[Previous]    [Super Nintendo index]   [Next]

 [A]   [B]   [C]   [D]  E-F  [G-H]   [I-J]   [K-L]   [M]   [N]   [O-P]   [Q-R]   [Sa-Sm]   [Sn-Sz]   [T]   [U-V]   [W-Z

This site contains affiliate links. If you choose to make a purchase after clicking a link, site may receive a commission at no additional cost to you.
Games are rated relative to other games for the same system.

Super Nintendo Reviews E-F

ESPN National Hockey Night
Grade: D
Publisher: Sony (1994)
Posted: 2017/3/12

screenshotWhen it comes to hockey, EA's NHL series reigns supreme on the SNES. If you're looking for a little variety however ESPN Hockey Tonight might be worth a shot. If nothing else, it boasts crisp graphics and excellent audio. I love seeing that ESPN logo and hearing the classic musical theme. A digitized Bill Clement anchors the sports desk but has remarkably little to say! Like the Genesis and Sega CD games you can toggle between a vertical or sideways view.

On the SNES the vertical configuration employs scaling to give you a better view up the ice. It's visually pleasing but your lateral vision remains very limited, making it hard to pass. I also noticed the animation becomes really choppy whenever the puck changes possession. The sideways view offers a vantage point similar to Blades of Steel (NES, 1988), but it's not that great either. I didn't feel like I could aim my shots in this view.

One universal problem with NHL Hockey Night is extremely wide turn radiuses. While trying to deck an opponent you end up skating in circles around him! It's maddening when the puck is sitting in the middle of the ice and you can't touch it! The body check control is assigned to the same button as shoot, which can cause you to accidentally fling the puck the length of the floor!

On a positive note, NHL Tonight lets you lay into unsuspecting opponents after the buzzer, and that's always fun. The audio is arguably the highlight of the game, with lively organ music which gets you into the spirit. I also get a kick out of that angry digitized referee who gets all up in your face ("FACE OFF!!"). The battery backup feature is nice but where the heck is the instant replay? National Hockey Night ranks high in presentation but the actual hockey could use some work. © Copyright 2017 The Video Game Critic.

Copy link to this review
1 or 2 players 

Earth Defense Force
Grade: C-
Publisher: Jaleco (1991)
Posted: 2006/10/26

screenshotThis might have been a perfectly good side-scrolling shooter, but Earth Defense Force (EDF) is marred by unbalanced gameplay. It's the shame the developers didn't take a little time to tweak the weapons and difficulty. You begin EDF by selecting from one of eight weapons, and I personally recommend the guided missiles. Since many enemies approach from behind, weapons that only fire forward are pretty worthless.

The game's forgettable stages include a cloudy blue sky, an underground river, and an ugly city skyline. There's plenty of parallax scrolling, but the scenery lacks detail and generally looks like garbage. You'll face a wide array of flying mechanical beasts, but most require an inordinate number of hits to destroy. The first stage is nearly insurmountable, especially since you only have a single ship to work with. Yes, you have a shield, but there's no audible cue when you take a hit! In the unlikely event that you survive the first stage with powers-ups intact, you'll likely cruise through the rest of the game.

Yes, I'm afraid EDF is one of those "all or nothing" games where you'll suck for ten games, and then get lucky and plow through the entire thing. Slowdown is a factor, but it can be a blessing in disguise, making projectiles much easier to dodge. Despite its old-school flavor, EDF's soundtrack is poor, and sometimes cuts out for no discernable reason. Earth Defense Force might keep shooter fans occupied for a little while, but much of that time will be spent contemplating how much better this should have been. © Copyright 2006 The Video Game Critic.

Copy link to this review
Our high score: 875800
1 player 

Earthbound
Grade: A+

screenshotThis is one of those magical, once-a-generation games you really need to experience first-hand. My short review format can't do it justice, but here we go. The story centers around a boy named Ness investigating a meteor fallen in his quaint hometown of Onnet. Set in the present day, his adventure seems normal at first, so much so that it throws you for a loop when it goes off the deep end, incorporating unexpected twists and turns beyond the bounds of rational thought.

Like any RPG you assemble a party, fight monsters, and build up stats. But Earthbound executes the formula to perfection. The fast text speed keeps things moving and an uncluttered display presents only the information you need at a given time. Some games make it a chore to converse, cast spells, or manage inventory. Here these things are a pleasure. While shopping, the game clearly lets you know when an item represents an upgrade for a character, and will even reimburse you for your trade-in.

Earthbound's journey takes you through roughly a dozen locations. From the metropolitan Fourside, to the zombie-infested Threed, to the resort-themed Summer, each village exudes a distinctive personality. The towns are small enough that you can explore every inch, and interesting enough that you'll want to. The charmingly brief dialog will make you want to chat to everyone you see.

Combat is addictive. It's satisfying to identify the strengths and weaknesses of your foes as your attack options slowly expand. A random assortment of colorful foes include spiteful crows, retro hippies, spinning robots, starmen, kraken, and even a "big pile of puke". The game is non-violent in nature, so when you win a battle it says your enemy "has become tame" or "has stopped moving".

The innovation is off the charts, beginning with an ingenious "rolling damage counter" which injects real-time excitement into the turn-based combat. A clever auto-fight option lets you expedite battles with minor creatures. Upon attaining high levels of experience, weaker creatures actively avoid you. If you do run into one, the game may declare you the victor before a battle can even begin. Deceased party members can be resurrected at a local hospital at a nominal cost.

The hours melt away while playing Earthbound. After being defeated you'll be quick to give it another go because you retain any experience gained, making you more powerful (and smarter) the next time. Should you find yourself not knowing what to do, a helpful "hint guy" in each town keeps you headed in the right direction. A hotel in each town makes it easy to save your progress and refresh your health.

The audio is outstanding. You'll swear those singing birds are tweeting just outside your window. The outstanding soundtrack encompasses a broad range of styles and properly sets the mood in each location. I love how the final battle begins with a weak midi tune that gradually transitions to a roaring heavy metal guitar. Intense!!

With its bizarre sense of humor, random cultural references, and tendency to break the fourth wall, Earthbound treads dangerously close to being an RPG parody. You'd expect a game this "meta" in 2022, not 1995! It's so far ahead of its time it has a post-credit scene! I can't say enough about this one. I doubt I will ever find another game as creative and captivating as Earthbound. Note: Reviewed on the SNES Classic. © Copyright 2022 The Video Game Critic.

Copy link to this review
Save mechanism: battery
1 player 

Earthworm Jim
Grade: C-
Publisher: Playmates (1994)
Posted: 2017/2/3

screenshotIn 1994 Earthworm Jim was the perfect antidote to all the cute, cuddly platform heroes proliferating across the 16-bit landscape. Starring a crass worm in a spacesuit, the game is offbeat and comical. Its irreverent tone is set in stage one when you actually launch a cow through the air! Surreal alien landscapes are rendered with an artistic flair and the animation is quite good.

Jim can leap, grab ledges, climb chains, and ride on pulleys. Not bad for a worm! He's armed with a rapid-fire gun and can also "whip" his head. The visuals are sharp and the jaunty music is just plain fun. Earthworm Jim has style to burn but its gameplay might leave you with a case of heartburn. Jim is subjected to brutal dog attacks and other hazards that appear with little warning. Those pesky blackbirds should not require three shots to kill. The levels wind all over the place and it's not always obvious where you need to go.

The controls are a little clumsy. You'll try to jump but use your propeller head instead. You'll automatically grab a ledge when you're trying to drop down. Your laser gun is constantly petering out. Deadly objects like fish bowls and anvils rain down from above and the collision detection doesn't do you any favors. Thank goodness for that handy "stage skip" code! It helped me get through the game but also exposed the repetitive stages.

The wormhole race is interesting the first time, but after every level? I couldn't figure out that bungee jump stage to save my life, much less complete three rounds of it. Still, the game has its moments like the underwater tubes where you unleash a giant hamster to clear out enemies. That happy-go-lucky skipping puppy in the "For Pete's Sake" stage is bound to put a smile on your face. Earthworm Jim is big on charm and personality and for some that might just be enough. © Copyright 2017 The Video Game Critic.

1 player 

Earthworm Jim 2
Grade: C+
Publisher: Playmates (1995)
Posted: 2017/2/3

screenshotThe first Earthworm Jim was a quirky platformer with plenty of visual pizzazz. This sequel retains the zaniness of the original with less of the frustration. The controls are a definite improvement. Excellent firepower lets you reduce hovering aliens into splashes of green goo. Reminiscent of the cow-launching action of the first game, you sometimes need to haul pigs across the landscape and use them in strategic ways.

Instead of a propeller head Jim now sports a snot parachute and can also snot-swing across slime-covered ceilings. The animations are superb and when standing still Jim looks like he has to go to the bathroom really bad. The music has more of an acerbic edge than the first game and I like it a lot. One unnecessary new addition is Jim's nerdy voice ("way cool!"). Stage one is terrific but stage two really got on my nerves. Entitled "Lorenzen's Soil", it requires you to endlessly tunnel your way through an underground maze with a special gun. The digging effect is technically impressive but it soon becomes super tedious. Adding insult to injury, the stage is timed!

Once that ordeal is over the game really opens up to a wide variety of diverse stages. In one you guide a blind cave salamander through a lower intestine. A hilarious carnival level lets Jim float around with an helium-inflated head. There's even a Zaxxon-style shooter that would be a lot more fun if you weren't required to push a big bomb around. One of the more conventional stages consists of mounds of paperwork and "Level Ate" is composed of processed meat byproducts. After each stage a digitized cow utters "well done!"

Bonus levels involve bouncing puppies on a large marshmallow, and while ingeniously designed these stages really overstay their welcome. I appreciate the much-needed password feature, and the easy difficulty level let me get through a good chunk of the game on my own. But the best aspect of Earthworm Jim 2 is its uniquely surreal atmosphere. Creativity doesn't always equate to fun, but this is far more memorable than most cookie-cutter platformers out there. © Copyright 2017 The Video Game Critic.

Save mechanism: password
1 player 

F-Zero
Grade: B
Publisher: Nintendo (1991)
Posted: 2024/4/7

screenshotThe early days of the SNES the selection of games was light, but F-Zero was a stand-out title. The game effectively demonstrated the system's new mode 7 effects, which allowed graphics to be rendered onto a flat surface and manipulated like a 3D object. Place the stationary car on the bottom of the screen and by sliding a surface beneath it, mode 7 could convey the illusion of it zipping around a track.

F-Zero is a futuristic racer with hovering cars on diverse planets. Grand prix mode pits you against 15 colorful CPU racers. As you navigate the flat courses you can accelerate, lean into turns (via shoulder buttons), and occasionally speed boost. The brake is rarely needed but it's a good idea to let off the gas on tight turns. The frame-rate is super-smooth but the sense of speed when turbo boosting is modest at best.

The background scenery is sparse. Mute City has some interesting structures but they are so far in the distance you can barely make them out. Surrounding the road are colorful "electric" patterns, some of which appear to be sizzling. Other tracks use solid blue to represent water or orange for sand. The idea of riding through "pit stop" zones to recharge energy is very cool.

Memorizing the course layouts helps a lot. You'll quickly learn where you can cut turns and avoid "gravelly" sections of road. Hitting jumps to soar over gaps or leapfrog opponents is great fun. Just make sure you land back on the track or you'll end up a burning heap. You'll also want to avoid collisions when possible, as they can send you bouncing off guardrails like a pinball.

F-Zero didn't win me over until I started playing competitively against the CPU. The first few races were boring but as I progressed it became a struggle to remain in contention. That's because a "limit" kicks in, requiring you to remain within the top N racers. The limit shrinks with each lap, ratcheting up the tension. If you fail to keep up, several continues are available.

The music is very memorable. Track records are saved, and whaddayaknow - the battery is still working! F-Zero's fancy graphics attracted plenty of attention in the early 90's but today it's the challenge and playability that will keep you coming back. Even at the "standard" skill level, it takes some serious effort and determination to complete an entire circuit. © Copyright 2024 The Video Game Critic.

Our high score: 24,700
Save mechanism: Battery
1 player 

Fatal Fury
Grade: F
Publisher: Takara (1992)
Posted: 2020/5/4

screenshotThe original Fatal Fury (Neo Geo, 1991) was a beautiful one-on-one fighter with large characters and ample eye candy. I figured this SNES version would be watered down, but I wasn't expecting such an unmitigated disaster. After choosing from one of three playable characters the word "WAITING!" appears on a black screen for several seconds. This is ridiculous for a cartridge - or any media for that matter.

The stages retain much of the detail of the original, but come across as flat and bland. I did notice a Golden Gate bridge scene that looks new. The scenery slightly changes between rounds, usually with regard to weather or time of day. Fatal Fury doesn't look bad but it plays like garbage. The fighters are small and poorly animated. The controls feel unresponsive and the collection detection is off. The physics is a joke; it feels as though my computer opponent is telepathically jerking me around. Adding insult to injury the CPU tends to dish out cheap, rapid-fire attacks that would be impossible for a human.

There's no inter-dimensional gameplay in this version, which is probably for the best. This game is buggy too! The muffled sound effects are often out-of-sync, understating the impact of each hit. Your score doesn't reset so don't be surprised to begin a new game only to look up and see 52,000 points. No wonder Street Fighter II (Capcom, 1992) ruled the SNES if this was what it was up against. © Copyright 2020 The Video Game Critic.

1 or 2 players 

Fatal Fury 2
Grade: C+
Publisher: Takara (1994)
Posted: 2020/5/4

screenshotThe first Fatal Fury for the SNES was an atrocity. Not only did it fail to capture the spirit of the classic Neo Geo fighter, it was practically unplayable. With Fatal Fury 2 things have improved considerably. It's like night and day really. You now have eight characters to select from, from karate master Jubei Yamada to sexy Mai Shiranui to the hulking Big Bear.

Many stages take place on moving platforms like a train or gondola. I really don't like the restaurant stage because it looks like the city in the background is on fire. Fatal Fury 2's gameplay is pretty solid. The controls feel tight and you can pull off special moves with no problem. The fighters periodically switch between the foreground and background. That can be confusing but it differentiates Fatal Fury from so many other "me too" fighters.

One thing I truly despise are those big blinking circles between each fighter. Are they supposed to be shadows? They are so distracting! The sound effects seem very distant as well. Still, Fatal Fury 2 is faithful enough to the original and you could argue it controls better. But with so many other fighters landing on the SNES, a second-hand port like this one gets lost in the noise. © Copyright 2020 The Video Game Critic.

1 or 2 players 

Fighter's History
Grade: C+
Publisher: Data East (1993)
Posted: 2023/5/13

screenshotDid Data East poach the Street Fighter II (SNES, 1992) programmer from Capcom? Fighter's History feels like an alternate-universe version of that game with the same menu format, visual style, music, and six-button control scheme. Its nine characters practically match up one-to-one with their Street Fighter counterparts. Ray is Ken, Feline is Chun Li, Samchay is Sagat, etc, etc. Is it any wonder Capcom sued?

That said, if you enjoy Street Fighter II you'll feel right at home with Fighter's History. It feels like the same game with a new cast of characters and stages. If it seems too easy at first, that's because the default skill level is easy. You'll want to crank that up to at least medium for any resistance. There are no moves listed in the manual so you're on your own.

The characters are a little smaller than those in Street Fighter. Some stages like the ballroom and fountain locations seem bland and one-dimensional. Others like the canal scene with the gondolas and spectators however look very respectable. The USA stage is set right in front of the Capitol in Washington DC. The soundtrack is less memorable than Street Fighter but still quite good and composed in the same energetic style. In fact, the mountain stage music sounds suspiciously like a slowed-down version of the Street Fighter theme!

Sometimes during a match a piece of "armor" like a leg brace or shoulder pad will flash and can be knocked off. This doesn't have much impact on the fight however. One thing I'm not crazy about is the CPU AI. Instead of becoming more aggressive as you progress it becomes more defensive, clamming up and blocking just about every attack you can dish out.

The first boss is a clown living in some surreal circus world, followed by a guy named Karnov who you may remember from Karnov (NES, 1987). Fighter's History isn't up to Street Fighter II standards but it's quite a faithful knock-off. When I say its characters and stages could be "outtakes" from Street Fighter II, I mean that in the most complimentary way. © Copyright 2023 The Video Game Critic.

Copy link to this review
Recommended variation: Med
Our high score: 116,600
1 or 2 players 

Fighting Baseball (Japan)
Grade: D+
Publisher: Electronic Arts (1994)
Posted: 2020/6/27

screenshot
boxFighting Baseball might be considered a generic version of SportsTalk Baseball (Genesis, 1992) or Ken Griffey Major League Baseball (SNES, 1994). There's actually no fighting in this game, and believe me I tried! I find it interesting how a Japanese baseball title includes American teams as well as Japanese. Lacking an MLB license however you're stuck with city names and ugly, randomly-colored uniforms.

I would have never even heard of Fighting Baseball if not for a popular internet meme poking fun of its fictional player names. You can tell the Japanese developers were trying so hard to create American-sounding names. You get rosters loaded with guys like Dave Cozlov, Mike Johnton, Stan Nurphy, Andrey Vurr, Chris Whitmey, and Jonasan Fidd. That's only a small sample; every team is a treasure trove. Fighting Baseball is mediocre but I like its fast-paced, arcade vibe. It took me all of ten seconds to figure out the controls. When pitching you have full control of the ball on its way to the plate, but making contact with the ball is tough. Maybe because my opponent is throwing 113 MPH fastballs?

After hitting the ball the camera remains low as acres of green grass scroll by. It's especially disorienting because there's no full diamond; only dirt patches around each base. You can use your radar track fly balls, but fielders will gravitate to them on their own, extending their arms to indicate "I got it". When you get a runner on he'll go contact so you'll need to babysit him. The overall presentation is pretty bland, with sporadic cheesy scoreboard animations. Fighting Baseball has novelty value to spare but not a whole lot more. NOTE: I reviewed this on my Retron 5 console which can play Japanese SNES games. © Copyright 2020 The Video Game Critic.

Copy link to this review
1 or 2 players 

Final Fight
Grade: C+
Publisher: Capcom (1991)
Posted: 2004/2/24


screenshotFinal Fight is an enjoyable side-scrolling brawler along the lines of Streets of Rage (Genesis, 1991) only with much larger characters. The two playable characters include the hulking, muscular Haggar and the leaner, more agile Cody. I prefer Haggar because he can finish off enemies much faster. But despite its two playable characters and "buddy" storyline, Final Fight is inexplicably one-player only!

Final Fight's thugs are decked out in tacky, brightly colored outfits, and you can often see them loitering in the background before deciding to enter the fray. One of the more memorable bad guys is an "Andre the Giant" look-alike named "Andore" (to avoid legal issues no doubt). You tend to face the same set of characters over and over, but a new one is introduced every so often.

The action is somewhat repetitive but par for the course as these games go. Combinations of the jump and punch buttons provide all of your moves, and pressing both initiates a special attack. Final Fight is definitely on the easy side, thanks to dumb enemies who line up so you can clock several at a time. Abundant and effective weapons like knives, pipes, and samurai swords also makes your quest easier.

The city street and subway scenery is colorfully detailed, and there are even a few bonus stages that let you smash up cars (a la Street Fighter II). The audio is lacking, with muffled sound effects and generic music, but otherwise this is a very respectable fighter. Final Fight didn't turn out to be as "final" as its title would suggest, as two sequels followed. © Copyright 2004 The Video Game Critic.

1 player 

Final Fight 2
Grade: D+
Publisher: Capcom (1993)
Posted: 2004/2/24

screenshotYou would expect Final Fight 2 to be an improvement over the original, but it's actually less fun. There are three characters to choose from, including Haggar (from the last game), Carlos (replacing Cody), and a shapely blonde named Maki. New features include a much-needed two-player mode, an option menu, and Haggar's new suplex move.

Otherwise it's the same side-scrolling action you've seen before, with most of the thugs shamelessly recycled from the last game. They aren't any smarter this time around, although they do perform cheap "chest butt" running attacks. Never in my life have I seen such a boring, uninspired collection of stages. Each takes place in a different area of the world, so you'd expect them to see some exotic scenery, right? But no, you find yourself in an airport in Hong Kong, a construction site in France, a sewer in Germany, and a train depot in England! Ugh!

And then there's the difficulty level, which is absolutely pathetic. The first Final Fight was easy enough, but this one is a complete cakewalk, constantly awarding you with new lives and piling on six continues! Far too easy and repetitive, you'll probably switch off Final Fight 2 long before you've exhausted your lives. © Copyright 2004 The Video Game Critic.

1 or 2 players 

Final Fight 3
Grade: D-
Publisher: Capcom (1994)
Posted: 2005/6/1

screenshotIt would be hard to imagine a more derivative side-scrolling beat-em-up than Final Fight 3. I still can't get over how spectacularly lame this game is. It borrows so many elements from the Streets of Rage series that it's almost criminal. Four playable characters include veterans Haggar and Guy, along with the electricity-wielding Dean and a lesbian named Lucia (armed with Chun Li's lightning kick).

The fighters are huge, well-defined, and equipped with a fair number of moves, but the good news ends there. Final Fight 3 suffers from the worst case of chronic slow-down I've ever experienced in a video game. In the two-player mode, the animation routinely slows to a crawl! It's absolutely appalling! The "Skull Cross gang" characters are completely recycled from previous Final Fight games (including Andore and his ultra-cheap "chest" attack). It's bad enough to beat up the same five guys over and over in one game - but after three games it's just agonizing.

But Final Fight 3's worst crime may be the stage locations it shamelessly copies from Streets of Rage. There's the bridge, dock, cargo hold of a ship, and - you guessed it - the obligatory moving elevator. The single stage that's even remotely interesting is the colorful Chinatown, but that's very brief.

You'll want to adjust the difficulty to "hard", because at "normal" you can cruise through this game without even breaking a sweat! The shoddy audio features muffled sound effects, and the electronic soundtrack is mostly forgettable, although it does have its moments. A total rehash, Final Fight 3 continued the series on its downward spiral. © Copyright 2005 The Video Game Critic.

1 or 2 player 

Firepower 2000
Grade: B+
Publisher: Sunsoft (1992)
Posted: 2002/3/2

screenshotThis overlooked vertical shooter lets you play as a tank or helicopter, or team up with a friend to unleash some major destruction! First impressions are important, and Firepower 2000 does not disappoint with a nice intro featuring some outstanding thumping music! Quality audio and crisp, vibrant graphics makes it clear that this is not a Genesis shooter. And Firepower 2000 plays as good as it looks. Each vehicle has its own abilities and advantages. The tank can shoot in all directions, but the helicopter is more mobile and not affected by surface terrain. The shoulder buttons toggle your weapons, each of which has three levels of power. The explosions are quite satisfying. Firepower 2000 is a blast, especially with two players. © Copyright 2002 The Video Game Critic.
Our high score: SJ 120070
1 or 2 players 

First Samurai
Grade: C
Publisher: Kotobuki System (1993)
Posted: 2024/10/1


screenshotSome regard this hack-n-slash platformer as a hidden gem but I'm not convinced. First Samurai does feature some beautiful traditional Japanese scenery with gardens, statues, and waterfalls. You'll also venture over village rooftops and through intergalactic space trains. It will require dexterity, brute strength, and even some sorcery.

Enemies you face include centaurs, spiders, aliens, jumping jellyfish, and green mini-Hulks. It's nice how you can rapidly swing your sword all around your body, because insects and birds tend to converge from all sides. When you slash something with your sword however the muffled sound effect is less than satisfying. That Hallelujah chorus that kicks in when you find a basket of food however is crystal clear.

One novel feature is overcoming obstacles by conjuring magic with a bell. If there's a wall of flame, just ring the bell to initiate a rainstorm. If a wall is blocking your progress, ring the bell. As a rule of thumb, whenever you find yourself hopelessly stuck, ring that damn bell!

First Samurai is more sophisticated than your garden-variety side scroller. The lower part of the screen features all sorts of numbers and indicators including special items and a "force" bar. Unfortunately toggling between items is clumsy and error-prone. There's nothing worse than trying to use magic and inadvertently teleporting yourself back to the beginning of the stage!

The stages can be confusing to navigate. It's hard to tell the foreground from the background at times! You'll bump your head a lot just trying to determine the boundaries. Cheap hazards like stalactites fall on your head when you step under them. When you see a "hit here" message that means you can break through a wall.

The checkpoint system is aggravating. When you reach a gold pot, you squat down on it like you're taking a dump. If you have enough force energy, this will activate the checkpoint. When you die, the game returns you to the your most recently-activated checkpoint, even if it's not the most convenient.

While annoying at times, I found First Samurai moderately enjoyable. I like how the stages are reasonable in size so you can scour every corner without getting lost. Much of the scenery is destructible and there are plenty of hidden secrets to uncover. And I appreciate the fact that First Samurai has a distinctive style of its own. © Copyright 2024 The Video Game Critic.

Our high score: 126,310
1 player 

The Flintstones
Grade: C
Publisher: Ocean (1995)
Posted: 2020/7/26

screenshotThis Flintstones is based on the live action 1994 film starring John Goodman. I always thought Betty Rubble was pretty hot in the cartoon, so why in the hell did they cast Rosie O'Donnell of all people?! The game itself doesn't try to deliver any more than your standard side-scrolling fare.

Playing as Fred you jump platforms and collect gems while fending off frogs, monkeys, and cavemen. You have several attacks at your disposal. Chucking stones at foes to knock them off the screen is great fun, largely due to that satisfying "bonk" sound. Your thunderous club attack would have been awesome if it had more range. As it is, I often sustained damage standing too close to an enemy. Your "bowling" attack is a cool idea but not very practical because it takes so long to wind up. Platform climbing is tricky, as you need to grab ledges and push yourself up while holding down the jump button the whole time.

The graphics are sharp but not especially detailed. The first three stages are cookie-cutter "quarry" stages. The Bedrock "driving" stage is terribly awkward, as you bounce Barney off the roof of your car with the screen moving up and down. The jungle stages feel like Pitfall outtakes. Is there a reason why these stages need to be timed?

Despite its cookie-cutter design I enjoyed playing the game for score. The action moves along at a steady clip so you can get into a groove. Flintstones fans will appreciate the musical theme and high score screen which pays homage to the drive-in scene from the cartoon. The game has a sensible password system that uses real words like "Betty hides cold jelly". The Flintstones may not try too hard but I think it works as intended. Call it a guilty pleasure. © Copyright 2020 The Video Game Critic.

Our high score: 1043
Save mechanism: password
1 player 

Frogger
Grade: C-
Publisher: Hasbro (1998)
Posted: 2019/10/2
Rating: Everyone

screenshotThe Genesis version of Frogger (Genesis, 1998) mirrored the arcade game, nicely conveying the whimsical charm of the 1982 hit. This SNES version however is a totally different animal. The first thing I noticed was a complete lack of music, which is kind of a big deal! Happy-go-lucky harmonized tunes were a trademark of Frogger and a major part of its appeal. With no music and sparse sound, the tone of the game feels almost somber!

The graphics have been given an overhaul with mixed results. The convertible cars, trucks, and school buses on the road look shiny and detailed. Moss-covered logs float in the sparkling water, and the lady frog has a big red bow in her hair. The frog you control however is a bit indistinct, and when he lands in one of the coves on the riverbank he turns into a green checkmark. The audio is basically limited to the boing of your jumps and crocodile "growls" that sound a lot like my stomach at lunchtime.

Despite its flaws the controls feel very tight and the challenge is high. Even on the opening screen turtles will submerge at a moment's notice, so you need to stay alert. And when you're facing a caravan of construction equipment moving down the highway, it's hard to find daylight. I didn't know what to make of this "reimagined" Frogger, but I imagine some gamers might appreciate its unique look and feel. © Copyright 2019 The Video Game Critic.

Our high score: 15370
1 or 2 players 

Full Throttle: All-American Racing
Grade: F
Publisher: Cybersoft (1994)
Posted: 2013/9/12

screenshotFor some reason I've always held out hope for a decent 16-bit jet-ski title. Maybe it has something to do with my love for the Wave Race series? I was pretty psyched up to discover that Full Throttle: All-American Racing offers both jet-ski action and motorcycle racing. It should be twice the fun, right? You select characters with tough-sounding names like Eagle, Steel, Hammer, and the Hugh Jackman look-alike "Crush".

Full Throttle is played via split-screen (for two players) and uses "mode seven" effects convey movement over a flat surface. The motorcycle racing doesn't seem so bad at first. There's not much scenery on the side of the road but the tunnels and distant skylines are impressive enough. Since the Key West course runs over bridges, it has water on both sides of the road. Unfortunately, you can ride right over that blue part and you won't even sink! This lack of attention to detail is really indicative of the general lack of quality.

Full Throttle's racing feels extremely artificial, with the competitors evenly spaced out. When you approach one he tends to linger by your side and harass you. Kicking him would be a good idea if the collision detection weren't so awful. Despite being spread across the United States, the courses don't offer much variety. The track that runs from San Francisco to Washington state shows the Golden Gate Bridge in the background the entire time!

The jetski stages are even worse than motorcycles. There's no sense of speed so it feels like you're just slogging through marshlands. You can collect power-ups, but they are so ineffective you can't even tell when a turbo kicks in. The music is pretty good, but there's only one song! True to its name, Full Throttle feels like a game that was developed as fast as possible with no regard for quality control. © Copyright 2013 The Video Game Critic.

Copy link to this review
1 or 2 players 


[Previous]    [Super Nintendo index]   [Next]

 [A]   [B]   [C]   [D]  E-F  [G-H]   [I-J]   [K-L]   [M]   [N]   [O-P]   [Q-R]   [Sa-Sm]   [Sn-Sz]   [T]   [U-V]   [W-Z

Screen shots courtesy of Video Game Museum, Console Classix, Moby Games, Games Database, YouTube