Last modified 2009/1/3. Screen shots courtesy of Shinforce, Sega CD Universe.
The overriding criteria is how fun the game is to play, although control, graphics, and sound are also taken into account. |
For all you Sega CD fans looking for some side-scrolling, butt-kicking mayhem, Final Fight CD is a good choice. The gameplay is exactly like Streets of Rage (SOR), but these fighters are HUGE! The three playable characters are Guy, Cody, and Haggar. Unlike SOR, the Final Fight locations are entirely urban, including slums, bars, a subway, underground fight clubs, and industrial areas. The scenery isn't spectacular, but it's constantly changing and never boring. The characters are nicely detailed, and their huge size lets you take out three or four bad guys with one kick! The cast of thugs includes all the usual suspects, including the spiky-haired punk, the fat guy, the Neanderthal man, huge bosses, and some fine looking hookers (with handcuffs even!). It's a nice touch how the bosses struggle to get up before they finally collapse in defeat. Along with the standard punches, throws, jump kicks, and special moves, there are loads of knives, swords, and pipes available to keep the bad guys at bay. In a nod to Street Fighter, there are two bonus stages thrown in that let you destroy a car or smash glass panels. The jazzy Miami Vice-inspired background music is crystal clear but not particularly memorable. Likewise the sound effects won't really catch your ear. But if you're looking to kick some ass, don't hesitate to pick this game up. Unlike the lame SNES version, the game supports two players. My wife thinks it might be better than Streets of Rage. You be the judge. © Copyright 2002 The Video Game Critic.
From what I had heard about this game, I was hoping Ground Zero Texas would be another Night Trap, but it's not even close. Certain aspects of the games are similar, like the concurrent events you can switch between using camera controls. But Ground Zero is more linear, and plays much like a target shooting game. The plot involves a small Texas town infiltrated by aliens who assume the form of normal townsfolk. There are four cameras to switch between, aimed at main street, a hotel, plaza, and cantina. Unlike Night Trap, you are directed where to look, so there's no much freedom. Once you select an area, you just move a cursor around the screen and shoot anyone who points a gun at you (they'll also have a green box around them). Many stages are just static scenery with people popping out trying to shoot you, much like the old Lethal Enforcer games. Shooting the same people over and over gets tiresome. Check out the terrible actors that throw up their arms and fall back when they get shot, sometimes while smiling. You also have to sit through numerous video clips that convey a slow-moving storyline, although there are a few surprises that happen just as you're nodding off. Pay close attention the first time you play, because the most unlikely characters will pull out a gun and try to blast you without warning. I've been known to enjoy games like this, but Ground Zero Texas did not win me over. The video clips aren't very entertaining and the shooting is just repetitive. And for the record, the game was actually filmed in California. © Copyright 2003 The Video Game Critic.
This overhyped trainwreck of a game was probably the first nail in the Sega CD's coffin. How did this monstrosity even get out the door?? This game is actually far worse than any previous football game released for the Genesis. Let's start with the graphics. The extreme pixelation is unforgiveable, and the blockiness reminded me of some old Atari 2600 titles! The framerate is so poor that it's hard to figure out what the heck's going on amid the choppy mess. Just keeping track of the football is not easy. Next the pitiful controls have the worse response time I'm ever seen in my life. The game is consistently a step behind your commands. Then there's the sound, which may be the biggest crime of all. You'd think that being a CD game, this would at the very least offer some decent live play-by-play commentary. But no - commentary is only heard when you're choosing your plays, and it talks about about the previous play. Heck, even regular Genesis games had live commentary in 1993. The sound effects are practically non-existent, with the exception of the water-faucet crowd in the background. Finally, I have to mention that the computer opponent is incredibly slow and stupid. Often the cpu-controlled player will just stand there after a hand-off or catch. The game's one redeeming feature is the "Ask Joe" option, which is available during time-outs and displays a video of Joe giving advice for the next play. That's cool, but it's the only bright spot I could find. Sega must have been under a lot of pressure to release such a half-baked game. © Copyright 2000 The Video Game Critic.
Wow, this is so much different than what I had expected. Instead of a side-scrolling shoot-em-up like the Genesis version, this is an odd point-and-click adventure. I think I know what Sega had in mind. They wanted this Sega CD version to take the gamer to the "next level", by creating an immersive virtual Jurassic Park environment to explore. By moving a cursor over a first-person view of your surroundings, you move from area to area, checking out the scenery and collecting items to solve puzzles. There are a few "aim the cursor" shooting sequences, but in general the pace of the game is slow and involves a lot of trial and error. Just move the cursor all over the place, and when it turns into a hand or a magnifying glass, you know you've found something. Whether you enjoy this edition of Jurassic Park or not depends on your frame of mind. The first time I played it, I was in the mood for action and it just bored me. The second time however, I had mentally prepared myself for a thought-provoking adventure, so it wasn't so bad. Still, some of the puzzles don't make any sense, and I hate when the screen simply goes black when you die - causing you to wonder what the heck just happened. The scenery is strictly Genesis quality, and the pathways between areas all look the same after a while, making it easy to get lost. Even the educational aspect is weak. When you consult the Paleontologist about a specific dinosaur, he says one lousy sentence. As for the "sense-boggling" Q-Sound the game box raves about, well, I didn't even notice it. I'll give Sega credit for trying something different, but Jurassic Park for the Sega CD lacks the thrills and excitement of its namesake. © Copyright 2005 The Video Game Critic.
While not a giant step up from the Genesis version, Lethal Enforcers for the Sega CD has the definite edge due to its superior audio. I've always enjoyed this simple light gun game, although I will confess it's a bit lacking in terms of replay value. The five stages take place in a bank, Chinatown, a shipping dock, an airport, and a chemical plant. The digitized graphics, while cutting edge for their time, appear grainy and washed-out. The Justifier gun controller is surprisingly accurate however, and it's fun to pick off thugs as they pop out of the scenery. There's no blood - bad guys simply blink and disappear when shot. Occasionally one will take a hostage, so you'll need to be extra careful not to shoot the innocent. Sadly, you can't shoot up the scenery. Each stage concludes with a tough boss like a guy in a van with a rocket launcher or a knife-throwing Asian dude. The biggest problem with Lethal Enforcers is how you have to play the stages in order. Not only will you get sick of those early stages, but the game won't even let you advance unless your shooting percentage is nearly perfect. On the bright side, it's possible to attach two guns for some two-player (or double barrel) action. Lethal Enforcers can also be played with a regular controller, but I wouldn't recommend it. I really like the game's "Starsky and Hutch" style soundtrack, and unlike the Genesis version, the sound effects and voices are crystal clear. Even the load times are minimal - in fact I barely noticed them at all. It's hardly a mandatory upgrade from the Genesis version, but if you have the choice, this Lethal Enforcers has the edge. © Copyright 2006 The Video Game Critic.
I tried to give Loadstar a fair chance, but I just can't figure it out. Clearly the developers put far more effort into dreaming up a sophisticated background story than creating a playable game. Set in the future on a distant planet, Loadstar kicks off with some pixilated full-screen video of a scruffy looking guy named Tully stepping into a space bar and being roughed up by the local sheriff, who apparently has some kind of personal vendetta against him. The scene tries to inject some drama into the game, but it's largely a waste of time. Loadstar is played from a first-person point of view, as you steer some kind of transport vehicle over a network of tracks running through narrow trenches. There are a few tunnels and some scenery in the distance, but in general every stretch of track looks the same. The controls allow you to shoot at flying police robots, activate a shield, or blow your horn to nudge slow traffic. A cursor is used to both steer and aim at enemies, and it's a pretty clumsy system. The graphics themselves aren't too bad, and blasted enemies burst into colorful explosions. Should you collide with another vehicle, you'll see a rather disturbing clip of some guy getting his skin blown off, leaving only a skeleton. I can't forget to mention the obligatory comical sidekick, who in this case is played by a talking smiley face on a monitor. Loadstar had some potential, but its confusing navigational system renders the game practically unplayable. Somehow you're supposed to use the compass at the top of the screen to guide you to your destination, but I couldn't figure it out, and the instruction manual was no help. After endlessly driving around the tracks that all look the same, I turned the game off in disgust. I did find it amusing how the manual listed Loadstar hats and shirts that you could order, as if the the game was going to be a surefire hit. © Copyright 2005 The Video Game Critic.
Lords of Thunder kicked ass on the Turbo Duo (1993), and you'd probably expect this Sega CD port to be comparable. Nope! This edition of the hectic side-scrolling shooter is a mere shadow of its former self. The layered backgrounds that looked so beautiful on the Turbo Duo look grainy and flat here. Enemies don't flash when you strike them, making it hard to determine if you're dealing damage. I even noticed some major slow-down. But the biggest atrocity is the audio. The guitar-driven soundtrack is almost completely drowned out by awful sound effects that sound like rubber bands, dull thuds, and trashcan lids. To say the game is not pleasing to the ear would be an understatement. The difficulty is much lower as well, which isn't going to endear it to hardcore shooter fans. The only thing this Sega CD version has to offer is a voice for the shopkeeper lady (who speaks with a "come hither" tone), and some pointless narrated intro scenes. That said, Lords of Thunder is still more playable than most of the full motion video (FMV) junk that pervades the Sega CD library. Instead of a space ship, you control a flying mystical warrior who sprays rapid-fire missiles and brandishes a sword during close combat. You can select between six worlds and four weapon types. Each world offers a unique environment (snow, fire, water, etc) and an assortment of imaginative creatures which include levitating wizards, flaming phoenix birds, and gigantic sea serpents. I like how soldiers are deployed from large airships, and some monsters scale in from the backgrounds. The bosses are really tough if your power is low, but if you're loaded up they're not a problem. Lords of Thunder is a respectable 2D shooter for the Sega CD, but if you have a choice, track down the superior Turbo Duo version instead. © Copyright 2009 The Video Game Critic.
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