Of all the games I’ll play on the Sega Master System, Choplifter will likely be the only one that originated on the Apple II. Designed by Dan Gorlin and originally released in 1982, it’s a side-scrolling shoot ‘em up that emphasizes hostage rescue and accordingly, draws comparison to Defender. In truth, the version I played has more in common with the games I’ve previously written about since it’s actually based on Sega’s 1985 arcade release of Choplifter. Like most of what I’ve played thus far, I found it both enjoyable and challenging. Continue reading Choplifter [Sega Master System] – Review and Let’s Play→
Debuting on the Master System in late 1986, just after the console launched in North America, The Ninja is a fantastic port of Ninja Princess, a little-known arcade game Sega released the year prior. Gameplay is of the run and gun shoot ‘em up variety, akin to subgenre classics like Commandoand Ikari Warriors, although Ninja Princess predates both; as does its setting, the main differentiating factor between this and many early entries within the subgenre. Despite a run time of about ten minutes, it took me hours and days to complete, resulting in a very rewarding finish! More importantly, I thought it was well designed, enjoyable, and worth my time. It’s the first game I’ve played on the Master System whose quality surprised me, a true hidden gem. Continue reading The Ninja [Sega Master System] – Review and Let’s Play→
Black Belt, originally released in Japan as a tie-in to the Hokuto no Ken manga and anime, saw many changes when it debuted outside of Japan. Nearly all traces of the source material, known as Fist of the North Star elsewhere, were removed or altered, save for the protagonist’s gruesome ability to punch foes into exploding bits. With or without the branding, it’s little more than a simplistic beat ‘em up; Sega did nothing to advance the genre, content instead to pump out a clone of Irem’s Kung Fu Master. Boss fights offered a brief glimpse of challenge and fulfillment but the difficulty of some was off-putting without the use of cheats. Continue reading Black Belt [Sega Master System] – Review and Let’s Play→
Among the Sega Master System’s library of a few hundred, Ghost House is one of the few games released on a Sega Card. Having little experience with Sega Cards or NEC’s TurboGrafx-16 (another platform that used a similar format), I found it quite novel. That being said, my primary interest lied not with the game’s format but the game itself. I thought it was a visually impressive, zippy action-platformer. At the same time, there was a lot going on that resulted in annoying damage to my character. It was a difficult game so after an hour or so of moderate success, my patience gave and I felt satisfied with what I’d accomplished. Continue reading Ghost House [Sega Master System] – Review→
Within the first few seconds, Vs. Super Mario Bros. tricks you into thinking it’s simply an arcade port of the NES classic. By the end of World 1-1, it’s apparent that the stages have been altered. It starts when you can’t find the invisible block containing the stage’s 1UP after the first set of green warp pipes. You’ll no doubt second guess your memory throughout the game as the stages begin to grow more original. You have now entered The Twilight Zone Vs. Super Mario Bros.
Having played loads of Super Mario Bros. recently, I have its stage design burned into my memory. One subtle element of the original’s stage design is the way the developers mislead players in regards to the Warp Zones. Think about it. The first one, in World 1-2, is accessed by running across the top of the stage and avoiding the blatant exit. The remaining two are present in World 4-2.
Thinking you’re onto a formula, you run to the end of World 4-2 and sure enough, access another Warp Zone by running across the top of the stage and avoiding another blatant exit. That’s not the one you want though. Whereas the first Warp Zone transported you to Worlds 2, 3, or 4, this one merely progresses you a single world, to World 5. While this fooled me for me many sessions, I finally found the true second Warp Zone. Appearing much earlier in World 4-2, it allows travel to the remaining Worlds: 6, 7, or 8. That’s intentional.
I believe that sort of thinking was extracted to the entirety of Vs. Super Mario Bros. For anyone coming to it as I have, with the original, forefront in my mind, it’ll throw you for a loop. It appears to look and play the same from the first quarter, but that assumption is bucked within seconds. Because of the differences, it can be construed as tougher, at least for those who have played the original. Additionally, many of the changes are inclusions of stages from Super Mario Bros.: The Lost Levels – the original, much tougher, Super Mario Bros. 2. Plus, playing with a joystick just doesn’t feel right.