Showing posts with label Retro Gamer Weekdayz. Show all posts
Showing posts with label Retro Gamer Weekdayz. Show all posts

Thursday, September 10, 2026

Anime Jason's Gaming Journey!

 


A trip down to memory lane, especially being a gamer, and dealing with the subject at hand dealing with corporate greed and saving game preservation in all its forms. Enjoy!

Monday, October 13, 2025

The Mega SD: Returning to the Glory Days of the Sega CD!

 

Behold! The Mega SD cart, in all of its nostalgic gaming glory!

For so long, gaming, just like anime, has been in my blood. And the games from the Sega consoles were no different, especially systems like the Sega Genesis/Mega Drive. Aside from the Genesis, the one other console I like to play the most was its add-on, the Sega CD. Although my time playing that console was short, I had a big time blast, even with some of the games I got. Unfortunately, because of my inexperience with CD based games at the time, plus the software within the Sega CD was wearing thin, resulting in system breakdowns, I was without the Sega CD, preventing me from getting more games I like to play. And for years, even with the other CD/DVD/Blu-Ray based gaming consoles, and learning to take better care with the games and the systems, I long for the day I want to own a Sega CD and play its games once more. However, the Sega CD add-ons, in all forms, especially the Sega CDX, were so used, that is virtually impossible to get it on online stores, not even Amazon and Ebay. And I thought I would continue down this road forever. All that changed around 2019, when a Spanish engineering company known as TerraOnion, known for creating optical disc emulators (ODEs) that allow users to play games from storage devices like SD cards or USB drives on original hardware, such as the Sega Saturn and Dreamcast, created the very flash cart that changed the face of retro gaming forever, the Mega SD.


Released around 2019, The MegaSD cart was another line of flash cart emulators created by TerraOnion. Compared to the Mega Everdrive Pro, this cart is a retro gamer's dream come true, especially when it comes to playing your favorite Sega games on your console, whether being the Sega Genesis/Mega Drive in their three versions or newer retro gaming systems compatible to the Sega Genesis/Mega Drive itself. This drive requires a MicroSD card up to 400GB, formatted with FAT32 or ExFAT, to save your games. While it can play Sega Master System and Sega Genesis/Mega Drive games, but real story of this cart is its driving force to own this cart, playing games from your Sega CD/Mega CD. The Mega SD cart contains the very same FPGA hardware that powers the Sega CD console itself, that enables you to play the Sega CD games, without the use of the console itself. Loading times, though shortened, are the thing of the past. That, and not worrying about scratched discs that can prevent the game from working.


Another feature in this cart, is you can also played modded and hacked games, especially some Genesis/Mega Drive games with CD based music, fixed gameplay and balanced difficulties, and/or playing patched versions of imported games with English translations like Bishoujo Senshi Sailor Moon, for instance.


However, with all its positives, there are some drawbacks, but most of them are minor. When you play your Sega Master System games, you can't pause them with a regular controller. Just like with the Master System itself and with the Sega Genesis Power Base Converter, you have to pause the game by pushing a button on your console, and the Mega SD cart has a button to pause the Master System games. And it doesn't stop with this, the Mega SD cart can also play Sega 32X games, as well, but it will only work if you have a 32X plug-in attached to your Genesis/Mega Drive. As for playing them on the Genesis handheld, the Nomad, you can play it, but you got to mod your Nomad to play it. Good luck with that.


In short, I will leave you with the pros and cons of this wondrous flash cart, along with its final grade:


Pros


- Plays Sega Master System, Sega Genesis/Mega Drive, Sega 32X and most importantly, Sega CD/Mega CD games.


- Unlimited Battery Backup for your Sega CD games (as long as you have a MicroSD card)


- Plays Modded, Translated or Hacked roms (provided you use programs to change a copy of the rom into the patched version of it)


- Plays Sega Genesis/Mega Drive games with CD based Audio


- Saved States


Cons


- Playing 32X games on the cart requires the 32X plugin itself


- The cart won't play Sega CD games if your Genesis console is hooked up to a Sega CD add-on (You must unhook the add-on for the cart to work properly).


- Not able to pause your Master System games on your controller (only the button on the cart can pause them)


- Playing the cart on a modded Sega Nomad handheld, especially with the Sega CD games


Final Score: 8 out of 10 (Despite a few hiccups, the Mega SD cart is a must have for retro gamers, especially die-hard fans of the Sega CD itself)


If you haven't got the cart, it is not too late to buy one at online stores like Stone Age Gamer. I know you will not regret it. Until next time, resist modern attitudes, embrace the past, create a better future and stay frosty, my friends.


Saraba da (Farewell)...for now!

Wednesday, February 8, 2023

Retro Gamer Review - Bionic Commando (NES)


Cover Art from the PAL and European version of Bionic Commando

"I'll talk about the person I met when I was young...

"In 198X, we've found the Badds' top secret material called Albatross, which was never put into practice.

"Imperial Forces' Generalissimo Killt has seen the plan, and decided to execute to plan himself.

"The Federation tried to his attempt by sending our hero, Super Joe. But lost contact with him. One brave man was sent with a special mission...to rescue Super Joe.

"The story begins..."

                                                                                                                        - Opening Narration


Bionic Commando is a 1988 action/adventure platformer, developed and created by Tokuro Fujiwara and published by Capcom. Based on the arcade game of the same name (more on that later), this game is one of many that doesn't require the player to jump, but use a grappling hook to traverse through the game, particularly a Bionic Arm. This game wasn't the first to use this mechanic, but newcomers and veteran gamers alike would get a kick out of this. Anyway, let us begin and this is quite a story, indeed. Speaking of which...


Story: Even though the short narration explains bits and pieces of the plot, let me give you the abridged version of this story.


It was the year 198X A.D., the Federation uncovered a plot by the Badds (or Nazzs in the instruction manual, more on that later) called Operation: Albatross, which was never put into practice. All that changed when the Imperial Army's Generalissimo Killt decided to put the plan into action. Fearing what Killt was planning to do, the federation sent their top operative, Super Joe, to stop the Imperials and keep Albatross grounded. But just as he began his mission, they lost contact with him. Fearing the worst, the Federation sent down Capt. Nathan "Rad" Spencer, a fearless commando with his trusty rifle and his Bionic Arm, to rescue Super Joe and bring down Albatross before the Imperials make their plan come to fruition.


Capt. Nathan "Rad" Spencer, the Bionic Commando himself, in all of his bionic, pixilated glory!


Concept: You play as Capt. Nathan "Rad" Spencer (or Ladd as he was called in the game), as he traveled across many areas occupied by the Imperials. Your mission is to rescue Super Joe and stop the Imperials from putting Operation: Albatross into action. Your weapon of choice is your long rifle, which starts off with normal shots, but gets upgraded as you progress through your missions, along with acquiring other items and equipment to help Rad, including additional communicators. The one defining gameplay concept is your trusty Bionic Arm, a grappling hook of sorts that can help you swing through chasms and spike floors, pull you up into a platform or you can use it to deflect enemy bullets. If that's not bionic enough, then I don't know what is.


The Area Map, where Rad Spencer has to traverse to save Super Joe and shutdown Operation: Albatross before the Imperials raise it from the sky.


Gameplay: You guide Rad Spencer through all the areas occupied by the Imperials labeled on the map. With the exception of Area 0 (your starting point), the areas labeled in white are the Imperials' operation sites, where you must infiltrate and blast them hard. When you land on an area, you get the option of selecting your weapon of choice, protective gear, additional equipment and most importantly, communicator chips. After gearing up, Rad gets parachuted into the area and begins the mission. With your gun and Bionic Arm, you blast and swing your way from point A to point B. Rad starts with no health, but when you blast away an enemy, they drop a bullet you collect. The more bullets you collect, the more you gain an addition health point. My advice to you is the increase your health gauge before going further. Playing the game with no health is considered suicide. Sometimes, a parachute with a pillbox will drop down. You take that down and it will give a random item like a an additional bullet for increasing your health gauge, a medicine to restore your health, a 1up or a POW barrier that protects you for a short time. Halfway through your mission, you stop by at the communications room. Depending on which communication chip you got, you can either contact your fellow members of the Federation and/or wiretap what important information the Imperials spew out. Be careful, though, sometimes the alarm goes off and some of the Imperial troops attack you when you wiretap. However, if you use the wrong communication chip, the message will all go "GA, GA, GA." It is imperative to have the right communications chip in order to use the communicator properly in order to open the main reactor room at the end of the area. Speaking of which, when you enter the reactor room, you got to destroy the reactor. Simply, right? But not always. Sometimes you have to deal with other enemies before going after the reactor, whether it's small grunts, soldiers with shield mounted cannons, security robots or even bionic-enhanced soldiers of their own. With the exception of Area 7, the success of your mission will result in gaining addition weapons and/or additional equipment. The other areas, which are labeled in red, are called neutral areas. These areas are occupied by Federation forces, and they can help you give you items like 1up and health restoration, and not to mention the additional communications chips you need. Some neutral areas require a permit to enter. And unlike the regular mission areas, the neutral area prohibit any form of violence and any attempt to shoot will result in immediate retaliation, so be careful when doing so. And finally, whenever you travel through the map, you will encounter enemy convoys. When you do encounter one, the gameplay shifts into an overhead view, which was similar to another famed Capcom game, Commando. Blasting certain enemies drop an eagle symbol, which are continues, which are vital to your survival. If you get a Game Over, and depending how much continues you got from the overhead missions, you will continue where you left off. Grab every eagle as you can, cause you are going to need them.


Controls: The controls for the game are mostly simple, and I mean, "mostly". Your D-Pad moves Rad left and right and pressing down helps him duck. The B-button fires your gun while the A-Button deploys your Bionic Arm. When pressing the A-Button, depending on what direction, your Bionic Arm deploys in a upper left and/or upper right position. Using the D-Pad, you can change the range on how your Bionic Arm is deployed. For example, if you simultaneously press Up and A, you fire your Bionic Arm upward or simultaneously press left or right and A, your arm fires straight forward, perfect for either for deflecting bullets, grabbing nearby items or pushing enemy troops to their doom. When you duck down, your arm fires forwards automatically. And once you grapple, you press A to start swinging then either swing back and forth while pulling yourself up in the next platform or doing a quick grapple upward by pressing Up. While you're swinging, depending on the direction you are headed, pressing Left or Right releases Rad and follow up with another swing or landing on a platform. And if you are lucky, when you get the Iron Boots, as you swing against an enemy grunt, instead of shoving them, they ended up dead to rights. The Bionic Arm is also useful for the overhead missions, but when using it, Rad spins it to deflect a lot of enemy bullets. Usual the Start Button is what pauses the game, not in this one. The Start Button is one certain items you use, either your health medicine or your Flare Bombs (more on that later when I talk about the equipment). The Select Button is used for pausing the game, which shows us the Area Map, how many bullets collected to increase your health, the next level in increasing your health and how many lives you got. And here's a little trick that can help you complete the mission without resetting game. By simultaneously pressing A, B and Start, you will go back the Area Map. This is very useful for either going back and switching to the right Communication chip or if you are stuck in one part of the area you can't escape from. Trust me, it just might save your life.


Items & Equipment: To get through the Imperials and rescue Super Joe, Rad has to rely on more than just his Bionic Arm and rifle alone. Throughout his mission, Rad will acquire additional weapons and equipment to aid him to shut down Albatross. Here is a list of Rad's equipment, starting with:


Weapons:

Normal Gun - Your default gun

Wide Gun - A short ranged weapon that fires in a triangular angle, one in the middle and two shots from the upper right and lower right respectively. Acquired in Area 4.

Rocket Launcher - The best weapon in the game. Despite firing one shot at a time, it's blast packs a punch with its one hit kill. Acquired in Area 5.

3-Way - Similar to the Wide Gun, unlike the the aforementioned weapon, the top and bottom blasts fires up and down respectively. Powerful enough to break walls, including the one in Area 7. Acquired in Area 9.

Joe's Machine Gun - Super Joe's trusty rifle. Fires in a spread pattern. And on a nostalgic note, if you play the overhead stages, equip this weapon, just to relive the action straight from the original Commando. Acquired in Neutral Area 18 after rescuing Super Joe in Area 7. To get the weapon, talk to the one called Destroyer-3 in the aforementioned Neutral Area 18.


Special Equipment:

Flare Bombs - These will light an otherwise dark room as you travel. To light up the place with the flares, press Start. The Flare Bombs are for Area 4 only. Acquired in Neutral Area 13.

Energy Recovery Pills - Seriously? These don't look like pills to me. It's just a jar of medicine, if you ask me. Anyway, pressing Start recovers your health. And it can only be used once per Area, so save that for emergencies. Acquired in Area 1.

Permit - This will grant you access to Neutral Area 14. Acquired in Area 6.

Iron Boots - As you swing towards enemies, instead of bumping them off, they will get killed by those iron soles. Acquired in Area 8.

Rapid Fire Device - This will make your normal gun fire rapidly by pressing and holding B, making it easier for you to give your button mashing a break. Acquired in Area 3.


Protective Gear:

Charm - A crucifix around your neck that protects you from one hit. Acquired in Area 2.

Helmet - General Mack's lucky helmet, which protects you from three hits. Acquired in the hidden areas between Neutral Areas 14 & 17 and Neutral Areas 15 & 18 respectively, provided that you interrogated one of the Imperials in the aforementioned Neutral Area 17.

Bulletproof Vest - Blocks every bullet shot at Rad. Acquired in Area 11.


Communicators:

Alpha - Your default communicator, which you use for Areas 1, 4 and 5.

Beta - Useful for Areas 2, 3 and 6. Acquired in Neutral Area 16.

Gamma - Useful for Areas 7, 8, and 9. Acquired in Neutral Area 14.

Delta - Useful for Areas 10, 11 and 12. Acquired in Neural Area 15 (provided that you deal with that unbreakable wall there. More on that later).


Graphics: For an NES title, especially one made by Capcom, it is colorful and well detailed at best, from the backgrounds like the mountains (most of them in the blue skies of the neutral areas to the redness in between at Area 5). It has sort of a Megaman type vibe to it. Speaking of which...


Music: The music itself is as equally memorable as the gameplay itself. It was composed by Junko Tamiya, who went under the pseudonym of "Gondanim". Most of the music in this game were mostly original, Tamiya composed two of the music tracks straight from the original arcade game, originally done by Harumi Fujita, which are themes of Stage 2 (The Forefront) and Stage 4 (The Control Tower), which are used for the main theme and Area 8 respectively. Here are my favorites:

- The Bionic Commando Theme (The Main Theme/Area 1, 4, 3, outside Area 2 and Area 7 - Straight from the arcade version)

- Area 8 Theme (Straight from the arcade version, as well)

- The Theme for Areas 5, 6 and 10

- Imperials' HQ - Area 12 Theme

- Albatross Fight (Boss Fight against the Albatross after Master-D's resurrection)


History: Bionic Commando started its life in the arcades in 1987. Created by Tokuro Fujiwara aka Professor F aka Arthur King (his pseudonyms), after his time at Konami when he created Roc 'N Rope, which has similar gameplay to Bionic Commando, he left the company and joined Capcom in 1984 when he created his first game since joining, which was Pirate Ship Higemaru (Bomberman with Barrels as I like to call it). It was not until 1985, when he hit pay dirt when he help made 2 of the legendary games for Capcom to date, Ghosts 'N Goblins and Commando. Known in Japan and in other regions as Top Secret, you guided the titular hero, who was called Super Joe in the U.S. version, through 5 stages of heart pounding action. Similar to the aforementioned Roc 'N Rope, Bionic Commando's gameplay was unique at the time, where you acquired to use your Bionic Arm to grapple through platforms and swing through chasms , since you can't jump at all. Regarding naming the hero Super Joe, the higher ups at Capcom figured that this game would be the spiritual sequel to the original Commando, whose main hero is named Super Joe. They did the same thing for the release of The Speed Rumbler (Rush & Crash) in 1986. Super Joe didn't have real name until Bionic Commando Rearmed when he gotten his name, Joseph Gibson, which was also the name he went under in another Capcom run and gun classic, Mercs. Under Fujiwara's guidance, Capcom created the home version of Bionic Commando in 1988, which was not only different from the arcade version, it was also the sequel to the aforementioned arcade game. A Game Boy version was released in 1992. Although the story is the same, but it took place in a futuristic setting. Then, in 1999, Bionic Commando: Elite Forces was released on the Game Boy Color., which was a completely different story than the original. It was not until 2008 when Capcom and Swedish game developer Grin, created and released the remake, Bionic Commando Rearmed. The story is the same as the original, but with better graphics, remixed music, better boss battles and new weapons for Rad to use against the Imperials and Albatross, among other things. This was followed up by a newer, darker version of Bionic Commando in 2009. Finally, Bionic Commando Rearmed 2 was released in 2011. Mostly the same as the original Rearmed, but now, you can jump in this game, making you do awesome moves to take out your enemies.


Rad Spencer comes face to face with Master-D, or should I say, Adolf Hitler!


Regional Differences: Even though this game is awesome, it is not without controversy, especially with the Japanese and European versions. You see, in the U.S. version, the main villains were simply known as the Baddz or the Nazz. However, in other regions like Japan, this wasn't always called Bionic Commando. Near the end of the game, when you confront Killt or General Wiseman in the Famicom version, he gets killed off by their mysterious leader named Master-D. But at first glance of his face and mustache, Master-D is none other than one of history's most infamous monsters of all time, Adolf Hitler. That's right, folks, the Baddz, the Imperials are nothing more than Nazis. And since this game is the sequel to Commando and its alternate name is Top Secret, it went by its alternate title, Hitler's Resurrection: Top Secret. And when it reached state side, any references to Hitler and the Nazis were removed, including replacing the swastika with the eagle emblem for the Imperials themselves. However, one thing didn't change, aside from Master-D's dialog having mild swearing, we got this gory image, and how it got passed Nintendo censors, I'll never know.

Rad: "Your number's up, monster!"


Bad Aspects: There is nothing bad to say about this game. But there are a couple pet peeves I will talk about they are completely minor. As I stated before, although we got the Bionic Arm, our character can't jump. But that was remedied by Bionic Commando Rearmed 2 and the 2009 version, but that story is for another time. However, there is one slightly problematic part of the game that got me buffaloed. When you were in Neutral Area 15, where you confront Killt for the first time, there is a wall that blocks your path. Normally, when you get your 3-Way gun, the wall gets destroyed, no harm, no foul. But since they didn't fixed this problem when the game was released, even if you fire at the wall, the same thing will happen every time you are in a neutral area, when you fire, they will all fire back. That is why, if you a master in timing your Bionic Arm, you can swing under the barrier without firing a single shot, and I mean really, REALLY, good at timing. And, not to mention that not all bosses, aside from the Imperial Bionic soldier in Areas 5, 7 and 12, are that challenging. Other than that, there is no problems other than these minor hiccups.


Pros:

- Bionic Arm Action

- Colorful Graphics

- Awesome Memorable Music

-  Deep Story

Cons:

- No Jumping

- Bosses Are Not That Tough (Except for the Bionic Soldier in Areas 5, 7, and 12)

- Glitch in Barrier Wall in Neutral Area 15


Final Report: Overall, not really the first gameplay wise, Bionic Commando's gameplay, overall story and heart-pumping music keeps you going, fighting against enemy soldiers with your gun, Bionic Arm and your wits. And if you got an NES like myself, you will get kick out this and it will not disappoint. Believe me, I know. And if you enjoy this, I'm pretty sure you will play the other games in this underrated franchise, including Rearmed.

Final Score: 9.0 out of 10

Until next time, stay frosty, and keep on gamin', my friends.


Saraba da (Farewell), for now!


"Now, so much time has elapsed and I'm old now. I think it's time for me to tell you the whole story. I hope this story will be told for a long time..."



Wednesday, February 13, 2019

Retro Gamer Weekdayz Episode 5

Welcome Retroheadz to Retro Gamer Weekdayz. Today,we're gonna be looking at a a bunch of NES classics..and 2 not so great games. As always each review is Short,But To The Point. And,most importantly,Spoiler Free. Let's get to it.

Legend of Zelda
Company: Nintendo
Year: 1986
Genre: Action Adventure
System: NES
# Of Players: 1

Story: There once was a gorgeous and peaceful land called Hyrule. Providing the land with power and beauty were the Triforce,twin mystical triangles bestowed upon the land by the 3 goddessess.

Everything was going great until the Evil Master Ganon and his minions appeared and cast the land into disaray by stealing the Triforce of Power. To prevent Ganon from getting the Triforce of Wisdom,Princess Zelda split the thing into 8 pieces and has her Sages hide them within the underground labyrinths.

Ganon finds out about this and kidnaps Princess Zelda (though we never found out why). Before getting captured,The Princess orders her elderly nursemaid,Impa,to find a brave and noble hero.

On her mission,Impa is confronted by Ganon's minions. Thanfully,a mysterious young man named Link comes to her aid. After being saved,Impa pleads with Link to save Zelda and the land. Link agrees to do so.

Now it's up to Link to save the land and the Princess from Ganon and his evil army. Link must find and restore the Triforce of Wisdom by collecting it's 8 fragments,all while battling Ganon's minions. Once the Triforce of Wisdom has been restored,Link will be granted access to Ganon's Secret Dungeon on Death Mountain.

Game Features:
- Open World Exploration
- Various Items To Find
- Various Items To Buy
- Explore Dungeons (aka levels) to Battle Ganon's Minions and retrieve the Triforce Fragments
- Get Heart Containers to increase your Health.
- Some enemies drop Bombs,Rupies,or Arrowa.
- Weapon and Defense Upgrades
- 2nd Quest after beating the game.

Graphics and Sound: The Games Graphics are pretty good for an early NES title. Really feels like an 8-Bit fantasy adventure.

Play Control: Really good.

Difficulty: Moderate. Some enemies are tough at first,but once you upgrade yourself,things become easier. Ganon will Always be tough,no matter how well you're equiped.

Fun Factor: Great. You can pretty much go anywhere and get many items in any order you want.

Pros:
- Open World Exploration
- Memorable Music
- Unforgettable Characters and Enemies
- The 2nd Quest
- Fighting Enemies
- Hunting For Items


Cons:
- No Arrow Counter. You drain your Rupie count every time you use an Arrow
- Nothing much to do after beating the 2nd Quest with All Items found.

Replay Value: High. Despite the lack of things to do after beating the 2nd Quest with a 100%,Legend of Zelda is great to come back to.

Thoughts: This game came in 2 colors: Gold and Grey. I'm fortunate enough to own the Gold Cartrage.

Score: 9/10
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Street Fighter 2010
Company: Capcom
Year: 1990/1991
Genre: Action Platformer
System: NES
# Of Players: 1

Story: In 2010, technology has advanced to the point that any person can easily travel from one planet to another through the use of interplanetary warp gates. Ken Masters (well not really him),a retired multi-time Street Fighter champion,turned scientist,developes a new substance called "Cyboplasm" that grants superhuman strength to any living thing that's implanted with it.

One day,Ken finds his lab partner,Troy,murdered and the Cyboplasm stolen. Ken decides to bring Troy's killer to justice by implanting his body with bionics, as well as an interdimensional transporter, in order to follow the killer's trail, who's left a trail of Cyboplasm on each of the planets he's visited.

Ken must now travel from Planet to Planet until he comes face to face with Troy's killer. However,standing in his way are vicious space mutants,which Ken must destroy to move on. Once the freaks are destroyed,a portal will appear to take Ken to the next level.

Game Features:
- Side Scrolling and Vertical Scrolling Action
- Shoot Projectiles using Kicks and Punchs
- Power Up Capsules that Increase your Attack by 1 (max level is 5)
- Backward Flip Jumping (can be turned into an attack via power up)
- Multi Directional Firing. (well,you can fire upwards and downwards,anyway)
- Climb Walls and Poles
- Hang From or Jump Down From Certain Ledges.

Graphics and Sound: The game looks good. Each Planet has it's own uniqe look. This includes Stage 1 (Earth). Soundwise,it's good too. Music's not that memorable,but it's well crafted.

Play Control: Poor! The hit detection is pretty bad and the controlls themselves are slow to respond.

Difficulty: Very High! All thanks to the terrible play controll,the quickness of the enemies,and the Always unfair: Get Hit,Lose Power! Also Ken's weak and Power-Ups are rare.

Fun Factor: Low! Very Low! Unless You're a Masochist!

Pros:
- The Visuals. They look very cool.
- The Music sounds good too.
- The Story. It's not too bad,However it Isn't Canon to Street Fighter! And that's a great thing.

Cons:
- Made Littke Sense that you need 2 Power Up Capsules to increase your attack power instead of just 1.
- Enemies are quicker and gang up on you
- Get hit once and Lose Power.
- Bad Hit Detection
- The Play Control.
- Power-Up Collecting is a Pain! Not only are they rare,but they're sometimes tough to get.
- The Time Limit

Replay Value: None...Unless You're a Masochist,that is.

Thoughts: Worst! Street Fighter! Game! EVER!

Score: 4/10
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Punch-Out!!
Company: Nintendo
Year: 1987
Genre: Sports (Boxing)
System: NES
# Of Players: 1

Story:Little Mac wants to be the greatest boxer ever,so he enters the WVBA (world video boxing association) to compete against the best Boxers in the world.

Little Mac must fight his way up through ranks of the World Video Boxing Association.

After beating a series of opponents in the 3 circuits,Mac will face off against either Mike Tyson or Mr.Dream (depending on which version you're playing) in the "Dream Fight".

Game Features:
- A Password System
- 3 Circuits of Unique Opponents from around the World
- Get Stars to use the Super Uppercut and deal great damage to Opponents.
- A Heart Counter that represents Stamina.
- Duck Attacks By Pressing Down Twice.
- Amusing Intermissions

Graphics and Sound: Really good. The sprites are detailed for an NES game and the Arena changes color for each Circuit. Soundwise,everything is also good. The Music is some of the most momorable on the NES,

Play Control: Excellent. Really great hit detection and response.

Difficulty: Moderate - High. The bossess can be tough,but most of them have patterns you can learn. Some even have weaknessess. Mike Tyson/Mr.Dream can knock you down in 2 hits.

Fun Factor: High.

Pros:
- Unique Opponents
- Memorable Music
- The Play Control

Cons:
- Reuse of the Boxers

Replay Value: High. You'll keep coming back to this game often,due to how fun it is.

Thoughts: I have the Mike Tyson version of this game.

Score: 9/10
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Tetris (Nintendo Version)
Company: Nintendo
Year: 1989
Genre: Puzzle
System: NES
# Of Players: 1

Story:Well,since this an early puzzle game,it has no story. Sorry.

The object of the game is to fit together falling shapes,called "Tetrominos",into a horizontal line. Once you do this,the line will vanish and you get points. The more lines you clear,the more points you'll get. Once you've cleared enough lines,you'll move on to the next stage (or clear the mode if playing on mode 'b').

You can also stack them to help you get more lines. Beware though,if you let the Tetrads reach the top of the play area,it's game over.

Game Features:
- 2 Modes of Play
- 9 Stages To Select (the higher the stage,the higher the difficulty)
- 6 Levels of Handycap (in the 'B' Mode Only)
- 3 Selectable BGM

Graphics and Sound: Graphics are really well done and the Tetriminos change color depending on the level. The music is 8-Bit renditions of Classic Russian tunes,not my cup 'o joe. Thankfully you can turn the music off. The SFX are very cool and nostalgic.

Play Control: Very Responsive.

Difficulty: Easy - Very Hard. It all depends on how far you get into the game. In later levels,the Blocks drop progressivly faster.

Fun Factor: Excellent. Addicting is the only way to describe this game.

Pros:
- Easy To Learn.
- Solid Controls
- Addicting

Cons:
- Lack of a 2-Player Mode

Replay Value: Excellent. Like I said,this game is addicting.

Thoughts: My first experience with Tetris came via the Game Boy port. Been a fan ever since

Score: 8/10
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Teenage Mutant Ninja Turtles (NES)
Company: Konami via Ultra Games
Year: 1989
Genre: Action Platformer
System: NES
# Of Players: 1

Story: Evil brain Krang decides to vacation on Dimention X,so he leaves his partner, The Shredder,in charge. The Shredder wages an all out war on New York City as part of his Global Conqust campaign. The Shredder's eternal enemies,and New York's resident Heroes in-a-Half Shell,the Ninja Turtles,spring into action to save the city.

Once they arrive on the scene,they see their good friend,news reporter,April O'Neil,being kidnapped by The Shredder's goons. The Green Machine must now battle through 5 stages and a whole mess of freaks to make it to Shredder and put an end to his assault on the City.

Game Features:
- Side Scrolling Stages with Top Down Overworld Maps.
- Switch between the 4 Turtles on the fly.
- Each Turtle has their own strengths and weapons.
- Various Sub Weapons (like the throwing stars,boomerang,and the scroll)
- Refill Health with Pizza
- Attack in Multiple directions (does not work with sub-weapons)

Graphics and Sound: Graphically the game is good,not great,but good. Sprite detail is lacking,but the Background details are nice. As for the sound,it's a pretty standard for a NES Konami game. In other words,It's good. Musicly, it's good. Gotta love that NES Konami soundchip. Shame not many of tunes were memorable,though.

Play Control: The conrols can be slow at times and the jumping mechanic could be better.

Difficulty: Moderate - High. In the early going,things are moderate,though the 'Underwater Bomb Defusing' area in Stage 2 can give you trouble. Stage 3 and onward,the difficulty gets progressivly tougher. Stage 5 is a mess. Not only that,but most of the later enemies are really strong. Plus enemies respawn. Yeah,this game will beat the crap out of you.

Fun Factor: Low - Moderate. The difficulty makes this game not as fun to play. Still better than Street Fighter 2010,though.

Pros:
- The Music and Graphics
- The Fact you can choose between any of the Turtles at Any given time.
- Cool Sub-Weapons
- Riding around in the Turtles Van,the Party Wagon (even if it's just for 1 level).
- Respawning Items (including pizza)

Cons:
- The pixel perfect jumping
- The Underwater Bomb Defusing area
- All of Stage 5
- Respawning Enemies
- The character could've been faster.

Replay Value: Low - Moderate. Despite some fun sections,over half the game can get a bit frustrating. Stage 5 can be a Nightmare. If you love challenging games and/or a Ninja Turtles fan,check this game out.

Thoughts: Ultra Games (konami's,then,american branch) accidently used art of the Mirage Turtles on both the Cover and Cartrage,despite tge gane being losely based on the '87 Cartoon. Oops. Thankfully,the Japanese didn't make this error and Ultra learned from their mistakes with Teenage Mutant Ninja Turtles II.

Score: 7/10
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WWF Wrestlemania: Steel Cage Challenge
Company: LJN
Year: 1992
Genre: Sports (Wrestling)
System:  NES
# Of Players: 1-2 (co-op or verses)

Story: There is no real story,it's a Sports title. 10 WWF Superstars fight to become the WWF Champion. Alternatively,Some Superstars decide to team up for the Tag Team Titles. That's the Only story there is for this game and all other Wrestling titles.

The following WWE Superstars are vying for the Gold: Hulk Hogan,"Macho Man" Randy Savage,Bret "Hitman" Hart,Sid Justice,The Undertaker,Jake "The Snake" Roberts,IRS,"Million Dollar Man" Ted Dibiase,The Mountie,and "Rowdy" Roddy Piper.

Game Features:
- Play against the [evil] CPU or play 2 Player Verses.
- 2 Player Co-Op (for tag team mode)
- 3 Main Modes of Play: 1-on-1,Tag Team,and Steel Cage.
- Win by Pinfall or (if fighting in a cage) by climbing to the top of the Cage. (easier said than done)

Graphics and Sound: Bad...especially for a Late NES title. The characters could've been a bit more detailed. They also all look the same,except with different hair and outfits. The Character portraits could've used some polish. The arena looks nice,though. As for the sound and music,it's decent. The Wrestlers themes were greatly shortened though.

Play Control: Very Bad. 40-60% of the tine they become unresponsive. Pinning is also a major pain. The CPU doesn't have these problems,giving it a good advantage.  The characters are also slow.

Difficulty: Moderate - High. The difficulty is moderate if you play with another player,but high when you fight against the Evil CPU.

Fun Factor: Low. You may have sone fun playing against another human,but playing against the CPU is painfull and frustrating

Pros:
- Good Roster Choice
- The Steel Cage Mode

Cons:
- Bad play control
- Evil CPU
- The Graphics (minus the arena)

Replay Value: Low. Thanks to the bad controls and evil CPU. Good luck finding another human to play this with you.

Thoughts: As bad as Street Fighter 2010 (in different ways,of course)!

Score: 4/10
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Super Mario Bros.2 (U.S. Version)
Company: Nintendo
Year: 1988
Genre: Action Platformer
System: NES
# Of Players: 1

Story: Mario has a strange reoccurring dream about mysterious voices calling out to him for help. They are the people of Subcon,and they need Mario's help to save their realm from the evil King Wart Mamu.

While on a picnic, Mario and friends discover a mysterious cave with a long staircase. At the end of the staircase, there's a door. From the door,Mario hears the same voices that he heard in his dreams. The quartet open the door and are warped to Subcon.

Team Mario,must take out King Mamu's minions and liberate the 7 lands of Subcon. Stomping on foes and Fire Flowers are out, instead our Heroes must defeat enemies with items and other enemies.

Game Features:
- 4 Selectable Players: Mario,Luigi,Toad,and Princess Peach
- Each character has His or Her own strengths.
- Pull up grass to get items.
- Throw items and other enemies to defeat foes.
- Health System
- Special Flasks (potions) that produce doors that take you to Subspace where you can get a Mushroom that increases your health by 1. As well collect Coins (by pulling up grass) to earn chances for the End Level Bonus Game.
- Use certain Warp Vases in Subspace to Warp to other Worlds. (basically this is tbe smb2 version of the warp zone)
- Power Jumping
- Collect 5 Cherries to summon a Starman/Super Star

Graphics and Sound: Great. A great improvement over the 1st 2 games. So much more colorful and vibrant. Sound and music is solid too. The soundtrack is both enjoyable and memorable AND composed by Koji Kondo.

Play Control: Great. That's right better than the 1st game and Lost Levels aka SMB2j.

Difficulty: Moderate. Some tough sections here and there,but nothing frustrating.

Fun Factor: Moderate - High.

Pros:
- The character selection
- Each character has his or her unique traits
- Luigi looks like Luigi,instead of a palette swap of Mario.
- Great Vraphics
- Memorable Music
- The Power Jumping

Cons:
- The fact that there is only 7 worlds instead of the traditional 8 and the 7th one has only 2 stages.
- No Fire Flowers.
- Repeating Bossess

Replay Value: Moderate - High. This game may not have any extras,but that's ok,because the high fun factor will have you coming back for more. Plus the ability to pickup and throw enemies makes up for the lack of a fire flower.

Thoughts: It's safe to say that our Mario 2 is the superior Mario 2.

Score: 8/10
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Super Mario Bros. 3
Company: Nintendo
Year: 1989/1990
Genre: Action Platformer
System: NES
# Of Players: 1-2 (turn based)

Story: King Bowser Koopa has returned to the Mushroom Kingdom with 7 Koopa Kids and a nasty plan. Bowser sends his Koopa Kids to hijack the 7 great continents of the Mushroom World. Princess Peach Toadstool quickly summons the Super Mario Bros to save the world.

The Mario Brothers set off on their quest to free the 7 unique continents from The Koopa Army.

Game Features:
- Overworld Maps
- Cool New Items
- Reserve Items that can be accessed on the Overworld Map.
- Run-Jump-Stomping Action Returns
- The Classic 4 Power-Ups Return
- Toad Houses to get Reserve Items
- 2 Bonus Games: The Roulette Match Game and The N-Card Game.
- End-of-Stage Cards. Match 3 to get extra lives.

Graphics and Sound: Good. Though somewhat downgraded from Super Mario 2. And like with Mario 2,the music is great and memorable.

Play Control: Great. Just as solid as the previous Mario Titles.

Difficulty: Moderate. There are Many problem areas,but nothing too frustrating. With experience and the right item,those areas become easier.

Fun Factor: High. This isn't considered one of the greatest Mario Titles for nothing. It's also the 2nd best selling game on the NES (behind mario 1).

Pros:
- Memorable Music
- 8 Unique and Diverse Worlds
- The Raccoon Leaf
- The Hammer Bros. Suit
- The Bonus Games
- The Toad Houses
- Auxillery Items
- The Overall Gameplay

Cons:
- Luigi returns to being just a pallette swap of Mario
- The Graphics could've been nicer.

Replay Value: High. The game is very fun and you'll find yourself coming back to it,even after beating it.

Thoughts: Nintendo took the original SMB1 formula and greatly improved upon it,creating one of the greatest NES Games Ever.

Score: 8.5/10
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That about wraps it up for this episode of Retro Gamer Weekdayz. As always,thanks for reading and be sure to check back often for New Content.

See Ya,Space Cowboys.

Monday, January 28, 2019

RGW - Mega Man 1,2,and 3

Welcome Retroheadz to Retro Gamer Weekdayz. Today,we're gonna be looking at Mega Man's 1-3.As always each review is Short,But To The Point. And,most importantly,Spoiler Free. Let's get to it.

Mega Man
Company: Capcom
Year: 1987
Genre: Action-Platformer
System: NES
# Of Players: 1

Story: The original story has 2 variations: A Japanese version and an American one. First the Japanese version:

In the year 20XX,Nobel Prize winner and brilliant Roboticist,Dr. Thomas Right creates 2 household robots,twins,called Rock and Roll. Both robots were not just robots to him,they were his chikdren. Anyway,Right created 6 Super Robots to help mankind in industrial affairs. Everything was peaceful until Dr.Albert Wily,an old rival and former friend of Dr.Right's,reprograms the 6 Super Robots and sends them on a rampage. Wily,sick of having his genius passed over,announces his plans for Global Conquest. Rock,having a strong sence of justice,volunteers to be converted into a fighter to take down this threat. Right reluctantly does so.... and thus Rockman was born.

Now for the American Story:

In 20XX,Dr.Thomas Light,brilliant roboticist,creates 2 household Robots called Rock and Roll. Light then creates 6 industrial robots called Robot Masters. However,Light's assistant Dr.Albert Wily,sick of having his ideas shunned,decides to take over the world. The first thing he does is establish a Super Lab. Then he returns to Light's Lab to reprogram the 6 Robot Masters. He tries to reprogram Rock too,but it fails. Wily escapes with the Robot Masters back to his Super Lab. The following week,Wily sends the now evil Robot Masters on a terrorising spree. Rock having a strong sence of justice,volunteers to be transformed into a warrior. And thus,Mega Man is Born.

Which version of the story do you like best?

Anyway,Mega Man must now stop Dr.Wily,but before he can,he must destroy the 6 Robot Masters. Once that's done Mega Man can finally go to Wily's Lab and defeat him.

Game Features:
- Run and Gun Action
- Robot Master Stage Selection
- Points System (pick up points balls for more points)
- Variable Weapon System: Get a Robot Masters Weapon after Beating Them.
- The Magnet Beam (hidden in elecman's stage. you can't get past Wily level 1 without it.)
- Each Boss is weak to a certain type of Weapon.
- Restore Health with Yellow Capsules and Weapon Energy with Blue Ones
- Clear the 6 Robot Master stages to head to Wily's Lab.

Graphics and Sound: Graphics-wise this game was somewhat revolutionary for it's time. Not only were the graphics pretty detailed,but Mega Man himself was expressive. Now what I mean by that is that when,Mega was hit there was a look of pain on his face. And when jumping he looked like he was shouting. Animations were also solid. The Music is good too,though not as memorable as other Mega Man Soundtracks

Play Control: Mostly Solid.

Difficulty: Moderate - High.

Fun Factor: Decent.

Pros:
- Revisit Beaten Robot Master Stages
- The Pause Glitch Trick. Made many bossess less of a pain.

Cons:
- Ice Man's Stage (for the disappearing blocks and foot holders)
- Not-So-Fun To Use Weapons.
- Pixel Perfect Jumps

Replay Value: Moderate - Low

Thoughts: The beginning of Mega Man's journey to Stardom. Too bad it was with a wimper. I don't have many fond memories with this title. Thankfully things start tl get better with Mega Man 2.

Score: 6/10
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Mega Man 2
Company: Capcom
Year: 1988/1989
Genre: Action-Platformer
System: NES
# Of Players: 1

Story: In the year 20XX,Mega Man has defeated Dr. Albert Wily and is enjoying peace. Elsewhere,Dr.Wily decides to retry his World Domination plan. He creates 8 evil Robot Masters as generals for his new army. Each Robot Master is deadly and are programmed to kill Mega Man on sight.

Rock,reluctantly,becomes Mega Man again and gets back into action. His mission: Defeat the 8 Robot Masters,Raid Wily's fortress and bring the evil scientist to Justice.

Game Features:
- Run and Gun Action
- Robot Master Stage Selection
- Variable Weapon System. Beat a Boss,get his Weapon.
- Boss Weaknessess to Certain Weapons
- Get Special Items after beating Heat Man,Air Man,and Flash Man. Item 1 is a Platform,Item 2 is a Jet Sled,and Item 3 is a Wall Walker.
- Password System.
- Restore Health with Yellow Capsules and Weapon Energy with Blue Ones.
- Energy Cans. They can refill your Health whenever. Can carry up to 4.
- Beat the initial 8 stages to access Wily's Skull Fortress.

Graphics and Sound: Same as Mega Man 1. This game Was built using Mega Man 1 as a base after all.

Play Control: Same as Mega Man 1.

Difficulty: Moderate (gets a difficulty raise during the fortress levels)

Fun Factor: Moderate - High

Pros:
- Fun To Use Weapons (especially tbe metal blade)
- Item's 1 and 2
- Very Iconic Soundtrack
- The E-Cans

Cons:
- Wily Stage 4
- The Boo Beam Boss of Wily Stage 4
- The Mecha Dragon Chase of Wily Stage 1
- The Force Beams in Quick Man's Level

Replay Value: Moderate - High

Thoughts: Mega Man 2 was the 1st game in the franchise that I owned.

Score: 7.5/10
----------------------------------
Mega Man 3
Company: Capcom
Year: 1989/1990
Genre: Action Platformer
System: NES
# Of Players: 1

Story: Dr.Light makes plans to create a Giant Peace Keeping Robot,called Gamma. Dr.Wily appears before Dr.Light one day and claims to be "reformed". Dr.Light decides to forgive and forget and gets Dr.Wily to help him construct Gamma.

After the near completion of the Body,it's time to get the energy resources to power the Robot. So,Dr.Wily sends his Robot Masters to mine for said energy sources on various mining areas throught the world.

However,when the Robot Masters start going crazy,Rock becomes Mega Man again to stop tbe crazed Robot Masters and retrieve the energy sources. Mega Man isn't alone this time,he has Rush,his helpful robotic dog to help him.

Game Features:
- Run and Gun Action
- The Slide Ability (available from the start)
- Robot Master (and doc robot) Stage Selection
- Variable Weapon System. Beat a Boss,get his Weapon.
- Boss Weaknessess to Certain Weapons.
- Get Extra Rush Adapters Items after beating Shadow Man and Needle Man. Rush Marine and Rush Jet. The Rush Coil is available from the start.
- Password System.
- Restore Health with Yellow Capsules and Weapon Energy with Blue Ones.
- Energy Cans. They can refill your Health whenever. Can carry up to 9 this time.
- Beat the selectable stages to access Wily's Skull Fortress.

Graphics and Sound: Slightly better than 2.

Play Control: As good as it was in 2. You have a slide this time.

Difficulty: Easy - Moderate.

Fun Factor: Moderate - High.

Pros:
- The Slide
- Fully Controllable Rush Jet.
- Cool Weapons.
- A Great Soundtrack.
- Doc Robot
- Proto Man's debut.

Cons:
- The Incomplete feel of the Fortress Levels.

Replay Value: High

Thoughts: This game is the greatest NES Mega Man title. And my personal fave.

Score: 8/10
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Well that's about it for this edition of Retro Gaming Weekdays. Check back for more content later.

See Ya,Space Cowboys!

Wednesday, January 16, 2019

Retro Gamer Weekdayz - Super Mario Bros.

Welcome Retroheadz to Retro Gamer Weekdayz. Today,we're gonna be looking at the legendary Super Mario Bros. As always each review is Short,But To The Point. And,most importantly,Spoiler Free. Let's get to it.

Super Mario Bros.
Company: Nintendo
Year: 1985
Genre: Action Platformer
System: NES
# Of Players: 1-2 (Turn Based Play)

Story: The story takes place in the Mushroom Kingdom,a peaceful place where the Mushroom People(called Toads) lived. One day,a warmongering tribe of Turtles invaded and started causing trouble. Lead by the evil King Bowser Koopa,they beat all who got in their way. Bowser decided to finish off buisness by turning all of the Toads into blocks. He then kidnaps Princess Peach,the only one who can undo the spell.

Toad,a Toad who got away, seeks out the Mario Bros for help. The Bros. waste no time and rush off to rescue the Princess and stop King Bowser.

As Mario (or Luigi) you must traverse 8 Worlds to defeat Bowser and save Princess Peach. Along the way Bowser's minions will try to hinder your progress,but you'll have items to help you along the way.

Game Features:
- 2 Player Turn Based Play
- Run,Jump,Stomp Action
- 8 Worlds,Each With 4 Stages
- 4 Power Ups: The Super Mushroom (that makes mario bigger and able to break blocks),The Fire Flower (which gives mario fire powers),The Starman (which makes mario invincible),and The 1Up Mushroom (which grants an extra life).
- Hidden Warp Zones In Levels 1-2 and 4-2
- Coin Heaven and Coin Bonus Sub-Levels
- Collect 100 Coins To Get An Extra Life
- Maze-Esque Castle Levels
- Timed Levels

Graphics and Sound: The Graphics are a bit primitave,but then again,this game came out in 85. Both The Sound and Music are legendary.

Game Control: Good.

Difficulty: Average,though there are a few annoying areas (such as 7-4 and 8-4) and the Hammer Bros (and hammer bowser).

Fun Factor: Good.

Pros:
- Fun and Addicting GamePlay
- Shooting Fireballs (once you get the fire flower)
- Memorable Music

Cons:
- World 7-4 and 8-4 (the difficult mqze-esque levels)
- You Can't Stomp In The Underwater Levels

Replay Value: High.

Thoughts: The original Super Mario Bros is considered one of the beloved games of all time. It may be old,but it's still great,

Score: 8/10

That about wraps it up for RGW. Starting Next Time,I'll be doing multiple reviews per post. Cool huh? Until Next Time...

See Ya Space Cowboy.

Tuesday, January 15, 2019

Retro Gamer Weekdayz - Donkey Kong (NES)

Welcome Retroheadz to Retro Gamer Weekdayz. Today,we're gonna be looking at Donkey Kong for the NES.

Donkey Kong
Company: Nintendo
Year: 1986
Genre: Action Platformer
System: NES
# Of Players: 1-2 (turn based)

Story and Concept: The story takes place in New York City,where Donkey Kong,neglected pet Gorilla of Mario the Carpenter,goes on a miscievious rampage and then kidnaps the Carpenters girlfriend,Pauline. Mario chases after Donkey Kong to get his woman back,but the Gorilla isn't about to make things easy for him.

Mario must make his way up various stages to reach Donkey Kong and Pauline,however Mario must avoid many enemies and objects.

Difficulty: Easy to Moderate

Fun Factor: Medium

Game Features:
- 2 Player Alternative Play
- Use the Hammers to Destroy Obsticals and Enemies...and Get Points For It.
- Get Points By Jumping Over Enemies and Obsticals.

Pros:
- Arcade Accurate Gameplay and Graphics (though not sound)

Cons:
- If Mario Falls,He Dies.
- To Save Cart Space,Nintendo Had to Cut a Level for the NES port - 50m aka The Pie/Cement Factory.
- Too Short

Replay Value: Good.

Score: 6/10

These reviews may have few words,but they're to the point. That's gonna do it for this edition of RGW,next time I'll be reviewing Super Mario Bros.

Stay Gold,Space Cowboys!

Monday, January 14, 2019

Retro Gamer Weekdayz

It's about time I started posting stuff from my,soon to be defunct,Retro Talk blog. So,let's start with my Weekday Retro Game Review series,Retro Gamer Weekdayz. However,I"ve decided to change the format of the reviews,to make things simpler. Plus I kinda suck at reviews,but I'm gonna give it another shot.

Also note that each of my reviews will be spoiler free.

Anyway,I'm gonna be kicking things off with the NES version of the Arcade Classic that kickstarted the worldwide popularity of Video Games - Pac-Man!

Pac-Man
Company: Tengen and Namco
Year: 1988 (tengen version) and 1993 (namco version)
Genre: Maze Chase
System: NES
# Of Players: 1-2 (turn based)

Story: Due to the game being a port of an early [very early] Arcade title,the original Pac-Man has no story. It's just Pac-Man being chased by Ghost Monsters (inky,blinky,pinky,and clyde) in a maze,while eating pellets.

Game Features:
- 2 Player Alternative Play
- Eat All of The Pellets to Complete The Level
- Power Pellets (the big ones) allow Pac-Man to temporarily defeat the Ghost Monsters.
- Eat Fruit for Extra Points
- Fun Cutscenes
- Game Gets Progressively Harder As You Go Through It.

Difficulty: Moderate to Hard

Fun Factor: High

Pros:
- Great Controls (almost arcade perfect)
- Amusing Cutscenes
- Near Arcade Perfect Graphics
- Fun and Addictive Gameplay

Cons:
- Lack of an Ending (due to pac-man being an early arcade game).

Replay Value: Good.

Score: 8/10

Well that about does it for tbe 1st addition of Retro Gamer Weekdayz. Hope you guys enjoyed. Next review will be on the NES port of Donkey Kong. Until Then....

Stay Gold,Space Cowboys!