Tag Archives: MS-DOS

Jumpman Review


You wouldn’t know it at face value, but you’re on a mission to defuse bombs on another world. A world of bombs, killer robots, and a lethal pixel. In addition to a host of other horrific adversaries. It all sounds like a side scrolling action platformer or run ‘n gun. But you’d be wrong. Jumpman is one of the strangest, yet greatest puzzle games ever made. Debuting on the Atari 8-bit family of computers, it appeared on the Commodore 64 soon after, along with the IBM PC, and Apple II.

PROS: Excellent gameplay. Fun animation. Great musical numbers.

CONS: Bland graphics.

APOGEE: The Duke Nukem publisher felt the ire of Epyx.

Jumpman may seem a bit esoteric today, but there was a time when he was almost as popular as Bomberman. That’s because he starred in two of the most fun arcade puzzle games to ever grace a computer screen. As I mentioned at the start, the storyline of the game doesn’t accurately describe what is going on at face value. You really have to start playing the game before you realize that it does.

The goal of Jumpman is easy to grasp. Defuse all of the bombs in the level before losing all of your lives for big points. If you manage to do this, you’ll move onto the next level. You’ll also get bonus points for having more Jumpmen in reserve. So a high performance level is key. Created by Randy Glover, and released by Epyx, there is a wonderful use of the easy to learn, lifetime to master principles behind many great games.


The game eases you in, with a couple of pretty simple to understand levels. You’ll go about your goal of defusing bombs, and slowly notice changes to a given stage. Pieces of scenery disappear, creating new gaps to jump over. A floating pixel will chase you down, and kill you if you get in its line of sight. But the obstacles only increase as you complete levels. It isn’t long before you see killer robots that change position every time you defuse a bomb. Or a plethora of bombs falling from the sky. Or flying saucers. Or rabid bats. Sometimes the challenges aren’t adversaries. Sometimes they’re things like moving ladders or other scenery.

Every one of these attempts to impede you can be overcome with enough practice. Over time, you begin to recognize patterns, and figure out what you’re supposed to do. But it doesn’t become a cakewalk, because actually doing what you’re supposed to still requires dexterity. When you clear a level, you’ll hear one of a multitude of cheery carnival tunes. These go along with the circus-like feel of the game’s introduction animation.


Jumpman gives you nine lives to get through the stages. You can choose from several difficulty settings which will start at a stage where the appropriate difficulty jump occurs. You can also select Grand Loop which does all 30 levels in a row. Or you can choose the Randomizer, which plays the levels in a random order. Beyond that, you can also choose a game speed. The center value of 4 will run the game at the standard speed. The max speed of 8 is probably too fast for all but the most devoted player, and the minimum speed of 1 makes the game exceptionally slow. The speed setting is a nice option though because it can make the game a bit more interesting. The game can also be played by up to four players alternating turns.

Visually, Jumpman isn’t much to look at.  stages are made of simple shapes, and a handful of colors. Jumpman himself, is little more than a stick figure. But the gameplay in Jumpman is amazing. Moving about the levels is very smooth, and the controls are tight. One interesting thing the game does is allow Jumpman to climb anything he touches. If you go for a jump, and your hand nabs part of the scenery, you’ll climb it! There are also some cool navigational variables thrown in, in the form of ropes. Green ropes can only be climbed up, while blue ropes can only be climbed down. Between this, and the other mechanics introduced through enemy character types Jumpman becomes surprisingly deep for such a simple game.


There are a few minor differences between the different versions of Jumpman. The original Atari 400/800 version features some really slick transition animations between levels as you clear them. It also has a pretty cool stage destruction sequence when you run out of lives, and get a Game Over.  The Commodore 64 version has a little bit more detail in the graphics department. It gives our hero a shirt, and pants through some simple colors. The music sounds a tiny bit better too. It is missing the stage transitions, and if you lose you don’t see the level explode. Instead, you get a harmonious musical number as the backgrounds, and characters slowly become the same color.

Over on the Apple II, you won’t see the transitions. Visually, it’s somewhere between the Atari, and Commodore computers. It has the Commodore’s background colors, but the Atari’s blank Jumpman. The IBM PC port was outsourced to another developer. It pretty much plays the same as the other versions although the terrible PC speaker sound, and CGA color scheme make it the worst in terms of visuals, and sound.


Jumpman was also followed up by Jumpman Junior, which is really a companion version of the game. It was made for Commodore 64, and Atari 8-bit users who didn’t have a 5.25″ Floppy drive. Being a cartridge game makes it one of the more sought after games for collectors. It’s pretty much exactly the same game as Jumpman, except it has only 12 stages. At the time cartridges didn’t have as much storage capacity as the floppies, and cassettes did. Still, for many retro fans,  it isn’t the full Jumpman experience unless you have both games. It was never available for other computer formats, although it was ported to the Colecovision.

Long after Randy Glover left the game industry, A programmer named Dave Sharpless ported the game, and it’s expandalone to MS-DOS under the title Jumpman Lives! The game was published by Apogee in 1991. The thing is, that while Epyx had long been a shell of its former self, it was still around. The remake caught the ire of Epyx, and Apogee would cease selling it immediately. Epyx wouldn’t be around much longer though, after getting out of bankruptcy, and focusing on Atari Lynx development the company was sold off, and dissolved.  Jumpman Lives! Is a fairly rare computer game as a result.


In the end, Jumpman, and Jumpman Jr. are games that really deserve more recognition than they get. At least when compared with other retro games. Things may look more like a carnival than a space station, and the bombs may look more like flowers. But once you get past the rudimentary look of everything you’ll be engrossed in one of the most addictive puzzlers of all time. If you can find the original floppy disk, the cartridge based companion edition, or even the unlicensed, unofficial, Apogee remake, give it a go. Jumpman Junior was also included in the C64 DTV, as well as the recent Colecovision Flashback by AtGames. So if you don’t have one of these old computers or consoles, there are other legitimate ways to add this masterful game to your collection in some capacity.

Final Score: 9 out of 10

Alien Syndrome Review


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.


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.


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.


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.


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.


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

Zeliard review

Outside of Ys, not a lot of Japan’s computer JRPGs  have made it stateside. But back in 1990 Sierra ported over one of Game Arts’ notable action RPGs from the PC-8801 to MS-DOS. Game Arts should be no stranger to you. They helped Nintendo, and Sora develop Super Smash Bros. Brawl on the Wii. Before that, they spent many years putting out role-playing games. The biggest being the Grandia, and Lunar series. Games that are still sought after, and played today.

PROS: Scalability (for the time). Great soundtrack. Dungeon crawling.

CONS: Occasionally wonky controls. Generic story. May have issues under DOSBox.

THANK HEAVENS: The manual came with dungeon maps.

At a first glance you might not care about Zeliard. The box art has an almost Mega Man 1 quality to it. If all you had to go by was the cover, you would think it was a game about a Viking who kills frogs. Once you install the game however, all of that changes. If you have an old machine, running the installer will ask you if you have a Monochrome, Hercules, CGA, EGA, Tandy, or MCGA display, along with asking with what sound card you have in your computer. This game was pretty scalable for its time. Back in the early 1990’s computer games were slowly taking advantage of newer hardware. But the people putting them out much like today, realized they couldn’t shoot for only the highest end. Zeliard even has a game speed setting for people to slow down or speed up the game depending on their computer’s processor. These days if you find a copy, the easiest bet is to fire up DOSBox, and run the game through it using an external floppy drive. Otherwise, you’ll have to hope you still have that old 286 in the cellar somewhere.

Anyway, once you’ve made your choices on settings the game will fire up into a prologue setting up the storyline. Zeliard doesn’t have a very complicated one. It follows the path of other JRPGs. As a wandering adventurer named Duke Garland, you stumble upon the kingdom of Zeliard. It is here you learn that its Princess has been turned into stone by an evil monster called Jashiin. In order to restore Princess Felicia you’ll have to recover sacred stones called the Tears of Esmesanti. You’ll be granted some currency, use it to buy the most generic of weapons, and proceed. As you play through the game, like all JRPGs you’ll level up your character, find or buy better gear, and do a lot of exploring. Zeliard also eschews the usual top down, or isometric perspective. Instead it takes the approach seen in Zelda II: The Adventure of Link, and later in Ys III: Wanderers from Ys. Implementing a side scrolling perspective. This doesn’t really hurt the game though because you’re not coming into it after a previous game. This is just simply the way this game works.

Zeliard follows the typical JRPGs tropes though. You’ll enter a town, talk to everyone, possibly get an item or two, then leave to go find an item, or grind your levels up. What is a little bit different though, is that you don’t wander off through a lot of terrain, and then find dungeons. Dungeons link the towns. So when you leave the very first town you’ll find yourself in a dungeon maze. These are designed pretty well, giving you a large variety of enemies to kill. Kill them, get the loot drops, and then head back to the town to buy better gear. Or find what you need to find, and get to the exit leading to the next town. The game can become a big grind at times, because you’ll want to collect a lot of orbs from fallen enemies. These are called Alma. They can be converted to gold in the town banks, which can then be used in the item shops for better gear. Which you’ll definitely need for going up against the bosses. One genuinely novel thing about these banks is that you can actually have an account. Why would you want a bank account in a town in Zeliard? Because it keeps your cash safe while questing. Something else you’ll need to continually do is get magical powers, and life bar upgrades from the sages in each town.Sages also act as a save system. You can save your progress in each town by visiting the sage room. You can also save or load by pressing one of the function keys to bring up an option.

The dungeons can also be intricate at times, sometimes intertwining, allowing for some convoluted routes. Some of which you need to take in order to find boss rooms, or the keys to enter the boss rooms. Zeliard has eight bosses leading up until the final encounter with Jashiin. If you have the proper items they’ll go down pretty easily. If you don’t, they’re going to be very difficult affairs that you can barely win, if you can win at all. In essence, it shares a lot in common with other action RPGs of the time period. The bosses range from typical to zany. You have the typical crab monster, or octopus. But then there are some silly ones, like a giant ice cube.  One of the bosses is actually in a town rather than a dungeon. Something that kind of comes out of left field.  Defeating bosses not only requires the right tools for the job, but learning patterns. When to jump, duck, or strike are things you need to memorize going in. So again, you’ll be firing up your save file a lot during your play through. You’re also going to want to stock up on health potions because one screw up on your part can lead to taking A TON of damage.

The dungeon environments are thankfully pretty varied once you get around 25% or more into the game. There are a bunch of themes here, ice, mountain, water, fire, a tomb, and so on. While they’re not the most original, they do keep things from feeling quite so redundant. Each boss guards one of the tears. So with each boss you defeat, you get that much closer to restoring Princess Felicia. Beating a boss feels satisfying. Because there is a combination of the challenge involved, and a really cool victory animation every time you recover one of the tears.

Since you’ll be spending most of the game dungeon crawling, you’re going to want to keep an eye on a stat besides your health bar. Your armor. Something Zeliard does that not many other games of its ilk did at the time is shield damage. Not only will enemies sap your health, but they’ll also damage your shield. If your shield takes too much damage, it will actually break, leaving you with no defensive power. You’ll have to enter a town, and buy another shield. If you die that can make things tough, as deaths cost you alma, and gold. Unless you stored it in your account. Thankfully, you can load the last save before your most recent demise. But if you die after doing an awful lot of stuff, expect to be frustrated. Because you’ll have to do all of it again. If you fail after that? Another saved game load.

One thing Zeliard especially excels in is music. The game grants players with a pretty awesome soundtrack. This game has some of the best chip tunes of any computer game. They’re catchy, fit the theme of the game excellently, and you’ll be humming them after playing. They are that good. Thumping rock tunes. Triumphant, orchestrated symphonies. Even if you decide to run this on an old XT you have sitting in the attic, and you only have a PC speaker for sound, it’s still pretty passable. They also did a fairly good job on the graphics. While running anything less than maxed, admittedly hasn’t aged well, it does look better than you would expect. Really, if Zeliard has any troubles, aside from looking old, it suffers from excessive backtracking. A lot of games make you go to earlier areas for items after you get to a higher level. But in Zeliard getting back to some of these sections is really complicated due to the maze doors in the dungeons. Another issue is it can sometimes have inconsistent hit detection. It isn’t so terrible that you can’t play, but once in a while you might take damage from an enemy that didn’t hit you very obviously. Sometimes this will prove difficult so you might find yourself reloading saves more than you might like. Finally, for those running the game under DOSBox, you might run into installation issues depending on your configuration. The worst case scenario here is that the game will only run in CGA mode, with PC speaker emulation. This won’t be everybody’s experience under the emulator. But at least the game is completely playable even if you are on a system forcing you into a very limited color palette.

Still, Zeliard is a pretty good game, and a curious footnote in the history of Japanese computer games. Especially since it came stateside at a time when few computer JRPGs came over along with popular console games like Final Fantasy. JRPG collector’s should really track it down, as it’s an interesting part of gaming history. It won’t be the best JRPG you’ll experience, but it’s certainly worth looking into, and it does provide a fun campaign.

Final Score: 7 out of 10

(Note: I had to run the game under DOSBox, with CGA settings. Hence the four-color screen shots.)

Reposted Review: BODY BLOWS



(Originally posted on the defunct Blistered Thumbs community blog.)

All of the Hadokens with none of the Ryu.

Every so often a game developer realizes a platform is lacking titles in certain genres. Then decides to do something about it. The year was 1993. The developer was Team 17.

PROS: Huge cast. Decent visuals. Nice chiptunes.

CONS: Nearly everything cribbed from other fighting games. Asinine 90′s DRM.

WTF?: The final boss is a T-1000

Body Blows was both a reviled clone, and timeless classic at the same time. Originally released on the Commodore Amiga, then ported to MS-DOS shortly thereafter, the game filled a need for fighters on home computer platforms. Up until Body Blows, computer gamers had the odd port of Street Fighter, Street Fighter II (Which were both poorly coded, and terrible), and Acclaim’s port of Mortal Kombat. (One of the first good ports of an arcade fighting game to the PC.). Outside of those one had to go farther back to 8-bit computer platforms to find stuff like World Karate Championship. Another game Body Blows oddly enough cribs from.

Only a paragraph in, and it already seems like I’m harping on just how much BB lifts from other games but it’s true. Many of the characters have the styles, and moves you’ve seen in countless fighters. Street Fighter II is probably the biggest one. But  you will also see elements of Fatal Fury, World Heroes, Mortal Kombat,  and a few others under the hood. The story is pretty much non-existent, as you play through nobody really gets dialogue or much in the way of exposition. It’s your typical tournament fighter, with typical short bios during the intro, and little else in the way of narrative.

Characters in Body Blows are hugely influenced by Capcom, and SNK, and it shows.

Dan is a streetwise Ken Masters.

Nik is the game’s Ryu in clothes that remind players of Terry Bogard..

Kossack is this game’s Zangief.

Maria is our Chun-Li stand in. (Though to be fair is surprisingly different)

Ninja is a strange cross between Blanka, and Mortal Kombat II’s Reptile.

Dug is a power character who is an awful lot like certain Final Fight enemies.

Mike is a suit who turns into a whirlwind. (Okay, one more different character)

Junior is Boxer  powered with E. Honda’s Hundred Hand Slap.

Lo Ray is a Monk character who does cartwheels, and mind projectiles. (Another original.)

Yit-U is a Ryu clone with Mortal Kombat teleport moves, and specials.

Max is the final boss, playable via a cheat code. He also turns into a Terminator.

Out of eleven characters over half are derivative of those from much more widely known games. The fighting system is also mostly taken from World Karate Championship. This is largely due to the fact, that at the time most PCs had one button joysticks, assuming players had a controller at all. That said, it actually does work in the game’s favor.

Moving the joystick (Or movement keys if you mapped them to your keyboard) will move your character about the screen. Holding the fire button when you do will perform your regular moves, blocks, and specials. You can perform Shoryukens, and Hadokens with ease. The game also does allow for players to get a few two in one combos, and even a cross up or two. Considering the time period that is actually a pretty good thing. Body Blows isn’t the most balanced game either. Some characters simply cannot compete against the rest of the cast when playing in capable hands. Compounding this are the supers everyone has by simply holding down the fire button.

Visually, the sprite work is actually really nice. Especially the backgrounds. The environments in this game can hang with many of the fighter games of the time period. From the invading submarine on the Kossak stage, to Maria’s town, to a construction site, to an office. Body Blows  is a pretty game.

Sounds are mostly pretty good, from the midi soundtrack, to the sound effects. They don’t set the world on fire with iconic music but Team 17 gets it’s job done. If I had any major problems besides the general sameness to it all, it would have to be the DRM built into the game. This was just before the time of CD-Key protection, and so like many other games of the time they went with manual protection. Manual protection  requires players to have the actual game manual on hand to type in information to log in. Body Blows WOULD have been one of the nicer manual protections as it doesn’t make you go through insane hoops like finding word one in sentence four, paragraph 4 on page 45. Instead, the game simply tells you to punch in a three digit code out of a chart in the back of the booklet that goes on around six pages. This would be much easier except that like a thesis in a comic book by the Ultimate Warrior, it prints the grid in a yellow color on an all white page. While it isn’t impossible in a dimly lit room, it’s difficult to read in a few situations, and you may find yourself crashing to the DOS prompt several times before finally getting it right.

Despite all of the cloning within it, Body Blows does succeed in being a fun fighting game.

I remember originally finding it in a game bundle at a KB Toys shortly after our family had gotten our first Windows 95 box. While it certainly didn’t stop me from playing my SNES ports, it did manage to keep me enthralled enough to finish it. In the context of it’s heyday, players who only had an Amiga or MS-DOS computer were really getting something special as GOOD Street Fighter ports didn’t happen until Super Street Fighter II would see a proper release on computers. So for anyone who didn’t have a Super NES or a Genesis, Body Blows made for a nice ad hoc fighter. In fact, the Amiga would see two sequels, Body Blows Ultimate, and  Body Blows Galactic.

To go back to it now is really an act of either nostalgia or collector curiosity. It’s still certainly not a bad game, but there’s no way you’re going to want to play it instead of the games it stole from, or the games that have vastly leaped it since. I’d still recommend checking it out at least once should you ever get the chance. The MS-DOS version runs under DOSBOX with little to no trouble, and it’s just one of those things you have to see to believe. Especially when you realize the guys behind the successfully long running WORMS series can do a fighting game when they feel like it. For it’s time, Body Blows proved  that tournament fighters could, and should exist for computer platforms. It won all sorts of praise from the Amiga gaming community when it came out, and even managed to give DOS users a decent fighter.

It also sent the message to other publishers to put some effort into their porting duties.

Final Score 6.5 out of 10 (Not bad, but not great either.)