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Ethos Video Game Reviews
Sunday, 21 February 2010
4.6 out of 5
Now Playing: Mike Tyson's Punch-Out!! (1987/1990)
Topic: Nintendo (NES)
    

     When it comes to the sports genre, Boxing is undeniably a huge draw to gamers. For majority of us, entering into the virtual ring is the only way we'll ever get the chance to be the heavy weight champion of the world. My all time favorite boxing game, happens to be one of the oldest. This particular game has been released multiple times, under different names, although the core of the game never changed. I'm talking about Mike Tyson's Punch-Out!!!, and after Nintendo's license to market Tyson's image expired, Punch-Out!!! Featuring Mr. Dream.

     For all intensive purposes, both NES versions of Punch-Out are identical. Players will assume the role of a small, but tough boxer named "Little Mac". Little Mac will have to fight his way through some colorful, and memorable opponents. To fight, players will use the A and B buttons that act as their right and left hands to throw punches. Using the D pad will cause Little Mac to dodge, left or right, and block. With each win, Little Mac gets closer to a title bout. Lose a fight, and Little Mac is knocked to a previous match up, or rank. The goal is to continue winning titles, and advancing your rank until you face either Mike Tyson, or Mr. Dream. Sounds simple enough, right?

     Well, luckily it is and isn't. Punch-Out has a great mix of challenge, being that each boxer Little Mac will come up against has their own special hits and weaknesses. Figuring out their patterns could cause an instant knock down, counter-punch, or simply give you a heads up on when to duck. Getting this right will earn you a star, which is used to activate Little Mac's powerful Uppercut. Some of Little Mac's adversaries are easier to defeat than others, while some are down right hard to beat. For example, the boxer Glass Joe is a particularly easy fight. His weak spot is his glass jaw, so popping him one in the face is a good way to bring him down. A much harder opponent is say the end game boss, being Mike Tyson or Mr. Dream. Good luck against those guys, taking them down isn't a cake walk. To make things worse, its game over if they knock you out. Their mighty furry has caused many years of vintage frustration in my gaming youth, yet I always came back for more.

     Graphically, Punch-Out is one of the best looking games available on the NES console. The key to Punch-Out's graphics, is in character animation and design. As I mentioned earlier, characters are colorful and memorable, and for good reason. A character's animation, or character design all give the player a clue of what their opponent's weakness will be. There are also some animated cut scenes in Punch-Out, like Little Mac running past the Statue of Liberty in his pink jump suit. Mix in a pretty solid sound track, and we have the NES equivalent to a Rocky movie.

     Punch-Out is one of those games that refuses to be knocked out. It has stood the test of time, and has seen numerous re-releases, and has even made the jump onto the Nintendo Wii. It is one of the truly iconic games, on a truly iconic system. I mean seriously, where else can you see super Mario referee a title bout!?

Written by RB

Over and Out.

_______________________________________________________


Posted by ethosreviews at 2:19 PM EST
Updated: Sunday, 21 February 2010 3:53 PM EST
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Friday, 19 February 2010
Ethos Video Review
Now Playing: Contra (1987)
Topic: Nintendo (NES)

    

     I tackle one of the most difficult NES games ever made in my new Ethos Video Review! Contra was a classic run and gun side scrolling shooter made for the NES in 1987 by Konami. I try and get as far as I possibly can without the use of the famous "Konami Code" (which gives you 30 lives) or without the aid of Game Genie. How far will I get with just three lives to start? Click on the link below and find out! And as always, thanks for watching.

https://www.youtube.com/watch?v=ypu8h2Ap12g

-Kurt L.

_______________________________________________________


Posted by ethosreviews at 9:55 AM EST
Updated: Friday, 19 February 2010 10:00 AM EST
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Thursday, 18 February 2010
3.5 out of 5.0
Now Playing: Street Fighter Collection (1997)
Topic: Sega Saturn

    

     Released for the Sega Saturn (as well as the Sony Playstation) in 1997, Street Fighter Collection is a compilation package of a few of the Street Fighter games, and emphasis on "few." The term "collection" is used loosely here because this game is only compiled of three SF games, and they are - Super Street Fighter II, Super Street Figher II: Turbo, and Street Fighter 2 Alpha Gold (previously unreleased in the United States). The collection comes on two discs, with Alpha Gold taking up the entire 2nd disc. However, that is all you'll get. There are no upgrades to the games themselves, which for many gamers may come as a dissapointment, but let's face it, these games are great as they are anyway - no upgrades are necessary. To be honest, this game is a lot of fun.

     I suppose the only true downer on this collection is that it is only three games. For collectors, it may have limited appeal because it only features the three games on it. I personally don't mind that fact because I already own Street Fighter II for the SNES (which is brilliant). Though, I can't help but feel it should have included the original Street Fighter game, which I actually have never played, but is apparently drastically different and primitive in nature in comparison to the later releases in the franchise. Also, why include the Super Street Fighter II games and not include the original Street Fighter II? That's a bit odd. Basically what I am saying is, the collection is indeed not a complete one by any means, but it is definitely a servicable release.

     That being said, I had to give this game a fairly average score of 3.5. If you like to base it strictly on gameplay itself, it'd be a different story. The games themselves included on SF Collection are terrific! They are the arcade ports, so they include a little bit of blood, and the graphics are stellar. Sure, they may be considered dated by 1997, but I say they are timeless. The Saturn handles these 2D fighter classics as good as any system, and since it has more horsepower than the SNES, they run very well, and nothing needed to be compromised to port these arcade games. Not to knock the SNES, as they ran exceptionally on that system, but the Saturn can handle the full presentation of the arcade ports. The only hurdle that the Saturn and other disc-based systems can't overcome are loading times. They aren't bad here, but compare that with no load times on the SNES - so there's something of a tradeoff.

     Using the Saturn controller is another natural fit, as was the SNES controller. The control, like in all Street Fighter games, is flawless and incredibly responsive. The Saturn controller works just so well and executing various moves is a breeze and a blast.

     So all notions of game inclusion or exclusion put aside, Street Fighter Collection is really great. For me, it is a wonderful collection of games, and the new Alpha Gold is another excellent entry in the series. If you have SF II already, then by all means get this compilation to round out the rest of your Street Fighter collection. The games are classic and they play and sound very, very well - and they surely boast some tremendous visuals. It is one of the most enjoyable experiences I've had on the Sega Saturn thus far, if not the best, simply because the games included here are just that good.

-Kurt L.

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Posted by ethosreviews at 4:14 PM EST
Updated: Thursday, 18 February 2010 4:50 PM EST
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Friday, 12 February 2010
2.8 out of 5
Now Playing: Jurassic Park Part 2: The Chaos Continues (1994)
Topic: Super Nintendo (SNES)
    

     Everyone has seen Jurassic Park at least once since its release in the early 90s. Jurassic Park was an outstanding movie in its own right, and it was accompanied by countless action figures and other merchandise. At times, it seemed like the dinosaur mayhem was being crammed down the public's collective throat, yet we continued to come back for more. My big draw was the Jurassic Park brand of video games, and with Dr. Grant appearing on what seemed like every system out on the market there was plenty of game play to be had. Being that I have the majority of the JP games in my own collection, which means the dinosaur mayhem, is yet again going to be crammed down proverbial throat of Ethos Reviews. I'm beginning this particular series of reviews out of order, starting with the SNES variant I personally played the most, Jurassic Park Part 2: The Chaos Continues.

     Now, Jurassic Park Part 2: The Chaos Continues isn't to be confused with Jurassic Park: The Lost World. The Chaos Continues was released some time before the Lost World, and the Lost World received its own game which was one the Sony Playstation. Jurassic Park Part 2: The Chaos Continues is strictly a video game interpretation of the events that took place after the initial deadly mishap in the park. The game begins with a pretty darn impressive cut scene, animated with voice work, explains that InGen's main competitor Biosyn is out to take control of Jurassic Park and all of its inhabitants. The problem is InGen hasn't completely abandoned hopes of regaining control of Jurassic Park. So, Biosyn sends an army of elite troops and scientists to do their dirty work. Talk about a hostile take over! Anyway, InGen's CEO John Hammond having no where else to turn is in desperate need for a hero. With Jurassic Park under siege by a well armed military force, who is he going to call? None other than Dr. Allen Grant, because when commandos start knocking on your door, the first thing that comes to mind is "I need a paleontologist". As for the rest of the story, that's about all you're going to get. That's not because I won't tell you, there really isn't much else that needs to be said. Aside from the well crafted opening cut scene, a gripping narrative Jurassic Park Part 2 is not.

     Game play is basic, The Chaos Continues is a pretty standard run and gun side-scroller. Players will select which mission they would like to begin with out of a list of 7 main missions. These missions take Dr. Grant through the dense jungles, inside park facilities, a volcano, and a mountain range. Being this is Jurassic Park, the armed commandos aren't the only thing Grant will have to contend with. Obviously, dinosaurs are going to play a factor and levels will switch between the enemies being humans and the dinosaurs. On occasion, there will be a combination of both the dinosaurs and humans, but for the most part its either one or the other. Being there are two different types of threats players will go up against there are two different sets of weapon, lethal and non-lethal. Lethal weapons are used against both dinosaurs and humans, although being InGen wants to take control over the park once again killing their star attractions is frowned upon. Next to the life gauge, there is a stock meter which is a Jurassic Park logo and a number that begins at 100. Killing dinosaurs will cause this meter to drop, and once you reach below 75...game over man. Utilizing the non lethal rounds when facing a dinosaur is a necessity, and trying to use these weapons against a human target is completely useless. Humans will have no reaction to the cattle prod (which looks like something out of a terminator movie), or the violent explosions of a tranquilizer missile (because everyone knows violent explosions will put a dinosaur to sleep...). So anyway, to make a long story short make sure you pick the right tool for the job. With my jests put aside, the side-scrolling action is actually pretty addictive and with some practice players can get very good at it. There is also an option to bring in a second player, who assumes the role of a guy named Wolfskin, and I only found out his name after looking through the instruction booklet. The co-op feature works well, and basically ensures the success of completing the mission. Its like they say, two guns are better than one.

     Jurassic Park Part 2: The Chaos Continues does have plenty of quirks though. Despite its well polished graphics, and excellent sound effects, the game has plenty of glitches that can work to a players advantage or against them. For starters, on occasion dinosaurs won't react properly to Dr. Grant's presence. Some raptors will flutter on the screen, as if they're stuck position. This makes them easy pickings, but isn't necessarily fun. Some times enemies will also run straight through a wall, or over a cliff. This doesn't effect the game play, but sticks out like a sore thumb. On a more negative note, there are plenty of instances where Dr. Grant can literally fall through a stage. For no reason, Grant will simply fall off the face of the earth. The problem is, fall damage counts against your life gauge. So, every time this glitch occurs the player will lose health. The game also continuously reuses the same levels, and simply replaces the dinosaurs with humans and vise versa . Continuously seeing the same places over and over does take away from the long lasting appeal from the game, but even though they are well designed levels, the repetitive nature does tend to get annoying. One truly useless feature, which is mind boggling as to how it actually made it into the game, is the ability to dodge. Now I know you're thinking right now "how can dodging be useless?" Well, I'll tell ya. By pressing the X button, Grant slightly moves his rifle out of the way activating the dodge. The animation looks good, but the problem is dodging doesn't work. Dinosaurs and humans can simply run Grant over, knocking him down. Plus, spitting dinosaurs and armed soldiers rate of fire is set so fast, even after activating a dodge trying to fight back is impossible. Its easier just to jump or duck to avoid attacks, which still allows you to attack back.

     Jurassic Park Part 2: The Chaos Continues is a far from perfect game, and there are better JP games out on the market. With that said, The Chaos Continues isn't exactly terrible either. Although it can be frustrating at times, it is a game that can easily be laughed at. So take the game for what it is, another attempt to make a dime off of the Jurassic Park logo. Despite all of its flaws its still really fun to play, especially in two player mode. In the end, isn't that what games are all about?

Written by RB

Over and Out

___________________________________________________________________


Posted by ethosreviews at 10:12 AM EST
Updated: Monday, 15 February 2010 9:29 PM EST
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5.0 out of 5.0
Now Playing: Super Mario Bros. 3 (1990)
Topic: Nintendo (NES)

*20th Anniversary of Super Mario Bros. 3* 

     February 12th, 2010 marks the 20th anniversary since the release of Super Mario Bros. 3, and to commemorate the occaision, I have made a Ethos Video Review tribute to salute my favorite video game. We're going back to the past again, this time to 1990, and we'll take an in depth look at one of the best games ever created. To see the video review, click on the link below. Also, I re-posted the written review of the game. Thanks for watching the video and reading our reviews! Enjoy!

https://www.youtube.com/watch?v=iLmbf02Kwug

_________________________________________________________________________________________________________________

 

   

 *Review originally written on Nov. 30th, 2009* 

     The Nintendo Entertainment System, commonly known as the NES, was in its fifth year by the time Super Mario Bros. 3 was released in 1990. It was third in the franchise series for Nintendo, and by far, the best, and most successful game of its time, and indeed, of all time. It is considered, and surely is without a shadow of a doubt, the pinnacle of perfection for the NES. No other game at the time was able to match its technical prowess and its innovative and intuitive combinations of level design, character design, music, and gameplay. It is no surprise why this game is indeed, until 2008, the best-selling video game of all time.

     I personally have nothing but praise for this game, as it is indeed my all-time favorite game. Almost 20 years later, I still play this game regularly because it is so enduring, and timeless despite its now-archaic 8-bit style. Well, perhaps not archaic, because, these days retro games are making a major comeback, and Nintendo is still catering to that crowd with such upcoming releases like NEW SUPER MARIO BROS. WII, which will indeed be a throwback to such classics like MARIO 3. I love this game, and everything about it. It is surely the one game where I can safely I have mastered, but, yet, somehow, I keep coming back to it to experience its timeless challenges.

     And why is this game so timeless? It's because this game is so fundamentally strong. It has a great classic story, a very familiar one for Super Mario fans, where Prince Toadstool is captured by the evil King Koopa (a.k.a. Bowser), and Mario much find her and travel across 8 treacherous levels to rescue her from his evil clutches; a wonderfully simple story that provides the foundation. The gameplay makes the game so fluid and playable, and re-playable. The controls are tight, very responsive, and with all the varying ways that you can beat this game, that is a leading reason as to why this classic endures. A flurry of power-ups, and a system of storing them, keep the game fresh and leave you with the choice and a strategy on how to win.

     The levels themselves, all eight of them, are all so different and unique from one another in their own special way. You have grass lands, deserts, water worlds, worlds filled with giants, the sky and clouds, worlds of ice, pipes, and fire and treachory. It surely broke the mold when it came out in 1990 with all of its creativity and innovation, but it also defined how the 2D platformer would be forever; and indeed it would heavily influence the 3D platformers as well (what else would have been a better model?).

     Music is often a strong point in many NES games including the Mega Man series, Contra, Bionic Commando, the Zelda games, and even lesser known games like Journey To Silius. Mario 3 is no different in this regard as it stands at the top of the soundtrack chain with some of many of the classic Super Mario themes as well as numerous new ones that will keep you humming along with them. And not only that, but don't forget about the unforgettable sound effects such as Mario powering-up, jumping, spitting fireballs, and kicking turtle shells about.

     I can't stress enough how perfect Super Mario Bros. 3 actually is. If you haven't played it by now, or perhaps, weren't around when it actually was released, it is time you play it. You can find Mario 3 in many others places: on Super Nintendo as part of the "Super Mario All-Stars compilation", or on Game Boy Advance titled "Super Mario Advance 4: Super Mario Bros. 3", or of course on Wii's Virtual Console for a steal of five dollars. I'd of course recommend hunting down an original Mario 3 NES cartridge somewhere and playing on an old NES for the best experience, but, regardless, it is a game to be played.

     It's no wonder why this game has made such an indelible impact on the industry. It's just that good.

-Kurt L.

_______________________________________________________________


Posted by ethosreviews at 12:00 AM EST
Updated: Friday, 12 February 2010 12:04 AM EST
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Thursday, 11 February 2010
4.7 out of 5
Now Playing: Donkey Kong 64 (1999)
Topic: Nintendo 64

 

     Most Nintendo characters, like Super Mario, Link, Samus, or even the yellow rodent Pikachu have a devote following as players will quickly pick up any game that has their likeness. Donkey Kong, who appeared first as a enraged princess kidnapping beast that faced off against the "Jump Man", Mario himself. Since our beloved great ape's debut in 1981, Donkey Kong has gone on to become a hero in his own right. The Donkey Kong Country brand went on to be one of the most popular, and enjoyed franchises on the SNES consol. When DK and the gang finally made their jump to 3D with the 1999 release of Donkey Kong 64, many revolutionary changes were made to accommodate the Kongs in their new adventure.

     Donkey Kong 64 has a lot going for it. Continuing the Donkey Kong Country legacy, Donkey Kong 64 is a platformer. Players will run around, jump, climb, and swing through full 3D environments in a fashion that is very similar to that of Super Mario 64 although there are some technological advances to DK64. For starters, Donkey Kong 64 comes packaged with a 4MB expansion Pak, which doubled the N64 ram to a whopping 8MB total, is required for the game to run. Anyone looking to pick up a copy of DK64 used, and doesn't have the 4MB expansion Pak for their N64, unfortunately you'll be plum out of luck. Donkey Kong 64 is a very large game, and the expansion Pak is crucial for the sheer amount of detail utilized in level, character, and lighting design. The 4MB expansion Pak also works with other games released for the system, including The Legend of Zelda: Majora's Mask (previously reviewed right here on Ethos).

     DK64's plot is basic, King K. Rool has returned with a new devastating weapon that will destroy Donkey Kong Island. Unfortunately for King K. Rool, his new laser ran into a few technical difficulty on its final approach to the home of the Kongs. So to buy a little time King K. Rool orders his Kremlings to kidnap Donkey Kong's four friends, Diddy, Tiny, Lanky, and Chunky Kong, and steal all of DK's beloved banana horde. Like I said, a pretty basic plot but Donkey Kong 64 pokes a lot of fun at itself along the way. It's filled with comic mischief, and can be enjoyed by all ages even though the game is age appropriate for the kiddies. Each Kong has their own personalities that shines, and adds something more to the game.

     Game play is spot on in Donkey Kong 64. There is a lot to do, and explore. Upon starting the game, players will assume to role of Donkey Kong. After completing a training course from good old Cranky Kong, and earning DK's first skill upgrade players can freely go off and explore a bit of the island. There are areas that are blocked off until players meet the criteria to unlock the new sections, so game advancement is pretty forced at least to start with. DK must free all of his friends, who in return become playable characters by selecting them from a character barrel, and collect enough golden bananas from his horde to unlock each new area. There are a total of incredibly large 9 areas (including the over world, which is the island itself), and each area there are 5 golden bananas for each playable Kong. That means, each area has to be played through multiple times. The Kongs have their own unique set of skills, which allow them to gain access to areas their counterparts cannot. Players can't fully appreciate how massive Donkey Kong 64 really is until they have all of the characters unlocked. Not only do levels cater to each playable character, but there is also a ton of skills and weapon upgrades for all 5 Kongs. To earn new weapons and skills, each Kong has to collect colored coins and bananas specific to them. Donkey Kong has to collect yellow coins and bananas, Diddy needs to find red, Lanky is blue, Tiny is purple, and Chunky is green. The colored coins are then turned in for Cranky's potions that give new skills, Funky Kong gives weapons, and Candy Kong gives musical instruments. Each are vital for the game's progression, and each upgrade reflects the personality of the Kong receiving it. Collecting items is really what Donkey Kong 64 is all about, but I doubt players will get bored with the amount of things they can do with this game. One flaw to Donkey Kong 64 game play is at times, there are drastic spikes in the game's difficulty. While some things are a breeze to get through, there are some challenges that can be down right frustrating and take away from the overall fun factor. There aren't many flaws to this game, but when the occasion comes when you get stuck, I think you'll agree with me.

     Graphics and sound are a huge selling point to this game. Thanks to the aforementioned 4MB expansion Pak, Donkey Kong 64 was able to offer graphics that were for a time unmatched in the N64 consol in terms of size and clarity. The graphics don't really begin to shine until you leave the island over world. Donkey Kong Island doesn't look bad by any means, but many of the better lighting, and texturing effects don't come into play until you enter one of the other levels. In desert areas sand will blow in the wind, and cracks of lightning realistically light up a night sky. The amount of effort that went into each level is outstanding, and really makes DK64 one of the better looking games offered for the N64. Albeit there are admittedly a few better, Donkey Kong 64 is no slouch by any means. Character movements are also very well done. Each playable character has their own set of movements, run a certain way, and all match their unique personalities while flowing fluently. I have heard accounts of Donkey Kong 64 slowing down on occasion if too many enemies are on screen, although I personally have never experienced any issues with the game becoming bogged down, it is something to take into consideration. When it comes to sound effects, expect plenty of them from Donkey Kong 64. Right from the get go, Donkey Kong 64 begins to show off sound quality with the opening rap sequence that introduces all of the main character. This opening rap is silly, and sets the tone for the tacky humor that is going to take place throughout the rest of the game. There is some voice work done in Donkey Kong 64, like King K. Rool in some Kremlings having some lines here and there, but for the most part voice acting is kept to a minimal. More common voice work is kept to the use of sound effects, like Donkey Kong saying "Banana" after collecting one of his precious golden bananas. Each Kong has their own voice, Tiny of course sounds...well Tiny, Lanky is aloof, Diddy sounds like a monkey, and the gentle giant Chunky is cowardly. Like Donkey Kong Country, DK64 has some down right catchy musical themes. Even using the Kongs' musical instruments, although basic, have a certain flare to them.

     Over the years, I have played a lot of bad Nintendo 64 games. It is why when I did come across a true gem, they became games I would frequently return to in my gaming rotations. Whenever my Nintendo 64 is hooked up, Donkey Kong 64 is one title I have to play at least once. Its definitely not the all time best game on the system, and many die hard fans of the Donkey Kong Country franchise felt DK64 didn't quite live up to the legacy of its SNES predecessors. I disagree with that assumption, in fact I think quite the opposite. DK64 brought yet another classic Nintendo character into the realm of 3D. Donkey Kong 64 had a heck of a lot of good things about it, and gives hours of fun game play to anyone who is willing to give it a shot.

Written by RB

Over and Out

_______________________________________________________


Posted by ethosreviews at 8:24 PM EST
Updated: Thursday, 11 February 2010 8:54 PM EST
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4.0 out of 5.0
Now Playing: Mega Man (1987)
Topic: Nintendo (NES)

    

     It's historical significance cannot be denied. Mega Man was one of the important games to be released on the NES. For the time, it was new, original, and groundbreaking in many ways. This landmark entry in the series spawned five more sequels on the NES, and also launched a franchise that has graced nearly every console since, and a slew of games for each. The series has come a long way since the original Mega Man, and not necessarily for the better. The first six NES games in the long-running series were clearly the best. There were plenty of other valiant efforts made after those as well, but at least for the past eight to ten years, Mega Man has gone under many different variations. Vintage Mega Man is back thankfully in the form of Mega Man 9 and the forthcoming Mega Man 10, and its roots are set in the original NES experiences.

     Mega Man was indeed a classic game. It mapped out the blueprint for what the series would later build upon. A scientist named Dr. Wright (later changed to Dr. Light), had created some robot masters, but unfortunately, all but one of them went haywire and Dr. Wily, former assistant to Dr. Wright, takes them and changes them to evil in an effort to conquer the world. The sole robot who did not malfunction was Mega Man, and he voyages on a grand adventure to take down each robot master one at a time - and you as the player are given the choice of which order to pursue them. There's a secret in all these Mega Man games is that you can exploit a weakness of some of the bosses by beating them in a particular order, which is pretty cool. Anyway, this is the foundation of all things Mega Man.

     It is classic side-scrolling fare, with some vibrant graphics (some of the best around at the time), some terrific and challenging action gameplay, and the trademark Mega Man soundtrack. All NES Mega Man games had easily some of the best and most exciting gaming music known to man. The soundtrack is wholly memorable, and marks only the beginning of this wonderful trend in the series.

     Mega Man evolved bit by bit with each passing entry in the NES series of games. In Mega Man, there is a high score counter, which is completely irrelevant to the game itself, making it the first and last NES game in the franchise to feature it. Also, when reaching the end of a level, and passing through the metal gate to get to the boss, there was another band of enemies and obstacles awaiting before getting to the actual boss, which was another element that was not present in the sequels (and it was for the better because without the extra obstacles, you get a little breather before fighting the stage boss). Aside from that, it is essentially everything you'd expect from a Mega Man NES game, and that's a good thing.

     Personally, the future entries in the NES series were better than the original in every way. Most of them upped the amount of bosses (from 6 in the original to 8), and the graphics improved, and Mega Man himself would be improved (for example, the ability to slide was added in Mega Man 3). In any case though, the original Mega Man is still a great game and is a marvel to behold. It certainly stands the test of time, and makes for a great addition to any NES collection. This game did so many things right, and is a superb benchmark example of classic vintage gaming - and it would only get better from here.

-Kurt L.

_______________________________________________________


Posted by ethosreviews at 4:14 PM EST
Updated: Thursday, 11 February 2010 4:44 PM EST
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Wednesday, 10 February 2010
3.0 out of 5.0
Now Playing: Sonic 3D Blast (1996)
Topic: Sega Genesis
    

     The Sega Genesis was home to some of the most true classic Sonic games that the industry has ever known. Sonic the Hedgehog 1, 2, and 3, were all bonafide classics in every way possible. Sonic & Knuckles wasn't far behind either, as it was another solid entry in the series. There were a few spin offs of the main series of games as well, including the mediocre diversion Sonic Spinball (previously reviewed here on Ethos). In 1996, released on both the Sega Saturn, and the aging Genesis, was Sonic 3D Blast. It was a psuedo spinoff of the series, but still held on to some of the core gameplay concepts, but at the same time, was a radical even drastic departure from the rest of the main games in the franchise.

     The version I am reviewing is the Genesis version, and by the time of its release in '96, the system was, as another critic put it, "decaying." I couldn't have picked a better word to describe the state of the system at that time. The Super Nintendo had won the Console Wars of the early to mid 90s, and the embattled Genesis already had two failed peripherals under its belt with the 32X and Sega CD. The Saturn was already well into its run, albeit a struggle. The Playstation was out and becoming a powerful presence in the market. Jaguar had came and went. And the Nintendo 64 was just on its way, so the Genesis was indeed decaying.

     As for Sonic 3D Blast, it's a decent game. At first glance, it can be very odd, but when given a chance, it really isn't that awful, but it lacks a lasting appeal. The game lacks the super speed that the franchise was known for, and rather than side-scrolling amazement, the game favored something of an isometric 3D perspective. The graphics are average, but pale in comparison to the earlier iterations of the franchise. The Saturn version of 3D Blast, at least in accordance with some screenshots I've seen, is far superior in every possible way. While the visuals are reduced, they are rather colorful and really aren't that bad on the Genesis. However, the brief opening cinematic is hideous by today's standards, but I guess was nice in 1996.

     As for the isometic 3D perspective, take a game like Super Mario RPG: Legend of the Seven Stars, for the SNES. It is one of top ten favorite games of all time, it too was released in 1996, and with an isometric 3D view, yet somehow the control and movement was so much more fluid. And that is perhaps the biggest drawback to 3D Blast - the controls are very clunky. They do take some getting used to, but are generally not very sharp. You'd figure by '96, control in a isometric game would be perfected, considering Mario RPG had such sublime control.

     As for the gameplay itself, if you've ever played Snake Rattle N Roll for the NES, you'll feel this game to be quite similar. The object of the game is to go around, jump on enemies, and catch the little Flickies (little birds) that were trapped inside, and then bring them over to giant ring at a set point in the level and the Flickies are released, bringing you to the next level. This is essentially the whole game, and the levels can become rather tedious and repetitive. The tedium also leads to single levels being a little too long, and that's a drag, but things move quicker once you get a good hang of the game.

     While the game lacks much of the typical Sonic staples like speed, it does have all the trademark sound effects in all their glory - from the rings, springboards, the spin dash, jumping, etc., all the sounds are there. The music in the game is also rather charming, and does not disappoint.

     Overall, Sonic 3D Blast is a flawed game. It lacks depth and speed, and the latter is a Sonic staple. With its clunky control, and grid-like isometric level design, it's something of an oddball. However, it is not a bad game. It is definitely a playable and enjoyable experience if you can look pasts its shortcomings. There are far worse Sonic games out there, and I would certainly not consider this one of that bunch. It is indeed on the middle tier of the Sonic franchise.

-Kurt L.

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Posted by ethosreviews at 11:19 AM EST
Updated: Wednesday, 10 February 2010 12:13 PM EST
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Tuesday, 9 February 2010
4.3 out of 5.0
Now Playing: Sonic the Hedgehog 3 (1994)
Topic: Sega Genesis

    

     Following the major success of Sonic 2, Sega released the third in the blue-blur's franchise - Sonic the Hedgehog 3. By 1994, the Genesis was becoming embattled by the Super Nintendo, and made several attempts to mainteam strength in the market by releasing such bombs as the Sega 32X and the Sega CD. Both add-ons failed miserably, and the Genesis would carry on, much better off from a gaming standpoint, on its own. So, with Sonic 3, Sega tried its hand again at making another successful flagship game, and they absolutely succeeded. Competition in '94 was tough with games like Super Metroid and Donkey Kong Country being released for the SNES.

     Sonic 3 is better and more expansive in many ways over its predecessors. The gameplay is just as fast as the previous entries in the series, and certainly blows Sonic 1 out of the water in terms of pure speed. It also featured some of the most stunning 16-bit graphics on the Genesis, with grandly detailed backgrounds and foregrounds, popping and dazzling everywhere along the way - a pure treat for the eye. Sonic himself is armed with a few new tricks up his sleeve as well. I always felt he was a fairly vulnerable protagonist because he didn't have much in method of attacks. Well, here, the Spin Dash returns from Sonic 2, but also, Sonic has what I believe is called the "insta-shield." When you jump with Sonic and tap the A button again, a little force field erupts around the circumference of Sonic that can defend you against enemies as well as defeat them. It's incredibly handy, and makes the hedgehog all the more dynamic.

     In addition to this "insta-sheild" are powerups as well, which was a first for the franchise. Yes, Sonic still has the chance for invincibility and whatnot, but now, he can also power up with a fire sheild, an electric shield, or a water bubble. All are helpful in their own ways, and are such a natural fit in the game - I wonder why they didn't exist from the start of the franchise? Anyway, the shields are great and are very helpful along the way. The fire shield can allow Sonic to become a fireball, the electric shield shoots out sparks as well as magnetically attracting rings, and the water bubble can have you bouncing upside down, and also make you invincible in water levels, so that you don't have to search for air bubbles! THANK YOU SEGA! Seriously, one thing I've always hated in Sonic games is the fact that you can't breathe underwater! I've always hated Sonic water levels because of that! Mario can breathe underwater, so can Mega Man, so why cant Sonic? I must digress. Though, if you lose your water bubble, then the hassle of breathing underwater returns, so, good luck.

     The level design in Sonic 3 is once again impressive. They really are a marvel to behold, and that goes for all these early Sonic games. More so than ever, they are so vast and complex, I can't make head or tails on how to begin even mapping such intricate stages, but, they are great, and again, the graphics are amazing - best yet in the series.

     Some other worthy features are a Save Option, which is another big plus. And also, you can have an option from the start to play as Sonic, Tails, or as Sonic & Tails together. I'm so glad they gave you the choice this time, as Tails is just incredibly annoying, so I pick Sonic solo every time, the game is much better off that way. I've heard Tails can save you when in trouble by switching off to the second controller, but I can't comment further about that since I haven't tried it - I try to avoid Tails at all costs. Also, this game also marked the debut of Knuckles the Echidna, but he was Sonic's rival here.

     The gameplay in Sonic 3 is again top-notch. But as the series has grown to even greater heights in many other aspects, there were a few drawbacks here. The levels are quite long for the most part and rather challenging, but that is a good thing, as you are getting a good amount of game here. But there are a few too many cheapshot hazards in your way, things that will suddenly pop up and disrupt the flow of action, causing you to either lose your rings or die. It's a little disconcerting, as this was not as evident in Sonic 1 or 2. It wasn't as prevelant in Sonic 3 as it was in Sonic & Knuckles, released also in 1994. In Sonic & Knuckles, there are tons of nuiscance hazards, but that is also still a very good game.

     A quick word about the music - it's awesome. The soundtrack, like all Genesis Sonic games, is incredibly memorable.

     In the end, Sonic 3 completes a great trilogy of Sonic games that stand as the best in the franchise - by far. After Sonic & Knuckles, the original charm of the Genesis games was lost in the newer games, especially when the series made its leap to 3D. Sonic 3 is a terrific game with all the fixins - great gameplay, music, graphics, tight action, and replayability. Is it better than Sonic 2? Well, that is a matter of opinion, as it is better in some ways, but I think for me, Sonic 2 edges it out by just a smidge. I highly recommend Sonic 3 - it is an exemplary example of Sonic gaming.

-Kurt L.

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Posted by ethosreviews at 9:33 AM EST
Updated: Tuesday, 9 February 2010 10:20 AM EST
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Saturday, 6 February 2010
2.9 out of 5.0
Now Playing: The Black Bass (1989)
Topic: Nintendo (NES)
    

     When you think of the Nintendo Entertainment System, most people usually associate games like the Super Mario Bros, or the Legend of Zelda. A fishing oriented game generally won't come to mind, even in modern gaming fishing isn't exactly the formula for a hardcore experience. Regardless of that fact, fishing games are out there, and The Black Bass for the NES is one of them.

     The Black Bass is a very simple game, the entire idea is to catch as many black bass as possible within the process of an in-game day. Sounds easy enough, right? Well, it is and it isn't. Players begin their game by selecting either being a ranked player, or a beginner. Although, most time players will be selecting beginner since being a ranked player requires a lengthy password from a previous game. I don't know about you, but I never could be bothered with those ridiculously long passwords no matter what the game was. Anyway, after starting their game players are free to boat around different locations in hopes of hunting down that elusive black bass. Location is key being bass like certain conditions, failing to hit the right spot will result in you reeling in a rainbow trout, or some other undesired fish . Selecting the right lure is also key for your location, and there is a good selection and colors to choose from. Some combinations are obviously better than others, and it is up to each player to figure out how to use each lure to attract a fish. These elements work well while adding a bit of realism to the game, and being The Black Bass is on the NES, that's impressive within itself.

     Once you've found your perfect location, selected your lure, its time to get your big hat angler doing his thing. Players will use the A button to power up their cast, and by hitting A once again at the precise moment the cast meter becomes full will send the fishing line as far as possible. Casting to far to either the left or right will cause you to lose your lure. You might also get your line stuck on a rock, or weeds depending on your location, but by hitting A and B together will automatically reel the line back in. After the line is set in the water, players will have to actively attract a fish if there is any chance of catching a fish. Simply pressing A will reel in the line, which will be a complete waste of time. Instead, by using the D pad you can manipulate the lure. For example, if you are using a Red Frog lure, you can give it a more life like movement in a swampy area to attract a fish. Consistency and pace are key to entice the fish to bite, but once their hooked the fight is on. You'll have to reel in the line by using A, and guiding the fish around obstacles with the D pad. This can be a very frustrating task, being the line can break if you fatigue it too much. You are alerted to this by a frantic beeping, and you must back off reeling in for a short while allowing your line to recover. Sometimes, it seems no matter how long you wait every time you try to reel in that frantic beeping continues, and shortly after the line is snapped. Also, while you wait the fish may start to dive deeper into the water. As this happens, the fish may break the line and get away with the lure. A lot can go wrong, but having a fish hooked is exciting while the threat of losing it looms in the back of your mind. Actually reeling it in all the way is accompanied with a genuine feeling of success. Catch enough Black Bass between sun up and sun down, and you'll move onto a different location. There the process continues, and the fishing gets even harder, that's right harder. I guess that's why they call it fishing and not catching, am I right? Eh...

     The Black Bass's overall presentation is pretty bland, and that is due to in part by the graphical limitations of the NES consol. Level design is often just getting a glimpse of the fisherman, a small lure, and a blue body of water. While some areas have a bit more detail, there really isn't a whole lot to see in this game. An approaching fish is just a black fish shaped blur in the water, and once its hooked that black fish shaped blur becomes a colored fish shaped blur so players can identify what kind of fish they have on the line. To put it bluntly, its ugly to look at. There are a few musical themes in the Black Bass and they repeat constantly. Although they aren't necessarily bad, and at first are even enjoyable, they can start to grate on your nerves after awhile. But that is common in NES games, and one player's opinion of the themes may vary from another.

     Fishing on the NES was an ambitious move to do something different. It is apparent that an attempt to make a good game went into the Black Bass, but for the age bracket the NES attracted, fishing wasn't something many kids would sit and play for hours on end. Game play and poor presentation can cause plenty of frustration, but finally reeling in the big one is truly rewarding. This game isn't for everyone, and as a whole doesn't really stand the test of time. But if vintage fishing games interests you, well the Black Bass is right up your alley. For the rest of us, I'd recommend actually going outside for fishing.

Written by RB

Over and Out

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Posted by ethosreviews at 1:49 PM EST
Updated: Monday, 8 February 2010 8:12 PM EST
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