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There are some tiny background graphics on the horizon, but there's not much on the side of the road except for some bushes and rocks. Each course has several stages which abruptly change the background and color. The first few stages are fairly plain, and the last two look just awful. There's a pathetic "city night" stage with miniature street lights and buildings that never get closer, and the final stage is just like the first, except everything is orange! What the? There are three skills levels to keep the game challenging. Despite some unimpressive graphics, Hang On provides some decent racing action. © Copyright 2001 The Video Game Critic.
As for the passing game, I like how you can easily select receivers, but the ball tends to float, so by the time it arrives defenders have already moved into position. Incomplete passes often bounce off the receivers' hands, which looks pretty cool. The running game is weak. You have to press a button just to hand the ball off, and you can forget about busting out a big gain. As for the kicking game, Joe Montana does a lousy job of indicating the ball's position in the air. During field goals, the shadow always passes through the posts, but the ball never appears to do so.
Joe Montana won't win any awards for audio either, with its cringe-worthy crowd noise and tackles that sound more like flatulence. Did all of the players drive-thru Taco Bell on their way to the stadium? Finally, I really wish there was some type of half-time show. Joe Montana Football is no classic, but if you want to play football on your Sega Master System, this is clearly your best option. © Copyright 2005 The Video Game Critic.
I can't say enough about the colorful, well-animated introduction. It's fun to watch and nicely sets the tone as your helicopter approaches the ominous island and sets down on that landing pad. And it's always a thrill for me to watch that torch-lined Jurassic Park gate slowly open. If only this game had the music of the film.
Upon selecting a stage you'll hear a laughable "roar". Each begins with a driving stage that has you protecting a little jeep bouncing down a dirt road as ptyradacyls swoop down and velopcirapers pounce. You move a reticle around the screen to shoot them, tapping the fire button like mad. Though tiresome after a while, it's basically a bonus stage, since you can't really die.
All four stages pack exciting platform jumping mayhem and dinosaur-shooting fun. Playing as a sharply-rendered Alan Grant, you're placed in a variety of predicaments. One minute you're monkey-climbing over electrified water, and the next you're running across a collapsing cliff. There are some breathtaking scenes including several Brachiosaurus lounging in a nearby lake.
The shooting is fun because your shots expand as they travel through the air, making it easier to hit targets from a distance. Small dinosaurs often peek through the tall grass before making their entrance, but many have the annoying habit of dropping from trees above. Don't allow yourself to overlap with anything or your life will instantly drain. The game saves the larger dinosaurs for boss encounters.
As much as I enjoyed this, part of me prefers the Game Gear version. The characters were pixelated but larger, and its pacing was better. This version forces you to hit the pause button on the console to access weapons and medkits, which is a pain. That said, Jurassic Park for the Sega Master System is still great, providing a completely different experience from the Genesis and SNES editions. © Copyright 2022 The Video Game Critic.
Upon arriving at the temple you'll contend with giant spiders, flying skulls, and mace-swinging guards. Your movements are stiff, which makes it hard to properly position yourself to slash these creeps. It's bad enough the way creatures materialize out of nowhere and knock you off ledges, but after defeating them, they regenerate! Cheap, mandatory hits are the order of the day. What's a young samurai to do? Run! Run like the wind! If you're lucky you'll find a "safe zone" where you can catch your breath.
The first boss is a flaming wheel, and it's insanely hard to beat. Collectible scrolls augment your abilities, but there's no magic or special moves to give the game depth. I wish I could say the later stages are worth the effort to reach, but the nondescript caves and mountain sides are pretty unexciting. Kenseiden's visual and audio quality is beyond reproach, but its stiff controls and unforgiving gameplay will drive gamers over the edge. © Copyright 2010 The Video Game Critic.
The fighting can get tiresome, but there's a trick to this game. It didn't take me long to figure out that jumping forward is faster than walking. This led me to hop continuously through each stage in an attempt to avoid confrontations altogether. I had so much luck with this strategy that I actually felt a little guilty about using it! Just be sure to avoid that dripping water! As anyone familiar with classic games will tell you, water was deadly to the touch back in the 1980's!
Equally dangerous are the hodge-podge of bosses who include a flying witch, a giant orange frog, and an acrobatic duo. Dying at the hands of a boss sends you all the way back to the beginning of the stage, and I don't like that. Kung Fu Kid is simplistic and doesn't make any sense. I'd like to call it "so bad it's good", but in this case it leans more towards "bad". © Copyright 2011 The Video Game Critic.
The first stage has these irritating whirlwinds that carry you through the air. You'll grab a vine when you don't want to and not grab one when you do want to. But for every annoyance there's a charming scene, like feeding an apple to a giant snake so he'll let you pass. The lake stage is my least favorite, with water rising and falling over a spiked sea bed. If that's not bad enough, there are prickly green things floating on the surface! I felt as if I needed to collect every health icon just to compensate for all the mandatory hits!
The game gets back on track in the blacksmith's castle stage, where you're forced to keep moving as spreading flames nip at your heels! Land of Illusion has a better flow than the first game, with shorter stages and less tedious puzzles. That helps make up for some of the more frustrating aspects of the game. I was expecting this sequel to be better than Castle of Illusion, but I'm thinking it's a wash. © Copyright 2018 The Video Game Critic.
Line of Fire is a little slow but very challenging and fun. Enemy mortars have a wide blast radius so even if you avoid a direct hit you'll need to keep your distance from the ensuing explosion. Stay alert for enemy trucks that sneak up from behind in the jungle stage. The explosion effects are tame but I love the way bridges collapse into the water in the river stage (a la River Raid). Line of Fire is a decent 2D shooter, but it really shines in 3D.
Although the 3D feature is not advertised, it's activated if you hold in both buttons on the controller while turning on the system. Fortress walls rise up high, trees loom, and the canyons appear to be perilously deep. Since enemies attack from air and ground, the 3D effect makes it easier to tell which enemies you're "lined up" with. Certain projectiles seem to be on the wrong plane (they can always hit you), but in general the visual effect is fantastic. Line of Fire is worthwhile in 2D but it's a must-have title if you own the Sega 3D glasses. © Copyright 2011 The Video Game Critic.
The graphics are better than average, especially those hovering demons with glowing red eyes. Other enemies include leaping white wolves, levitating eyeballs, and scurrying scorpions. Fish are literally jumping out the water to kill you! What in the hell did you do piss off fish?! A friend of mine asked why Indians were falling from the sky. Most disturbing of all are the Ronald McDonald clowns (shudder) and banjo-playing skeletons (gasp).
The controls take some getting used to. You push up to jump, which is very easy to forget. This scheme frees up the second button to shoot arrows, which adds strategy. You'll definitely want to take out certain enemies from a distance, like those spore-flinging flies. Your overhead slash makes it easy to dispatch flying creatures.
The whole branching path element has its drawbacks. It's easy to get lost. Too many areas look exactly the same, making you wonder if you're backtracking. Sometimes you'll enter an area from the left edge, only to find yourself headed to the right. There are dead ends as well. When in villages, keep in mind you can continuously re-enter a hut to reconstitute your life bar.
Lord of the Sword is slow and methodical but for the patient gamer there certainly is a lot of ground to cover. And thanks to unlimited continues, you can thrash your sword to your heart's content. Alright that's enough from you in the back! If you can't behave like an adult I'm not going to treat you like one! © Copyright 2022 The Video Game Critic.
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Screen shots courtesy of Video Game Museum, GameSpot, Digital Press, Moby Games