Tag Archives: Sega Master System

Bella 73 Quart Container Review

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No, your eyes do not deceive you. I’m going to talk about a plastic tub. But this is one of the best plastic tubs you can find. A plastic tub that can, and should be used for storing something it was probably never intended to store: Video game collections. Yes really. Read on, and see if it isn’t something you’ll want to look into.

PROS: Stores, many, many games whether on cartridge or optical media.

CONS: Plastic can be cracked if you don’t take proper care of it.

PERFECT: Dimensions for those of us low on space.

Let’s face it. Many of us who collect old games can build quite the collection. What starts out as the 15 NES Game Paks from your childhood, can easily balloon to 200-300 over the course of a few years. There are tag sales, flea markets, pawn shops, retro video game stores, thrift stores, internet dealers, and even conventions to attend. Before long, you have a huge stack of video games on the floor waiting to be catalogued, and placed somewhere ideal.

But for those of us with a small room to devote to our collection, or for those of us who live in a small dorm or apartment we have to be a bit more selective about what we pick up. More importantly, we have to get a bit creative about just how to store our games. Enter the Bella container.  This plastic tub was probably never intended for gaming, but it’s something you’ll probably want to pick up for yourself. Especially if you’re in a situation where space is an issue.

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The container is the perfect width, depth, and height for most cartridges, and it even works nicely for DVD cases, and jewel cases. It can also easily slide underneath a bed thanks to the wheels embedded in each corner. Or you can stack a few of them if you have a storage closet available to place them in. Over the last several months I’ve found they’ve been great for storing my NES, Super NES, Sega Genesis, and loose 2600 games.

Over the past couple of weeks I’ve had to spend a big chunk of my time cleaning, and downsizing where possible. These have made that process a lot easier. My aforementioned libraries all exceed 100 games, and being able to fit them conveniently, and neatly is an impressive feat. These may also be something worth looking into if you’re a used games vendor who often sells product at conventions. The blend of low footprint, and large capacity might work wonders for your table.

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The only real issue with this tub is that they’re made of the same acrylic plastics most other storage containers are. This makes them lightweight, but it also means they can’t be slammed around. You’re not going to want to drop the thing carelessly when you’re reorganizing your room, as there’s a good chance you’ll crack the plastic. If you’re fairly gentle with your stuff you should be fine. But it is something to be aware of.

Overall, I’m pretty pleased with them though. They can be found fairly affordably at Bed Bath & Beyond, although other retailers, and internet sites likely sell them as well. If you’ve got quite the Nintendo 64 collection, or you’ve come into a massive lot of Colecovision games. But now you have no idea how you’re going to store them, these plastic container bins may be the solution for you.

Final Score: 9 out of 10.

Fantasy Zone II Review

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Not too long ago I finally managed to snatch up a gem. It’s probably no surprise that this is a gem. In fact, if you have a means to play this one, you should probably stop reading, and go buy this right now. It really is all of the good things you’ve heard. It will please Golden Age fans. It will please shmup fans. It will please hardcore SEGA fans. If you dig video games at all, period. You’ll probably dig this game.

PROS: Colorful graphics. Great characters. Wonderful music. Pure joy.

CONS: Very difficult. But don’t let that stop you.

CONTROL STICK: You’ll want to use this (Or a Genesis Arcade Stick) over the stock pad.

Fantasy Zone II is the sequel to Fantasy Zone, a game I have yet to acquire on the mighty Sega Master System. It’s regarded as one of the earliest examples of a cute ’em up. A shoot ’em up where everything is bright, cheery, colorful, and cartoonish in aesthetics. You’ll notice this the second you see the title screen. Your ship, the Opa-Opa is a cute little pod with bird wings on it. Enemies are everything from flowers to flying turtles.

The game is a mixture of both Golden Age arcade shooter conventions, and the side scrolling shooter arcade games that followed. Every level sees you going along a backdrop that continually circles around itself. Basically, you’ll spend a ton of time blasting enemies with your lasers, and bombs. One button shoots the laser guns, the other drops the bombs. So you’ll cycle along the play field killing enemies, and then collecting the money they drop upon their deaths. Before long, you’ll discover some of the larger stationary enemies will open warp doors. These doors will take you to new sub-levels that basically work the same way. Every level has a store hidden within it too. Here you can upgrade your ship with new weapons, and abilities with the money you’ve collected.

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Once you’ve defeated every stationary enemy in the level, the door to the boss room opens up to you. Ideally, you’ll want to enter these encounters fully beefed up with extra power ups, and weapons. Because the boss encounters are where the game gets very challenging, very quickly. That isn’t to say the levels themselves don’t get difficult. They do. In a lot of ways they feel like an even harder version of Defender. Defender is a notoriously difficult arcade game. As every board just throws more, and more at you as you play. Fantasy Zone II, also does this. But on top of that, every enemy has its own attack pattern, and often times you’ll find yourself going after three or four enemy types at the exact same time.

The other major element of difficulty is in the power up system. Many of the upgraded lasers, and other items are timed, or give you a limited number of shots. So if you don’t hurry up, or you waste them on low-level grunts, you won’t have the extra might for the boss encounter. Moreover, if you lose a life, you’ll also lose any powers you purchased from the shop. Which means you’d better spend another ten minutes grinding money out of grunts so you can re-buy those power ups before fighting the boss.

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Here’s the crazy thing though. While all of this sounds like the kind of thing that would make you rip your hair out, and smash your Master System, it won’t. This game is quite honestly one of the hardest games you’ll ever play. Well unless you happen to eat, sleep, and breathe shmups. Then it may not crack your top ten. But for the rest of us, this game can be downright brutal. But it’s also downright compelling. Just like Defender did for so many of us growing up, Fantasy Zone II can be very addicting. Quite frankly, it is one of the most fun games ever. True, you’ll die, over, and over again. But you’ll probably play it fifteen times before giving up, and playing something else. Considering you’ll get better the more you play, that can add up to a couple of hours a session.

And as you improve, you’ll get to see more of the aforementioned boss encounters. Which just seem to add more craziness to the stew with every reveal. You’ll fight a killer space log in the first stage. Later in the game you’ll see the dragon boss from Space Harrier. There’s also a Mega Man styled boss rush for you to contend with at the end.

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As tough as this all sounds, things can be mitigated if you have the right tools for the job. Namely, a better option than the Master System’s stock game pad. I recommend using either a Genesis game pad, the Sega Control stick, or one of the arcade stick controllers that came out for the Genesis. It makes things much easier to play, as the stock pad’s D-pad just doesn’t have the precision required. Beyond control issues with the stock controller, I really don’t have much to complain about. Again, there is a high difficulty on display, but it’s also fair. When you die, you’ll know it was a lack of talent on your part nine times out of ten. It’s very rare, I’ve felt a death was cheap, or a fluke. I don’t think I ever ran into severe slowdown the way I have in some other games on the console either.

One of the other really great things about Fantasy Zone II is the soundtrack. These are some of the addictive chip tunes ever played back on the Sega Master System. If you have a modified console with the FM Sound Unit, or the Japanese Mark III with the FM Sound Unit accessory the soundtrack is even better.

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Fantasy Zone II isn’t the cheapest game you can find for your Master System these days, but it’s worth tracking down a copy. It isn’t anywhere near the cost of something like Power Strike (Aleste). But it’s going to cost you more than something common like Out Run, or After Burner will. If you don’t own a Master System, or a Mark III, or a Power Base Converter for your Genesis, there are alternatives. The game was ported to the Famicom, MSX Computer, and was also re-released on the Wii Virtual Console. If you have a PlayStation 2, there was a remake as part of the Sega Ages line. Sega also updated the game, and released it to the Arcades. Subsequently there is a version based loosely on that version for the 3DS. Fantasy Zone II comes highly recommended.  If you’re building a vintage Sega collection, or you just love old school arcade games this should be on your radar.

Final Score: 9 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.

Black Belt Review

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Throughout the history of video games, we’ve seen many cases where the same game can look markedly different between regions of the world. Probotector is one of the most memorable of these, as censorship in Germany saw Konami replace the soldiers in Contra with robots. Other than that, same game. Probotector was released in its robot, and non robot state throughout Europe on many computers as Gryzor.  But there are countless other examples. Today’s game was originally an anime tie-in.

PROS: Cool sprite effects. Solid controls.

CONS: Strange changes.  Poorer artwork than the alternate game.

LAZY: The box art. At least draw an entire character!

Hokuto No Ken, (more famously known as Fist Of The North Star) is one of the most recognized anime franchises of all time. But it wasn’t always so. Centering around a warrior in a post-apocalyptic future, it was widely known in Japan. It started life as a manga, and was later adapted into an anime. When anime became huge in the US in the 90’s it was one of the most popular shows newcomers gravitated to.  But in the early 1980’s it never officially came stateside. Only the most die-hard American anime fans knew about importing shows. Beyond that, the handful of shows we did get, were heavily cut, edited, or combined with other shows to make new shows.

Anyway, in Japan Fist Of The North Star would see a few releases across multiple platforms. It wasn’t until 1989 when we would see an official game by Taxan on the NES. But, believe it or not, we did see one before 1989. We would see Sega bring us a Fist Of The North Star game in 1986 on the Sega Master System. Albeit without the license intact.  In Japan it would retain all of the likenesses to the show it was based on. But since we wouldn’t get the show until 1989, Sega reasoned we wouldn’t know what was going on. Which is weird considering we got Zillion in all of its anime glory a year later.

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Be that as it may, they gave us the game under the alternate title Black Belt. Black Belt is the exact same game, except that nearly every piece of artwork has been altered, or replaced. Enemies. Background art. Our main character. The bosses. Everything. But this is still something you may want to check out. Whether you’re a fan of Hokuto No Ken or not.

Black Belt is a lot like early beat ’em ups like Irem’s Kung Fu Master. You’ll move in one direction killing, or avoiding enemies until you get to the end. What makes the game a bit different is the addition of mini bosses, bosses, and some violent imagery to boot. Granted, the original version is darker. But Black Belt’s grunts still explode when punched in the face, or kicked in the stomach.

So you’ll continue along blowing people up, and occasionally super jumping into the air to catch sushi, and kanji symbols for health. Every so often you’ll come across a mini boss. These guys are 1 on 1 match ups, that rely on memorizing patterns to win. Start going at them all fists blazing, and you’ll probably lose a life. But taking some time to learn when to strike will make these fights more manageable. A couple of stages have several mini boss fights in them. After defeating them, you will continue fighting waves of  grunts until you reach the boss.

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Boss fights change the game play a bit. The perspective in these matches is zoomed in, so the action resembles a tournament fighting game rather than a brawler. Just like the mini boss fights, each of these has a bit of a pattern to figure out. Boss fights are a bit harder though, because they won’t always use the same attacks in the same sequence. So there is a bigger importance on patience. Some runs through the game, you may take down a boss quickly, but other times you’ll be doing a lot of hit, and run tactics. Keep in mind that you’re also on a time limit too, so you’ll have to work smart.

Visually Black Belt isn’t half bad most of the time. Backgrounds are bright, colorful, and detailed. Most of the standard enemy characters have really cool designs too. The mini bosses are pretty awesome most of the time, with only a couple of them getting rather silly. The Bosses are a different matter. All of them pale in comparison to their Japanese counterparts. Garish, and corny these guys are some of the silliest bad guys you’ll ever see in a game. Things fare better on the musical front with some honestly catchy chip tune melodies in the soundtrack. Not all of it is great, some of it is banal background noise. But when the music is good, it’s good.

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It’s a short 5 stage run, but it controls well through it all. I still recommend using a Genesis pad or the Sega Control Stick over the stock Control Pad. Everything feels pretty solid, and responsive. The stock controller will sometimes have you going in the wrong direction or crouching when you don’t want to due to the mushy directional pad. But not often enough to ruin the experience either.

Even though the shift to generic characters, and backgrounds makes for a less exciting environment, Black Belt is still one of the better early brawlers. It manages to be interesting even though it looks uninspired. There isn’t much of a story outside of rescuing your girlfriend from a street gang. The usual B movie plot device of most brawlers. Be that as it may, if you’re collecting for the Master System, pick it up. It’s inexpensive, and has an interesting history behind it. Especially if you’re a fan of the anime that inspired its original Japanese release.

Final Score: 7 out of 10

Sega Control Stick Review

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So you’ve got your Sega Master System, or Power Base Converter for your Genesis. You’re all set to play some Alien Syndrome or Penguin Land using your Genesis game pad. Because that mushy directional square on the Master System controller just doesn’t work as nicely. But wait! For some weird mapping reason, these games just don’t respond to your Genesis pad. You look online to see that you can clip one wire inside to make it work, but this will relegate your Genesis pad to Master System status forever! Fear not! There are other ways!

PROS: Pretty sturdy construction. More responsive in many games.

CONS: Left handed layout may take getting used to. Not as responsive in some games.

ADVANTAGE: Hard to say. But not going to look as nice as the NES Advantage.

If you’re upset with the performance level of the stock Master System controller you’re not alone. It’s serviceable, but in some games, the mushy pad makes you go down when you meant to go right. Or on a northern arc, when you thought you were pressing left. Sometimes a direct line of movement simply doesn’t happen when it should. Many collectors use a Sega Genesis pad. This works in most games, but there are a handful that don’t work with a never modified Genesis controller. Modifying one also kills the compatibility with the Genesis in the process. To avoid that, some have even gone as far as paying for custom controllers. While this is a wonderful option one can take advantage of, it’s usually pretty expensive. Not everyone collecting 8-bit Sega stuff can invest in one.

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Enter Sega’s Control Stick! It’s an arcade style joystick for the Master System, originally released in 1987. Right away, you’ll notice it has a sturdy build. It doesn’t feel flimsy in any regard at all. The base is nice, and hefty. The 1, and 2 buttons feel pretty good, and responsive.  The stick itself is also pretty solid. Everything goes the way it is supposed to, and it has a knob molded  like the shift stick on the Outrun arcade cabinet.

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In terms of build, this is pretty good, and may be something you’ll want to track down. I put it through the paces with a bunch of games. Alien Syndrome benefited greatly from the Control Stick. It was much easier to get going on direct paths, with far less accidental diagonal runs into enemies. The Control Stick also worked very well with Space Harrier, and After Burner. Moving around was very simple, and shooting things down went very well. It doesn’t replicate the arcade experience, but it is a bit better than playing with the stock pad. I also had a pretty good experience playing R-Type with it.

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Unfortunately not every game is well suited to the Control Stick. Double Dragon was still much easier to play with the Control Pad, as getting the two buttons down to jump kick was more accessible. Shinobi wasn’t any worse, but it also wasn’t what I would call better. Golden Axe was better in some regards, like pulling off the shoulder block. But in others it was worse, like trying to control the beast mounts. So really you don’t need to go beyond the Control Pad for either of those games. Platformers like Alex Kidd in Miracle World, and Psycho Fox also felt easier to play on the Control Pad, rather than the Control Stick.

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One point of contention some may have with the Control Stick is that it’s set in a left-handed orientation. I personally didn’t have any trouble adjusting to it, but that doesn’t mean you necessarily won’t. That being said, I don’t think it will be a major issue for most players. The Control Stick is also shaped in a way that you really can’t sit on the floor with one. You’ll either have to lie on the floor, or sit at the coffee table to use it. As solid as the base is, it can be easy to knock over due to the small size. It is also no frills, offering no extras, like turbo buttons, or other functions.

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Despite its faults I’d still recommend getting a Control Stick. Especially if you’re someone who loves playing Sega’s arcade shooter ports, or any of the Master System’s shmups. You can play other games with it for the most part, but it’ll be a mixed bag. Some games fare better, a few worse, and many not all that different. It’s also worth picking up for the handful of cartridges that won’t work with an unmodified Sega Genesis controller. This way you don’t have to break compatibility with your Genesis by modifying the controller. It’s also a curious piece to add to your SMS collection.

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The fact it also uses a stock DB9 connector means that it is also a great joystick for the Atari 2600, or Commodore 64. If you’re a retro games collector, you may have either of these in your collection. The Sega Control Stick has some versatility for you in this situation. It may not be the absolute best controller around, but it is a very good one worth owning. Particularly if you love Sega Master System shooters, or own multiple platforms from gaming’s early days.

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

Psycho Fox Review

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Platformers have always had a presence in gaming. From Donkey Kong, to Super Mario Bros., to the Giana Sisters to Sonic, there has been no shortage of bump, and jump fun. In the 80’s, and 90’s platformers were one of the most popular genres. Nearly every publisher at the time tried their hand at making platformers. Vic Tokai was one of them.

PROS: Great graphics. Wonderful music. Nice use of physics.

CONS: Controls take a bit of getting used to.

CONNECTIONS: There are two seemingly unrelated games connected to Psycho Fox.

Vic Tokai had one cult hit on the NES. Kid Kool was loosely based on a celebrity, and it starred a kid who ran, and jumped his way to victory. But it did do one thing that made it stand out from other platformers of the time, and that is physics. You had to get a running start to get anywhere in the game. While even Super Mario Bros. had elements of getting places with masterfully running, Kid Kool made it the sole focus. But in doing so, Kid Kool became one of the most despised games of its time. It had many blind jumps that resulted in a lot of restarts, it didn’t have the best collision detection, and many cheap deaths.

Enter the Sega Master System. Vic Tokai would bring about a new game to Sega’s 8-bit offering, using the lessons learned from the poor reception of Kid Kool. In Psycho Fox you play as a fox who is trying to save the world from an evil fox named Madfox Daimyojin. At a first glance, you might think this game looks, a bit more Alex Kidd, than Kid Kool. But stick with it, and you’ll find it is quite a fun, and brutally hard game at the same time.

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As we’ve established, Fox has to run, and jump his way to victory. But the game feels a bit more refined. You’re still going to need to get running starts, and time jumps. But stages don’t feel quite as much like a guessing game. That’s because in this game, there are a couple of paths you can take. You can take a high route, or a low route. Taking the higher paths will usually lead you to secrets, and more opportunities to speed. The lower routes are usually a little bit easier, and don’t require quite as many jumps of faith. But there are also more enemy encounters in some stages when taking the lower path.

The biggest secrets are warp zones. Many platformers over the years have had secret ways to skip ahead. But in Psycho Fox you have to not only discover the area it resides, but you have to literally punch a hole in the level. Once done, you can climb into the hole to cut ahead. Beyond trying to find the secret warp zones, another improvement on the formula set up in Kid Kool, are the bonus characters.  Like Kid Kool, you can find an animal helper who acts as an extra hit point, and a boomerang. Defeating enemies, and finding eggs will often give you items. Usually you’ll find money. But sometimes you’ll find sticks, and of course the aforementioned helper.

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Here’s the thing. You’ll want to hang onto the sticks you pick up. Because you can control different characters with them. Pressing pause on the Master System will bring up an inventory screen, where you can use your sticks to turn into one of three other characters. A monkey, a tiger, or a hippopotamus. Each of these has added abilities over using the fox. The monkey can jump higher. The tiger can run faster. The hippo can break through certain objects.

At the end of every stage you get put into a lottery depending on your financial collection. You’ll bet, and guess a path. Guess correctly, and you’ll win items. Guess wrong, and you won’t have a bonus going into the following stage. Stages are broken up into seven worlds. Each of these has three stages in it, the end of which culminates in a boss battle.  Most bosses break down into a routine of luring the boss into a position, and then using a background item to damage them. Others play a little more traditionally with you having to throw yourself on top of them a number of times to defeat them.

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Psycho Fox has a very similar art style to Kid Kool, sharing some of the same character sprites, as well as some of the items in the stages. But Psycho Fox also looks significantly better. The colors pop more, and things look crisp. Some of this is likely due to the graphical quality the SMS has over the NES. But there are other NES games that still look better than this one. The point is it is a big improvement over Kid Kool’s visuals.

Psycho Fox also has a very catchy, hook ridden soundtrack. The tunes may not be quite as memorable as a Mario or Sonic soundtrack, but it’s very good. It’s bouncy, optimistic, and you’ll be humming along with it in no time. The rest of the sound is nothing to write about home though. Just the standard boops, and beeps many games of the era had. But again, the songs are so good, you won’t really pay any mind to it.

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All of this said, Psycho Fox still has one area that may drive some folks crazy, and that is the high level of difficulty. As I’ve said before, this game is hard. Most of the challenge is fair, but there are still moments where you’ll have to take a blind jump, landing you on an indestructible enemy, or in a bottomless pit. It is by far, not an impossible game, and you’ll be able to clear it if you can resolve to approach it with patience. But sometimes the trial, and error feeling can creep in, and sap some of the fun. It is still a big improvement over Kid Kool though, and is something that is manages to be pretty decent.

As a platformer Psycho Fox isn’t a great game, but it is better than average. It doesn’t hit the lofty levels of Nintendo’s Super Mario Bros. or Sega’s own Sonic The Hedgehog. But it also doesn’t  crash, and burn the way many nefarious examples have. It isn’t Bubsy 3D bad. It isn’t Awesome Possum bad. Being slightly above average isn’t a bad thing. It just means there are better titles to get first. But Psycho Fox is also a Master System game, a console where the best platformers starred Alex Kidd, and Sonic. There wasn’t much else. Especially not in the USA. So if you collect for the Sega Master System you’ll probably want to check out Psycho Fox anyway. Just keep in mind that it isn’t a common game, and that it isn’t cheap. But if you already have all of the Alex Kidd games, or you find a bargain, Psycho Fox is still worth checking out.

Final Score: 6 out of 10