First and foremost, he can collect any number of weapons and special items, using the pause screen to select which are active. While tedious at first, the system actually adds quite a bit of strategy and replay value. There are some potent weapons like a triple shot, a flamethrower, and heat-seeking missiles. Special items let B.O.B. fly, deploy a shield, or freeze enemies. You can save your shield power-up for the really tough sections, and keep a few trampolines on hand in case you fall into a pit.
The game has a lot of wacky animations and it's satisfying to watch enemies shatter (or splatter) to bits when you blast them. The controls are pretty good, and I like how you can fire while hanging off ladders and pipes. The stages are nicely detailed and each has alternate routes and hidden areas. The back of the box boasts about "40 grueling levels". That's great - except for the "grueling" part.
The scenery gets repetitive, and during advanced stages you're subject to a lot of cheap hits. It's really annoying when enemies "overlap" you, with only you taking damage. Fortunately you're issued a 6-digit password after every few stages. The cheesy dialogue is badly outdated ("totally!") but the catchy music effectively transports you back in time to 1993. B.O.B. is easily overlooked but this is an enjoyable romp that ultimately won me over. © Copyright 2012 The Video Game Critic.
All eight fighters are uniquely wacky in appearance, ranging from gorilla-like Yoko to the feminine Divine. Defeated opponents fall apart, leaving balls bouncing all over the place. Once you get over the 3D effect however, you're left with a really shallow game. Fighting involves little if any technique, so contests quickly degenerate into button mashing affairs. I can't remember the last time I lost interest in a game so quickly.
It doesn't help that Ballz conveys an irreverent attitude that borders on crude. The box even boasts about how you can fart on your opponents. Pretty classy, huh? The fighting "arena" is surrounded by television screens that flash idiotic wisecracks like "Ballzai!" and "Lick the mat chump!"
The game's atrocious "music" (if you can call it that) is composed of a hodgepodge of grating digitized samples. Needless to say, it's so execrably bad that it alone could justify the F grade. Like so many other games that attempt to be edgy and funny, Ballz comes off as completely tasteless and obnoxious. © Copyright 2006 The Video Game Critic.
Pay close attention to how Barbie looks on the cover of a magazine, because you'll be asked to pick out her matching outfit. Oh sure it's easy to match clothes and hairdos, but fingernails, eyebrows, and earrings? Guys don't pay attention to that stuff! Heck, you even need to get the colors right for Pete's sake!
At the end of the road Barbie participates in a dance practice. It seems pointless at first but you'll want to pay attention to the button prompts. After driving all the way back Barbie will need to reproduce those moves in front of an audience in one of four "dance events". One of these events has her cavorting around in a skimpy bikini, and the only thing missing is a stripper pole.
Each stage reflects a particular season so you'll see Barbie skate along the beach, snowshoe through a ski village, and bike through Central Park. She'll need to avoid flying obstacles like frisbees and snowballs. What kind of jerk would throw a snowball at Barbie!? Reach the end of the game and you win some kind of beauty pageant hosted by Donald Trump. Barbie Super Model isn't much of a challenge but from a pop culture standpoint it's kind of fascinating. © Copyright 2020 The Video Game Critic.
The graphic differences are a little more subtle. The playable characters wear different colored outfits, and most notably Blaze is wearing her bright red skirt (opposed to the gray one). The chicks in the gangs look a lot sluttier in this game, with far more revealing outfits. The pier stage features a boss that doesn't even appear in the American version. This guy is decked out in a purple jacket, green tights, and a thong. He prances around in a flamboyantly manner, and frankly it's hilarious.
The gangs have different color schemes and names than their Streets of Rage 3 counterparts. The fat thugs now have rolling attacks (in addition to their fire-breathing) and I noticed that during the bar battle bottles fall off the bar. Even the instruction manual is better, offering 32 glossy pages complete with conceptual art. Heck, there's even a quick-reference move sheet!
Overall Bare Knuckle 3 is a far more playable and memorable title than Streets of Rage 3. Fans of the series really owe it to themselves to experience this one as it was originally intended. Note: This Japanese cartridge will play on American Genesis system with the help of a Game Genie code. © Copyright 2011 The Video Game Critic.
Shut Up and Jam's visuals feature large but indistinct players. They are smoothly animated, but the ball is not. In fact, it's not unusual to see "the rock" take a 90 degree turn in mid-air. It's also hard to tell when the ball passes through the hoop. The controls are similar to NBA Jam, with shoot, pass, steal, and block - but the turbo function is different. Pressing the turbo button gives you a few seconds of "power-up" time, but this is only indicated by a tiny circle on the top of the screen.
You'd think the street-themed courts would be interesting, including locales like a ghetto, roof, beach, and junkyard, but you'd be wrong. The scenery is bland and totally static. Shut Up and Jam's mediocre graphics are matched by equally lousy audio. The repetitive "music" (actually just a bass-heavy beat) is unbearable after a few minutes, and the voice samples are indiscernible. I still have no idea what the game says as you turn it on. With so many good basketball games for the Genesis, Shut Up and Jam doesn't have much to offer, but Sir Charles does appreciate your money. © Copyright 2005 The Video Game Critic.
Batman's graphics have an old-school charm. The small characters have black outlines, and the thugs all basically look (and dress) the same. It's amusing to watch the bad guys "evolve" as you progress through the stages. They're easy targets in the beginning, but eventually "learn" how to shoot, then to crouch, and eventually they're flipping all over the place. One of the bosses is named "Bob the Goon", which my buddy Eric and I always found to be pretty hilarious.
Batman's tight controls allow you to punch, kick, toss Batarangs, and hoist yourself up to higher ledges using your grappling hook. You have a limited number of Batarangs, and if you can save them for the bosses, it'll make your life a lot easier. Batman's audio features a generic soundtrack, and the sound effects are minimal.
You won't find many surprises in the platform action, but the driving and flying sequences are a real treat. Actually they play more like side-scrolling shooters. In the Batmobile, you mow down cars, vans, and tanks on the road, while the Batwing stage lets you shoot down helicopters and balloons. I especially love those heat-seeking missiles, which effectively slice through several vehicles at a time. Batman for the Genesis may not be a showcase title for the system, but in terms of pure fun, it's hard to beat. © Copyright 2005 The Video Game Critic.
The game feels like an awkward attempt to fuse platform action with a second-rate Mortal Kombat engine. Batman Forever is practically unplayable, largely due to its deplorable control scheme. Outside of simple jumps, blocks, and punches, executing any move requires a complicated series of button presses! Considering the game supports the six-button controller, this is unforgivable. Even simple moves like tossing a Batarang, performing a leg sweep, or falling into a hole are inordinately difficult!
In the first stage, I had to pull myself through a hole in the ceiling, and it took me a good ten minutes to figure out how (and I'm still not sure how I did it). Later, I had to drop down through a hole in the floor - a no-brainer in most games. But incredibly, it took several minutes of button mashing to do it (the manual is worthless). The stage design is equally appalling, with doorways that magically become unblocked on one level after you defeat a group of thugs on another. In one instance, I walked behind a wall, and found myself staring at total blackness, unable to determine what was blocking my progress.
Fighting each character is like a short game of Mortal Kombat minus the fun. The bad guys sport un-intimidating names like "Mad Dan" and "Billy", and each has a long life meter. Batman Forever does give you the opportunity to play as Batman or Robin, but Robin looks like he's wearing a cheap costume. Two people can play at once, but it's too awkward due to the size of the characters and the fact that you can't walk past each other (somebody's always in the way). And while the characters look sharp and colorful, the rest of the presentation is lousy. The backgrounds look boring and hand-drawn. Couldn't they have digitized some sets from the film?
The music is not good, and the voice synthesis is horrendous. After listening to a clip, it'll take you a good 10 seconds to figure out what the heck the static you just heard was trying to say. The game's box has the gall to claim the game has "over 80 stages" and "over 125 moves". Even if that dubious claim were true, I doubt any gamer would have the patience to see them all. Batman Forever was widely heralded as the "worst game of 1995" by magazines of the time. In my book, it's the worst Genesis title ever. © Copyright 2005 The Video Game Critic.
Our caped crusader looks particularly sharp, and he struts around with some serious attitude. With a utility belt at his disposal, he can toss bombs, hurl heat-seeking Bat-a-rangs, unleash swarms of bats, and swing from his grappling hook. The controls are not easy to grasp, and even 20 years later I find myself leafing through the manual. Even those who master the controls will fall prey to many cheap, unavoidable hits.
Batman Returns is a relentless game with a substantial learning curve. Jesters and gargoyles lurch from the scenery, and when defeated they go up in a puff of smoke accompanied by a truly irritating sound effect. Machine-gun-toting clowns on unicycles terrorize you to no end, and there are traps that are partly obstructed from view. It's not for the weak of heart, but the designers did a good job of evoking the dark, gothic atmosphere of the film. The moody soundtrack gets under your skin and the grainy graphics just add to the dilapidated look of the buildings.
The punch-and-jump action is genuinely fun despite checkpoints that sometimes force you to restart an entire level (gah!). Your life meter is replenished whenever you complete a stage, so at least you have that going for you. The digitized cut-scenes are a real treat. Arcade-minded gamers will probably gravitate toward the better-looking SNES version, but this Batman Returns may have the edge when it comes to that all-important "fun factor". © Copyright 2011 The Video Game Critic.
Batman is poorly proportioned and looks more like a little kid in a cheap Halloween costume. The first stage places Batman on a rooftop with factories bellowing red and blue "smoke" in the distance. Revenge of the Joker is more of a platform shooter than a side-scrolling fighter, as our hero is armed with all sorts of projectile weapons.
As Batman forges through cities, sewers, snowy mountains, and jungles, he'll face a lot of Rambo-types with machine guns and rocket launchers. But these foes are nothing compared to the technical issues you'll need to contend with. It seems like all the flaws from the NES game have been magnified in this version. Cheap hits are the order of the day and the touchy jumping controls are awful. The collision detection is deplorable! You'll take hits from spiked balls that don't even come close to touching you.
The moving platforms in stage two completely blend into the surroundings, the falling "meteors" in the third stage are super cheap. Even the music sucks. There's no score, but there are unlimited continues. Revenge of the Joker is pretty bad on all counts, with its only redeeming feature being that it makes the NES version look respectable. It's hard to believe that Sunsoft, who produced so many quality side-scrollers for the Genesis (including the first Batman) could botch this one so badly. © Copyright 2011 The Video Game Critic.
The stages feature super-detailed planet surfaces, claustrophobic caves, and space stations rendered with the illusion of 3D. The music consists of intricate interweaving melodies and the sound effects are equally good. I love hearing my shots clank against those domed cannons. Your ship is huge but it controls with pinpoint precision. Battle Squadron makes me glad to own a Genesis joystick - if only for the rapid-fire switch!
Among the more memorable enemies are semi-invisible Chameleon ships which I assume are manned by Predators. Orange projectiles seem easy to avoid until you find yourself in a crossfire. When feeling overwhelmed, don't hesitate to unleash your smart-bomb which burns everything up in a swirling fire-o-death. Late in the game you'll contend with tiny heat-seeking missiles which are hard to see much less dodge. Weapon icons give you four varieties to experiment with. I tend to favor the blue forward/back shot, avoiding the weak orange "spread" at all costs.
After losing a ship the game picks up immediately where you left off, with only slightly weakened firepower. Instead of traditional stages Battle Squadron offers in-stage branching, letting you move between surface and underground locations in one continuous journey. I can't get enough of this! When it comes to Genesis shooters, Battle Squadron is a revelation. © Copyright 2018 The Video Game Critic.
This is a simple arcade-style brawler starring a pair of frogs on steroids. You'll pound demonic pigs, rats, and birds to a pulp with your fists before sending them flying off the screen with a swift kick. These minions are under the control of the Dark Queen - the hottest villain to ever grace a video game! Holy cow! Our toad heroes venture through active volcanoes, rappel down pits, and explore icy caverns.
I found this slightly easier than the NES version, mainly because you can rack up crazy points (and free lives) by kicking birds into the walls repeatedly during the pit stage. The collision detection could be better however, and the two players tend to get in each other's way with annoying frequency. Some stages wear out their welcome (like the floating bikes), but there's plenty of variety and a few surprises - including a cameo by the Space Invaders. Battletoads is a lot less impressive on the Genesis, but arcade fans should still enjoy this wacky romp. © Copyright 2010 The Video Game Critic.
No, this is a painfully slow fighter with constant clinches, confusing animations, unresponsive controls, and endless bouts. It's the kind of game that's frankly not even worth winning. You select from 15 bizarre creatures that look pretty intriguing on the selection screen. Among them is a jellyfish monster, a robot, a winged demon, and a hideous snake creature. These are meant to be gargantuan in size, but the action on the screen belies their stature.
They lumber around a square arena, and the high angle prevents you from seeing much scenery. The creatures are fairly detailed and they rotate slightly to face their adversary. The attacks are incredibly lame though, with the "tail whip" being the only one that seems to work. Once the monsters are clinched, the game degenerates into a button-mashing affair. I'm glad most of the tie-up moves look sexual in nature, because if you couldn't laugh at this game it would be completely pointless.
A lot of times a creature will bounce off the ropes indefinitely because the other can't even make contact with him! Occasionally both creatures will keel over for no discernible reason. The indicators at the bottom of the screen make it hard to tell who's winning, or even if any damage has been inflicted. Let's face it - nobody wins in a game like this. Beast Wrestler is probably the worst fighting game ever made, but I bet that cover sold a few copies. Suckers! Oh wait... © Copyright 2013 The Video Game Critic.
This game is unadulterated crap but I can't deny how well it captures the essence of the show. Beavis and Butt-Head are large and well-animated, exhibiting all their trademark signature moves, namely burping, farting, and playing air guitar. Voice samples are used to good effect ("fart knocker!") and you even hear the show's familiar musical theme.
You control one character at a time but they move in unison unless you play with a friend. The hub of the game is the couch in front of their TV. Using the remote they travel to various locations featured in their shows, including the mall, school, hospital, and fast food restaurant. That sounds like it could be a lot of fun.
Your ultimate goal is to collect pieces of torn-up Gwar concert tickets, but everywhere our duo goes they are constantly bombarded with cheap hits from rednecks and prancing hot chicks. Although our heroes are "armed" with fart and burp attacks, the collision detection is atrocious and every enemy takes 5-10 hits to kill. Interacting with certain characters at the wrong time can bring your game to an abrupt conclusion.
To make progress you'll need to visit exact spots, collect specific items, and use them in ways that defy common sense. Even with an FAQ it's hard to follow along. It doesn't help that the user interface is an incomprehensible mess. I struggle to do anything. How do I exit an area? Somthing to do with that flashing exit sign? Nope, you need to select "sucks" from the item menu.
Even the platform action is lacking. Jumping between ledges in a sewer while avoiding rats and green slime is bad enough, but the stage just goes on and on! And if either Beavis or Butt-Head dies, it's game over - with no continues. It amazes me how the developers did such a great job of bringing the show to life, yet were incapable of creating a game that's even remotely playable. © Copyright 2023 The Video Game Critic.
Your blonde-haired Ali wanders through lush landscapes and spectacular palaces so alluring you'll want to explore every inch. While moving between continuous screens your path tends to be heavily constrained however, sometimes by invisible walls. Impressively-large adversaries include hideous zombies, trolls, gargoyles, and demons. The combat packs a punch as Ali punctuates each flurry of attacks with a satisfying kung-fu kick.
Beyond Oasis looks like a million bucks but it's not perfect. It can be frustratingly hard to line up with oversized foes, and how are you supposed to strike a crawling torso? Fortunately Ali can summon elemental genies to fight by his side. In addition to kicking ass these ethereal beings help you solve puzzles and can restore health. That said, directing your genie to the desired target can be like pulling teeth.
Managing your inventory is critical but it's actually a lot of fun. Your progress is saved to battery and a handy map always points you to your next destination. I highly recommend a six-button controller for quick access to map, item, and weapons screens. What pisses me off is how you might be prevented from accessing certain menu items at arbitrary times. For example, you can't save your progress from inside of a dungeon!
The audio is another liability. The melodramatic soundtrack calls to mind old-fashioned serials, but it tends to fade in and out. The stereo effects can be downright abrasive especially if you're anywhere near a waterfall. Beyond that, Oasis is a satisfying combination of fast action and thoughtful item management. It may lack the polish of Zelda but it's one of the best-looking adventures I've ever seen. © Copyright 2020 The Video Game Critic.
Commentator Ron Barr mans the anchor desk, giving the game a television-like quality. Likewise the spirited band music puts you in a festive game-day mood. Each contest begins with the obligatory roar of EA's scratchy digitized crowd noise. The kick meter is really easy to use because it moves so slowly. The play-calling screen has only a single layer - one long scrolling list! I think I prefer perusing that instead of jumping in and out of formation menus.
On the field, running the ball is key. It seems like just pushing an inch in the pile will net you five yards. The passing game is hampered by a relic of the original Madden - passing windows! Those things never gave you a true sense of your receiver being open. And shouldn't the A receiver always be on the left, B in the middle, and C on the right?
Otherwise the game is surprisingly fun with great animations like players flipping head over heels. There are cutscenes of cheerleaders, chain measurements, and rabid fans wearing appropriate facepaint. Bill Walsh College Football may be the granddaddy of college football games, but it's held up remarkably well. © Copyright 2017 The Video Game Critic.
Yes, now you can clearly see your receivers running across the field and tell if they are open. Timing is key to passing so don't hold onto the ball for too long! Personally I think the refs go a little overboard calling the pass interference penalties. The running game is strong and it's great fun to pull off a triple option. Just make sure you go north-and-south with your running game because trying to round the edge is risky. Sometimes you can press the spin button repeatedly to shake off tacklers. There are some pretty ferocious hits as linebackers put their shoulders into ball carriers, laying them out flat.
The kicking game is easy to grasp, although the football looks huge as it passes through the uprights. Madden's voice is used for commentary but only sparingly. The games are unpredictable and momentum can turn on a dime. Of all the classic college football games I've played, Bill Walsh College Football '95 comes out on top. © Copyright 2017 The Video Game Critic.
Bimini Run looks great. The water effects are not bad at all as you bounce over the waves, the rapid-fire shooting is intense, and the explosions are sweet. It's especially satisfying to send a helicopter into a tailspin. Another pleasant surprise is the audio, featuring an adrenaline-pumping soundtrack and surprisingly clear voice synthesis.
But as impressed as I was with Bimini Run, in terms of fun it's only average at best. It's hard to see enemy missiles approaching, and it's awfully easy to run aground on the islands (much to my consternation). While the missions attempt to inject some variety, it all boils down to shooting the same things over and over, and gets monotonous. Nevertheless, Bimini Run is completely different from anything else I've played on the Genesis, so collectors will want to take notice. © Copyright 2005 The Video Game Critic.
Slick animation conveys the illusion of slithering, oozing organic life. The flat, undulating centipedes look amazing, and those "liquid metal" creatures look like something from Terminator 2. Each ship has four upgradable weapons equipped by touching colored pods. Part of the fun is finding the most effective weapon for each stage.
Unfortunately, avoiding the weapons you don't want is as challenging as snagging the ones you do! Some offer terrific coverage (like the 8-way blue shot). You might feel invincible, but stay away from the edge of the screen which can spell instant death. Fortunately losing a ship lets you keep your weapon - minus one power-up level.
A secondary cannon floats by your side, and although you can position it in any direction, it tends to stray at times. One effective tactic is placing this cannon on top of an enemy to inflict substantial damage. Bio Hazard's first stage has no boss which is refreshing. Bosses in subsequent stages tend to wear out their welcome, but don't they always?
The difficulty is up there, but that's part of what makes the game compelling. Back in 1992 I bought Bio Hazard Battle on the strength of its two-player coop mode, which was pretty novel for the time. And despite the rampant slow-down, my friends and I played this game for hours on end trying to see how far we could get before chewing up all of the continues.
I also have to commend the musical score. I don't think I've ever heard a soundtrack so appropriate for a game. The songs are weird but catchy, and played in a minor key with a reverberating quality that makes your skin crawl. With so many bizarre sights and sounds, Bio Hazard Battle is one of the more memorable - and underrated - Genesis shooters. © Copyright 2011 The Video Game Critic.
The jumping controls could be more precise, but the straightforward, hack-n-slash gameplay is fun and addictive. The characters look terrific and their animations have a flair for the dramatic. The stages take you through mountains, caverns, swamps, and castles. The scenery is artistically rendered with a lot of colorful sunsets. The platform jumping is forgiving, which is good because you take damage for falling.
The stage layouts are reasonable but sometimes you may wonder if you're moving in circles. Impressive-looking adversaries include werewolves, skeleton warriors, spiders, and gargoyles. The small, scampering fire creatures are adorable, and I was caught off-guard the first time I saw a bat transform into a vampire. Most creatures can withstand several hacks, but your block move is highly effective. I like how monsters don't regenerate when you revisit past areas, and after losing a life you conveniently pick up close to where you left off.
Adding extra flavor are power-up potions like health, force field, and invisibility. You select these from the pause screen and hit the A button to activate them. The music is pure 16-bit gold. A two-player coop mode is included, but since you're playing on a single plane, it's too confusing. If there's one thing that really annoyed me about this game, it's how the bosses take too many hits and generally wear out their welcome. Still, Blades of Vengeance is highly entertaining, and the fact that I can't stop playing it is a testament to that. © Copyright 2013 The Video Game Critic.
I vaguely recall hearing rumors during the 90's about Bob appearing in his very own video game but dismissed it at the time. Decades later Sega has confirmed he was in fact set to appear in an unreleased Genesis title, although few have had the opportunity to actually play this lost prototype (thanks again to Carl K. for making it happen).
Bob Ross Going Ape S--t (working title) is a surprisingly complete and fairly entertaining romp. It's loosely based on Toki Going Ape Spit (Sega, 1991). Much like Bob's show, the game has universal appeal as he treks through his own paintings, filling in missing details with his magic brush. The gameplay seems fairly tame until you reach an end-of-stage boss. At this point Bob is forced to prevent some rampaging animal from defacing his work.
You'll face a weird hodgepodge of boss creatures including a bear, moose, and... octopus?! These confrontations culminate with surprisingly graphic "paint-based fatalities". While wildly popular with teen boys in the focus groups, these scenes were said to bring younger gamers to tears. The violence is what ultimately prevented Bob from signing off on the project. When asked about the risque title Bob reportedly said "it's probably not what I would have come up with."
The game also suffers from severe audio issues. The Genesis was never known for its clear voice synthesis, but when Bob says "paint some happy trees" it sounds like he's uttering a vulgar phrase instead! Bob passed away in 1995 and the game disappeared shortly afterward. It's a shame it never saw the light of day because Bob Ross Going Ape S--t would have been a fitting send-off for a sweet, beloved man. © Copyright 2020 The Video Game Critic.
Most stages are set in maze-like cottages and castles, but there are also forests where you jump between tree branches (that's original). You'll battle a random assortment of creatures from rats to skeletons to giant spiders. Occasionally you'll run into some old man with an object in a thought bubble over his head. I assume that's something I need to collect, but what the hell is it?! A tooth? A muffler? WTF? Who is this old man anyway?
Some bosses seem terribly out of place, most notably that fire-breathing dragon! Although it's not very faithful to the film, the platform action is respectable thanks to crisp controls and a helpful arrow at the top of the screen. The worst aspect of the game are the cheap spear traps that spring up from under your feet. Some of the puzzles don't make any sense, like the one where you cut loose a weight to cause an underground passage to open. The bosses aren't insurmountable because they retain damage between your lives.
In one particularly scary stage you're chased by Dracula's floating maidens, and there's a real sense of urgency. The musical score is creepy enough and occasionally strikes a Ghouls 'N Ghosts (Genesis, 1989) chord. Bram Stoker's Dracula was probably rushed out the door to cash in on the film, but I still enjoyed playing it. Just remember to steer clear of the SNES edition, which looks the same but is far less playable. © Copyright 2014 The Video Game Critic.
The stages consist of whatever random garbage the designers could pull out of their butts. You'll get pyramids, castles, and worlds of musical instruments but there's no rhyme or reason to any of it. I selected a pirate stage only to end up in some kind of space station. Each area is strewn with hazards but you never know what's harmful and what's helpful. Some objects inexplicably propel you into the air while others are fatal to the touch. I often found myself keeling over for no apparent reason. The controls are a mess as you're constantly sliding and diving all over the place.
The stages have "bad design" written all over them. When designers feel the need to place large arrows all over the place, it's time to consider a new line of work. Toss in some obnoxious sound effects and grating carnival music and you have an unmitigated disaster. I can appreciate the full-colored manual (a rarity for the Genesis), but the game itself is about as useful as a poopy-flavored lollipop. Bubsy 2 sets the bar so low that every game I review from here on out will be outstanding by default. © Copyright 2012 The Video Game Critic.
Unlike the popular hedgehog, Bubsy is a complete loser, and his antics are more irritating than amusing. Bubsy's adversaries are equally unlikable, and some are actually creepy in appearance. The audio is borderline offensive, with hokey music and rough voice samples that are guaranteed to make you cringe (that cat must be a chain smoker). Oh, and wait, it gets worse.
Fans of Sonic's hyper style of play will roll their eyes in disgust when they realize Bubsy is so fragile that he can't even withstand falls. Hell, he can't even roll down a hill without dying! And with so many inconspicuous objects being deadly to the touch (including water), you'll keel over time and time again for no apparent reason. The inexact controls and poorly designed stages won't do you any favors either. It's hard to tell where you can or can't jump, and the game expects you to make too many "leaps of faith".
Bubsy does have the ability to glide through the air, although that makes little sense considering he's a cat for Pete's sake! He also rides down "water flumes", but in general the gameplay is slow and tedious. I'm still trying to determine how Bubsy managed to grace the cover of Electronics Gaming Monthly in February 1993, or spawn a few sequels. If you're tired of fun games with imaginative graphics and catchy music, give Bubsy a try. He's the anti-Sonic! © Copyright 2006 The Video Game Critic.
Just think about this for a second. He will drain your life, yet this game requires you to keep him by your side! Why in [expletive] would his proximity have any impact on my ability to turn a freakin' sign? This game defies logic. And just when you think you've survived the nightmare, stage two offers more of the same. The third stage is a welcome reprieve... or so it would seem.
This level commemorates the classic scene pitting Bugs against a raging black bull. This had potential for fun, but the stage is incomprehensible. Your initial task is to uncover holes in the ground, so how do you do that? By letting the bull buck you into the air of course! There are sticks of dynamite just hanging up there up in the air! Once underground you need to lure lions into cages.
Once again, this is about as far away from "fun" as you can get. Using a cheat code to skip ahead, I found myself in some Aladdin-style village, bumping my head on every damn platform in sight. Even the animation sucks. Bugs Bunny in Double Trouble is such an atrocity I'm left to assume it was designed by a bunch of boardroom executives who didn't know the first thing about video games... or fun. © Copyright 2017 The Video Game Critic.
The back of the box should have tipped me off. Instead of listing "new features", it lists "key" features, most of which are included in the previous edition. The few new features are negligible. Basically, you can adjust your "press" and "steal aggressiveness", and create custom all-star teams. Big deal. Actually I do remember Eric and I using this "create team" feature. He created a five-man team of short Mark Prices, and I stocked mine with a bunch of tall Patrick Ewing clones. His little white guys were running circles around my lumbering giants, and I took quite a beating.
At its core, Bulls Vs. Blazers uses the same lethargic engine as its predecessors, and the best players are unstoppable once they find their "spot" on the floor. Charles Barkley's signature slam is performed at the foul line with no running start, and it's not unusual for him to pass through several defenders on the way up.
EA was clearly content to pump out rehashes in the early 90's (imagine that). I eventually sold Bulls vs. Blazers to my friend Tuan for $17 (after getting NBA Jam), and I still remember him calling me up and complaining about how incredibly slow it was. © Copyright 2005 The Video Game Critic.
If there's one aspect of Bulls Vs. Lakers that kicks ass, it's the intro music. Otherwise the game is strangely quiet, save for a few sparse voice samples ("three!"). Despite the new bells and whistles, the core engine is the same as Lakers Vs. Celtics, so you can expect the action to be slow and choppy. It is easier to score and steal however, which increases the excitement and overall tempo of the game. But it may be too easy to score.
Your marquee player can practically score at will when he reaches the top of the key, penetrating several defenders in the process. I also don't like how certain player abilities belie those of real life (John Stockton slamming, for example). Finally, the TV-style presentation has been dropped for reasons unknown. All in all, Bulls Vs. Lakers is a step forward in the evolution of the series, but not a huge step. © Copyright 2005 The Video Game Critic.
You get a side-view of the action, and in the background an overweight referee and static crowd can be seen. For some reason the crowd doesn't scroll as you move across the ring, making it look like the ropes are moving instead of the fighters! You can either play against a friend or ascend the ranks against the computer. In addition to Buster Douglas, the game offers fictional fighters including Dynamite Joe, Kim Nang, Fernando Gomez, and King Jason.
Gameplay is fast but shallow. A and B throw fast punches, and C is used to block. Pressing A and B together let you throw "slow" punches, but I really don't see the point. In my experience you'll just trade punches at arms' length until one guy hits the deck. Buster Douglas Knockout Boxing is fun for a quick bout every now and then, but it's too shallow to hold your attention for long. © Copyright 2009 The Video Game Critic.
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Screen shots courtesy of Video Game Museum, Shinforce, Rotten Tomatoes, GameFAQs.com, MobyGames.com