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Games are rated relative to other games for the same system.
It begins as four creatures are dropped into an empty plot of land on a distant planet. Each creature is controlled by a player or the CPU, and the goal is to earn the most money over a set number of turns. During each turn a player can stake out land and buy robotic "mules" to mine, grow food, and create energy. At the end of each round, the resources are calculated for each player and auctions are held so players can sell their surpluses to other players in need.
Random natural events such as earthquakes and tornadoes add an element of unpredictability. It takes a while to appreciate all of M.U.L.E.'s complexities, but once you finally "get it", you'll be hooked! My only complaint is waiting for those auction timers to run out - man those things are slow. Otherwise M.U.L.E. is a fascinating and competitive strategy title. © Copyright 2001 The Video Game Critic.
The action is two-on-two. When taking a shot, the players do not exhibit good form. They just sort of chuck it up there like it's a hot potato. The ball arc looks unnatural and choppy animation makes it hard to determine if the ball even passed through the hoop! The action under the rim is mayhem because you never know who has the ball. Hearing that "steal tone" might cause you to take off up the court, only to discover the other team stole the ball from you. It's hard to maintain possession against the CPU because he can magically steal it from several feet away.
Magic Johnson's smiling mug appears periodically, providing insightful commentary like "keep it up", "great bomb", or "backcourt violation". It sounds like Fast Break is a total bust right? Well, maybe not. I pulled out my Four Score four-player adapter so my friends and I could play a little two-on-two. Wouldn't you know it was actually pretty competitive despite the rampant chaos. For all its cheesiness, Magic Johnson's Fast Break still manages to exude a certain likeable charm. © Copyright 2020 The Video Game Critic.
When fully "assembled", you'll be controlling a large walking robot that can fire five shots at a time. He looks like Ultraman! Be sure to cherish the time he's on the screen, because it's hard to dodge missiles when you're that big! Fortunately, taking hits only wears you down one piece at a time. Be sure to shoot those floating "cupcakes" which send black projectiles flying in all directions. Not only does this clear out enemies, but it awards big points in the process.
In addition to shooting everything in your path, you can fly over gray circles which transport you to underground areas. Here you'll contend with erupting volcanoes and falling stalactites, but if you can shoot the stalactites down into oncoming enemies, you'll earn mega points! Magmax's generic enemies are somewhat redeemed by its awesome boss - a metallic multi-headed dragon!
The game's quirky, playful tunes are somewhat irritating at first but tend to grow on you. Magmax isn't a great shooter, but it has an addictive quality that keeps you coming back for "one more game". If you appreciate NES shooting action, you're bound to find something to like about Magmax. © Copyright 2008 The Video Game Critic.
Just when you thought it couldn't get any worse, the teams take the field. You'd assume a licensed game would be at least somewhat realistic, but the short, squat players look like they were taken from South Park for Pete's sake! The batter looks like he's holding a freakin' rolling pin, and the uniforms aren't even the right color! When you hit the ball, the entire screen blanks out for a second before the field appears. Get used to these annoying pauses, because they happen a lot!
The game does a poor job of selecting your fielder. A batter can lay down a bunt right in front of home plate, yet the game will force you to field it with your pitcher! Even when you field the ball cleanly, there's no way you're throwing out the runner at first. Thrown balls glide through the air like a UFO, slowing down and speeding up in a herky-jerky manner. You'll be rubbing your eyes in disbelief!
The game also has a tendency to forget what a force-out is, or call a runner out who is obviously safe by a mile. Major League Baseball is reprehensible. I can only assume the programmers figured gamers would be so giddy with delight over the MLB license that they'd overlook the ugly graphics, rampant glitches, and general lack of fun. © Copyright 2013 The Video Game Critic.
These include the obligatory nerd, the gnarly surfer dude, the prostitute (nice dress), and the token black guy. You only control one character at a time, and each has a catchy theme song. The music is great for the NES, but it can still get on your nerves after a while. You can switch it off, but that causes the game to become uncomfortably silent.
Maniac Mansion's graphics are pretty good, offering a wide array of well-furnished rooms - including an arcade. It's amusing to explore the house and solve puzzles, at least until you get stuck. Using the cursor is somewhat tedious, but the handy select button lets you easily cycle through the most common commands. The game maintains a whimsical tone, with simple dialogue sprinkled with juvenile humor. The most infamous aspect of the game is how it's possible to explode a hamster in the microwave.
The main problem with Maniac Mansion is its complexity, which will turn off all but the most dedicated gamers. There are dozens of items to juggle, and figuring out how each is used requires a lot of trial and error. Some solutions tend to defy logic (give the plastic fruit to the tentacle??) The order in which you complete tasks is critical, and timing is sometimes a factor as well. Last time I checked, video games were supposed to be fun, not work!
My cartridge contained a battery back-up that allowed me to skip ahead to the previous owner's spot to get a peek at the advanced stages. That's right - 17 years old and the battery is still working! I know a lot of gamers have fond memories of Maniac Mansion, but I don't think this adventure has aged particularly well. © Copyright 2007 The Video Game Critic.
The scenery looks remarkably crisp and vibrant as you explore a railroad, jungle, pirate ship, castle, and haunted graveyard. The soundtrack is loaded with excellent little upbeat tunes. The idea is to collect items (like cheese) in each stage while avoiding a gang of white cats. Some stages feature weapons you can use (like a cannon or bowling ball), and you can also drop toys to distract your adversaries.
The arcade-style stages are short and sweet. You're not vulnerable to enemies while in mid-air, even if they overlap you. Some of my friends had a really hard time wrapping their mind around the concept. The game has a few surprises up its sleeve, including a vampire guarding the exit in the graveyard stage (hint: find the cross). The jungle stage is really tough with its moving trampolines, but I enjoyed its Donkey Kong Jr-style vine climbing. Mappy-Land has a family-friendly, wholesome style that should appeal to a broad range of gamers. © Copyright 2012 The Video Game Critic.
The graphics are easy on the eyes, and your large marble is no problem to control. Thanks to its relatively short stages, Marble Madness has that "just one more time" quality that keeps you coming back for more. Also included is a terrific head-to-head two-player mode which adds a whole new dimension to the game. And be sure to turn up the volume, because the music is absolutely incredible. © Copyright 2003 The Video Game Critic.
The stages are several screens in size with lots of platforms, blocks, elevators, and pressure switches. Ghosts, spiders, and skeletons patrol each area. The characters are tiny but impressively rendered considering their size. I like the look of those rotating roasted chickens that serve as elevators. They slam down to the ground when approached, and then rise slowly. If you want to have fun, try crushing a skeleton with one!
The controls include a very satisfying head-butt attack. It's fun to shatter skeletons, bones flying asunder. The jumping controls feel very exact, and you can even hover in mid-air. The game is highly forgiving, and you're given a long life bar.
As you progress you'll acquire magic powers including the ability to move objects, pass through blocks, or melt ice. The controls for initiating these however are confusing and often frustrating. These moves also drain your energy meter, and if it depletes you're pretty much stuck.
Overall The Meating strikes a good balance between problem-solving and arcade action. The difficulty is very reasonable and I like how the stages tend to build upon one other. The game's catchy, plucky soundtrack will help you get into a groove. Vegetarians need not apply, but for NES enthusiasts looking for fresh meat will enjoy sinking their teeth into this prime cut. © Copyright 2024 The Video Game Critic.
Each level is teeming with dangerous but predictable enemies with names like Flying Shell, Screw Bomber, and Killer Bullet. Mega Man can only fire sideways, but his ability to shoot while climbing ladders comes in handy. This game does so many things right, like letting the player tackle the stages in any order. This adds replay value, although experienced players know that taking on the bosses in a certain order will make your life a lot easier.
Mega Man is tough, but as you amass weapons the difficulty becomes more manageable. Of course, no matter how good your firepower is you'll still need to perform a lot of death-defying leaps. The stages are intelligently designed but I don't care for those "disappearing blocks" that force you to memorize patterns before executing perfectly timed jumps. Slowdown runs rampant in certain areas, and there's a preponderance of spikes and bottomless pits.
Mega Man's simple graphics make good use of color and the soundtrack is pure 8-bit gold. The lack of a password feature is glaring, despite the unlimited continues. It's easy to nit-pick (the box art is atrocious) but it's also easy to see why this game is cherished by so many NES fans. Note: After six Mega Man titles were released for the NES, the series continued on the SNES, the Playstation, and Xbox Live. © Copyright 2013 The Video Game Critic.
The graphics are a little more sophisticated than the first game and the memorable music is some of the best in the series. The multi-layered scenery is crawling with memorable foes like carrot-tossing bunnies and teddy bears with fans in their chests. Larger adversaries include the fire-breathing Hot Dog, Atomic Chicken, Crabbot, and a lantern fish that belches shrimp. Aiding Mega Man on his quest are special items like levitation platforms, elevators, and even a flying sled.
The scoring system has been ditched but the game now includes a much-needed password feature. The passwords are coordinates of a grid (A-5, C-2, etc) so they are easy to write down. Like the first game, there is still a preponderance of instant deaths, fatal falls, and areas that require memorization. These are offset however by a lower difficulty and more health icons. Mega Man 2 delivers first-class platforming fun and is arguably the best entry in the NES series. © Copyright 2013 The Video Game Critic.
Magnet Man's stage features floating magnets that affect your jumps (for better or worse), and Shadow Man's stage blacks out periodically. In Gemini Man's space stage you blast alien eggs to forge through caverns. The cast of supporting villains includes hilarious little pole-vaulters, spiked dinosaurs, and annoying bee swarms.
Mega Man 3 has flashes of brilliance but it feels more generic and less polished than the previous game. Case in point is Snake Man's stage which is awfully repetitive and unimaginative. I will give the game credit for introducing the slide move, allowing our hero to quickly pass through narrow openings. Another new addition is his dog Rush, who functions much like the special items of the previous game.
Mega Man 3 exhibits quite a bit of slowdown and graphic break-up, and the level designs can be frustrating. The fat cat in Top Man's stage is impossible to beat without a special weapon, and the disappearing blocks in Magnet Man's stage pushed my patience to the edge. Even the tunes sound like outtakes from earlier games. It may be a lukewarm effort, but a second-rate Mega Man game is still better than most NES platformers. © Copyright 2013 The Video Game Critic.
The stage designs are accessible yet full of surprises. Dive Man's stage has a bright summer theme with inviting waters and a mechanical whale that fires missiles from its mouth. The torch-lit tombs in the Pharaoh's stage look beautiful and contain mummies that unwrap themselves and toss their own heads! The torrential rain of Toad Man's stage can affect your jumps, so don't forget to use your dog Rush to help elevate. The fossils embedded in the walls of Skull Man's stage is a neat concept.
Some elements of the game can be more aggravating than fun. In Bright Man's stage, shooting light bulb-shaped enemies will leave you in the dark temporarily, and Ring Man's stage features rainbow bridges that disappear as you walk over them. The game contains plenty of alternate routes that create a nice risk/reward dynamic. Mega Man 4 was a strong effort on Capcom's part, delivering some of the best platforming action the series has to offer. © Copyright 2013 The Video Game Critic.
I enjoyed the inventive stages, especially Gravity Man's which frequently reverses the field of gravity. It's the first time I've ever climbed up a ladder while hanging upside down! Like all Mega Man games, it's important to know when to shoot and when to make a dash. It's often wise to pick off enemies at a distance, because once they gang up on you, you're in trouble. When an enemy is lingering just above or below your shots, be sure to use your Mega Buster which unleashes a much wider shot.
One thing I don't like is how enemies quickly regenerate when you briefly retreat a few steps. Mega Man 5 features some really cool weapons like one that generates a wave of water and another that reverses gravity so enemies fall off the screen. The game is tricky but the driving 8-bit tunes will keep you forging ahead. A well-rounded platform-shooter, Mega Man 5 is pretty much everything a fan could ask for. © Copyright 2013 The Video Game Critic.
When you select a stage you'll view the boss's vital statistics (strength, agility, etc). And if you thought the development team had run out of fresh ideas, think again. Mega Man 6 features some of the best looking stages of the series. Better yet, they tend to be less frustrating and more fun. I love the bright snowy mountains of Blizzard Man's stage, the undersea utopia of Centaur Man's stage, and the shimmering desert sunset in Tomahawk Man's stage. Flame Man's stage has an exotic, Middle-Eastern vibe with floating candles that drop flames into pools of oil, setting them ablaze.
I really wish spikes and fire didn't cause instant death, but hey, that's just Mega Man. As usual, the enemies are all over the map including robotic sea lions, pelicans that drop flopping fish, and giant rock monsters with treads. The red fish in Yomato Man's stage always scare the crap out of me. Mega Man 6 marks the end of the Mega Man's reign on the NES, and it's a fitting send-off for an amazing series. © Copyright 2013 The Video Game Critic.
Like subsequent Metal Gear titles, the emphasis is on sneaking by guards and employing a wide range of weapons and items. How do you sneak by guards in a 2D game? You simply walk by them when they're facing the other direction, since they tend to move in predictable patterns. Avoiding detection is supposed to be key, but when spotted by an enemy guard, all you have to do to quell the commotion is exit the current screen.
The graphics are lousy, with single-colored guards that barely flinch when punched. You can't move Snake diagonally and you're constantly getting stuck on the scenery. Poorly translated dialogue results in grammatically incoherent lines like "I feel asleep!" and "Attempt to contact missing our Gray Fox". There are plenty of supply trucks to investigate, but half of them automatically transport you to a different area ("Uh Oh, the truck have started to move!").
Cheap hits (including trap doors) will frustrate you to no end and send you back to the jungle where you started. I will give the game credit for its intense, pulse-pounding musical score. It's truly impressive for the NES. In the final analysis, Metal Gear did a fair job of establishing some original concepts that would define the series in years to come, but only nostalgic gamers will want to relive this tedious adventure. A sequel by the name of "Snake's Revenge" also appeared on the NES. © Copyright 2005 The Video Game Critic.
The opening stage is easy and straightforward, allowing you to gradually get comfortable with the controls. You might even start to think that Metalstorm isn't so bad. Oh, it's bad all right! Starting with stage two, the environments become more mazelike, incorporating one-way floors, hidden spikes, and traps like walls that crush you from the sides. Unlike most NES shooters where you can actually enjoy yourself, Metalstorm has you constantly racking your brain to figure out where you can or can't go.
The jumping controls are also problematic. Holding down the jump button gives you more height, but in some areas you need to leap with precision, and the platform designs are unforgiving. A password feature is provided, along with a generous number of continues. The game's electronic music is catchy in the first stage, but like the rest of the game, it's all downhill from there. Metalstorm's gravity-flipping gameplay could have been interesting, but thanks to its poorly designed stages, the game has little to offer aside from a splitting headache. © Copyright 2008 The Video Game Critic.
Metroid features a lot of platform jumping, but you can also roll up into a little ball to squeeze through tight openings. The aliens come in all shapes and sizes, each the sooner you recognize their distinct movement patterns, the better. There are several sub-bosses and a huge "Mother Brain" waiting for you at the end of the game. Metroid is tough, and its regenerating aliens can gang up on you in a hurry. Fortunately there are all kinds of weapons that you can obtain to augment your firepower.
The game features good graphics, memorable music, and creepy sound effects. I have a few minor gripes. Many of the areas look very similar, so backtracking can be confusing. Also, there's nothing worse than having to jump for your life out of the dreaded "sea of fire". A long password is provided after you die, and some of the letters are not English. The game's ending is regarded as one of the more memorable ones in video game history. A highly acclaimed sequel, Super Metroid, was released for the SNES in 1994. © Copyright 2002 The Video Game Critic.
You view the action from overhead and score points when your opponent can't keep up and falls out of view. The scenery sports interesting details like a box of Toppies cereal in the kitchen, sand castles on the beach, and rubber duckies in the bathtub. Micro Machines employs effective scaling techniques to heighten the sensation of jumping ramps or falling off a ledge. A lengthy challenge mode is available for the solo player, but it's rather easy and long. The game is better suited to head-to-head action, lending itself to thrilling races and unabated trash talking.
Each tournament consists of several randomized stages. You'll be tempted to lean on the accelerator button, but after falling off the kitchen table a few times, you'll learn to take a more cautious approach. To be honest, memorizing the track layouts gives you a huge advantage. The game generally looks great, but for some reason the menu screens are subject to jitters and unsightly artifacts along the edges. On the back of the golden cartridge is an A-B switch, but this didn't seem to have any effect. It doesn't really matter, because Micro Machines represents some of the best racing action you'll find on the NES. © Copyright 2009 The Video Game Critic.
My friend Chris insists that the visuals are slightly cleaner, but the rest of my friends were not convinced. At the very least I would have expected that glitchy menu screens to have been fixed, but they look exactly the same. It's hardly an upgrade, but Micro Machine's first-class racing action cannot be denied. The frenetic fun of racing toy cars around a house never gets old, especially when competing against a friend. © Copyright 2009 The Video Game Critic.
The side-scrolling stages are non-descript with walls, trees, pools of lava, and chests. Enemies like mummies, birds, and skulls materialize out of thin air - sometimes on top of you! Opening chests (and there are many) requires jumping off of them first, which turns out to be a major hassle. The controls are bizarre. Hitting the jump button in mid-air causes you to stop suddenly, and if you keep hitting it you can hover sideways.
Collect enough "mighty coins" and you'll earn a new costume with special powers. Collect too many coins however and you're banished to some kind of "torture room". Wait what?! Sandwiched between the side-scrolling levels are single-screen stages more reminiscent of the original game - and frankly a lot more fun!
Mighty Bomb Jack's graphics are uninspired but I like the upbeat music. It's challenging to play for score because the game dares you to "glory seek" and take unnecessary risks. At the conclusion of each game you're presented with a "game deviation value" that rates your performance, and I always get 48. While somewhat contrived, Mighty Bomb Jack accomplished what it set out to do. © Copyright 2016 The Video Game Critic.
The only element that had to be sacrificed for this home version was the size of your fighter, Little Mac. He's about half the size of his opponents, but at least his height gives you a nice view of the action. He'll face ten colorful characters from around the globe, including Glass Joe, Von Kaiser, Piston Honda, Don Flamenco, and King Hippo.
Superb controls let you punch high or low, block, and dodge. Unlike other boxing games, this isn't a button-mashing affair. Each fighter exhibits telltale signs that they're about to punch, and the key is to dodge these moves and retaliate with a flurry of counterpunches. Timing is important, but the process of breaking down your opponent's weaknesses is paramount.
Mike Tyson's Punch Out!! is full of surprises, like Mario playing the role of referee and cut-scenes showing Little Mac running in front of the New York skyline as trainer Doc Louis rides alongside him on a bike. What's up with that pink jumpsuit, Mac? The music is so terrific that you never tire of hearing it, and crisp audio effects include Soda Popinski's mocking laughter.
I recently played this game with friends Steve and Chris (who played it as kids) and we all had a blast. They taught me that if you press the select button at just the right time after a round ends, you can restore a chunk of your health. A pass code is offered after every few fights, so you don't always have to start at the beginning.
I've never faced Mike Tyson, but if you watch the intro screens, you'll see a picture of him with his toothy grin. I really can't get over how similar this game is to the new Wii version, but as my friend Chris put it, "you can't get any better than perfection." Note: This game was later re-released as "Punch-Out!!" after Mike Tyson got into legal troubles. © Copyright 2009 The Video Game Critic.
Yes, Milon's Secret Castle incorporates all the standard cliches you expect in a platformer. You control a little guy wearing a nightcap. I don't think I've ever seen an actual person wear one of those in real life, by the way. Carnival-style music adds to the unintentionally creepy atmosphere.
You fire bubbles at enemies which you can angle slightly upward or downward. This control style is unorthodox but original, and I grew to like it. Stages are populated with a hodgepodge of cute creatures like cyclops, demons, and walruses. Shooting certain blocks reveal dollar signs (money), so you might as well shoot everything in sight and get paid.
Obtaining a key allows you to escape the room, but your real goal is to collect enough money to purchase critical items from the shop. If you enter a new room without a required item, you can toil in misery for a long time before realizing you're hopelessly stuck.
The arbitrary nature of this game really stinks, and just getting through the first stage requires the help of a guide. By the time you face the first boss you're clinging to an ounce of life. And when this game says "Game Over", it really means it. There are no continues! Hudsoft Soft produced some great games in their day, but Milon's Secret Castle wasn't one of them. © Copyright 2014 The Video Game Critic.
Monster Party's ugly opening stage features a tacky pink backdrop and blocks stamped with smiley faces. You walk around swinging a little bat at hipster Asian dudes and naked legs kicking up from the ground. Since your bat is short and foes absorb multiple hits, it's hard to avoid taking damage. Defeated enemies often leave behind a heart to reconstitute your health.
Occasionally there's a doorway to a room. Some contain bosses but a curious number of these rooms are completely empty. What is the point?! One has a dead giant spider along with the text "sorry I'm dead". Huh? Items you collect are lazily-rendered as question marks.
Upon reaching the half-way point of the first stage a dramatic transformation occurs. Suddenly everything darkens and the scenery becomes twisted. Those smiley faces are now decaying zombie heads. Now this is more like it! Best of all, the music improves dramatically.
The bosses are kind of random. There's a bubble-shooting giant plant, and then a ghost with the head of a Jack-o-lantern. Later you have to fight animated fried shrimp and onion rings. I'm not making this up. Why would I?
There are a few things that make this game appealing. First is the deflection feature. If you time your slashes you can deflect projectiles back, instantly killing whatever tossed them. This is an effective way to take down the bosses as well.
Another neat feature is how some foes leave behind a pill that transforms you into a little flying demon that unleashes rapid-fire shots. You only assume this form temporarily, so it's usually a good idea to race to the nearest boss before the effect wears off.
There's something strangely endearing about Monster Party. The stages aren't very imaginative but it's kind of fun to see what kind of weird creatures the demented designers came up with. There are fish with legs, tentacled eyeballs, and dogs with zombie heads. Monster Party has a vaguely Halloween theme, but it's best described as brainless, nonsensical fun. © Copyright 2022 The Video Game Critic.
The tilted overhead perspective conveys a sense of depth, but the dips and turns of the track are not rendered clearly at all. Not only do hills often resemble turns, but the road often appears to come to an abrupt dead end! Is it any wonder my friends and I were constantly plowing into guardrails? Even crushing rows of cars is lame - about as exciting as crawling through the mud.
Then there's the awful control scheme, which only uses one button and yet still manages to mystify!! I could try to explain how the A button is supposed to both accelerate and shift gears, but I'm trying to limit this review to one paragraph. And if you expected the two-player mode to save the day, you'd be sadly mistaken my friend. When your opponent falls behind, the computer forces him back onto the screen, often giving him enough of a boost to overtake you.
I actually played the two-player game with the second controller sitting idle on the floor, and almost lost. You'll catch some air over hills, but that often sends you crashing into invisible walls. But those are the least of your worries. Making contact with another truck sends you into a tailspin, and you usually wind up facing the wrong direction. That certainly doesn't promote a smash-up style of play. I tried a number of the "events" like the "sled pull" and "drawbridge", but each was worse than the last. Never play Monster Truck Rally. It will crush your very soul. © Copyright 2008 The Video Game Critic.
You'll hop along furniture and scamper across kitchen counters while vanquishing a wide variety of creatures. I counted 39 different adversaries in the manual for crying out loud! There are zombies, witches, skeletons, ogres, minotaur, and just about anything else you can think of. There's even a God-damned Kraken for Pete's sake! The creatures tend to be rendered in few colors and subject to break-up, making them hard to discern at times.
The controls are really good. The double-jump works like a charm and when you punch you unleash a visual burst of energy. Sometimes you'll find a large key, but all you can do is hurl it at oncoming creeps. The gameplay is ordinary and predictable. The stages are plain and the worst has to be the obligatory sewer level (required by law).
It sucks how you sometimes jump off a table and fall into a mob of monsters milling around below. The two-player simultaneous mode is fun in theory, but in practice it's hard to keep both characters on the screen. Monster in my Pocket is technically sound but I'm afraid you'll forget about this one the minute you shut it off. © Copyright 2015 The Video Game Critic.
The collision detection is suspect. It's hard to tell if you're missing enemies or they're just absorbing your shots. Your life continuously drains as you play, which you might not notice until your elf suddenly keels over. If you stand over ground with skulls beneath your "vitality" will drain quickly. This elf would not last long in a graveyard! Floating stars replenish your health, but only a sliver at a time. The first stage seems to go on forever, with hazards so redundant you start to think they're randomly-generated.
Stage two takes place in a castle with a maze of hallways and locked doors. There's a giant praying mantis on the prowl, and to be honest that thing is pretty scary! Whatever you do, don't touch water. I find it odd how this elf can survive vicious attacks from giant insects yet instantly dies when he gets wet! As I found myself moving in circles that looping nursery rhyme music pushed me to the brink. I like the simplicity of Mystery Quest but it can't deal with all of its nonsense. © Copyright 2018 The Video Game Critic.
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Screen shots courtesy of Video Game Museum, NES Player, Moby Games, Universal Videogame List, Games Database, YouTube, Atari Times