Races are four laps long and your primary goal is survival. There's little in the way of scenery so you'll spend most of your time staring at tunnels, rocky gorges, and ice walls. Even the track running across floating asteroids is pretty unspectacular. At least the animation is smooth. The roads tend to be narrow so there's not much room to maneuver. That's fine because you'll mainly be blasting cars ahead and blazing through their wreckage.
The poor controls however seem to have been designed for another game. Your laser shoots frustratingly high, harmlessly passing over targets 80 percent of the time. Pushing up to accelerate is never fun, and the B button is a poor alternative because you have to let off the gas to use your weapons. Speaking of which, the best weapons like missiles and smart bombs are really hard to come by, so you're basically stuck with lasers and mines (ugh). The game's repetitive soundtrack is downright goofy at times. If you don't complete a lap within the time limit the game says "Time out!" Huh? I guess it makes sense, since playing Impact Racing makes me feel like I'm stuck in time out. © Copyright 2020 The Video Game Critic.
Your yellow sub can simultaneously fire torpedoes forward (rapid-fire), launch missiles overhead, and drop mines below. The eye candy is amazing as torpedoes leave bubbly trails, splashes ignite the water surface, and mines trigger chain reactions on the ocean floor. Most enemies are underwater, but you can surface to engage airplanes and level buildings. The destruction quotient is pretty much off-the-charts as bridges collapse into the water, sending train cars plunging into the depths.
In The Hunt's soundtrack isn't remarkable, but it does call to mind those glorious days when 16-bit ruled. There's just one thing that prevents In The Hunt from achieving greatness, and that's the heinous slow-down that occurs when the action heats up. It's hard to ignore in the single-player mode, and it practically ruins an otherwise terrific two-player simultaneous mode. In The Hunt is a fun game, but it seems like the hardware is struggling to keep up every step of the way. © Copyright 2008 The Video Game Critic.
Just wait until you witness that incredibly blocky green mess that is allegedly supposed to be the Hulk. Actually all of the graphics in this game look pixelated and indistinguishable to the point where you feel the need to avert your eyes. The sound effects are muffled, and the background music consists of loud grinding guitars that only add to the agony.
As you wander around the monotonous 3D areas, you'll battle weak robots, solve inane lever puzzles, and take cheap hits from every direction. Every level is chock full of traps and unavoidable projectiles that only succeed in making the Hulk's life a living hell. After just a few minutes of playing this game, even I was enraged. © Copyright 2002 The Video Game Critic.
It shouldn't be hard to make a decent 2D platformer for the Saturn, but Johnny Bazookatone will have you believing otherwise! These stage designs are awful! There are green thorns (fatal to touch) all over the place and deadly pits hidden from view. You tend to get killed by things you assume are part of the background scenery. Mushrooms turn from helpful green to poisonous red for no apparent reason. In one stage I entered a door but after waiting a long time for the game to load, I was told, "you can't go there". What the heck?
The collision detection is atrocious; sometimes you can jump on a mushroom, and sometimes you can't. The clay-mation skeletons look pretty neat, but I hate how they tend to spring up from right under your feet. The small enemies can be hard to make out. Was I just attacked by a floating candle?
Lose a life and you have to restart the entire stage, which is bogus. Johnny's firepower is weak, and the charge attack is useless because it takes forever to power up. And don't even get me started with those slow-motion underwater stages. Blues music plays throughout Johnny Bazookatone, and it's appropriate considering how sad this game will make you feel. © Copyright 2013 The Video Game Critic.
The tables look sharp but their designs are pretty unimaginative, and what's up with the limited color palette? It's hard to make out the details of the table, and those lights are impossible to read. There aren't many targets to shoot for, and it's easy to nail the same one again and again. The flippers are responsive, but there's no plunger control. You can nudge the table by hitting the shoulder buttons.
The physics is a little funky, and it's not uncommon to see the ball come to a complete stop - something unheard of in real pinball. The best part of the game is the frenetic multi-ball modes. Monochromatic animations do a nice job of emulating the LED display of real pinball games, but in general it's hard to tell what's going on.
The game tries to offer hints via pop-up boxes, but they often obstruct your view. The digitized voices sound murky and the non-stop guitar becomes mind-numbing after a while. High scores are recorded for each table. Last Gladiators will mainly interest pinball fans, and even they may find it hard to get excited about this. © Copyright 2012 The Video Game Critic.