The animation is extremely choppy and at times almost hard to watch. The collision detection is forgiving at least. Enemies often fly directly into your line of fire, so you can do a lot of damage by simply firing forward! Battleships are automatically targeted so it only takes a tap or two of the missile button to finish them off. The best way to avoid attacks ("danger!") is to move the d-pad like crazy, or perform an evasive roll by accident as I tend to do.
Points are awarded after completing each mission, and those points are used to upgrade your plane via a slick upgrade screen. Be sure to take care of your fuel and armor before splurging on fancy weapons. G-Loc is actually a pretty well designed game. It's a shame technically it's not quite up to the task. © Copyright 2019 The Video Game Critic.
Caught in the Act isn't bad if you can keep your expectations in check. The graphics are impressive, with detailed, layered environments and a melodic soundtrack that really pushes the system's audio power. The controls are so forgiving that even when Garfield jumps off a cliff a butterfly will often catch him and tow him back onto solid ground. The jumping action is strictly by the numbers as you make your way to the far right of each stage where a boss awaits (big surprise there). Garfield also has the ability to toss rocks at his adversaries, which include mummies, knights, cavemen, and fire-breathing mice.
This game should have been a good time but some boneheaded design decisions disrupt the fun (don't they always?). First you have to contend with a lot of annoying disappearing platforms, and flying creatures often appear from out of nowhere to interrupt your jumps. The stages are surprisingly long and repetitive, and sometimes you'll traverse an area only slightly different from the one before it. The bosses require an inordinate number of hits to defeat. After a while, Caught in the Act begins to feel like every 2D platform game you've ever played in your entire life. © Copyright 2008 The Video Game Critic.
Fortunately the passing game is quite effective. Like Tecmo Football, you can switch between receivers on the fly, and your quarterback zips the ball nicely. There aren't many sound effects, but players are tackled with a satisfying thud. Graphically, the game has nicely defined players, and it's easy to follow the large football. The goalposts look terrific, and the players perform a hilariously cheesy "celebration dance" after each touchdown.
Montana is pretty shallow, but the game moves along quickly with no pauses in the action. The CPU provides a reasonable challenge, but sometimes does dumb things like run to the back of the end zone for a safety. Not too hot and not too cold, Joe Montana provides an average portable football experience. © Copyright 2004 The Video Game Critic.
The object of most stages is to collect gems while keeping hostile wildlife at bay by pelting them with bananas. Not only can you throw bananas in a rapid-fire manner, but you can even angle your throws! It's cool how you can knock a monkey out of a tree, yet he'll continue fighting on the ground below. Jungle Book's platform jumping can be a little tricky, mainly because Mowgli has the annoying habit of hitting his head on low hanging branches while leaping from vines. The audio is top notch, featuring a toe-tapping rendition of "Bear Necessities".
So what's the deal with the difficulty? Finding all eight gems in a level is awfully hard! I can understand that degree of challenge in stage seven, but we're talking about the first stage here! You'll absorb a lot of damage from hidden dangers, blind jumps, and cobras camped out on short ledges. This steep difficulty adds unnecessary frustration to what should have been a care-free, easy-going romp through the jungle. © Copyright 2008 The Video Game Critic.
Each stage begins with a shooting sequence where you defend a speeding jeep by aiming crosshairs at attacking pterodactyls and velociraptors. It feels like a fun bonus stage. Next you're thrust into a traditional platform stage that places all sorts of dinosaurs and environmental hazards between you and the exit. The layered scenery is first-rate, and the stages are imaginative in design. For example, in the forest a lightning strike starts a fire which eventually burns an escape path.
Each stage has several distinct areas, delivering an exceptional degree of variety. Even the mineshaft level is engaging despite its maze-like structure. A large dinosaur awaits at the end of each stage, and you'll need to formulate a specific strategy to prevail. The rich control scheme lets your character squat, crawl, hang, and even monkey-walk over low hazards. You're well armed, and can even change weapons via the pause screen!
The game's dramatic musical score is pretty intense as well. Jurassic Park for the Game Gear impressed the hell out of me. With rich gameplay and fantastic production values, this should be a model for all 2D platform titles, portable or otherwise. © Copyright 2008 The Video Game Critic.
The jumping controls are very forgiving, as your lion will grab hold of a ledge if you don't make the jump cleanly. The game tries to add some variety by letting you interact with other animals, but I experienced a fair amount of frustration from animals tossing me places I didn't want to go. Many stages are painfully monotonous rock platforms, where it's difficult to determine where to go next.
But the worst part is that you have to play as a cub for most of the game! After six stages of controlling a cub, I was thinking "When is this [expletive] lion gonna grow up?!" A unique "roar" move gives the game a hint of originality, but it's useless for most of the game. Even the "catch the seeds" bonus round falls flat. The music is high-quality (taken from the movie), but when all is said and done, Lion King doesn't amount to much. © Copyright 2003 The Video Game Critic.