Halo 3


I complain about a lot of games on my blog, and there are others I rave about. Whereas Halo and Halo 2 felt like progressions in the series, my opinion of Halo 3 is that the story was a bit harder to follow. Despite the natural upgrades moving to the newer generation Xbox 360, some of the gameplay feels monotonous and otherwise not much of an evolution over Halo 2.

I think I feel this way because in the jump from Halo to Halo 2, we learn there’s multiple halo installations while being able to play as the Arbiter, wield dual weapons, and of course, the energy sword. The plot still revolves around the Covenant and the Flood, and for me, Halo 3 still does a lot of the same things good but I’m not sure the leap was great.

Part of that blame likely goes to Halo 2 for being such a leap from the original in so many ways. The other part of that blame is the Xbox Live mode that originally threw me off of this game years ago. Included as a beta with Crackdown, we all got a taste of how great Halo 3 could be online.

When we finally got Halo 3 in our hands, however, the little preteen voices in my headset still haunt me to this day.

Sure, I can get “gud”, but no, you really can’t when you’re up against players who stayed up for release and played without sleep for 72 hours, while you’re just removing the shrink wrap from your copy days later! In fact, this game pretty much killed my wanting of ever going online to play video games.

There’s a certain appeal to sitting in a room with friends playing split-screen Goldeneye 007 that cannot be replicated over the internet with total strangers.

Sorry not sorry… now back to the singe player campaign.

Technically, there’s nothing wrong with Halo 3. I’m even giving it a thumbs up, because compared to everything else, it’s a really solid title still. The plot, as mentioned, seems to jump around a lot. Sometimes you want to just get right to the action only to have interruptions.

For that reason, I wasn’t the biggest fan of Gravemind and the final levels where he’s rebuilding himself on a halo installation. It was different, but at the same time felt out of place.

And of course, Halo can’t possibly end without a driving gimmick as the final final part of the game. (At least this time there wasn’t as many mindless timed jumps or maneuvers necessary, and even if you do miss a section, the checkpoints are more plentiful.)

There appeared to be a lot more focus on vehicles too, but the combat was more evenly balanced. Bigger vehicles can take out smaller ones with better balance, and collisions seem to be on point too. Yet, it still seems like an extension of Halo 2 to me in many ways. Even the epic scarab battles feel a little recycled, though the first appearance of one in Halo 3 will still make you pop when it comes onscreen.

While it seems as if I’m dumping on this game, I still enjoyed it. I believe it lives on so highly rated due to other features, mainly multiplayer, which is what I soured on while others liked it.

The campaign and plot portions, however, were a mixed bag according to some reviews sourced on Wikipedia.

Reception of the single-player aspect varied. Yin-Poole wrote that while the cliffhanger ending of Halo 2 was disappointing, the campaign of Halo 3 was much more satisfying. Gerstmann, GameSpy’s Gabe Graziani, and Goldstein maintained that the campaign was too short, especially on easier difficulty levels or with three additional players in co-op. Goldstein was highly critical of the eighth level, stating “the penultimate chapter is so bad, just thinking about it puts a rotten taste in my mouth.” The New York Times’ Charles Herold said the game had a “throwaway” plot and Total Video Games judged the single-player aspect ultimately disappointing. Goldstein and Steve West of Cinema Blend thought a part of the game’s story was lost by not having the Arbiter featuring as prominently as the character was in Halo 2.

This made me feel better about my initial thought of revisiting Halo 3. I really can’t say it’s bad, but it still doesn’t feel groundbreaking – now or then.

While I leave it in the present day with a better appreciation for the total package, I feel it could be the weakest single-player campaign in the entire series.

Metroid: Zero Mission


Hot on the heels of the latest Metroid series release, Metroid Dread for the Nintendo Switch, I just had to revisit this Game Boy Advance classic, which I overlooked as simply the original Metroid with updated graphics.

I couldn’t have been more wrong.

Just as Nintendo had done with rebooting Metroid II: Return of Samus as Metroid: Samus Returns on the 3DS, they took the first Metroid game and gave it a shot of steroids on the GBA years earlier.

Retelling the same story with a map closely resembling the original game, the rest falls into brand-new territory with not only updated graphics and sound, but much of the map is laid out with new terrain, areas, and controls to help you navigate both.

In addition, many weapons and features from latter Metroid games make an appearance, which turns the old school experience into a unique one of its own. I was so blown away by this game, it has instantly jumped into my top list of GBA titles ever made.

My only knock on Zero Mission is that it’s a short four-hour run-through. I could’ve backtracked for a few more items to 100% the game, and add a bit more time with it, but as you can see, it wasn’t necessary to complete the game.

I will say that Zero Mission is much more forgiving than the original Metroid, and its also a lot more accessible. There’s a hard mode if you wish to crank the difficulty back to the first game, but the main items helping are more energy tanks, save rooms (which didn’t exist with the password system on the NES), and maps/map rooms so you can find your way around.

Extra touches with the new power-ups don’t feel out of place either, including the speed booster first introduced in Super Metroid.

Speaking of completing the game, the bosses are all revamped as well – from Mother Brain to Kraid and Ridley, expect a different experience than what you saw on the NES. It’s familiar, but also welcome.

The images below have some spoilers I won’t note here, and if you haven’t had the pleasure of playing this title yet, do so: it’s not only one of the better Metroid games (as if there’s a bad one) but one of the best in the genre it created too. Not only is it a great remake, but it successfully refines and adds upon its source material.

Mario Kart 64


Mario Kart 64 was a landmark title for the Nintendo 64. As the second entry into the series, it was the direct sequel to the massively popular Super Mario Kart on the SNES, and became the N64’s second best selling title of all time.

According to Wikipedia (since I’m too lazy to retype this) Mario Kart 64 introduced the following:

Mario Kart 64 introduces 3D graphics, 4-player racing, slipstreaming, Wario and Donkey Kong, and seven new items: the Fake Item Box, Triple Red Shell, Triple Green Shell, Triple Mushroom, Banana Bunch, Golden Mushroom, and the infamous Blue Shell. In addition to the three Grand Prix engine classes, Mirror Mode is introduced (tracks are flipped laterally) in 100cc.

Honestly, over the years, these games meld together in my brain, but you can see where a great deal of influence on later iterations comes from. In fact, you can pick up this game and pretty much play it to the degree of any other Mario Kart game – that’s how familiar the mechanics and game play are tightly wound.

Quite the achievement for only the second game in the series!

This one, in particular, just feels right from the jump. The 3D graphics were new to all gamers at the time, with everything jumping to the realm. Four player split-screen was commonplace, as people crowded around a TV to play many of the multiplayer offerings the N64 had. Plus, the three-pronged controller featured an analog stick and the z-trigger underneath, which still to this day feels so perfect despite an odd-looking layout.

In-game, you can expect the same cheap, cheating computer opponents that have always plagued Mario Kart games! The items noted above, some still around, some now a memory, will have you living in nostalgia.

And if you’ve kept up on the series, most of the game’s tracks have reappeared – some more than once – in later iterations. This once again points out MK’s jump to 3D and how the base game formula, while not being altered too much in sequels, remains strong.

For retro gamers, Mario Kart 64 is a must-have in your library. Everyone from the little kid to grandma can pick it up and play. The fun level is through the charts, especially with friends – and while its simplistic in nature, it’s also difficult to truly master.

Gunstar Heroes


Okay, I’m not sure where to begin with Gunstar Heroes. It’s widely considered one of the best games of the 16-bit era and one of the best on the Sega Genesis. It’s also one of the most critically acclaimed games of all-time period.

To get to the nuts and bolts of this game, let me just say it’s Contra on crack. However, it was the first title developed by Treasure, which was a group of devs who splintered off from Konami after the latter wanted to shutter the project.

I took pieces of the Gunstar Heroes Wikipedia entry to explain best how the game plays:

Gunstar Heroes is a run and gun game played from a side-scrolling perspective similar to Contra. The game can be played in single-player, or cooperatively with a partner. The players take on the role of Gunstar Red and Gunstar Blue as they battle with an evil empire for control over a set of powerful gems.

The game features seven stages, of which the first four can be tackled in any order. The stage formats vary; while some feature a typical left-to-right format, others have the player riding in a mine cart along walls, fighting enemies on a helicopter, or playing a board game. Completing a level grants the player an extension to their maximum health.

When starting a game, the player can choose either a free or fixed firing stance; the fixed stance immobilizes the character when shooting, while the free stance has the player move in the direction they are firing.

The player also has a choice of starting weapon. There are four shot types in the game: a homing shot, lightning blaster, flamethrower, and machine gun. Each weapon has its strengths and weaknesses, and can be swapped with others from item drops in each stage. The weapons can be combined with each other to produce unique shot types. For example, the homing shot can be combined with the machine gun to add a homing effect to the latter, or two lightning shots can be combined to create a more powerful lightning gun.

In addition to firing their weapon, the player characters can pull off a series of acrobatic maneuvers including jumping, sliding, and grabbing and throwing enemies.

If that seems like a mouthful, it is!

If you were ever a Contra fan, and I have high praise for Hard Corps on the Genesis (which appeared one year after, maybe as an answer?) then you will love this game.

However, the difficulty is, well, it’s a tough game! Your character and enemies have “vitality points” which makes it easy to see how much damage is being taken or inflicted, but at the end of the day, the boss battles can drone on, lasting forever as you chip away at cheapshot artists and bait-and-switch tactics where you believe you’ve won, only to be taken for another battle!

Gunstar Heroes feels a lot like Mega Man in ways too, with a stage selection screen for the first four levels – which can be played in any order. The final three are played in sequence.

When you get beyond the onslaught of enemies and explosions, you can appreciate the attention to detail in then cutting edge graphics, with many elements moving three-dimensionally despite the game being set on a 2D plane. It never once suffers from slowdown or stutter, and the pace is a breakneck speed in line with Sega’s “blast processor” marketing.

The only thing I didn’t much care for in this title was the departure from the side-scrolling platform shooting, as seen later in the game with a spaceship shooting segment that’s more on par with Defender than it is the Contra-inspired game play.

If you’re looking for an authentic arcade-style shooter challenge, Gunstar Heroes doesn’t disappoint. Even after all of these years it’s easy to see how Treasure’s first game was a huge hit.

Star Wars: Battlefront


The original Star Wars: Battlefront is a game which spawned sequels and were among the best “real” movie experiences in video games to date – showing what could be accomplished on the PlayStation 2 and Xbox.

Of course, the game is dated in several ways. So, if you’re a Star Wars fan, please proceed! If not, you may be underwhelmed.

I had owned this title initially for the PS2, but this review is based on a current replay on Xbox. It should be noted both versions are very similar if not identical in certain ways.

Let’s start with the bad: this game does look and play “old” at times.

I love how Microsoft had the foresight to know high definition was the future of gaming. From the jump, this game (unlike the original Halo) can be played in a widescreen format. Truth is, the original Xbox was capable of 720p output using component cables – it could upscale to some degree but the CPU struggled with true HD content.

That’s likely the bottleneck of why moving around the map, and much of the gameplay aspect, feels like Lord of the Rings and the fellowship’s endless walk to Mordor! That’s my first gripe: walk. Walk some more. Maybe, just maybe encounter some enemies.

The gist of the game, of course, is a large map where hundreds of opponents face off to capture different bases – a “king of the hill” type concept. As you capture new bases, you can spawn closer to other enemy camps in order to dominate the map and the opponent.

Yet, some of the bases are so far away from the rest, and when you die, you have to respawn at the ones you currently control. Thus, more walking… (It also doesn’t help that you often respawn facing in the opposite direction of where you should be going to start!)

With no “run” button available, I assume the developers slowed down the game for one or two reasons. First, the framerate: the sheer size of the maps and the number of characters onscreen, including lasers zooming past and explosions abound, would probably crash the hardware if it were sped up.

Secondly, there are vehicles throughout the game. They are substantially faster, almost to the point of being difficult to control! They range from mounting a Taun Taun on Hoth’s Echo Base to flying an X-Wing.

And therein lies the strengths of the game. The combat is pure fun. Even when it becomes frustrating, you realize that you’re a weakling in the game, fighting as a separatist battle droid or one of the expendable Endor rebel troops. Neither are no match for higher power weapons or enemies, including the Expanded Universe’s Dark Troopers, or cameos from Darth Vader, Count Dooku, Mace Windu, Lukey Skywalker.

The game spans several words, each with two sets of battlefronts (or maps). The worlds are inspired by the original Star Wars trilogy and the first two prequels (Episode III had yet to be released.)

There’s a lot to cover as to how the game actually plays, but the basic premise is that it’s a massive battle where you have to gain control of every base on the map and/or wipe out every last part of the opposition.

The premise is perfect for multiplayer action, which back in 2004 usually meant more couch co-op than online play (which was built into the game but ceased over a decade ago).

As for the single player campaign, it’s short, but satisfying. There’s nothing like reliving some of these famous, or completely new and made-up battles. The DVD film footage between stages looks really dated but that’s okay. The game is otherwise more than passable and really fun – even for replay value.

The first time you step up against an AT-AT on Hoth, hope on a speeder bike on Endor, stroll through Mos Eisley, Naboo, or even Bespin (Cloud City) you’ll get lost in what makes the Star Wars universe special.

While I already mentioned the graphics, the audio samples are straight from the films and will raise goosebumps on your arms at times, especially if you make a wrong turn and come face-to-face with Darth Vader and the whir of his lightsaber.

On that note also, the controls are very simplistic, and can be a little bit of a mess as you navigate the maps – but the ground campaigns are otherwise smooth to play, while the vehicles are a tad messier at times and probably should be to give a competitive balance.

In all, I highly recommend this game, with the asterisks of the above faults. It will play best for fans of the franchise, of course, and it was a heck of a trip down memory lane that I may be glued to playing for short spurts now that I rediscovered it.

Metroid II: Return of Samus


One of the greatest Game Boy games, heck one of the greatest games period to ever be made is Metroid II: Return of Samus.

The sequel to the cult classic NES title of the same name was smooshed into the tiny handheld screen and released for everyone to see in various shades of green back in 1991. Thankfully, Game Boy Color colorization saves my eyeballs whilst playing one of my favorite childhood games.

But does Metroid 2 still stand up to this day?

As we all know by now, Nintendo “reimagined” this game a few years ago with a totally overhauled “Samus Returns” remake on the 3DS. That game came about after numerous fan projects applied Super Metroid graphics to the Game Boy classic – but it should be noted the 3DS remake is NOTHING like the original. (There are so many reasons I can’t even list them here. So take my word for it!)

Metroid 2 builds upon the exploration and upgrade aspects of its predecessor. This time, Samus is alerted to a Metroid presence on a remote planet.

Unlike the space station style exploration of the original, Metroid 2 has a few subtle differences. First, there’s no true bosses in the game until the final confrontation with the Queen Metroid. Instead, you must clear the planet of evolving Metroids, a variety of which include the puny Alpha type up to the far deadlier Omega Metroids.

Areas of the game are once again obstructed. You cannot continue unless you eliminate a certain number of Metroids (which causes flooded areas to drain as the queen rampages at losing her babies) or until you find certain power-ups, of which several new ones are introduced for the first time.

Some of the debuting items include the plasma beam, space jump, spider ball, and screw attack.

Quite honestly, I’m not sure how I played any Metroid game without several of those items!

Metroid 2, however, lacks an internal map or inventory system. This becomes relevant as backtracking and trick walls come into play throughout the game, extending the campaign somewhat unnecessarily. (If you decide to play this, look up a guide!)

Samus can only carry a single beam at a time still, which by the game’s conclusion is another necessary evil: finding the ice beam again to defeat the Metroids. (Luckily a second drop of this crucial weapon isn’t too far away from the final portions of the game.)

Samus’ space ship is also front and center in this game, and has been a hallmark ever since.

The biggest changes or omissions, besides the bosses, are a lack of air-lock doors and elevators, which are seen in almost every other game in the Metroid series. However, unless this is pointed out to you, you wouldn’t even notice it as the game plays much like the first.

With the noted updates, Metroid 2 stands out as a sequel that’s often thought of as better than the original, even with the lack of audiovisual limitations on a handheld console. (It also stayed much closer to the source material than other Nintendo franchises, such as Mario 2 and Zelda 2!)

If you’re a Metroidvania connoisseur, you owe yourself a treat by playing this game. Even 30 years later it holds up as a timeless classic – but be sure to turn on the colorization if its available to you!

Super Mario 3D World


I have so many reactions to this game that I’m not sure where to begin. Let’s start with this: I’m stoked that Nintendo finally re-released Super Mario 3D World for the Nintendo Switch.

Why?

Because it was easily the Wii U’s best kept secret.

Darn near the entire world witnessed Super Mario Odyssey rise to greatness, hailed as the best Mario game ever created. However, anyone that SM3W had to be skeptical, as I was, that any game could top the Wii U’s offering.

Among many of the great games offered for the Wii U, SM3W encapsulates everything the Mario universe ever threw onto a screen. In fact, many of the ideas we saw in Odyssey were actually introduced in SM3W… or in its predecessor on the 3DS, Super Mario 3D Land!

Regardless, 3D World is a tremendous Mario title and if not for Odyssey going so far above and beyond, would hold my personal acclaim as the greatest Mario game of all time.

Somehow, SM3W captures the spirit of the 2D NES Mario titles better than Super Mario 64, Super Mario Sunshine, or Super Mario Galaxy ever did.

3D Land was described by game designer Shigeru Miyamoto as a “3D Mario that plays as a 2D Mario game”. 3D World tops it by a country mile.

The game begins with introduction of clear pipes, one of the critical elements added to SM3W. The plot is different from other Mario games, where Bowser captures Sprixies, and you travel to the Sprixie Kingdom to rescue them over the span several worlds – some which have to be unlocked.

Levels are open, yet linear. Mario can move in three dimensions a la Mario 64, but levels play out like the original Super Mario Bros., complete with a flag pole at the end of each.

Traditional powerups, such as super mushrooms, fire flowers, and the starman return, as well as the Tanooki suit, which was featured first in Super Mario Bros. 3, but included in 3D Land – as well as the Boomerang suit which was introduced in the latter.

Other inclusions are propeller, cannon, and coin blocks, all worn as “helmets” with various powers, plus the Mega Mushroom from New Super Mario Bros., which creates a Godzilla-sized character on-screen that can smash through most of level.

The big tease, and major addition other than the clear pipes, is the cat suit. Once equipped, Mario and the gang run around on all fours and gain the able to charge at enemies and climb walls for a short period of time. A variation exists later in the game which also mimics the “statue” power from SMB3’s Tanooki suit too.

Another added feature is the Double Cherry powerup, which creates an on-screen clone of Mario that moves, jumps and reacts simultaneously with the others on-screen. It’s possible to get as many as five Mario’s going at the same time, which are then used to unlock otherwise inaccessible areas or help topple foes more quickly.

Honestly, the fan service here is second-to-none. Save screens bring back 8-bit NES Mario running on the screen as a timer, and you can also shrink smaller, near-death, rather than worry about hearts or coins for health, just like the original.

Super Mario 2 is on display as you can choose one of several characters to play with, all retaining similar traits from that game. Luigi jumps higher, Toad runs faster, and Princess Peach can float temporarily in mid-air. Since four player multiplayer is also part of the regular campaign, each can be represented at the same time as players dash with one another to complete each level.

Slot machine style bonus levels also harken back to the day of SMB2 also.

Super Mario 3 was mentioned earlier with the Tanooki suit, but Bowser’s armada and mid-level boss Boomer make cameos as well.

Super Mario World contributes Ghost Houses and Kamek. The “New” series the aforementioned Mega Mushroom as well as some of the jumps and moves that have become commonplace with the strictly 3D games too.

Heck, even Super Mario Galaxy is represented with Lumas (star-shaped creatures) and Rosalina.

Gaining 100 coins will net you an extra life still, finding three green stars is critical to unlocking later levels, and the red coin loop, to collect 8 red coins, carries over from the Yoshi’s Island games. (Though it was also adopted in other titles too.)

Whew!

There’s still even more as SM3W introduced the Toad Treasure Tracker minigames, midlevel “bosses” and toad houses appear on the map much like the moving Hammer Bros. did in SMB3. Bonus worlds and other surprises await as well.

It’s quite a mouthful attempting to tell anyone about how deep this game is and how much tribute it gives to every other Mario game created.

It’s challenging just to collect all of the stars in each level, but there’s also harder-to-find stamps for a “stamp collection” embedded within each level too, special mystery challenge houses, and overall, just when you think you’ve done it all, the game keeps going… and going… (Just wait, the SMB2 rocket ship also makes an appearance!)

The levels are of such a mixed variety too, with speed runs, water levels, locked overhead perspective levels, the aforementioned multiple-Mario (cherry power-up) levels, auto-scrolling levels… the list goes on and on. (My only true complaint are the few times the Wii U gamepad is required for touch controls or to blow into the mic – an unnecessary gimmick.)

My last note is that this game seems to feel different too because it went away from the “save the princess” and “beat Bowser’s kids” theme prevalent in the previous. SM3W offers just about everything a Mario fan could want and more.

If you haven’t had the pleasure of playing this, I highly encourage you to find a copy – I even hear the Switch version adds more to the original Wii U game too! It’s really that good and definitely worth owning in your library.

Final Fight


This might be hard to believe for modern gamers, but once upon a time the arcades were the golden standard for gaming. Often, a coin-op title would test its mettle there first, before being released to home consoles – which were also vastly underpowered compared their cabinet counterparts.

I liken those days to how we see blockbuster movies in theaters before watching at home – with 4K media and TVs, along with home sound systems closing the gap between going out to see a movie versus watching one at home, some think theaters will become obsolete someday.

That’s the way it was with consoles. 8-bit systems like the NES or Master System couldn’t accurately translate the more intense games of the mid-80’s to early 90’s.

The onset of the 16-bit wars saw better ports to the Super Nintendo and Sega Genesis, though there were still limitations with the hardware – and Nintendo’s family-friendly policies often neutered games which came to the console.

Capcom, the publisher of Final Fight, was at one time a Nintendo-exclusive partner. As such, it appeared on the SNES and not the Genesis. A Sega CD version was eventually ported two years later but still suffered many of the same limitations noted by Wikipedia:

The SNES port removed the two-player co-op option, the Industrial Area level and playable character Guy. Most of the scene transitions were also edited out.

Due to hardware limitations the SNES version could only display two or three enemies on-screen, in contrast to the CPS arcade version, which could display up to nine or ten enemies on-screen; to make up for this difference, the SNES version features more stopping points than the arcade version and the enemy placement is vastly different.

The English localization of the SNES port was censored for its content and features several differences from its Japanese Super Famicom counterpart…

Regardless, the SNES version was the one to have, and nearest to the arcade counterpart at its time. Final Fight, in my opinion, is a forgotten series – much in the vein of Double Dragon or Streets of Rage, it was a brawling beat’em up, but had its uniqueness.

The plot is the usual: some vigilantes up against a gang syndicate looking to do harm to someone.

As noted, Nintendo’s version has two playable characters: Cody and Haggar. The characters were much larger on-screen than the competition and bared an artistic resemblance to those of the Street Fighter series. (Including when you incidentally catch on fire, which was a straight copy of the same sprites.)

I always liked Haggar for his pro wrestling inspired moves (including a power bomb type slam) and thus I played through the game with him exclusively.

The home version replaced pumping quarters into a machine by giving you a set amount of continues in addition to the standard life bar. One thing I found neat with Final Fight is that you see the enemy’s name and life bar on-screen when near them too.

As with other brawlers, you can smash through and/or pickup objects, including weapons enemies drop. Bigger, badder bosses are at the end of each stage, and they too wield weapons, sometimes picking them back up before you get a chance to!

While you can adjust the difficulty of the game, it has the usual cheapness found in coin-op ports, where the bosses can become annoyingly ridiculous to land a hit on. One in particular shoots a gun and backs away from you as soon as you move in any direction – with the bullets landing hits full screen!

Aside from this, the only other noticeable annoyance is the limitation of three enemies on-screen, as with other ports you end up fighting opponents who are “off-screen” and not in view.

Oh, and the timer. Did I mention this game carries the worst brawler idea known to man? I hated it in Ninja Gaiden, and the cheapness of bosses as well as off-screen enemies makes some of the time limits stupid too.

However, the variety of the usual palette swap characters is better than most games of this era. The combo moves and the “hold” feature were also attractive versus the competition.

Final Fight would spark several sequels and was a commercial success across several platforms. It may feel a bit dated but its still a fun button masher if you enjoy this genre of gaming.

Out Run


Out Run is a 3D driving video game in which the player controls a Ferrari Testarossa Spider from a third-person rear perspective. (From Wikipeida.)

That’s all you really need to know. The rest is icing on the cake.

Controlling the car onscreen, with a male driver and female passenger, you race in excess of 200mph speeds (with high and low gear shifts) while avoiding other cars and various obstacles in order to beat a timer and get to the goal.

The world map is split into “stages” and each has the timed checkpoint. After clearing a checkpoint, and near the end of each stage, the road forks left or right, giving you a new stage and style of scenery.

For as simple as this game is, the premise offers tons of replay as each stage is placed in a cliché locale (such as a desert) and it takes practice to master drifting through curves and accelerating just enough to beat the timer.

Each fork means a different path to one of five goals – also with their own style and ending. The variety makes you want to replay the game to the point of breaking controllers, but in a totally good way.

Of course, this version of Out Run is based on the arcade version, and while the Sega Master System and Sega Game Gear both had ports for the 1986 release, they were 8-bit consoles and no match for the Sega Genesis’ power.

The graphics and legendary soundtrack are timeless. And the controls are mostly tight – with the difficulty settings forgiving too. The 3-button layout on the Genesis is also perfect for braking, accelerating and/or changing gears using A, B, and C. (You can still crash, burn, and wreck, which is pretty damn awesome to see in the game – though the drivers are left unscathed from the wreckage!)

Starting the game shows you the wealth of variety in the game, as the title screen will swap to show some of the different locations you could drive through. An options menu is next and then onto the (then) revolutionary radio station swap, which allows you to choose which soundtrack will play during your… commute.

In the arcades, Out Run became Sega’s best-selling cabinet until the Virtua Fighter series released in the mid-90’s. The Genesis version is largely considered the best home version and thus, the one I went with. For anyone with a bit of racing nostalgia in their bones, this game aged very well.

You’ll still have some instances where you can’t make out what’s on the road ahead, forgivable due to the era, but the sense of speed, no stutter and responsive controls to master make this a classic that should be on any retro gamer’s list.

Super Mario Bros. 2 (All-Stars Version)


Super Nintendo’s Super Mario All-Stars compilation is one of my favorite cartridges and/or game compilations ever. For the uninitiated, All-Stars is a re-publication of four NES Mario titles: Super Mario Bros., Super Mario Bros. 2, Super Mario Bros 3., and the previously unreleased (in North America) Super Mario Bros. Lost Levels, which was Super Mario Bros. 2 in Japan.

The latter was the entire basis for the American version of Super Mario Bros. 2, which I previously reviewed – and is one of my favorite games of all-time.

SMB2 is such a departure from anything in the series before or since. (If you’re not familiar with the back story on this game, search for it: it wasn’t a Mario game at all originally.)

Regardless, this title, and each game in All-Stars, was given a new coat of paint, with upgraded or totally revamped graphics and sound. Paired with the SNES controller, they were as crisp as ever.

Ideally, I should review them all together, but practically, each game really stands out on its own. (Interestingly enough, Electronics Gaming Monthly, per the All-Stars Wiki entry, handled these titles the same way.)

The All-Stars edition of SMB2 serves as the basis for any of the remakes or offshoots since – and is thus, such a standard-bearer it deserves its own review. Unfortunately, there’s not much that’s different from the original, other than the graphics or sound, to speak of!

And that’s not a bad thing!

As far as platformers are concerned, SMB2 is one of the greatest games ever made. As such, its why Mario is embedded as one my favorite series ever, and one of my most-reviewed – you can go back and play it over and over, almost never tiring of it while also reliving great memories.

Wikipedia notes the following changes in this edition, namely continues and game saves being the big additions that helped this young gamer finally conquer “Mario 2”.

It is possible to change the character after losing a single life, while the original version allows changing it only after completing a level or when the player loses all their lives and chooses “Continue”, making the game more forgiving when choosing a character not adept at some specific level.

The player begins with five lives instead of three, and the slot game gains an additional bonus: if the player obtains three sevens, the player wins 10 lives which is something that was not featured in the original NES version of the game. However, the game has a 99-life limit.