Tag Archives: Atari ST

Turrican Flashback Review

Released in 1990 by Rainbow Arts and Factor 5 Turrican was one of the biggest successes in computer gaming. As the 8 and 16 bit home computer business model was being supplanted by the IBM PC compatible desktop in the US at the time not everyone got to play them. Commodore 64, Amiga, and Atari ST players here would find something amazing though. In Europe however, things were reversed as computer platforms were still a more popular platform than the home consoles were. (Although consoles were still popular don’t misunderstand.) Turrican was huge throughout Europe, and Turrican would eventually end up on consoles all around the globe starting a year or so later.

So what made the series so special? Well Manfred Trenz who had already had Katakis, and The Great Giana Sisters under his belt, would combine several different genres together. Turrican has the action platforming of a game like Mega Man. It has the non-stop blasting of run n’ gun games like Contra. But it rewards a lot of exploration. Going off of the beaten path throughout the many stages earns you power ups and extra lives. There are many inspirations from Metroid. Then there are the many gems to collect like in the Giana Sisters vein. Getting enough of these requires the added exploration, and you need to do it if you want to earn continues.

PROS: All of the major releases are here in one affordable collection!

CONS: Random crashes to the start screen.

RIGHTS HELL: The Commodore 64 originals were unable to make an appearance.

The series would move from the Commodore and Atari computer realm to consoles eventually. Turrican would appear on the Game Boy, Sega Genesis, Turbografx-16, and see later entries on the Super NES. To get original copies of some of these titles is pretty expensive today, especially the Super NES releases which can cost as much as a car payment.

Enter ININ and Factor 5 with this (and another!) collection. Ratalaika has done a mostly wonderful job getting these games emulated and running. I say mostly for a reason I’ll get to in a bit. But first the good. First off, from as best as I can remember, Amiga emulation seems spot on. The games sound very good and the unmistakable Amiga sound comes through in spades. The games have all been mapped to a controller layout perfectly too. So you don’t have to worry about where major keyboard keys would be mapped. You can customize layouts to some degree, and you can also choose from different borders. You can also decide what aspect ratio you want to use depending on your preferences. And like many retro collections now, you can decide between a host of different scanline filters if you want to try to emulate a CRT look. Flashback also includes a save state feature, and you’ll definitely be using it. I’ll explain later.

You get four major games here, and they’re arguably the most important of the releases. Turrican and Turrican 2 are here and they’re the Amiga versions. These are the ones that most people remember as by release many Europeans had moved from the C64/128 ecosystem to the Amiga one. And while the C64 version would have been amazing to see here, there are some kind of rights entanglements around it where Factor 5 owns the IP but the C64 version has elements another entity owns. Because of this it isn’t likely to be in any kind of collection in the foreseeable future. As I noted before, the Amiga versions seem to be emulated very well, and they play great.

Mega Turrican is the third title in the collection which is the Sega Genesis (Mega Drive outside the US) port of Turrican 3 which was originally on the Amiga. In it, the circular laser whip from the first two games gets replaced with a grappling hook making it feel completely different. But the rest of the core gameplay remains the same. Being on the Genesis the game’s jumping feels a little bit less floaty so you will notice it playing these games in order. Emulation is spot on again though, as that really stringy, buzzy Genesis sound comes through. And it plays fantastically well.

Rounding things out is Super Turrican, the first of the Super NES releases. Super Turrican is a lot like Super R-Type in that it combines elements from the previous games to be this totally awesome Greatest Hits Frankenstein game. It’s also got a lot of entirely new elements mixed in. So it’s a fantastic experience. And as I actually have a copy of Super Turrican I can say again, the emulation is excellent here.

This leads to the one major problem I have with this collection, and that is that will randomly crash to the console start screen. I have the Nintendo Switch version, But I’m told this can happen on the PlayStation 4 version as well. At least in my case, the occurrences were uneven too. On the first two games it happened maybe three or four times across the both of them. When I got to Mega Turrican however, it happened countless times, particularly near the end of the game. In Super Turrican it happened a little less often than the other games but there was at least one instance I ended up rebooting the game.

This is why you’re going to want to use the save state feature, because the odds are pretty good you’re going to start a game over because you ended up crashing. Hopefully, this issue will be addressed at some point with a patch because everything else about this collection is really, really good.

Now beyond the scope of this collection, is another one from Strictly Limited Games that was released in both a collection that gives you all of these games plus the Amiga version of Turrican 3, the director’s cuts of Mega Turrican and Super Turrican, as well as Super Turrican 2. This can be attained as a massive bundle with extra collectibles or as two volumes for a little bit of a price cut. Being that it’s a Strictly Limited release, this is one that is something you’ll have to get in on soon as once they have a predetermined number of orders in, they won’t be making more. For those who really want a version of every game in the series it is a viable option worth looking into. For the rest of us Turrican Flashback is a highly recommended collection that comes with one major caveat holding it back from perfection. Hopefully the Strictly Limited Anthology doesn’t ship with the same issue. As I haven’t played that collection I can’t say whether or not the same technical issue is present.

In any case, even with it’s problem Turrican Flashback is a collection worth tracking down. Especially if you want an affordable way to play these classics again. You get all of the most important games in the series and you only really miss out on the final game Super Turrican 2. For the most part you will have been able to say you’ve played through the series. And all of the games (save for a random crash) are emulated very well, and play very well. My hopes are that Ratalaika can find a way to fix the crashes with a firmware update, and that Factor 5 can rescue the original Commodore 64 games from rights hell so they can be re-released in some capacity in the future. This is a series with a rich history, and one that for many encapsulates a period of computer gaming history between the era of 8-bit home computers taking over the role of consoles in the early 80s (particularly in the US during the videogame market crash) and the era of the MS-DOS and Windows PCs supplanting them and their 16-bit brethren in the mid 90s. Eventually, Commodore Amiga and Atari ST games would also appear on Sega and Nintendo machines, as well as IBM PC Compatibles. But these were important home computers and Turrican is an important series. One that cemented Factor 5 as a powerhouse developer who would push hardware as far as they could. Even with it’s problems, Turrican Flashback is a collection action fans of all stripes ought to consider.

Final Score: 8 out of 10

Time Soldiers Review

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While the world was getting hyped about E3 last week (and yeah, there are some cool looking games coming down the pike. I’ve been peeking in on conferences when I can.) I was hunting for some additions to my collection. I stumbled upon a Master System cartridge I’ve rarely seen outside of conventions, and it was pretty cheap so I thought “Why not?” The box art alone was worth the price of admission. But I got a fairly compelling action title in the process.

PROS: A really cool take on the classic top down run n’ gun.

CONS: Difficulty spikes, occasional collision issues.

WOAH: Giant dinosaurs with laser guns. What’s not to love?

Originally a twin-stick arcade shooter by ADK (The folks who gave us World Heroes), Time soldiers was ported by Sega to the Master System.  Before you even open the box to put the game in you’ll marvel at the artwork. It has everything a child of the 80’s was into. Dinosaurs, rocket launchers, and tanks. Once you start playing, you’ll see it lives up to the lofty promises the box advertises.

The setup is that in the distant future, a despotic, intergalactic Warlord decides to conquer the Earth. To do this, he traps many of the world’s best soldiers in different time periods throughout history. The guy basically looks like the Anti-Monitor from The Crisis On Infinite Earths, and probably has a lot of the same powers. So “Why couldn’t he just destroy the world with antimatter?” seems like a good question to ask.

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Anyway, you have to go on a quest to rescue each of these warriors from their cells throughout history. On paper, this seems pretty straightforward. Go kill bad guys, and blow up stuff in a sequential order, and roll the end credits. Time Soldiers takes inspiration from earlier run n’ guns like Ikari Warriors, and Commando. You play from a top down perspective, and do just that. Kill hundreds of enemies who come charging at you guns blazing.

But what makes this game stand out from almost every other game of its ilk, is the fact that it is never the same game twice. Time Soldiers, places each of these hostages in a different place every time, and you have to kill a boss in order to proceed. Often times, the game will not place you in the proper time period from the get go. So you’ll play the first stage, and then be sent to a new era.

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Each of the eras has a few different versions, and these will vary depending on when you’re sent to that era. So if you get sent to the Prehistoric era on stage two, it will have one version. But get sent there again a few stages later, and it will be a variant. The game will also make you fight a mini boss if you’re in the wrong era for the current hostage you’re tracking down. Defeating the mini boss will then either open another time machine (which look suspiciously like the portals from Stargate) where you’ll have to go to another time period or it will summon the actual boss.

The bosses are pretty cool. They’re not nearly as difficult as the stages are. But they’re large, and interesting sprites. They remind me a lot of the encounters of Alien Syndrome, though the patterns are much easier to learn than in that classic. But don’t be fooled by a lower difficulty. Time Soldiers only affords you two continues  on the Master System. Since you die if ANYTHING touches you, this game still isn’t an easy one. Especially since the game may send you on longer paths during certain rescues. The saving grace are some boss warps that can skip you ahead to a boss fight. On the other hand, if you aren’t powered up, taking them down with a pea shooter makes things more intimidating.

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Time Soldiers does offer a wide variety of weapons. In that respect it can feel like Contra. The thing is, these armaments aren’t permanent. After so many shots, or so many seconds they run out of ammo. So often times you’ll want to conserve them for taking down bosses, or mini bosses. You get these, power ups, and boss warps by shooting specific enemies in any given level. Basically, you’ll want to shoot as many targets as possible, because as the game goes on things will only get tougher.

Time Soldiers has a really nice look to it, and embraces the absurdity of everything. Dinosaurs shoot lasers. Ancient Romans have shields that can take a ton of bullets before going down. The mini bosses continue the weirdness, with cutesy, pink helicopters just being the tip of the iceberg. Everything is colorful, and some of the backgrounds are interactive in a sense. Going over tall grass or mud will slow you down. There are a few catchy chip tunes to thump along with the action, and the sound effects stand out against some of the other titles in the genre.

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Overall, it’s a really good action game for the Master System, and easy to recommend you add to your collection. It’s also one of the more affordable obscure games out there. It was also available on some computer formats, but as I don’t have any of those versions, I can’t really comment on them. Still, if you have a chance to check one of them out, you just may want to. If I had any major issues with this Master System version, it would be the occasionally weird collision detection. Most of the time things go the way they’re supposed to, but I did notice a few occasions where I passed through enemies I shouldn’t have, or got stuck on a piece of scenery in one game, but not on a repeat attempt. It isn’t enough to ruin the game, but it is something holding it back a little bit. Otherwise, it’s a solid addition to any collector’s library.

Final Score: 8 out of 10.

Alien Syndrome Review

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Throughout the 1980’s Sega was making its mark in arcades. It pushed what was possible in racing games, and rail shooters with Outrun, Space Harrier, and After Burner. It gave us the awesome Golden Axe, and the visually impressive Altered Beast. Unsurprisingly many of these games were ported to its own consoles, the Master System, and the Genesis. But there is one of their IPs that came, and went in this period. Something so familiar, and so different. Something so difficult, and yet addictive. I’m talking about Alien Syndrome.

PROS: Great visuals, atmosphere, music, and control (most versions).

CONS: Obscenely difficult. Dark Souls difficult. In deep space.

ALIENS: One of many blockbuster influences that can be seen here.

At its core, Alien Syndrome seems like a typical overhead shooter. You move either Ricky or Mary, depending on which player you are. As you go along, you kill various creatures for big points. But it isn’t so simple. Where previous overhead run n’ guns like Commando, or Ikari Warriors had you kill enemies, and charge to the end of a linear level, this doesn’t. Alien Syndrome is unrelenting about its premise. Your mission isn’t a simple matter of killing things, and getting to the end. Each stage is a ship, and on each of these ships are a number of survivors you have to rescue. Not only do you have to rescue these survivors, (who are stuck in cocoons the way the ones in Aliens were portrayed) you’re timed. Because each ship has initiated a self-destruct sequence a la Captain Kirk.

 

This is to ensure that the menacing invaders cannot make it to Earth in the event you fail your mission. Also because each stage is a ship, there are no straight runs to the north. Instead, each of the stages is a maze, with its own distinct layout. So you have to explore every last nook, and cranny looking for survivors. The survivors are represented by a row of heads. As you rescue them, they’re depleted from the bar. If things get tough, or confusing (which they will) each of the ships have a few maps. Finding these on the wall will pull up a map on  the screen. On the map are flashing pixels, that represent the survivors.

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Once you find all of the hostages, the game will prompt you to get to the exit so you can escape. But in each of the airlocks is a boss alien. These are large, and diverse. Each of them is imposing. Each of them has a powerful attack, and the later bosses employ some very tricky patterns. The bosses all look really cool too. For a title that has fallen into obscurity, it has some of the most memorable bosses in arcade game history. Even the very first boss, is the sort of thing you’ll wish were made into an action figure or statue. These designs are that good.

But, run n’ gun games are often only as exciting as their weaponry, and enemies. Alien Syndrome has a great many of each. Again, taking influence from the Alien movies, there are flame throwers, fire-ball guns, and grenade launchers. But there are others, like the blaster that shoots laser beams like the Imperial blasters in Star Wars. There are also temporary shields, and chess pieces you can find for points.

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How do you get these things? There are cubby holes on walls, marked with the appropriate letter for the weapon. For example L is the laser. The enemies are also varied throughout the game. In earlier stages you’ll fight brain slug creatures, but you’ll see everything from aliens to creatures that shoot their eyes as projectiles. Quite honestly, everything on display is really cool. Every ship has its own decor. So you won’t see a lot of the same tiles in subsequent levels. Some of the ships are what you would expect to see in a space-themed game. Steel floors, technical circuitry patterns for walls, and other touches. But other stages are completely alien (no pun intended.). Some ships seem like they’re made of flesh, others are like stone. Many of the stages have some really cool parallax scrolling effects on floors to represent pits or other pitfalls. And fall you will if you walk over them.

Alien Syndrome is quite the challenge too, because there isn’t a single moment where you aren’t attacked by a horde of aliens. You have to be quick on the draw, as well as quick to react. Dodging projectiles, enemy creatures, while trying to rescue people at the same time. The difficulty especially ramps up after the first stage, and the bosses will often hand you your own behind on a silver platter. There are also no continues, making your performance all the more important. It really does give you the visceral action of the genre, while providing other challenges.

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There are many ways to play Alien Syndrome as it was ported to a lot of platforms. Interestingly enough, the ports to Sega’s own Master System, and Game Gear resulted to almost entirely new games. The scrolling is gone. Instead things work on an almost flip-screen mechanic, only scrolling when reaching the end of the screen in a Castlevania door style transition. The other major changes are almost entirely different maps, and new bosses. The core concept is the same, and it retains the songs from the arcade machine. But these changes make for arguably the worst version of the game. That isn’t to say you shouldn’t play Alien Syndrome on the Master System. It is still a pretty good iteration. It’s brisk. It gives you the same style of gameplay in a new, and unexpected way. Rather, it isn’t the best option for those looking for a replicated experience on a retro console. If you do pick this one up though, you’ll want something other than the Master System Control Pad, because the sometimes mushy d-pad will have you accidentally walking into an alien, or projectile. I recommend the Sega Control Stick. It just seems more responsive in this game. For whatever reason, this game won’t see a Genesis controller properly, so the Sega Control Stick is the next best thing.

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The other two major versions I happen to own ate the Unlicensed Tengen NES port, and the Commodore 64 port. Both of these are pretty good, getting the stage layouts, enemy types, and overall feel pretty nicely. The Commodore 64 version fares especially well though, as it’s the most responsive version I own. Everything is fast, and smooth most of the time. While there can be a bit of slowdown when an awful lot is going on, it still performs better than the NES version overall. The C64 doesn’t have as large a color palette as the NES, but it somehow gets closer to the arcade experience in terms of visuals. The C64 also has the arcade cabinet’s animated attract mode, and a really good original soundtrack. It’s another example of the staying power of the computer’s SID sound chip.

But Tengen’s NES port is no slouch either. It still looks pretty good most of the time, and even manages to add some pretty cool cinema screens to amp up the experience. I should also note that while the C64 has the better soundtrack, the NES version also tries to replicate the arcade’s songs rather than experiment with them, or add new ones. While it isn’t as responsive or quite as fluid as the C64 version, it is the only one of the three to offer continues. On the C64, and SMS you’ll need to clear the game on a handful of lives. For those out there who don’t own a vintage computer, but you have an NES, and a SMS it’s a pretty close race. For authenticity the NES port wins, but the SMS version looks a bit nicer.

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Of course, all of this is moot if you have Sonic’s Ultimate Genesis Collection for the Xbox 360 or PS3 though. Because the arcade ROM was included in the compilation. You’ll have a nearly 1:1 experience at that point. Be that as it may, most of the home ports all offer a pretty great send up of the original. Alien Syndrome also appeared on the Atari ST, Commodore Amiga, ZX Spectrum, Sharp X68000, MSX computers as well as MS-DOS.

It’s a shame this IP has lied so dormant over the years, aside from a brief, largely ignored game on the PSP, and Wii that played nothing like the original. Alien Syndrome is a fun, if difficult run n’ gun. If you have any of the platforms it appeared on, you owe it to yourself to track down a copy. If you’re blessed to live near an arcade that has a working cabinet, do yourself a service, and put in a few quarters. With its challenge, memorable characters, and insane bosses, Alien Syndrome is one arcade classic you’ll never want to forget.

Final Score: 8 out of 10

Cybernoid: The Fighting Machine Review

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Hewson. That isn’t a name that many people remember but it was an important one. Back in the mid 1980’s home computer gaming was on the rise. Computers were more capable than game consoles, and did more than play games. Families were opting into them as parents could figure out their finances on them, as well as work on them. Their children could do homework, run educational software, and of course play games.

Many developers cropped up out of this environment, as they could affordably code their own software. In the USA home computers would spare Activision from the console market crash, as well as allow Electronic Arts to slowly build its empire. It gave way to independent publishers too like Cosmi who would put out a lot of great budget titles. Japanese companies like Konami, Capcom, SEGA, Technos, and Taito would see official ports of their games on computers. But in Europe computers would prove arguably even more popular. Time Warp, Rare, Firebird, Codemasters, and Hewson are but a handful of European developers who would make a lasting legacy on these machines.

Hewson Consultants was one of the smallest of these studios. But it managed to put out some of the most memorable titles for the European market. Their biggest strength was arcade shooters. Over the years they would put out things like Paradroid, Tower Toppler, and  Uridium. But today’s game was one of their most noteworthy titles published.

PROS: Style. High difficulty. The C64 version’s glorious soundtrack.

CONS: May be TOO difficult for some. Short. Some versions have control issues.

DTV: Cybernoid, and its sequel are bundled in the C64 DTV Games in a controller system!

Cybernoid came out around the time when arcade shmups had transitioned to scrolling stages. But instead of going along with the likes of Gradius, and R-Type, Cybernoid retains vintage flip screen gameplay. That isn’t really a bad thing. The result is something that feels different, even if it is technically inferior. Cybernoid is a game that uses the flip screen mechanics to implement characteristics of an adventure game.

The story is pretty cut, and dry. You’re a pilot for a federation army sent into an asteroid belt to stop pirates from stealing your resources. Cybernoid is a tough game through, and through. When you fire it up, you’ll immediately have the sense things are going to be difficult. As the game doesn’t scroll between screens, each screen is its own puzzle, adventure shooter. Some areas will be a fire fight. Other areas will have a bunch of death traps you’ll need to carefully navigate. Sometimes you’ll find a combination of the two.

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The game becomes extra challenging when you realize that you’re also being timed. If you fail to complete a stage in time you die. In fact, many things will kill you. If your ship grazes a bad guy, you die. In true bullet hell fashion, the screen will be filled with projectiles. If a single one touches you, you die. If you crash into certain parts of the scenery, you die. But there is something really satisfying about Cybernoid in spite of the steep learning curve. When you finally solve a room, you will feel ecstatic. Then crushed when you lose your last life in the next room. But restart you will.

The game does give you a pretty high number of power ups to help you. How do you find these power ups? By killing everything you possibly can. Destroying enemies will allow you to salvage the wreckage for items. You can find missiles, force fields, option shields, and more. You’ll also want to conserve a lot of the power ups because in some rooms you’ll need them to destroy some of the obstacles. If you run out of supplies when you get to these rooms, you’ll be stuck watching the timer count down to your demise.

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Cybernoid isn’t very long either just clocking in at three stages. But those three stages will likely take you days of committed gaming to beat. Cybernoid was also released on several platforms, and depending on where you are in the world, some versions may be easier to find than others.

The 8-bit versions of the game are largely similar. Most of the ships, characters, and background textures are the same. The color palettes, and screen modes differ mildly between the versions. The ZX Spectrum, and Amstrad CPC versions look closest to each other while the Commodore 64 version probably has the best look of any of the 8-bit computers. Interestingly the Commodore 64 version also has an entirely different soundtrack than the other computer versions. The legendary Jeroen Tel wrote his own score for the C64 while the other computers had the original soundtrack by Dave Rogers.

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Here in the states though, most people are probably most familiar with the Nintendo Entertainment System version published by Acclaim. This version was done by a small developer called Studio 12. The NES version looks like it was based off of the C64 version, even the color palette used is similar. The NES version also has its own original soundtrack that is decent, but nowhere near the earworm level of the C64 version. The two versions also play pretty close to each other, though the C64 version feels a lot more responsive. On the C64 things feel a lot more fluid, and you’ll have an easier time trying to avoid huge swaths of projectiles. Though again, by no means will the game be easy.

This doesn’t make the NES version bad, but it isn’t the preferred version. This is because of a number of small things that hold it back. Things feel a little clunky when compared to the C64 version. Getting around a couple of the obstacles is harder as a result. A couple of enemy types were shrunk in size to compensate for this but it doesn’t help all that much. There are also a couple of minor bugs that rarely come up. But when they do, they can really annoy you. However, the NES version does have one advantage, and that is you can select between three difficulty levels. They don’t change the level of challenge dramatically, but if you’re getting creamed you can make things mildly easier. The NES version also has a cinema screen that plays upon your death, as well as an ending. Other versions simply restart the game with your current score intact.

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Cybernoid did find its way onto the Amiga, and Atari ST as well. These versions have better graphics than the 8-bit versions. But I can’t really tell you much about them as I haven’t spent any time with them. In my research I’ve found that many people who have played them aren’t particularly all that fond of them. They have a much lower reputation in terms of play control, and balance than their 8-bit counterparts.

No matter which version you go with though, you’ll be presented with a high level of challenge. Cybernoid isn’t particularly long, and may not have the constant action of classic shmups. But the blend of bullet hell, and flip screen adventuring make for a unique, classic. One that belongs in your classic gaming library.

Final Score: 8 out of 10

Reposted Review: The Great Giana Sisters

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Move over Mario Bros. it’s the Great Giana Sisters

(Originally posted on Blistered Thumbs forums, then Retro Retreat.)

 

Twin sisters use the Mario bros. template without permission.

PROS: Nearly spot on gameplay, and stage design.

CONS: The key word is “Nearly”

WTF?: The cliché’ paragraph ending.

Super Mario Bros. is synonymous with Nintendo, and console platform games. Nintendo’s series has been one of, if not the most popular line of games ever made. Featuring likeable characters, challenging gameplay, and well crafted level designs. Even when Mario misfires (Sunshine anyone?), it’s still a really good game.

There have been many, many other companies with their own mascots trying to invade Mario’s turf, each with their own level of successes or failures (But mostly failures). Sega has Sonic of course, but before Sonic came Alex Kidd. Accolade tried ripping off Sega AND Nintendo when breaking out Bubsy. Over time we saw Aero, Bonk, Joe & Mac, Sparkster, and a myriad of licensed characters including those from Viacom, Disney, Warner Bros., and Television Networks. What’s so different about The Great Giana Sisters? Pretty much that it’s not very different from Super Mario Bros. Creator Armin Gessert came to a conclusion back in the mid 1980′s. Nintendo would never port it’s first party NES games to computer platforms. As such, there were no real rival platformers in that vein available for any competing console or computer. Sure the Sega Master System had Alex Kidd, but Alex would never come close to dethroning Mario. Armin instead made a Super Mario Bros. Clone that would satisfy Commodore 64 owners who didn’t have an NES. It was published in the UK by Rainbow Arts, and touted “The Brothers are history!”. It was a huge hit, and saw ports to Amiga, Atari ST, Amstrad, and MSX2. But it wasn’t long before Nintendo of Europe would take notice, and sue Rainbow Arts. Rainbow Arts lost the case, and all copies went out of production. A Spectrum port was canceled, and today boxed copies fetch a high price among collectors.

This history lesson isn’t exactly new for many people. With the proliferation of Youtube, Bliptv, and a lot of independent internet review shows out there, there’s a good chance you’ve seen the footage. But for those who haven’t I’ll continue on with the review.

The Great Giana Sisters starts out with a really iconic chiptune by famed video game music composer Chris Hulsbeck. When you start the game it opens almost exactly the way you remember the original Super Mario Bros. In fact, here are screen shots of the first screen of GGS, and the first screen of SMB.

But from there, the cribbing begins to slow down. Gameplay is very similar to SMB. Giana goes from left to right, jumping on enemies, over chasms, and utilizing pixel perfect timing to get past obstacles within the allotted time.  But there are nuanced differences. In SMB Grabbing a mushroom will turn Mario into a giant, grabbing a flower gets him fireball shooting. Getting hit shrinks him down again, and if hit in small size, Mario dies.

In GGS, Giana grabs a beach ball, which gives her a mohawk, and the ability to smash blocks. Lightning bolts allow her to shoot fireballs. Double lighting bolts get her balls to ricochet. There’s also a clock that freezes the timer, and bombs that clear enemies. 1UPS are rare, but come up as lollipops. Getting hit by any enemy in this game will kill you instantly no matter how many power ups you have acquired. Upon the next life you go back to normal losing any upgrades nabbed before dying.

Like SMB there are also warp zones to skip ahead, but these are also executed differently. Instead of hidden areas with warp pipes, there are invisible blocks (Like the first 1up block in World 1-1 of SMB) that will warp players ahead. (There is also a cheat where holding certain keys of letters in Armin Gessert’s name will warp players.). Levels are also structured much differently. Instead of 8 worlds broken up of 4 levels, GGS throws that out the window, and calls each level a world. So all 32 levels are in essence, stages.

Stage designs are eerily similar to SMB in some spots, and completely alien in others. There are some underground coin areas in some stages but instead of going down a pipe, Giana rides a hidden platform. Another major thing of note that many people gloss over is the fact that there are no underwater stages in GGS. Some stages float above the ocean, but none involve swimming, or sea enemies.

Enemy variety is also pretty akin to SMB. Owls look suspiciously like Goombas. Clams look close to the Buzzy Beetles. Bullet Bills are replaced with bees. Some of the “Fake” Bowsers are replaced with giant spiders, and Bowser is replaced with a dragon. There are other enemy types that are wholly original creations though, like the jumping suction cups, bouncing pink balls of doom, and these tiny blue monsters who can only be defeated by landing on their heads. (Any other part is instant death.)

Graphically the game is very much in line with SMB. The color palette is similar, featuring a lot of blues, reds, and greens in over world stages. Shades are used fairly closely to SMB in dungeon stages as well, a lot of white block textures, black backgrounds, go a long way to bringing that feel to the game. Musically the Commodore 64 version shines. With only 3 songs, the game still comes together well with the music lending itself in the right way. The overworld song while, not as iconic as the music in SMB, will likely play on loop in you mind long after you’ve stopped playing. The dungeon theme gives the game a more serious, perilous tone than the known music of SMB’s World 1-2.

With everything else being nearly equal is GGS a flawless masterpiece? Well, no. The game does have some minor control problems due to the floatier jumping in it, and also because of it’s reliance on a one button control scheme. During the 8-bit era most computer games did not take advantage of two button pads or joysticks because not many people had them. As such, GGS maps the jump function to moving the joystick up. The fire button is only ever used to shoot fireballs when you manage to get them. Because of this, you’ll likely blow an otherwise great round from an unintentionally botched jump. The game also has a couple of glitches in it. For instance, firing the fireballs around level exits can sometimes corrupt the background graphics, and Giana to fall through the play field, and die. To be fair one usually has to try to make that happen, but when it happens on fluke it can be really irritating.

The Great Giana Sisters is one of those knockoffs that leave the impression it was done right. So often when a successful game is cloned ad nauseam, those trying to outdo the original don’t even come close. But GGS hits all of the most important notes, leaving one to wonder why more of them fail to get anywhere near the target. Never mind the fact that this game grabbed the attention of Nintendo. If you ever do get the chance to play this classic gaming example of cribbing I suggest you take it.

Final Score: 8.5 out of 10 (Buy it now! [If you can afford it])

(Some worthy notes of post review info) After the game was pulled way back in 1987 it ended up on some public domain catalogs, where a group of people modified the sprites to Mario characters. From there it slowly faded into obscurity. Arimin Gessert stayed in the game industry after GGS. In fact he went on to found Spellbound, makers of the Desperados series. He died of a heart attack in 2009 however. Ironically his last game was a Great Giana Sisters game for the Nintendo DS. It was only published in Europe initially.