T2: The Arcade Game
Publisher: Acclaim (1992)
Our high score: 1,714,000
1 or 2 players
TNN Outdoors Bass Tournament '96
Publisher: ASC (1996)
Would you like to know the difference between this game and a mosquito? At some point, a mosquito will stop sucking
! This game never
will!! Playing TNN Outdoors Bass Tournament is especially painful once you've been spoiled by modern, arcade-style fishing titles like Sega Bass Fishing (Dreamcast). In those games, the fish are practically jumping into
the boat, but they'll be none of that here. No, TNN captures the excitement of actual
fishing - which is to say, there is none. The menu interface and controls are well organized, but there's little action and minimal payoff. Locating a fish isn't too tough thanks to your handy fish-finder, but getting its attention is another story. Until you find the perfect combination of line, rod, and lure, that fish won't give you the time of day. And is it just me or do these fish look more like roaches? The underwater scenery consists of fake-looking logs and rocks that resemble human brains. I've only seen one fish actually caught in this game - my friend Scott caught a "crappie" - which seems oddly appropriate. The game includes a timer on the bottom of the screen to keep track of how much of your life you've wasted
. The background music has a country twang I didn't find appealing - I'm still holding out for a good rap-themed fishing game. TNN Outdoors Bass Tournament is seriously lame. Was it even necessary to mention "Outdoors" in the title? Is there some bizarre indoor
bass fishing sport I'm not familiar with? Kick this one to the curb and stick with King Salmon. © Copyright 2005 The Video Game Critic.
Publisher: Sega (1992)
Our high score: 3800
1 or 2 players
Publisher: Mega Cat Studios (2019)
Our high score: 635,350
Publisher: Dreamworks (1990)
Target Earth was recommended by one enthusiastic reader who claimed to have fond memories of the game. Isn't it amazing how nostalgia can impair a gamer's judgment!? Sorry dude, but Target Earth is pretty bad. As an early Genesis shooter, this one shows its age with confusing mission objectives, a tedious user interface, and generally poor gameplay. Controlling a high-jumping robot on a side-scrolling screen, you trek over hills and through bases while blasting enemy robots on the ground and ships in the air. You select your weapons at the beginning of each stage, but most are terribly weak. The only one I found remotely effective was the three-way shot, and that tends to run out of ammo in a hurry. Most of the others are too slow to deal with the relentless onslaught. Making matters worse, the trajectory of your shots doesn't match the slope of the hills, so you can never get a clean shot at approaching enemies. Cycling through your weapons using the C button is also a hassle. The action periodically comes to a screeching halt when you're radioed by headquarters, forcing you to page through a bunch of tedious text that cannot
be skipped. But the thing I hate most of all about Target Earth is all of the random robots scampering around - you can't tell the good ones from the bad! Color is never a reliable indicator, making the game one big confusing mess. The graphics are below average, and the musical score is as generic as they come. I'm sure some gamers will have enough patience (and nostalgia) to appreciate the subtle nuances Target Earth has to offer, but casual gamers will be well advised to avoid it. © Copyright 2006 The Video Game Critic.
Our high score: 48130
Task Force Harrier EX
Publisher: Treco (1991)
Our high score: 538,300
Publisher: Sega (1992)
Taz in Escape From Mars
Publisher: Sega (1994)
This ill-advised sequel is just as bad as the first Taz-Mania game. This time Taz has been transported to Mars where he must contend with aliens, teleporters, and some of the most obnoxious, unimaginative stages ever devised. Who knew
that the planet of Mars was completely covered with spikes?
Taz can break through walls, burrow through dirt, and bounce up narrow openings, but rest assured there's always a set of deadly spikes waiting to bring the fun to an abrupt conclusion. You would have thought the designers would have learned something since the first game, but no, you're still
expected to leap off the screen into unseen areas (and hope for the best). And yes, the controls still suck. Sometimes you'll carefully hop onto a narrow platform only to be knocked into spikes by a small flying creature. Taz can use his spin attack on aliens, but they can absorb several hits, so Taz usually finds himself bouncing off of them - and back into the spikes!
You can pass through the floors of certain platforms, but it's never clear which ones are like that. Taz eats anything he touches, and bombs tend to be positioned in tight areas that make them hard to avoid. In addition to Mars, the diverse set of stages includes a haunted castle, Mexico, and a planet called "Mole World". Were these left over from the last game or something?? The backgrounds are flat, static, and forgettable. Whoever made this game was just going through the motions, and that's how you'll
feel when you play it! © Copyright 2009 The Video Game Critic.
Tecmo Super Baseball
Publisher: Tecmo (1994)
This ambitious game is overflowing with features - too bad it failed to get the fundamentals right! Tecmo Super Baseball offers major league players and teams, player photos (albeit in grainy black and white), a slew of playing modes, and even the ability to manage
your team instead of controlling the players. The controls are more robust than most Genesis baseball games. You can check your swing, sustain injury, throw a pitch-out, slide headfirst, adjust your defense, and intentionally walk a batter. The pitcher/batter screen can be viewed from either behind the batter or
behind the pitcher, and both are equally playable. On top of it all, the game tracks both team and player statistics. Tecmo was trying to create the ultimate baseball game, but they messed up on some very basic things. The batting controls are unresponsive, forcing you to swing extremely early if you want a chance to make contact. The outfielders are selected for you automatically, but the CPU often chooses the wrong player. Sometimes there's a shallow pop-up over second base and the game selects the center fielder
, located far off the screen. The computer opponent is dumb, walking pitchers and trying to stretch every hit into a double. The players look realistic in general, but the pitcher looks too big on the mound. Finally, although the umpire's voice is clear enough, I've never heard an umpire yell "Strike three - you stink!" like he does in this game. Tecmo Super Baseball had potential, but it only amounts to a long foul ball. © Copyright 2004 The Video Game Critic.
Tecmo Super Bowl
Publisher: Tecmo (1993)
This entertaining arcade-style football game was largely overshadowed by Madden, which dominated the Genesis year after year. Tecmo Super Bowl is faithful to the stellar NES version, almost to a fault. The graphics aren't much better, and the controls are exactly the same. Only two buttons are used on the controller, mirroring the NES control scheme. While some might consider this lack of innovation somewhat of a letdown, Super Bowl still delivers the same addictive Tecmo action that ruled the NES. The side view of the field gives you a good vantage point, except for receivers running off the screen when they going deep. The gameplay is easy to learn, and I love how tapping a button lets you to break tackles. Incomplete passes are always tipped into the air, but unfortunately you can't snag them. Exciting cut scenes accentuate diving catches, sacks, field goals, and celebrations. During field goals you get a terrific view of the ball passing through the uprights from a number of angles. In the proud tradition of the series, there's an entertaining halftime show with jumping cheerleaders and an air show. A battery backup saves your season mode and statistical data. If there's a flaw to be found with Tecmo Super Bowl, it lies in the audio. The obnoxious music is far less endearing than the quaint NES tunes, and the voice synthesis is awful. All in all, this is still the Tecmo Football you've always loved, although it's really no better than the old NES version. © Copyright 2004 The Video Game Critic.
Tecmo Super Bowl III: Final Edition
Publisher: Tecmo (1993)
Teenage Mutant Ninja Turtles: The Hyperstone Heist
Publisher: Konami (1992)
When you compare Hyperstone Heist to the superior Teenage Mutant Ninja Turtles IV: Turtles in Time
(SNES, 1992), the limitations of the Genesis system become readily apparent. This game doesn't offer nearly the same degree of "eye candy"; both the characters and backgrounds look dull and indistinct. The fancy scaling effects of the SNES version are missing, and the audio takes a huge
hit. Sure the catchy turtle theme sounds fine, but the distorted voice samples will make you cringe
- they are so
awful, I could barely understand them! In terms of gameplay, Hyperstone Heist is your standard two-player, side-scrolling beat-em-up, only faster. The same set of hooded ninjas drop out of the sky time after time, only in different colored outfits. The action is repetitive unless you mix up your attacks, but I do like how you can punch out three goons at the same time. Still, it's lame how defeated thugs simply vanish in a puff of smoke. Occasionally a power-up or exploding barrel will spice up the action, but these are few and far between. Dispatching those endless ninjas is mindless fun, but defeating the bosses requires some actual thought. Until you recognize their attack patterns, you'll go through your lives in a hurry. I love how the bosses blink red when they're about to die - now that's
old school! The scenery is none too exciting, and I'm now convinced that sewers are the most boring places
on earth to battle in. Other generic locations include city streets, a ghost ship, and Shredder's headquarters. Hyperstone Heist is no prize, but if you haven't been spoiled by the superior SNES game, it's not a bad way to pass the time. © Copyright 2005 The Video Game Critic.
Terminator 2: Judgement Day
Publisher: Acclaim (1993)
Publisher: Virgin (1992)
Recommended variation: easy
Our high score: EV 44000
Publisher: Fox Interactive (1994)
As a long-time Streets of Rage fan I'm constantly on the look-out for a good side-scrolling brawler. For the first few minutes of playing The Tick I was absolutely loving
it. The game boasts crisp controls, smooth animation, colorful locations, and best of all - ninjas!
The action takes place entirely at night and incorporates some beautiful city skylines. The muscle-bound star of the game is a whimsical superhero with some hilariously flamboyant mannerisms, like when he flutters through the air like a ballerina. His basic attacks are punch and kick, but sometimes he'll slam an enemy into the ground or "flick" them with his finger as the final blow. The ninjas are very predictable and you can knock weapons out of their hands before kicking them off rooftops. One very unique feature is your ability to fight back-to-back with a partner, with both of you kicking and punching in unison. Should you fall from a building rooftop, instead of dying you're thrust into a "subplot" encounter with a special bad guy in the alley below. The game lacks traditional bosses. It's fun to play for score, but once you start using continues The Tick loses its luster. The main problem is the endless parade of repetitive enemies. They appear in groups of three or four, and after you dispose of those the exact same group will re-enter. This just goes on and on. Worse yet, the enemies aren't particularly aggressive, so beating them up gets boring. On rare occasions you can throw an object like a mailbox, but there's not enough of that. Eventually your arm starts to ache from constant button-tapping and you start to grow weary. The Tick has the right ingredients but not enough variety to hold the player's interest. © Copyright 2014 The Video Game Critic.
Recommended variation: continues
Our high score: 12490
Thunder Force II
Publisher: Sega (1989)
Arcade graphics, simple gameplay, and catchy music make Thunder Force II a force to be reckoned with. This space shooter has stages that alternate between top and side view. The action begins with some intelligible voice synthesis, of which I could only understand "good luck". The first stage is played from the top view, and it's confusing as hell. Like Xevious
(Atari 7800, 1986), your shots travel through the air but also bomb targets below. Your objective is unclear and the manual is worthless ("shoot to stay alive"). Eventually I figured out I needed to blow up the four major ground installations while moving between enclosed areas by shooting the gates. The old-school controls allow you to turn 180 degrees on a dime but the parallax graphics make it hard to tell what's safe to fly over. If you know what you're doing you can complete the stage in under two minutes; otherwise you may be playing indefinitely! Stage two plays like a traditional side-scroller as you traverse an alien space station while shooting giant bugs and cannons lining the corridors. Gathering icons lets you amass impressive weaponry like lasers, waves, side shots, and some kind of popcorn shooter. Sadly, when you lose a ship you also lose every single one
of your weapons! I also resent how the game throws a barrage of enemies at you just before the boss, often leaving you to take him on with your default weapon. Still, I love the sense of variety and those neon-lit skyscrapers in stage four look amazing. And it's aways satisfying to hear "wannup!
" upon earning a free ship. Thunder Force II is uneven but has all the ingredients of a wonderfully addictive shooter. © Copyright 2020 The Video Game Critic.
Our high score: 459670
Thunder Force III
Publisher: Sega (1990)
Our high score: 158,720
Publisher: Taito (1991)
If you like old-school Rambo-style fun you'll dig Thunder Fox. In "199X" terrorists have taken over the world and the only hope is a two-man "anti-terrorist team". The game lets you play as one of two characters: Thunder or Fox. Thunder is supposed to be more skilled in firearms (versus hand-to-hand combat) but I couldn't tell the difference. As you march across the side-scrolling landscape you're approached by soldiers with knives. You can stab them or use your jump-kick to dispose of several at once. Soon you'll find a flamethrower or machine gun, and that's when the real fun begins. You get plenty of ammo and it's satisfying to mow down enemies as soon as they enter the screen. The controls are kind of weird, with A to attack, B to jump, and C to shoot. You'll find yourself instinctively pressing A to shoot, prompting the question "why in the [expletive] am I trying to bludgeon enemies with a rocket launcher!?
" The bullets in this game move sooo
slowly it's comical. Am I shooting bullets or throwing
them? You'll also laugh at the falling bombs that inexplicably slow down
before hitting the ground, giving you plenty of time to run for cover. The stages are generic but it's interesting how in the airship level if you walk in front of an open door you get sucked out! The advanced stages are tough because the cannons and soldiers create some serious crossfire. The sound effects in Thunder Fox are muffled and enemies tend to fall the wrong way. The fact that the game is so cheesy makes it more endearing, but my friends expressly forbid me from going any higher than a C-. © Copyright 2015 The Video Game Critic.
Our high score: 65,400
Publisher: Sirata (1993)
Rating: Mature (blood and gore)
Our high score: 46468
1 or 2 players
Publisher: Spectrum Holobyte (1993)
I recently picked up Tinhead at a used game store. I had never heard of the game before but was impressed that its cardboard box was so pristine. Tinhead is a whimsical futuristic platformer starring "a robot who guards the edge of the galaxy". The Sonic the Hedgehog
(Sega, 1991) influence is readily apparent, with stages composed of 3D shapes and floating platforms covered with grass. You'll slide down slopes, jump over beds of spikes, and find yourself whisked around in vacuum tubes. What sets Tinhead apart is the ability to fire bullets from his head. You can toggle your aim in three directions - diagonal up, sideways, and diagonal down. Down allows you to "roll" your shots like grenades - very handy for killing ground-hugging creeps. Tinhead offers fine control, crisp collision detection, and catchy music. The thing is, he jumps in a triangular "arc", which really bothers me. Considering how well the game is programmed in general, I'm shocked they got lazy with the physics. Still, it's a lot of fun to leap through bunches of icons and watch you score rack up. Reaching the end of each stage requires you to grab a star and enter an "out" portal which could be anywhere. The first "world" drags on for so long you'll wonder if you'll ever see any new scenery. Stages two and three sport futuristic space themes, and stage four changes things up with a jungle setting. Tinhead is composed of a lot of recycle ideas. Fortunately most of them were pretty good. © Copyright 2017 The Video Game Critic.
Our high score: 104,765
Save mechanism: password
Tiny Toon Adventures: Buster's Hidden Treasure
Publisher: Konami (1993)
Based on the Tiny Toon Adventures TV series, Buster's Hidden Treasure stars what looks like a young Bugs Bunny. The bright opening stage offers plush green platforms and a glorious shimmering lake. Buster's pounce attack will make short work of apple-dropping birds, rats on pogo sticks, and big bad wolves. The animations are charming, like the way Buster tucks his ears while crawling. The idea is to gather carrots while seeking a little green dodo bird at the end of Some stage. Collecting 50 carrots earns you a free life. The stages offer lush forests, snow-covered mountains, and turquoise waterfalls. The controls feel somewhat peculiar though. When jumping you elevate slowly but descend quickly - as if gravity is suddenly kicking in. Special moves include the ability to crawl through tiny openings and perform wall-jumps. The difficulty ramps nicely but advanced stages include blind leaps and cheap hazards like spikes that suddenly pop up without warning. One of the tree stages royally pissed me off because if you miss a tough jump near the end you fall all the way back to the beginning (ugh). Certain stages as you sprinting up and down rolling hills a la Sonic the Hedgehog
(Genesis, 1991) except there's no spin attack so you're susceptible to collisions. The pacing is brisk and controls feel crisp as you bounce off plungers and ride zip lines. I bet you could really whiz through this game once you got the stage layouts down. Tiny Toons Adventure is a fun little romp that will no doubt rekindle fond memories for many adults out there. © Copyright 2019 The Video Game Critic.
Our high score: 89,700
Save mechanism: password
Publisher: Sega (1991)
Toejam and Earl Panic on Funkotron
Publisher: Sega (1993)
In this episode our funky alien friends have accidentally unleashed those disgusting humans from Earth on their home planet of Funkotron. Your job is to capture all of these obnoxious creatures and send them back. The look and gameplay are completely different from the first game - Panic is more of a traditional side-scroller. In addition to collecting items, you capture the humans by throwing magical jars at them. The visuals are fantastic, with cartoon-quality animation. Each level has a completely different look, and there are even some hidden mini-games. My favorite is the one that allows you to "jam" with funky friends by copying beat sequences they play. This is not only great fun, but it was also the precursor to later music games like Parappa the Rapper (Playstation) and Space Channel 5 (Dreamcast). The high-quality music is similar to the first game, but the sound effects are much improved. The two-player mode has been retained, although it's not as good since you must remain on the same screen as your partner. A password feature allows you to save your spot. Don't miss out on this underrated game. © Copyright 2001 The Video Game Critic.
Toki Going Ape Spit
Publisher: Sega (1991)
Our high score: 57,460
Tommy Lasorda Baseball
Publisher: Sega (1989)
For being the first Genesis baseball game, this isn't nearly as bad as I expected. Tommy Lasorda has a fast-paced, arcade quality that I like. The behind-the-batter viewpoint features large, well-animated players, and the transparent catcher looks particularly good. Once the ball is hit, the game switches to a rather cheesy overhead perspective. This doesn't exactly show off the Genesis' graphics prowess - in fact, the players look like blobs. The fielding is easy enough, but you can't jump or dive, and it's frustrating when a ground ball rolls just
out of your reach. Intuitive controls let you lead off, steal, slide, tag up, position fielders, commit errors, pinch-hit, or bring in a relief pitcher. The pitchers seem to have a big advantage over the hitters - it's hard to hit the ball! Little details mean a lot in a baseball game, and I love how you can see cars in the parking lot beyond the bleachers. Once I saw them, I was obsessed with smacking a homer in the parking lot - must be a guy thing. After hitting a homer, the umpire calls you "safe" at home plate (?) and your teammates line up to give you high-fives. Mediocre background music plays throughout the game, but thankfully you can shut this off via the options menu. You can play a season, but you'll have to jot down some long passwords. The players, teams, and stadiums are all fake, but if you like fast, arcade-style baseball, this isn't a bad choice. © Copyright 2004 The Video Game Critic.
Tony LaRussa Baseball
Publisher: Electronic Arts (1993)
Tony LaRussa Baseball was an abomination in 1993, and it still is today. Sure the menus have options and stats out the whazoo, but the gameplay is hideously slow and unbelievably choppy! I remember buying this at the local mall when it first came out and being giddy with excitement. The game comes in a heavy, thick box, and I thought for sure this would unseat Sportstalk Baseball as the best Genesis baseball game ever. But upon playing my first game, my enthusiasm soon turned to disgust! I recoiled in horror at the sight of the very first
pitch. The pitcher's windup looks okay, but the ball "blinks" about four times on the way to the catcher. At that point, only one thing was going through my mind: get back to the mall immediately and get your [expletive] money back! The fielding and running are inexcusably choppy, and during many plays it's hard to tell what the heck's going on. Tony LaRussa Baseball is a comedy of errors. The control is poor, the announcer sounds like he's choking on a hot dog, and the crowd seems oblivious to what's going on. There are numerous annoying pauses that occur for no reason in particular and slow the action to a crawl. Runners don't automatically run on base hits, and outfielders routinely throw out runners going to first base. The fields look good, but the stadiums all look the same. This is the only game I've ever seen where the pitcher spits on the mound, and it looks positively disgusting. EA had made some great football, basketball and hockey games in the early 90's. What happened with baseball? © Copyright 2004 The Video Game Critic.
Publisher: Electronic Arts (1995)
This is one of the better boxing games for the Genesis. It's like a semi-realistic version of Nintendo's Punch-Out, and it has a great sense of humor. Your boxer is a green outline in front of your opponent, letting you get a good view of the action. A well-designed control scheme makes it easy to throw a wide variety of punches and even special moves like a "Popeye punch" or head-butt. Unfortunately, as in many boxing games, the boxers can never punch as fast as you press the buttons, and the lag makes the control feel unresponsive. The boxers are well drawn and look only slightly cartoonish. The backgrounds, taken from different parts of the world (like the Coliseum in Rome) are extremely amusing. Not only do funny things happen in the background during the fights (like a bungee jumper on the Coliseum wall), but sometimes incidents occur after the fight (in Rome, lions attack the loser). A nice-looking babe introduces each new round. Toughman may be more fun to watch than to play. © Copyright 2000 The Video Game Critic.
Publisher: Disney (1995)
Our high score: 98
Publisher: Vic Tokai (1991)
What could be better than a scantily-clad chick blasting robots? How about two
hotties blasting mechanized beasts? What if they were flying around in jetpacks?
"Shut. Up. You had me at scantily clad." Madison is the blonde who always faces forward, and Crystal is the brunette who always has her back. Pressing C lets you toggle Crystal's direction, so you can blast enemies sneaking up from behind or focus all your firepower ahead. It's a unique system that's surprisingly effective. You also have a special weapon (read: smart bomb), and I like how it recharges over time. The first stage takes place in a bright city, and the layered scenery looks terrific. It's cool how you can see glimpses of the skyline behind the highway overpass. The later stages are less appealing however, and some are downright claustrophobic. Trouble Shooter is tough because a pair of chicks make for a large target. You'll go up against whimsical enemies like terminator fish, penguins with propellers, and Megaman-style robots. This game would seem ideal for two-player action, but it's one-player only. The background story is ridiculous and the music is wacky, but Trouble Shooter has personality and its tongue-in-cheek style is just plain fun. © Copyright 2012 The Video Game Critic.
Our high score: 179,120
Troy Aikman Football
Publisher: Tradewest (1993)
Did Tradewest really think THIS could compete with Madden? Troy Aikman Football tries to emulate the winning Madden formula, but falls flat in almost every regard. The players look somewhat realistic, but their movements are so choppy that it's hard to tell what the heck is going on! In addition to the poor frame rate, there's quite a bit of breakup in the graphics. It's not unusual to see a player running around with no legs! You don't have much control over pass receptions, and there are an inordinate number of tipped passes. If you need a few extra yards, your best bet is to dive - these guys can leap 10-15 yards!! All the NFL teams are included, but only one actual player (guess who?). The audio is particularly dreadful. The crowd sounds like a weak faucet, and the unenthusiastic commentator sounds like he'd rather be somewhere else (like a Madden game maybe?). With so many other good football games for the Genesis, this really can't compete. © Copyright 2002 The Video Game Critic.
Publisher: Sega (1989)
How good can a generic old vertical shooter be? Pretty [expletive] good! Truxton won't knock your socks off with visual pizzazz, but if you give it a chance, you'll be hooked!
The opening waves seem rather generic as you wipe out red planes that approach in predictable patterns. The difficulty ramps nicely however, and once you reach the well-fortified space stations things really heat up. The oversized enemies assume some interesting forms that are really hard to describe (is that a light bulb?
). Chattering Terminator heads contain power-ups, and I like that!
Three weapons include wide-spraying missiles, concentrated green lasers, and blue electrical charges that latch onto stuff. The C button functions as rapid-fire - a feature I always hold near and dear to my heart. Each weapon has three levels, and trying to power-up one up to its fullest extent becomes an obsession in of itself! The larger enemy ships begin to flame as they take damage, providing positive reinforcement to the player. You also have a limited set of bombs, and since you get three per ship you'll want to apply them like suntan lotion - liberally!
Truxton doesn't have the concept of stages - the action is continuous. I must admit that the flat, static backdrops look a little bland, but at least you don't have to worry about colliding with the scenery. I like the upbeat electronic music, which retains that 16-bit twang classic gamers find appealing. My main gripe is how enemies in later stages can emerge from the bottom of the screen, ramming you from behind. That's a little cheap, but overall Truxton is a well-rounded shooter that's one of my favorites for the system. © Copyright 2010 The Video Game Critic.
Our high score: 168,320
1 or 2 players
Publisher: Accolade (1991)
Our high score: 31450
Publisher: Treco (1991)
Recommended variation: easy
Our high score: 193,320
Twinkle Tale (Japan)
Publisher: Toyo (1992)
This rare overhead shooter never arrived Stateside but fortunately I was able to get my hands on a reproduction cartridge. In my experience Genesis fans love these kind of shooters. In Twinkle Tale you control a little witch unleashing magic projectiles in rapid-fire fashion (just hold in the button; no tapping). The screen scrolls in various directions as you're converged upon by bats, hopping plants, trolls, skeletons, wizards, and golems. You toggle between three weapons (spray, intense, homing) and each is powered-up separately. The action is chaotic because enemies approach from all sides. Your firepower is terrific and you have a few special attacks up your sleeve that inflict massive damage. As you venture through valleys, castles, and sky kingdoms you'll avoid traps, unlock chests, and enter doors that hold mini challenges. Dramatic boss encounters incorporate mythical creatures, maniacal trees, and headless knights. Some of these things take way too long to kill - especially the ghost knight with the shield. The musical score is edgy and really gets under your skin. What's strange about this game is how you only get one life. Actually you have a life bar, but it's not obvious when you're taking damage. As a result, that game over screen can come as a surprise. Fortunately several continues are available and you can always adjust the difficulty. An enchanting shooter with a God-awful name, Twinkle Tale is a lost gem that shouldn't be forgotten. I asked my friend Chris what he thought of this and he simply replied "I love it". NOTE: Reproduction cartridges can damage your console. Only use them with an inexpensive pass-through device like a Game Genie. © Copyright 2016 The Video Game Critic.
Recommended variation: continues
Our high score: 158330
Publisher: Data East (1992)
Our high score: 49500
1 or 2 players