some levels much more appealing to play back through.
In all, everything here should look somewhat familiar. There was definitely a push in this game to make the levels less “blocky” than in previous games. My hunch is that Nintendo made this decision to differentiate Mario U from the upcoming Super Mario Maker: and make sure users couldn’t just recreate the U levels.
This small touch, along with your usual 100 coins for a 1-Up, star coins to unlock other areas, and a few Mario jokes and surprises makes it worth playing, but could end up being a monotonous playthrough for some of the older or hardcore fans of the series.
WWF WrestleMania: The Arcade Game
What do you get when you take Midway’s trend of digitizing Mortal Kombat actors and NBA Jam players with the sports entertainment goliath then known as the WWF?
You get Vince McMahon saying “boomshakalaka”!
And no, that isn’t a joke!
Back in the 90’s it was still a somewhat guarded secret that the WWF’s head announcer was also the owner of the company. So naturally, when Midway created a WWF arcade game, Vince’s voice was added to it.
As was the case with several series around this time, the Sega 32X ports were among the best of the bunch, as Midway fully supported the add-on to the Genesis. The added hardware power allowed for the full roster, much of the voice details and more to be fully ported from the arcade version, making for a more definitive port than what was a stripped-down Super Nintendo sibling.
The gameplay itself could be a love/hate relationship.
Make no mistake, this was an arcade game. It’s also pro wrestling, which can be called a rehearsed male soap opera at times, but this title took it over the top.
For example, when Bret “The Hitman” Hart got slammed to the canvas, cartoonish hearts spill out of his body.
The Undertaker goes full “dead man” gimmick with ghoulish apparitions and overtones.
Bam Bam Bigelow has flames as part of his repertoire and so on.
It makes for an appealing visual style but also takes away from what could’ve been a more serious wrestling game in the vein of the excellent WWF WrestleFest (or it’s lesser known cousin, WWF Superstars).
Instead we get a more “arcade” style button masher complete with cheap AI tactics.
And while I’m on my rant, why isn’t there entrance music with the wrestlers until after you win a match? That seems a bit backwards and is one small detail that really derails from this being higher on my list of favorite wrestling games.
In fact, there was no sequel made to this game to my knowledge either – maybe it wasn’t the commercial success they had hoped? Maybe it was just too wacky? Or maybe wrestling was entering a down period in the early 90’s and people lost interest?
Either way, if you’re a wrestling fan who also loved the Midway style of games during this same era, you will likely enjoy this game. If you’re a wrestling purist looking for strategy, this isn’t it.
If compared with an NFL game, WWF WrestleMania is more like NFL Blitz than John Madden Football.
Ghostbusters: The Video Game (Remastered)
What do you get when Dan Akroyd and Harold Ramis write treatments for a third installment of the Ghostbusters movies but never get it produced?
You get Ghostbusters: The Video Game.
Before I get started, a disclaimer: I am reviewing the remastered edition on the Xbox One which came out several years after the original 2009 version it’s based on. The 2009 versions for PS3 and Xbox 360 are the same game, however, the Wii version was a similar but separately developed title.
The reason I mention this is, being a retro game site and all, it may seem like an odd choice to play a remastered title, but honestly, it’s just easier to capture screenshots.
Oh, and not to mention that the PS3 version I bought is seriously bugged (update or not) and you cannot continue your game from a save! It was all or nothing, and after three longer sessions of starting over, enough was enough.
Xbox One version, here we come…
So, if you end up playing this game remastered, just know that the graphics (especially some of the tiles) do come off as blocky and over ten years old. The rest of the game, while fairly mundane to play through, is rather enjoyable.
The entire cast of the series, from Akroyd to Ramis, Bill Murray, Ernie Hudson, and even Annie Potts, all reprise their roles from the movies, lending their voices (and likenesses) to what’s considered to be “Ghostbusters 3” for hardcore fans.
Some easter eggs withheld as to not spoil the fun, I too feel as if this is loosely a proper movie sequel, with some reused bits from the original two movies mixed in.
Your character is a cadet, a new hire, or often referred to as “the rookie”, who does a lot of the dirty work. Some new toys are in store, but the game begins with familiar situations and a trusty proton pack, which sees upgrades throughout the game’s levels.
The levels are awkward and sometimes it’s not incredibly obvious what it is you’re supposed to do. Even the autosave feature appears to be broken at times, so be careful if you do not finish a level, because you really don’t know where you’ll restart (especially if you’re on the bugged PS3 version).
The rest of the game includes plenty of comic relief, but the challenge is really up to you. If you set it low, you’re kind of playing through a movie where you can’t die. If you set it elsewhere, it’s a mixed bag of cheap deaths and impossible tasks.
My recommendation? If you can snag this on the cheap, do so. It’s a fitting tribute for any Ghostbusters fan.
Streets of Rage
From the moment the menu screen starts, you realize Streets of Rage isn’t your typical beat-em-up.
Modeled after games such as Double Dragon, Final Fight, and Komami’s Teenage Mutant Ninja Turtles (and its many arcade clones) Streets of Rage is Sega’s take on the genre which has a unique albeit cliche feel from the early 90’s.
The story centers around some type of criminal enterprise overtaking a city, and a group of souped-up cops fighting to take it back.
Honestly, aside from the video game inspirations noted above, scenes and levels throughout the game will remind you of movies such as Big Trouble In Little China and Scarface. Yet, the game feels fresh and not like a complete rip-off.
That’s due to tight controls – as with the others in the genre noted, you can move in all directions, clearing each level of many palette-swap enemies which fill the screen from both sides (and often of of it).
Weapons are dropped, and can be picked up, by your protagonist. Your attacks vary between Sega’s three buttons: a strike, jump, and special attack. The strike can be a kick, punch, knee or any combination of such with a jump. The occasional judo throw or wrestling suplex also enters the fray.
It’s also refreshing to see your character able to attack on both sides without needing to face their target necessarily.
While limited in number, a special attack will cut to a cop car pulling up with a bazooka – the rocket of which pretty much disposes of everything on the screen.
Bosses are a mixed lot. There’s a larger skinny punk with a mohawk and claws, a fat guy who breathes fire, and a pair of what I assume are ninja ladies who are a major PITA to hit (as they constantly move by jumping forward/backward).
Levels are referred to as “rounds”, eight in all, with a boss at the end of all but Round 7; and with good reason. When you reach the big bad at the end of Round 8 he sees “potential” in you and gives you a choice of joining his “syndicate” or fighting. If you choose to join, a trap door opens and sends you back to Round 7 to start all over!
If you do battle, you’re basically up against Tony Montana with a few extra henchmen lurking.
The controls are overall crisp, the graphics (even by Sega standards) are arcade quality, and the soundtrack absolutely thumps with riffs ripe from the era it was developed.
As far as beat-em-ups go, this game is a great one to pick up, and easy to get started with at that. But the usual difficulty additions are there, including harder enemies to defeat as the game goes on and an annoying timer you have to beat too.
Yeah, this might be the worst timer added to a game since Ninja Gaiden!
Regardless, if you’ve never played Streets of Rage and are a fan of games in this genre, you’re doing yourself a disservice. Pick it up and check it out NOW!
Yoshi’s New Island
Somewhere along the line the Yoshi’s Island series of game became lost.
Originating with Super Mario World 2: Yoshi’s Island, of which this game takes it’s namesake, Yoshi spun off into other games, but always retained a similar feel to its Super Nintendo roots. That is, you eat enemies, create eggs, shoot eggs, and flutter-jump around.
Yoshi’s Story for the N64 was a totally inferior take on the concept which attempted to also put Yoshi into a new 3-D art realm. That concept carried over into other Yoshi titles such as Yoshi’s Wooly World on the Wii U and Yoshi’s Crafted World on the Nintendo Switch.
However, the jump from the N64 to the Nintendo DS saw a return to the similar crayon art style of SMW2, with some new concepts such as multiple babies (aside from Mario, there was Peach, Wario, and Donkey Kong, among others) plus the game utilized the top and bottom screens of the DS simultaneously to expand upon what was a critically acclaimed game in SMW2.
However, Yoshi’s New Island, which would release eight years later on the newer Nintendo 3DS, is such an inferior step back that it was actually painful to play.
It’s not because anything is broken, but it’s because nothing was retained between SMW2 and this game: it is literally SMW2 on a handheld, plot included.
That should be more of a good thing, but unfortunately, it’s not. The game relies too heavily on a collection scheme for replayablility. That’s the usual completionist aspect of getting 30 stars, and finding every red coin and flower.
Gone are the other babies, and even the dual screen aspect. Yes, it can be “3-D” but the graphics are essentially a more polygonal skin of SMW2. Even the menus are precisely the same.
Since collecting every object in a level is no prerequisite to advancing in the game, I found it monotonous to get through each level. You can barely die. There’s no real challenge to just going from beginning to end, and at that, many of the levels are simply too darn long.
There are some new concepts, one of which is larger enemies which turn into larger eggs to clear large areas. It looks cool the first time, but is nothing but a gimmick as the game goes forward. In fact, the one thing they added to this game is more of what made the original annoying: more vehicle areas.
Yep. Those bubbles that transform Yoshi into a helicopter or whatever else, and you have to beat the timer to get to the end? Be prepared to be even more annoyed as they’re more frequently used in this game too.
Honestly, you could literally fall asleep playing this on the couch.
That may sound harsh, but having played every game in this series (and even realizing the difficulty is dumbed down to be aimed towards younger kids) I found this addition to the series to offer practically nothing new, and lack the usual Mario/Yoshi charm.
Check it out and see if you agree – just make sure you find it secondhand. I would classify this game as comparable to the movie you wished you had waited to rent, rather than pay top dollar to see in the theater!
WWF Super WrestleMania
After dealing with the limitations of the 8-bit era pro wrestling games, WWF Super WrestleMania came along and blew everything out of the water during the 16-bit era.
Interestingly enough the Sega Genesis and Super Nintendo had different versions of the same title: this one reviews the latter which had a larger roster, and obviously better graphics and audio as opposed to the competition.
The graphics, audio, gameplay, roster and everything just about trumps any of the NES era WWF games. When you first start the game, however, LJN had to keep their logo onscreen until you hit the start button – a minor annoyance but one found throughout the game at times.
The next step was your traditional start menu, which then led to an amazing discovery that you could play with not only tag teams, but a four-man “Survivor Series” style match as well.
You select a difficulty level next and then get to choose from one of ten wrestlers, including Hulk Hogan, the Macho Man, and the Road Warriors – the rosters were the main difference between the two games, as the SNES was lacking the popular Ultimate Warrior. Aside from Hulk and Macho, both versions only shared The Million Dollar Man Ted DiBiase as well.
Otherwise, the available wrestlers were vastly different, including the Undertaker, Sid Justice and Jake “The Snake” Roberts, plus two tag teams: the aforementioned Road Warriors and the Natural Disasters.
Ring introductions looked cheesy, but the fun, if you will, begins after the bell.
The visual life bar was a major help in the new 16-bit era, but everything else was ramped up – with more buttons on the controllers themselves, you were now able to do much more with your wrestler, such as running or climbing the ropes.
You could even brawl outside of the ring, but beware of a count-out! (Heck, let’s gone one further: there are announcers ringside and a referee in the ring!)
Yet, and quite honestly, this game still suffers from the “pickup and play” issue most pro wrestling games do. You often grapple with your opponent, a commonality with the 16-bit era games, but in Super WrestleMania there’s no “tug-of-war” bar to know who is getting the upper hand.
You’ll often come out of the grapple with a simple headbutt… or if you’re close to the ropes, you might throw your opponent over the top rope.
There were no signature moves in the SNES version, which is a bummer – you’re pretty much stuck to suplexes and body slams. However, the character selection menu has a nice treat. If you stay on one wrestler for a few seconds, their entrance music plays.
This was likely a “killer app” type of feature back in 1992! (I know it was when I was a kid!)
Overall, this was a step in the right direction for the wrestling genre, but it still lacked the ease of mastering. Grappling appears to be related to AI cheating, and figuring out how and when to pin your opponent meant matches lasted 20 minutes or longer in some cases.
There are better wrestling games on the platform, but then again, in 1992 this title was groundbreaking. It’s worth having a look just for the progression from Super WrestleMania to the next games in the series.
Mario & Sonic at the Olympic Winter Games
At my household we decided to dust off an old relic of an accessory known as the Wii Balance Board. In doing so, we started looking up games which supported this century’s version of the NES Power Pad… and in doing so, we found a game that was a blast to play, with or without the accessory!
Mario & Sonic at the Olympic Winter Games is something you’d look twice and shake your head at if you were a time traveler from the 1990’s. No one ever envisioned Nintendo’s main mascot pairing up with the face of their competition. Furthermore, I doubt anyone ever saw the duo teaming up on for an Olympic-themed game.
Yet, all of these oddities come together and simply work. Much like Nintendo’s foray into the kart racing genre, Mario & Sonic really clicks with a well-known cast of characters from both series in a number of events that transcend demographics.
I’m the least bit interested in figure skating, for example, but seeing how it works with the motion controls of a Wiimote and/or the balance board, made for quite the experience. In some cases, you could even get a nice workout in playing each of these events.
While some of the events do not use the board, the ones that do don’t always feel like a tacked on gimmick. Snowboarding even has you turn the board vertically, as to stand on an actual snowboard and shift your weight.
There are many events to try out (as seen in the images below) and most of them are well-balanced and play fairly for anyone picking up the game. It’s likely the most accessible Wii game outside of Wii Sports – so yes, even grandma can give freestyle skiing a try!
The graphics are somewhat dated now if you’re playing the SD Wii console on an HDTV/4K TV, but aside from that technical hurdle, Mario and Sonic could be the definitive balance board game for the console. I highly recommend it, especially if you have someone to share laughs with: it makes for a great inclusion on a game night.