Surfing, on the other hand, isn't as enjoyable due to its hard-to-grasp controls. Just remaining upright on your board for more than a few seconds is a major feat. Fortunately the two games can be played separately, allowing you to forgo the surfing if you can't get the hang of it.
T&C features appealing, bright beach graphics, and the background music is a lot of fun to listen to. There's a two-player mode, but it's alternating only. On the whole, T&C Surf Designs is not great, but gets by on its sunny graphics and addicting skateboarding action. © Copyright 2005 The Video Game Critic.
It seems like every living creature is out to get you, from charging boars to water-shooting elephants to spear-tossing natives. Giraffes will stick out their necks just to trip you up! The animation is fast and you can earn style points for flipping in mid air. The raised side viewing angle takes a while to get used to. It's a little tricky to line up with ramps, and catching an edge results in a painful wipeout, forcing you to restart the course. Sometimes this will cause Thrilla's entire body to explode!
Thrilla's Surfari is easier once you realize you can regulate your speed. The surfing stages provide a nice change of pace, and plunging down the waterfalls is exhilarating! Boss encounters feature a rhino, scorpion, and great white shark. There are no continues but you earn plenty of free lives via the "guess which coconut" bonus stages. I got into a groove playing Thrilla's Surfari. It's easy to imagine a bored kid in the 80's memorizing every inch of every stage. If you play it enough, you will too. So what are you waiting for? © Copyright 2019 The Video Game Critic.
Taboo responds to any question by playing mystical music while displaying psychedelic graphics, and then displaying a series of cards one by one. The cards reveal very general (and often confusing) "revelations" such as "Your near term goal or destiny is or is influenced by great determination", "Your present situation/attitude is criticism or quarrel", and "Others view you as you search for solitude knowledge or self denial." It didn't take long for me to realize that this cartridge is a pointless waste of time.
You'd think the developer (Rare) might have snuck something clever in there like "You enjoy playing Nintendo", or "You will witness a murder tonight!" But no, it's always very vague and uninteresting. Once all the cards are read, you're presented with a series of "lucky numbers". What's especially annoying is how you need to re-enter all of your personal information before every question. Maybe little girls at a slumber party could have some fun with Taboo, but I doubt it. © Copyright 2004 The Video Game Critic.
To call the action slow would be an understatement. This is the opposite of rapid-fire; you only shoot a single bubble-like projectile at a time. Fortunately it only takes a shot or two to knock out most foes. If you miss an incoming enemy however you have very little time to get out of the way. You can fire diagonally but with absolutely no precision whatsoever. There were times when I found myself wanting to turn around and go back to collect an item I missed. Guess what - you can!
Just press button A and you'll fly upside-down in the other direction, causing the scrolling to reverse in the process! Just be careful not to get caught up on the scenery, because getting pushed off the screen will cost you a life. Despite its deliberate pace Talespin had me hooked. The bosses are reasonable in difficulty and you can upgrade your plane in a number of ways - including firepower.
The stages are short but unique, taking you through a baseball stadium and even in the clouds of a raging thunderstorm. Bonus stages let you "surf" clouds for big points. Your total is only displayed on the pause screen, so you may want to take a peek on occasion. Talespin is different from what I expected but its happy-go-lucky spirit won me over. © Copyright 2019 The Video Game Critic.
After a homerun, the scoreboard shows the hitter rounding the bases, and he looks really queer waving his arms up and down. Between innings the scoreboard displays bizarre messages like "Go ahead!" and "Fight!" The players are completely fictional, the stadium is generic, and the crowd looks like a huge pair of plaid pants. A catchy theme song plays throughout the entire game, and I kind of enjoyed it. Tecmo Baseball has its quirks, but nice controls and brisk pacing makes it playable enough. © Copyright 2004 The Video Game Critic.
The action is viewed from the side and the main drawback is how you can't see receivers going deep. A handy dotted line on the field indicates where you need to reach for a first down, and this was ten years before the technology was used on live TV! The well-animated players are not only decked out in their proper uniforms, but even their skin color is correct!
The visuals are exceptional but it's the tight gameplay that makes Tecmo Bowl such a winner. A simple passing system makes it easy to target receivers, and throwing to a well-covered man usually results in an interception. The running game lets you tap the A button to break tackles, sometimes tossing players across the screen in the process! Defenders can dive a country mile, but if you miss, the ball carrier might just take it to the house! You can't switch defenders during the play, so it's easy to get burned by a missed tackle.
Tecmo Bowl only shows its age with its limited options. You can't adjust the game length, although 1:30 minute quarters seem optimal (the clock stops after each play). You only have four plays to choose from, typically two run and two pass. You can bring up your special teams menu on any down using button B.
Catchy music plays throughout and there's even some modest voice synthesis. I never get tired of watching the brief cut scenes (like players high-fiving) and the halftime show features some cheerleader hotties. The computer opponent is competent but the game excels at head-to-head competition. Trash talking optional but recommended. Tecmo Bowl is pure football joy and you'd be surprised how well it's held up over the years. © Copyright 2015 The Video Game Critic.
The numbers 1 or 2 appear over the user-controlled players, but vertical bars are used to indicate which plays you can pass or switch to. As a result, it looks like a whole lot of 1's out there! What a mess. The ball doesn't stand out, so even when you know your team has the ball (they all head down court) it's hard to tell which player has it. Players perform free throws by jumping at the foul line which looks ridiculous.
Once you get the hang of it, Tecmo Basketball is playable enough. I like how players mirror the talents of their real-life counterparts, and it's satisfying to finish strong at the hoop. Like Tecmo Bowl (NES, 1988) there are a few split-second cut-scenes spliced in with the action, but the lack of a half-time show is disappointing. The game offers a full slate of modes and options, including a coaching mode that I found really confusing.
I love the ability to adjust the game speed and length. I have to give the game extra credit for its instruction manual - a 43 page tome that breaks down every real NBA team in detail. The early 90's was an exciting time in NBA history, so reading about the teams and players really took me back. Tecmo Basketball never reaches the heights of Tecmo football, but hoops fans will probably find enough to like about this. © Copyright 2016 The Video Game Critic.
The players are slightly smaller, but this allows more room on the field for sophisticated plays to unfold, including double reverses and flea flickers! You also can see a little further downfield. Like the first Tecmo Bowl, the field is viewed from the side, but it looks sharper and more realistic. Cheerleaders line the top of the screen and the first few rows of fans are visible. Interspersed with the on-field action are dramatic cut scenes that highlight diving catches, punts, sacks, and touchdown celebrations.
During field goals, you get an awesome view of the ball sailing through the uprights. Field goal kicking uses an accuracy meter instead of a power meter, which is far more challenging and satisfying. Receivers automatically leap for high passes, and many passes are tipped (which unfortunately you can't catch). As usual, there's some provocative cheerleader graphics shown during half-time. Why modern football games haven't adopted this cheerleader "feature" is beyond me! Packed with features and infinitely playable, Tecmo Super Bowl is without a doubt the ultimate football game for the NES. © Copyright 2004 The Video Game Critic.
These stages offer generic jumping and punching action, but some of the bad guys are surprisingly intimidating, especially the mechanical spiders and scary thugs with chainsaws. Pizzas replenish your health, and occasionally you'll find special weapons like throwing stars and boomerangs. The turtles control very well but are prone to cheap hits when walking near the edge of the screen. Once a turtle depletes his health, you choose another to take his place. The game doesn't end until you use all four, and three continues are available.
The graphics are mediocre at best. The turtles themselves look okay but some enemies can be hard to discern, and the fighting action is somewhat sloppy and plagued by heavy flicker. Swimming and driving stages effectively break up the monotony, although swimming through narrow caves of electrified seaweed is very difficult. TMNT's audio includes some catchy musical numbers that are bound to bring back memories for long-time NES fans. It's rough around the edges, but I think this oldie is still worth checking out. © Copyright 2004 The Video Game Critic.
The stages look clean but unspectacular, ranging from city streets, to sewers, to a snowy central park. In the street stage, you can look into a store window to see Shredder and April on the TV news, which I thought was pretty clever. TMNT2 is one of the first console games I can recall that features blatant advertisements - in this case for Pizza Hut. Despite its polished look, TMNT2's gameplay is positively mind-numbing. Enemy ninjas make dramatic appearances by breaking down doors and jumping out of manholes. These guys are always pulling out new weapons like stars, dynamite, and even snowballs.
In addition to your normal attack you have a jump-kick, but it doesn't work well and you tend to leap right over your target. Other problems include excessive flicker, poor collision detection, and bosses that require upwards of 30 hits to defeat. It's especially annoying the way hazards like huge bowling balls pass harmlessly through the bad guys. A two-player mode is included, but the flicker and slow-down make it nearly unplayable. Even the music is weak. TMNT 2 might look like fun on the surface, but playing it proves otherwise. © Copyright 2004 The Video Game Critic.
TMNT3's vibrant, sharp graphics are among the best I've seen on the NES. The flicker and slowdown is minimal in the one-player mode, although the two-player mode is still a mess. The improved graphic quality is particularly evident in the scenic backgrounds, which include a beach, a massive submarine, and the Brooklyn Bridge. Most importantly, TMNT3's gameplay is far more appealing and satisfying than previous chapters, thanks to additional moves that spice up the action.
Not only can you impale and throw those dirty ninjas at will, but you can even toss them into other enemies. The jump kick has been improved so you can even kick bad guys in fairly close proximity. The standard attacks are more effective as well, sending thugs flying all over the place. The bosses look sharp and are far more reasonable to defeat than the last game. TMNT3: The Manhattan Project is a real treat. Konami made all the right moves with this one. © Copyright 2004 The Video Game Critic.
You'll use your fists to dispatch thugs that resemble Rick Flair with their flowing blonde hair. The fighting is an exercise in button-mashing and the animation is pathetic! Thugs being punched alternate between standing poses and throwing their arms back. When you try to exit the stage the game says you can't leave until you beat up more bad guys! Give me a [expletive] break! It turns out those motorcycle thugs are invincible! When I died the screen turned to white noise, and I thought my NES was broken!
In stage two you drive a motorcycle diagonally up a canal with an 18-wheeler bearing down on you. I like how you can shoot open doors but there doesn't seem to be any way to prevent that truck from overtaking you. Well, I did find one way... and it's called the Game Genie (ain't too proud to cheat!)
In stage three you're searching a hospital for Sarah Connor, shooting interns in the legs since the Terminator isn't allowed to kill people. It's actually more satisfying to shoot people in the legs because you get to watch them keel over in pain. It took me a while to realize the pursuing cop was actually the T-1000.
In the next stage you're supposed to blow up Cyberdyne Systems by collecting and depositing barrels. I toiled through this stage for an hour before finally giving up. Had a Terminator been watching me review this excruciatingly poor game, I'd imagine he'd say "I know now why you cry, but it's something I can never do." © Copyright 2016 The Video Game Critic.
As you hop between platforms and pipes it's hard to tell what's in the foreground or background. Adding insult to injury, the collision detection royally sucks. The health bar colors are reversed, which is confusing. Terminators appear early and often, including some that bear a cartoonish resemblance to Arnold. The problem is they are so stupid! Half the time they walk right off their platforms and plunge to their death! They aren't very scary and you can often simply avoid them.
You're armed with a rapid-fire pulse rifle, but you must stop and crouch to use it. This makes the gameplay feel slow and clunky. While in the crouch position you can aim diagonally upward or downward. This helped me discover the little-known weak point of Terminators - their feet! It seems like I killed most Terminators by shooting them repeatedly in the foot. When you eventually emerge from the sewers it's a real breath of fresh air - literally!
The post-apocalyptic cityscape is a sight for sore eyes, although that moon looks more like the Death Star. There are a few driving stages but these are as shallow as they are brief (very). The next set of stages have you jumping between really narrow ledges while avoiding Indiana Jones-style spear traps. Wait what?! This is where you realize just how sketchy the jumping controls really are. And what's the deal with these grenades? Those things are absolutely worthless. No wonder we lost the war. © Copyright 2015 The Video Game Critic.
Nintendo's Tetris offers two variations and nine skill levels. The A variations are a test of endurance as you try to last as long as possible against a relentless onslaught. You might think you have things under control, but one false move and the situation can deteriorate in a hurry. The B variations incorporate pre-existing blocks and your goal is to finish 25 lines. At first I hated how this variation ends abruptly, but the idea of a quick game of Tetris grew on me. The music selection includes three traditional Russian-style tunes, and the tempo picks up as the blocks pile up.
Comparisons between this and the Tengen version are unavoidable. The Tengen game was yanked from the shelves in 1989 after a Nintendo lawsuit, and many gamers believe it is superior. This Nintendo version probably has the edge in terms of single-player action. The blocks are bigger, the controls are more precise, and the music is better. This Nintendo version lacks a two-player mode, and for the life of me I have no [expletive] idea why they didn't include one. My friend Brent is a Tetris master (no joke), and he strongly favors this Nintendo edition (although he admits nostalgia may be a factor). Personally I think it's pretty much a draw. © Copyright 2013 The Video Game Critic.
The basic one-player game has a few interesting features. Statistics are displayed at the top of the screen, and completed rows are punctuated with the words "single", "double", "triple", and "tetris". After completing a certain number of rows you're awarded with a bonus and treated to a little intermission with tiny Russian dancers. That's nice, but there are some minor flaws.
The statistics area encroaches onto the playing field, and it's hard to see the "next piece" in the top corner. The pieces are smaller than the Nintendo version but bolder in color. Unfortunately, when a piece drops into place, it turns the same color as the whole mass, and I don't like that. Finally, there are some subtle "rotation positioning" quirks that casual players will definitely not notice but experts probably will.
The two-player head-to-head mode is what makes this edition so attractive. Each player can choose his own skill level or handicap, and you can play for score or lines. The coop and computer variations are not as exciting as you might expect. Both players are forced to share the same play area, which is confusing and aggravating when blocks bump into each other. The rarity of this cartridge is subject to debate, but it certainly is pricey. Tengen's Tetris offers more razzle-dazzle than Nintendo, but I'm not convinced it's a better all-round game. © Copyright 2013 The Video Game Critic.
Rocketeer's graphics are nicely detailed, beginning with the hangar stage decked out with old-timey airplanes, machinery, and air show posters. The characters however are very small. In fact, while jumping between ledges I felt like I was playing Pitfall II: Lost Caverns (Atari 2600, 1984). You'll duck behind crates and trade shots with color-coded bad gangsters. Men in black will go down with one shot but the red dudes can absorb three bullets.
You can run out of ammo, so grab piles of bullets wherever you can find them. You also have a supply of grenades that are so weak you basically need to nail an enemy in the face with one. Defeated foes disappear in some kind of purple pixie dust - perhaps to moderate the violence. What's irritating is how you can overlap with enemies, causing you to incur serious damage while being unable to hit them!
Still, I found the game to be quite fun and the excellent music helped me get into a rhythm. Certain areas let you zip around in a jet pack, but boy oh boy is it hard to control. The stages tend to run so long it feels like a battle of attrition with health hard to come by. I wish there was a score to help measure your progress. The Rocketeer boasts excellent production values but beyond that it's pretty vanilla. © Copyright 2020 The Video Game Critic.
Once the action begins you're guiding some kind of rocket ship over the ocean, tapping the fire button to fire rapidly. Yeah - it's one of those tapping games. You'll definitely want to whip out your NES Advantage joystick for some auto-fire action. I hate how the sound of your shots interrupt the musical notes, making an otherwise spirited melody sound out of sync.
Thunderbirds seems terribly difficult at first. Your ship consumes a lot of the screen and isn't very maneuverable. Between large enemy planes approaching from the top and their criss-crossing missiles the screen gets crowded in a hurry. Once you reach land you'll deal with tanks that unleash rapid-fire shot barrages that eviscerate anything in their path.
Since there's no scoring you're better off just avoiding the more dangerous enemies. Instead focus on the red enemies that release power-up icons. Unfortunately these valuable icons tend to dance away from you when you try to snag them. The developer must have been a total dick. Sometimes they even float off the top of the screen!
Once you get over the initial learning curve Thunderbirds isn't so hard. Between stages you can select your next ship and location, though none are particularly interesting. Keep an eye out for hazards like hard-to-see geological outcroppings and indestructible mines. Thunderbirds provides a password but its input mechanism is awkward and time-consuming. If you're looking for an NES shooter you could do a hell of a lot better than this. © Copyright 2022 The Video Game Critic.
Their red missiles are slow but large, giving you little margin for error. Your helicopter hits an invisible barrier when it's about an inch from the edge of the screen, limiting your room to maneuver. Your potent firepower is the best part of the game, letting you fire four missiles at a time in rapid-fire fashion.
You also have a supply of bombs, and since you can't fire backwards, these come in handy when tanks sneak in from the lower part of the screen. Two special bombs are attached to either side of your plane, and taking a hit on either side will detonate one and save your life. It's like an automatic safety mechanism. Some power-up icons augment your firepower by latching on a small helicopter, and if you hook up a few you're nearly unstoppable.
Tiger-Heli's graphics are somewhat plain with static scenery. The developers were apparently trying to achieve a 3D polygon look with those angular forests. Nice try, boys. The game lacks an auto-fire option, but you can bump up the grade slightly if you own an NES Advantage joystick (which has an auto-fire feature). Tiger-Heli lacks the polish of a first-rate NES shooter, but if you're in the mood for some simple shooting action this one isn't a bad choice. © Copyright 2011 The Video Game Critic.
You can regulate your speed but in general the action is pretty slow. Just keep an eye out for the occasional crocodile. Dangers along the river banks including natives blowing darts and fisherman casting lines. Be cautious of rapids, as the game has a tendency to bait you into dangerous routes. There are occasional surprises like a green mass that turns out to be a shambling swamp monster. The graphics are bright and colorful but it's hard to tell what certain objects are supposed to be.
The "Jurassic" stage is a monumental letdown, with just a few cartoony dinosaurs lining the shore. The screen has an icon bar on the lower right but I couldn't tell you what those symbols and numbers are supposed to mean. They aren't even explained in the manual. The music features surfing and banjo tunes that put you in the right frame of mind. I was surprised how much my friends enjoyed Toobin. I guess there's something to be said for a game that lets you take your time and just relax for a change. © Copyright 2018 The Video Game Critic.
Top Gun begins with the beautiful sight of your F-14 fighter firing up its engines in front of an orange sunset. This would have been a perfect spot for the electronic version of "Take My Breath Away" to kick in. After selecting your missiles you view the action from a first-person cockpit perspective. Sitting on the deck of an aircraft carrier your instrumental panel implores you to "Take off!" before doing so automatically.
Not only does your plane take off on its own accord but also ascends to the proper altitude. There's not much to see but the clouds whizzing by conveys a sense of speed. Releasing the directional pad causes your plane to automatically even out, gliding over a soft bed of clouds.
The first mission eases you into the game. Little dots appear on your radar, and once the planes appear on your HUD the dog-fighting action is fierce. Enemy planes nicely scale, bank, climb, and dive in a realistic manner. You can shoot them with your guns or knock them out with lock-on missiles, both of which are satisfying.
Things get extra intense when missiles which look like floating bombs appear. You must either shoot them down or guide them off the screen. When an enemy is hot on your tail you'll need to abruptly shift side to side to shake him. Welcome to the danger zone. The sound of your plane getting riddled with bullets is wild. When you get shot down, the game resumes immediately where you left off, which is nice.
One infamous part of the game is landing on the aircraft carrier at the end of a mission. The carrier looks impressive as it scales in but the game actually makes things more confusing than necessary by flashing rapid-fire instructions like "up up!", "speed up!" and "left left!" Due to aircraft controls you actually need to push "down down" when it says "up up".
Nailing that landing feels like a momentous accomplishment, but it's downright hilarious when your plane plunks into the water just short, or badly overshoots the carrier. If that doesn't make you laugh, the ensuing "mission accomplished" message will.
Each of the four missions is a little different. Mission two features battleships and even submarines to sink, and at one point you need to dock with a refueling plane. There's good variety but it's that pick-up-and-playability that what makes Top Gun such a winner. © Copyright 2022 The Video Game Critic.
Top Gun: The Second Mission reminds me of After Burner (Sega Master System, 1987) with its frantic, high-octane gameplay. You're shooting madly at everything in sight including battleships in the water below. You can't really linger on any target because missiles are constantly heading your way.
The button scheme is a bit different with one now dedicated to guns and missiles, and the other to speed control. Not sure if that's much of an improvement. It doesn't help that "up is up" and "down is down" by default. The first thing you should do is change the controls to "reverse" flight controls via the main menu.
The scenery is pleasing to the eyes as lines on the water below convey the illusion of zooming over the ocean waves. Moving side-to-side lets you angle your plane, and holding it causes your plane to perform a barrel roll. The controls are more responsive than the first game but also very touchy. When I performed an evasive barrel roll it was almost always by accident.
Enemy planes look bigger on your HUD but the choppy animation blows. You often can't tell what the [expletive] is going on! Not only is the frame-rate erratic, but the graphics are prone to breakup. While performing barrel rolls you'll see planes, bombs, and glitches flashing all over. It's too much to process, not only for me but for the system as well!
One thing I hate is how the bombs can hit you when they still appear to be far off in the distance. You barely have a chance to shoot them down! Another thing that sucks is how when you lose a plane you'll need to restart your current mission from the beginning.
I tried the head-to-head split-screen mode against Brad while Scott M cranked up music from the film to get us pumped. The battles seemed mindless and short, but we loved the "ending" animations of the winning plane landing as the losing pilot parachutes down.
Top Gun: The Second Mission has a better sense of speed and intensity than the first game, but feels too random and confusing. I like the voice prompts and bosses, but the music is painfully hokey. I had a few of my friends give this a go, and the word I kept hearing was "unplayable". When all is said and done I much prefer the controlled, measured pace of the original. © Copyright 2022 The Video Game Critic.
Apparently every living creature on Mars hates your guts. People driving in cars throw trash at you. Thugs hiding in trash cans shoot at you. Pink midgets drag you into back alleys and try to kick your ass. Hell, you can't even walk past a construction wall without little arms reaching out of holes to slug you! Police converge but a good punch or two sends them flying clear off the screen.
The first "boss" encounter is against Sharon Stone - the woman you thought was your wife. It's impossible to survive this screen unless you know one wildly non-intuitive secret. After killing Sharon Stone you have to jump over the guy standing in the doorway who is firing a machine gun non-stop. Oh yeah - that makes sense. Total Recall gets better as you progress, but not much better.
Revisiting locations from the film, stage two lets you fight inside of an X-Ray machine, causing everybody to look like skeletons! Okay, that's kind of clever. In the subway station you'll fight the same guard over and over while contending with annoying dogs that latch on to your leg. Winning Total Recall is more about learning the "trick" to each stage than exhibiting skill. If not for the movie license I doubt this one would be worth the aggravation. © Copyright 2014 The Video Game Critic.
Totally Rad begins like a typical side-scrolling shooter as you run along a path with nice amusement park scenery (Disney?) tucked away behind layers of trees. You'll blast green guys in hazmat suits, floating ballsacks, and old geezers flying around in pods. What makes the game interesting is your magic meter, which allows you to perform one of 12 spells at any time. And these are really useful, allowing you to replenish life, stop time, shield yourself, and fly. You can even unleash destructive spells to obliterate on-screen enemies.
Best of all, all spells are available from the start. Magic comes in handy because enemies absorb multiple hits and some can be a real pain in the ass. Stage two takes place in a circus tent, and if you harbor any fear of clowns, this will only serve to reinforce it. After you shoot one down from balloons, it comes lunging straight at you! That's disturbing! If you die you have to replay the entire stage which is really bogus if you've already reached the boss.
The third stage takes place in a gothic city, looking like a scene from Batman Returns (Konami, 1993). The game doesn't display a score, but if you scroll to the top of your spell screen you'll find an "enemy killed" counter. What the game really needs is a password. Totally Rad feels is extremely dated but the magic element adds an interesting, strategic twist. © Copyright 2017 The Video Game Critic.
The players are short and squat, which makes sense considering the overhead view. But what is the point of having the camera to pan all the way left and right before each play? The controls are a mess - especially after a reception. Sometimes pressing A makes your player run faster, but half the time it throws the ball back to your other receiver! If you're lucky a teammate will pick-off the errant pass before it's intercepted. I actually witnessed three interceptions occur during a single play! What the [expletive] is going on?!
Does Touchdown Fever offer any redeeming qualities? Well, I like how it cleverly emulates speech by using beeps of varying tones. For example when a referee shouts "first down" you'll hear two beeps that kind of sound like "first down" in your head. I also like the fact that there are not one but two halftime shows (one for each team) starring both cheerleaders and mascots. The music that plays throughout is quite good and the game length is about right. But it speaks volumes when you play a game called Touchdown Fever with a friend and neither one of you even sniffs the endzone for the entire game! C'mon man! © Copyright 2019 The Video Game Critic.
Each event is brief and easy to learn, and a few can be played by two people at once. In general the controls involve tapping a button to gain speed, and then holding down the directional pad to measure your angle. I remember back in the 80's when people were coming up with all sorts of crazy techniques for tapping the buttons, including running a coin back and forth feverishly over the controller. When you qualify for an event, the crowd roars and flashes enthusiastically, but breaking a world record is the ultimate achievement.
Most events are terrific but the difficulty is uneven, and I found games like skeet shoot and high jump to be excessively difficult to qualify for. Another issue is the obvious lack of playing modes, probably due to the game's arcade origins. You basically keep playing events until you fail to qualify, at which time your game ends abruptly. Upon completing a round, you advance to the next with a higher difficulty. Track and Field is a bit simplistic compared to latter day track and field games, but in terms of sheer fun, it's hard to beat. © Copyright 2004 The Video Game Critic.
Track and Field II is more like Summer Games than Track and Field, with more realistic action and sophisticated control. The extensive event list consists of fencing, Taekwondo, triple jump, pole vault, freestyle swimming, canoeing, high dive, archery, clay pigeon shooting, hurdles, hammer throw, and horizontal bar. To be honest, I'm not sure if many of these events deserve to be in a Track and Field game. Fencing and Taekwondo play like mediocre fighting games, and I'm still clueless about how to use that stupid horizontal bar.
The highlights of the game are the "real" track and field events like the pole vault and hammer throw, which tend to employ the same tap and hold controls from the original game. The archery and shooting events have been completely overhauled from the previous version, and these new versions are brilliantly conceived and satisfying to play.
Track and Field 2 also offers new playing modes including training, championship, and a two-player versus contest. Unfortunately, the two player "versus" mode is sorely lacking, with only three events: Taekwondo, fencing, and… arm-wrestling?! There's no good reason why more two-player events couldn't have been incorporated. Overall, Track and Field II is an impressive technical accomplishment for the NES, but players who crave head-to-head arcade action will probably gravitate towards the original game. © Copyright 2004 The Video Game Critic.
Most NES side-scrollers have some kind of gimmick, and in this case it's a shield which can be positioned at five angles. This adds some much-needed strategy, particularly against the bosses. The action starts in a run-down city but later moves on to jungles and caves. Although the game is fairly linear, you'll occasionally wander off the beaten path, by falling into a sewer for example.
Some enemies look like knights with maces, and there's a red guy who looks suspiciously like M. Bison of Street Fighter II fame. Since Capcom made both games, it might not be a coincidence. I did encounter some minor problems with the jumping controls and collision detection, but overall Trojan is still a good time. © Copyright 2003 The Video Game Critic.
I like how the screen scrolls a little left and right, allowing you to focus on certain areas while avoiding danger zones. You can change weapons by grabbing colored icons and each can be powered up several degrees. Those floating icons are elusive as hell, dodging you like they didn't want to be collected.
My favorite weapon is the yellow shot because it's so unusual. Not only does it fire in four directions at once, but its shots slightly curve toward enemies. You collect bonus stars from battlefield ruins, cashing them in for points if you make it back in one piece.
The difficulty is moderate and landing on the ship at the end of each stage gives you a well-earned breather and a sense of accomplishment. Twin Cobra is at its best when you're using a good joystick with turbo control. Otherwise your hand is going to be pretty sore. Also of note is that Twin Cobra is missing its twin; this game is one-player only. © Copyright 2020 The Video Game Critic.
The scenery includes water, desert, and jungle, and an enemy fortress. In certain stages you can actually blast enemy strongholds to reveal hostages to rescue. Twin Eagle's graphics are plain and lack detail. Soldiers have huge heads, and the green ones look more like Martians. Instead of bosses, the end of each stage bombards you with high speed enemies. A limited number of continues are available. Twin Eagle is not a great one-player game, but the two player mode drastically increases the fun factor. © Copyright 2001 The Video Game Critic.