FIFA International Soccer
Grade: B
Publisher: Electronic Arts (1993)
Reviewed: 2014/7/2
Save mechanism: Password
1 to 4 players
Publisher: Electronic Arts (1994)
Reviewed: 2014/7/2

FIFA 95 capitalizes on the solid gameplay of the original
FIFA International Soccer (Electronic Arts, 1994) while applying some much-needed polish and a little razzle dazzle. The players are much sharper and the field appears less grainy. There are ads along the sidelines, making this one of the first video games to contain advertisements. The animation is noticeably smoother and faster. You'll see a lot more headers and bicycle kicks, and they are far more emphatic. Passes travel much farther, making ball control easier. There's even a nifty give-and-go play. On the downside, the ball has an annoying tendency to ricochet between players like a pinball. Long shots tend to "bend" which is quite pleasing to the eye. Defense can be problematic because the steal and switch-player functions are assigned to the same button. When tackled, players will writhe around on the ground in pain. Soccer players are such drama queens! Unlike the first game, the clock is displayed in the upper left corner at all times. The goalies have additional animations, and it's especially fun to see their reactions during shootouts. Upon scoring a goal, pressing buttons allows you to initiate digitized audio clips including fireworks and horns. But it's the ability to stretch out the obligatory "GOOOOOAL!" call that might be the highlight of the entire game. The crowd noise is not perfectly clear but sounds a heck of a lot better than the first game. With solid gameplay and over 200 authentic teams, FIFA Soccer 95 is pretty much everything you could hope for from a second-year franchise. © Copyright 2014 The Video Game Critic.
Save mechanism: Battery
1 to 4 players
Publisher: Electronic Arts (1995)
Reviewed: 2014/7/2

Watching the World Cup in Brazil has inspired me to look back on my old FIFA games which have held up extremely well. As the third game in the long-running series, FIFA 96 marked a major step forward in terms of realism. The motion-captured players look better and take longer, smoother strides. On the downside, they tend to all look the same and seem to have less personality. The goal nets look more realistic, but I prefer the well-defined look of the old games over the new "saggy" look. Goalies are dressed in different colored outfits to set them apart on the field. Passing feels accurate, but players have an annoying tendency to change direction before receiving a pass. I really like how there are more rebounds off the goalies, allowing for more scoring chances. In terms of audio, the crowd chants have been re-recorded so they sound very clear. The problem is, the chants don't blend in with the general crowd noise, and actually sound like they belong in a
different game! Another flaw is how the screen "blacks out" before goal kicks and throw in plays. I have no idea why the designers did that, but it's annoying as hell! The game also seems to have its share of bugs, as my friend Brent discovered when he tried to throw in the ball and threw it into the stands instead. FIFA 96 was the first in the series to use real player names, and 237 teams are represented. Die-hard soccer fans will appreciate the increased realism and can probably bump up the grade by a letter. Those who played the previous games however are likely to detect a slight dip in the fun factor. © Copyright 2014 The Video Game Critic.
Save mechanism: Battery
1 to 4 players
Publisher: Sega (1991)
Reviewed: 2017/4/24
Recommended variation: easy
Our high score: 56,900
1 player
Publisher: Sega (1991)
Reviewed: 2015/12/6
Save mechanism: None
1 player
Fighting Masters
Grade: F-
Publisher: Treco (1992)
Reviewed: 2010/2/18

I've seen my share of sorry-assed fighting games over the years, but Fighting Masters lowers the bar to alarming depths. How low?
Bubsy the Cat could
trip over this friggin' bar! That's
low, people. I knew I was in for a perfectly miserable time when I witnessed that horrible title screen with its seizure-inducing lightning flashes and cringe-worthy thunder effects. Fighting Masters is a case of someone trying to cash in on the one-on-one fighting craze of the early 90's. Its controls are minimal, the characters are embarrassing, and the stages are devoid of detail. The fighters are a weird hodgepodge of humans and monsters including a crab monster (Zygrunt), a guy with an elephant head (Mastodon), and a miniature Easter Island statue (Goldrick). The boring stages typically place the fighters in front of a stone wall or a plain red building. The controls are extremely shallow, utilizing only
two buttons! That's right - the A button isn't even
used! You are pretty much limited to jump attacks which involve one fighter grabbing the other, jumping a mile in the air, and body-slamming his opponent to the ground. It's hard to tell who's taking the brunt of the damage as matches degenerate into repetitive slam-fests. The physics is best described as
hilarious and pitiful collision detection will have you taking hits from unseen forces. The game doesn't even bother keeping score, and it doesn't need to, because when a gamer plays Fighting Masters,
we all lose. © Copyright 2010 The Video Game Critic.
Publisher: Dreamworks (1990)
Reviewed: 2003/5/23

Fire Shark is a turbo-charged version of the arcade game 1942. This highly regarded shooter certainly delivers in terms of sheer firepower and number of enemies. Your biplane is swarmed by dozens of enemy forces from the air, ground, and sea. Fortunately, your powerful guns are up to the task, and you also have a supply of devastating bombs. The bombs take out a large area, and you can time their detonation by holding the deploy button. There are three types of weapons, and each can be powered-up to an insane degree. Fireshark is a shooter lover's shooter. The action is fast and furious with no hint of slowdown. The graphics are a little weak, especially the desert and water backgrounds, but the animation is smooth and flicker-free. Fire Shark is a little on the easy side, mainly because the power-ups bounce around the screen until you catch them. It's cool how your plane catches fire when hit, allowing you to get off a few extra shots before going down. This one's a winner. © Copyright 2003 The Video Game Critic.
Our high score: 122150
1 player
Publisher: US Gold (1993)
Reviewed: 2012/3/14

In 1995 Flashback was billed as a "CD ROM game in a cartridge" and it really does live up to that description! Cutting-edge for its time, this science-fiction adventure incorporates life-like animation and cinematic cut-scenes. Back in the day I loved showing off the dramatic opening sequence to my friends, and frankly it's still a lot of fun to watch. Flashback is a sophisticated platformer with a serious tone and a "shades of Blade Runner" storyline. On a quest to find your identity, you begin in a lush jungle before visiting "New Washington" and other futuristic locations. The layered scenery is amazing. You move between contiguous screens while collecting items, disabling traps, and shooting mutants. The game tries to be realistic, so you don't actually
see the bullets when you fire your gun. Your character sneaks, runs, and grabs ledges with fluid motion. There's a lot of emphasis on stealth and item manipulation, so a slow, deliberate approach works best. If I had to knock this game for anything, it would be the control scheme. It's not particularly intuitive, and it can be tedious and frustrating to the novice player. The three buttons are overloaded with functions and it really takes a lot of practice to perform basic moves like running jumps. The level designs are unforgiving, and the first few screens will demoralize all but the most determined player. I hate how my guy will overlap with an enemy, so we're both firing and nobody's hitting anyone. The difficulty actually eases up as you progress, so hang in there. The musical score is sparse but effective, adding a layer of atmosphere and tension. Flashback was a groundbreaking title, and if you can survive the initial learning curve you're in for a compelling journey. © Copyright 2012 The Video Game Critic.
Save mechanism: Password
1 player

Flintstones, The
Grade: D
Publisher: Taito (1993)
Reviewed: 2021/1/7
Recommended variation: easy
Our high score: 125,100
1 player
Forgotten Worlds
Grade: C-
Publisher: Sega (1989)
Reviewed: 2014/7/8

In this side-scrolling shooter one or two players control musclemen in jetpacks. Forgotten Worlds employs a strange control scheme I've never seen before and hopefully will never see again. Two buttons allow you to rotate 360 degrees in either direction as enemies converge from all directions. It's hard to remember which button turns which way, and sometimes I'll just continuously rotate in one direction, hoping my overwhelming firepower will carry the day. Enabling the auto-fire option is a no-brainer. Mowing down flying lizard men is fun, but those invincible green worms in the water stage are a real pain in the ass. The first boss is some kind of brown orifice, and it's hard to tell if you're inflicting damage. With other bosses like the gold dragon, you won't even know where you're supposed to shoot! The graphics lack detail, perhaps because this was such an early Genesis title. The post-apocalyptic, partly-submerged city looks interesting, but most of the stages are just plain dull. Occasionally you'll encounter a shop where you can purchase weapons, power-ups, armor, extra lives, and hints. The shopkeeper is an innocent-looking blonde chick. Creepy carnival music plays as you peruse weapons like a flamethrower and bouncing shots. I prefer the homing missiles due to my inability to properly aim. The highlight of the game from a visual perspective is the impressively large Samurai robot boss. The soundtrack is okay but sounds like an Indiana Jones rip-off. The two player coop mode is a nice feature, but despite its steady framerate I didn't love it. True to its name, Forgotten Worlds is a unique but not particularly memorable gaming experience. © Copyright 2014 The Video Game Critic.
Our high score: 79,300
1 or 2 players
Publisher: Sega (1998)
Reviewed: 2012/10/20
Rating: Everyone

This pleasant surprise arrived at the tail end of the Genesis lifecycle. Frogger was originally released for home systems way back in 1982, but this version is more faithful to the arcade. Frogger's timeless gameplay involves hopping across a crowded five-lane highway and then crossing a treacherous stream of floating logs. The graphics are slightly grainy but bursting with vibrant color. The finely detailed visuals include colorful cars, animated swimming turtles, and
motion-captured frog animation (no, not really). Pleasant tunes play throughout the game (including Yankee Doodle Dandy), and they all have a friendly piano quality. You get five frog lives, and despite the tight controls you'll go through them quickly. The traffic is dense, and if you hop on the very edge of a log, you'll slide right into the water. The screen layout places the vital indicators on the right side, which scrunches the actual game screen a little bit. Maybe that's why the coves on the far side of the river look so narrow. Instructions are displayed when the game is in "attract mode", but there are no options or variations. That's surprising considering several variations were present in the original Atari 2600 version. A two-player mode is available, but you'll need to pass a
single controller back and forth. Now that's what I call lazy programming! Frogger is a little skimpy for a 16-bit title, but its classic gameplay is beyond reproach. © Copyright 2012 The Video Game Critic.
Recommended variation: slow
Our high score: TT 26,740
1 or 2 players
Publisher: Revovation (1990)
Reviewed: 2006/9/17

This has always been one of my favorite Genesis shooters, despite the fact that I've never been able to pronounce its freakin' name! A conventional side-scrolling space shooter, Gaiares isn't very original but what it does, it does well. Holding down the fire button engages rapid-fire, and your ship is escorted by a round device called a "Toz". Not only does the Toz serve as a shield and an extra cannon, but you can deploy it to capture and equip enemy weapons. The "catch" is that you can't fire when deploying the Toz, leaving you temporarily vulnerable. Each weapon can be powered-up to three levels, and once fully charged, your firepower is awesome. What the graphics lack in detail they compensate for with personality and variety. The attractive layered backgrounds are constantly changing. One moment you'll be hurling through a cloudy atmosphere at break-neck speeds, and the next you'll been navigating the tight corridors of icebergs bobbing in water. Your attackers aren't particularly memorable, but like the backgrounds, they come in a wide variety. The bosses are formidable, and most resemble screen-sized humanoids. The weak spot of the first one is his crotch, which makes a heck of lot of sense if you think about it. The adrenaline-pumping soundtrack is outstanding, and anime cut-scenes are used to flesh out a background story. Gaiares is surprisingly long, and although several continues are provided, you'll probably need a cheat code to reach the end. © Copyright 2006 The Video Game Critic.
Our high score: 110540
1 player
Publisher: Renovation (1991)
Reviewed: 2010/10/20

Although highly regarded by some, my friends and I are of the opinion that Gain Ground kind of sucks. It's sometimes described as a shooter, but that's being awfully loose with the language. It's more of a slow-moving tactical game designed for two-player cooperation. Played on a single screen, the idea is to methodically eliminate enemy combatants while rescuing prisoners. Each screen offers a new configuration of walls, towers, and rivers. Before each wave you select between several characters, each armed with normal and special attacks. The range of your initial weapon is pitiful - about
two inches! The collision detection is far too exact, so a fire-bomb will need to land directly on an enemy's
head for it to have any effect. On the other hand, if an enemy merely brushes against you it spells instant death. That's a serious problem considering how crowded the screen can get. Gain Ground's gameplay demands a deliberate, cat-and-mouse approach. As you progress through the stages new characters become available and the scenery evolves from prehistoric to futuristic. The concept is neat, but the pacing is downright
glacial. The projectiles move so slowly you can
outrun them. The game is original, but its grind-it-out, tooth-and-nail brand of combat feels like a colossal chore. © Copyright 2010 The Video Game Critic.
Recommended variation: normal
Our high score: SLN 12141
1 or 2 players
Publisher: Electronic Arts (1992)
Reviewed: 2013/4/21
Our high score: 100,400
Save mechanism: Password
1 player
Publisher: Sega (1992)
Reviewed: 2014/7/8
Our high score: 921,200
1 player
Publisher: Buena Vista Interactive (1995)
Reviewed: 2006/6/18
Publisher: Tenden (1993)
Reviewed: 2015/4/18

The box describes this as a "pixel-perfect conversion" of the original Gauntlet, but don't get too excited yet. Gauntlet is an overhead dungeon crawler best known for its four-player coop. That's right, the arcade game had four sets of controls. The game is played on the left two-thirds of the screen, and a column of information runs along the right with each player's score, health, keys, and potions. Players assume the roles of a warrior, valkyrie, wizard, and elf. Together you face overwhelming hordes of ghosts, wizards, demons, and even Death himself. The key is to destroy the portals that regenerate the monsters. You collect treasure chests, food items, and potions that have the ability to clear the screen. For an arcade conversion, the graphics look grainy. The characters are poorly defined you need to use your imagination. The sound effects are muffled so famous lines like "Elf needs food badly" are really hard to make out. And despite what you might assume, playing with a group doesn't really make your life any easier. Many stages have narrow passages that only allow for one or two players to pass at a time. A faster character will invariably wander off and get separated. It can be a pain to get everyone reunited, but it
feels so good. I found the game more enjoyable when played solo or with one friend. Gauntlet IV does earn extra credit for its wide selection of options and variations. There are all sorts of customizable modes and the game even keeps track of statistics. You might argue Gauntlet has not aged well, but this is may be the definitive console version. © Copyright 2015 The Video Game Critic.
Our high score: 64,858
Save mechanism: Password
1 to 4 players
Publisher: Electronic Arts (1993)
Reviewed: 2009/6/6
Our high score: 68400
1 to 4 players
Publisher: Sega (1990)
Reviewed: 2009/9/3
Recommended variation: easy
Our high score: 59000
1 player
Ghouls 'N Ghosts
Grade: A-
Publisher: Sega (1989)
Reviewed: 2010/11/20
Our high score: CJS 18,900
1 player
Publisher: Sega (1989)
Reviewed: 2000/1/26

Golden Axe is a side-scrolling medieval hack-n-slash fighter. One or two players choose between a muscular warrior, a sexy female, or dwarf character. Your eight-stage quest is filled with barbarians, lizard men, skeletons, and little elves who try to steal your supplies. With only one attack button your moves are fairly limited, but other aspects of the game make up for this. Collecting magic pots allows you to cast destructive magic spells. Some enemies ride in on the backs of creatures, and after commandeering one you can perform devastating attacks like the tail whip or fire-breath. After each game the players are rated by performance. Besides the normal arcade mode, there's a duel mode that pits one player against foes of increasing difficulty. ALthough the graphics and sound are plain by today's standards, Golden Axe is a lot of fun to play. A sequel soon followed. © Copyright 2000 The Video Game Critic.
Our high score: CJS 102.6
1-2 players
Publisher: Sega (1991)
Reviewed: 2003/8/15

I really love this game. It surpasses its predecessor in every way, although both play pretty much the same. The same three characters are back (warrior, babe, and dwarf), but the enemies are much more interesting this time around. Skeletons rise from their graves (as if from an old Ray Harryhausen film) and large demonic creatures tower overhead. The graphics are slightly refined, as are the controls. You can now aim left or right when performing throws, adding a bit more strategy. Another new feature is controlling the "strength" of your magic attack. By holding down the magic button for a certain duration, a visual meter displays the degree of carnage you're about to unleash. The medieval scenery looks great and the musical score is first-rate. Golden Axe 2 is fun enough with one player, but the two-player mode is where it really shines. Fans of the first Golden Axe should feel right at home with this one. © Copyright 2003 The Video Game Critic.
Our high score: 36.3
1 or 2 players
Publisher: Renovation (1990)
Reviewed: 2004/2/6

If you love Genesis shooters but are weary of the standard formulas, you should try Granada (or as it says on the box, "XGranadaX"). This innovative game is quite enjoyable and unlike anything else I've played. In most shooters your course is predetermined, but in Granada you move a tank freely around a large maze-like area, using a radar screen to locate your targets. Enemies include tanks, cannons, giant rolling pins, and star-shaped space ships. Once you clear a stage, a boss is unleashed, and you can tell that some thought was put into these things. The first one looks like a Tinkertoy spider and it bounces around the screen trying to squash you. The second boss only reveals its vulnerable spot when you
stop shooting, and it took me a while to figure that out. The stages are interesting too, including a huge flying airplane and an elevated city. The graphic quality is just average for a Genesis game, and the sound isn't so hot either. The most unusual aspect of the game is the control scheme that requires you to hold down two buttons at a time. The 'A' button is for rapid fire, 'B' allows you to strafe and 'C' provides your power shot. You'll need to hold down A and B most of the time, and yes, it is awkward. Your power shot looks pretty dinky, but it's extremely effective on bosses. Another interesting aspect is the power-ups. I challenge anyone to find a power-up more innovative than the "deflectors", which are floating disks that allow you to shoot around corners - very cool. Despite its stupid name, Granada is a pleasant surprise that I can recommend to all shooter fans. © Copyright 2004 The Video Game Critic.
Our high score: 107,453
1 player
Great Circus Mystery Starring Mickey and Minnie, The
Grade: D
Publisher: Capcom (1994)
Reviewed: 2019/11/9
Our high score: 30,200
Save mechanism: password
1 or 2 players
Greendog The Beached Surfer Dude
Grade: B-
Publisher: Sega (1992)
Reviewed: 2014/8/29
Our high score: 280,700
1 player
Publisher: Tengen (1994)
Reviewed: 2003/3/23

Grind Stormer is such a generic and non-innovative shooter that it's hard to believe it came out in 1994. This vanilla vertical scroller looks more like a 1990 game (not that there's anything wrong with that). You just guide your ship over bland backgrounds and blow away waves of nondescript cannon fodder. What's the deal with these muddled graphics? They look like they were drawn with crayons! One thing I do like about Grind Stormer is the massive firepower you get practically from the start. Your ship is armed with a rapid-fire weapon and a limited number of bombs. In the first stage, if you collect a power-up you can pretty much weave back and forth across the screen, destroying most enemies before they can even fully enter the screen. I also like the "smart" missiles that seek out and latch onto enemies like parasites. Ironically, your insane firepower sometimes makes the game harder, because all the missiles and support cannons tend to confuse the action. Your bombs not only clear the screen, but also provide a protective shield, so use them defensively. Visually, Grind Stormer has some ugly graphical glitches and slowdown is also a problem. The music and sound effects are so lame you probably won't notice them. Shooter fans might find it worth their while, but Grind Stormer won't appeal to casual gamers. © Copyright 2003 The Video Game Critic.
Our high score: 159180
1 player
Publisher: Taito (1991)
Reviewed: 2006/1/4
Our high score: 140500
1 player
Publisher: Sega (1993)
Reviewed: 2006/1/4
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