Loderunner Twin Review

Imagine a series of castles made of chocolate. And when you chomp it, it just grows back. Now imagine some lemming-type characters as well. You’ve just imagined this game.

Packing case world has got some cases in the background. 


The game starts like an RPG. The little characters rush though a castle to see the king. He talks to them in Japanese and they rush off to do his bidding. They pile through the castle for ages to get to a well. They drop down it and into the levels.
Some games, like Tetris battle Gaiden and Super puyo Puyo get away with characters, text and weird plotlines, but in Loderunner Twin it just aggravates matters and makes you wonder why they bothered putting it in. It’s not even as if RPG addicts will snap up the game because it’s got a vaguely RPG-looking intro; they’ve got more nous than that.

What makes a good puzzle game? It’s got to be simple to play, yet tricky to beat. It’s got to be exciting, involvind a element of panic and it’s got to give you a lot of freedom to play it your way.

Loderunner Twin has got bags of the first two ingredients, but falls down on the last. Let’s find out why. The idea in the game is that you rush around a series of platforms connected by ladders, collecting sweets, presents or whatever. Once you’ve collected them all, you can escape up a ladder to the next level.

Creatures which look suspiciously like lemmings are chasing you around. If they catch you, you’re dead. You can’t shoot or jump on them, so the only options open are to run away or to dig a temporary hole in the platform and hope they fall in.

So this is what you do. You lure the lemmings to a large platform, then run away, digging a series of holes for them to fall into. If the holes close up with a lemming in them, it dies (and is reborn at the top of the screen a bit later).

Having got all the lemmings down at the bottom of the screen, you rush around, collect all the gifts and then hare up the ladder. And that’s another level completed.

There are fifty of these levels, so obviously some are much hardoer than others, but the above principle can be applied to them all with general success. And it’s this narrowness which spoils Loderunner Twin.

On the plus side, though, the two-player option is a much better bet. There’s a split-screen, and you can work as a team to lure the lemmings around, and into your cunning traps. With two players, the game just starts to get interesting. But sadly this isn’t enough to get it onto your top games list. Nor is the tedious plot nonsense which surrounds the puzzly bit.

Loderunner Twin isn’t a strong enough idea, and isn’t done well enough Bizarre plot and several neat options don’t really help. Super Puyo Puyo. Now that’s what I call a puzzle game.

Verdict: Not flexible enough to be a real puzzler, Loderunner Twin is more like Mario and Wario meets Donkey Kong. But not as much fun as either. Two-player mode is alright, though:


Alien Logic – Third-Person 2D Action RPG

Alien Logic is a role-playing adventure based 0n the Skyrealms of Jorune game system. Set in a future some 3500 years from novv, the story rewolves around the remnants of several races that share the planet Jorune. The earth colonists on Jorune (in the early 21st century) panicked vvhen Earth vvas totally destroyed by a global conflict and began to exploit the planet’s resources to ensure surviwal. War broke out on Jorune and, after almost being vviped out by the Shanthas, humans unleashed a virus that nearly decimated the entire population of all races.

Now, 3500 years later, vvith all ancient hostilities gone but not forgotten, your character is a young human explorer on Jorune who uncovers a sinister plot by the Red Shantha, an ewil and vicious being who has kidnapped and immobilized most 0f your village for purposes unknovvn. Your mission is to find this Red Shantha, discover vvhy he has done this evil deed, and save the villagers by defeating him.

Alien Logic features a vvealth of alien creatures and beasts, an imaginative travel system and a genuinely innovative alien concept involving energy and povver sources found on the planet Jorune.

Gameplay Video

Demon’s Crest

Snes, Pc Genre Action Styles Side-Scrolling Platform, 2D Platformer Developer Capcom Publisher Capcom Release Date October 20, 1994 Controls Keyboard /Gamepad

Rating: 87/100

Still, it’s a very good game, vith lots of options, and no lives. Really, for a hard game, it really comes off as forgiving
How to play pc

Open Snes9X

Load Game

Open ROM, (Snes9x1.51Roms directory) play

Addams Family Values [European]

Baby Pubert, the most recent addition to the Addams Family, has been abducted by Debbie Jellinski, his former nanny. As Uncle Fester it is your job to rescue little Pubert. You must search the surrounding areas (forests, swamps, gardens and the like) of Addams mansion, while avoiding traps, solving puzzles and killing monsters. You’ll face such hellish creatures as vultures, gargoyles, bats, ghosts and ghouls.

During your mission, you’ll run into Gomez, Morticia, Lurch and other members of the Addams Family, who are on the grounds to lend advice and provide items. These items include a box of seeds for producing enemy-attacking mini bushes, black beetle cookies which give Fester a dose of ill-health (this is a good thing), stone marbles for turning attackers into rock, a bowling ball for hitting enemies and breaking through walls and a battery, which powers up Fester’s standard Zzap attack. Within the seven levels of play, there are tons of other creatures to zap and items to find.

Addams Family Values is based on the 1993 film of the same name, starring Anjelica Huston, Raul Julia and Christopher Lloyd as Uncle Fester.

Super Street Fighter II Turbo – MS-DOS

The MS-DOS version, developed by Eurocom and published by GameTek, was released on May 1995 in North America and Europe. The port is almost accurate to the arcade version and utilizes a six-button
controller. There are secret commands to use each character’s original color scheme, as well as moves that were removed from the 3DO version due to memory issues. The option menus have custom settings (such as enabling and disabling parallax scrolling) that allows the game to be played in a low hardware specs. The biggest change is the game’s resolution. The game is played on a resolution of 320×200 on AT/PC-compatible machines and since the graphic data is ported straight from the arcade version, all the characters appear large due to the narrow screen size. Because of this, the distance between both fighters at the beginning of a match is a bit narrower than in the arcade version. There were many glitches in the initial shipments of the DOS port, such as characters landing and recovering normally after landing from a jump if they’re knocked out in mid-air with a basic attack. A patch file was distributed that corrected these bugs, which were later fixed in version 1.5 of the retail release. A patch file for a version 1.6 was released as well. The music has been remixed as well, although the soundtrack is different from the one released for the 3DO.

Aggressors of Dark Kombat Review

Aggressors of Dark Kombat is a pseudo-3D fighting game set in a graphically 2D world. It attempts to set itself apart from all other 2D fighter games with its three-plane fighting system. In addition to the X and Y, players are given the ability to move along the Z-axis. While this introduces some new strategy elements in trying to approach the opponent, it isn’t enough to redeem the game from its overall mediocrity.

Graphically, the game is slightly above average. The player-selectable characters are average looking at best, and their move animations definitely won’t raise any eyebrows. But that is offset by the amount of background animation in some stages. While some stages only have one or two pedestrians moving about in the background, others have crowds of onlookers and even moving vehicles. It’s not enough to make you drop your jaw and lose your concentration, but it might tempt you to look away from your poorly animated characters at times.

As mentioned before, the game attempts to stand out with its three-plane fighting system. Unfortunately, in giving players a third axis to move along something has been simultaneously lost. Because moving the joystick up and down now corresponds to moving he character into and out of the screen, one button had to be assigned as a jump button.

And because the Neo Geo only has four buttons, the control scheme ends up having one button each for punch, kick, and jump. While a simplistic control system isn’t the touch of death for fighting games, it does become a problem for Aggressors of Dark Kombat because the developer has made no real effort in refining the controls and fighting system. Character move lists are sparse, and there’s not a lot of skill involved in winning fights. The fighting system’s shallowness will manifest itself quickly, and fights tend to degenerate into button mashing.

The game doesn’t really feel like a polished 2D fighter. Instead it feels more like playing a 2D side-scrolling beat-4em-up game where you only fight one enemy at a time. Adding to the beat-4em-up feel, at times onlookers in the stage background will throw things into the fighting arena which you can then pick up and use on your opponent. But even as a beat-4em-up type of game Aggressors of Dark Kombat doesn’t really measure up.

With its innovative three-plane fighting system and weapons being thrown in from bystanders, Aggressors of Dark Kombat had the potential to be a fighting game based on strategy in addition to pure reflexive skill. But despite the promise, ultimately the shallow fighting system makes the game a mediocre experience at best.


Interesting stage backgrounds, but the characters aren’t very well animated.


It works; that’s about it.


Throwing a Molotov cocktail can be fun, but the button mashing gets old fast.

Replay Value

The character stories aren’t very interesting and there’s not a lot of depth to the system.


Good in-game explanation of the fighting system.

Battle Sport Review

While I’m not the biggest fan of sports games, these “sports of the future” titles always spike my interest. Usually they turn out to be meaner basketball or football games that toss people around. However, Battlesport is different, offering the one-on-one thrill of a sporting competition with the vague rules of most sports; grab a ball and score points.

However, scoring isn’t through human interaction. You pilot massive hover vehicles with little receptacles to grab the ball, head for the goal, and give it your best shot! And in defense, you have more moves than just getting in the way of your opponent. You have a huge array of weapons including missiles, lasers, and machine guns.

Another great feature is the “shop” where, after raking in some money by winning games, you can buy upgraded parts to make your vehicle handle better, give it more firepower and weapons. With only five vehicles selectable, the “shop” is a great way to customize to your liking. Graphically, the game could be better. Floors are flat shaded and arenas have only a few walls and obstacles, all similarly textured, with different colors between them.

Fighting the same five vehicles over and over again becomes a bit repetitive, but the game is still a ton of fun with exhibition and single-game modes to diversify the game and keep you playing that much longer. While it could stand a little more diversity and enhanced graphics, Battlesport is a furiously fun “future sport” title that sport fans and action fans can both enjoy. If you fall under either category, check out this game.


The repetitive textures, flat shaded arenas, and limited vehicles get old quick.


Decent effects and a standard techno/rock soundtrack that is more ambient than memorable.


Losing marks for lack of diversity, the game is still a blast to play, and the two-player mode is even more fun!

Replay Value

The computer gets devilishly smart at times, making the game long and challenging, while the two-player mode offers a great reason to come back.


A helpful manual describes the conventions of Battle Sport.

Space Ace MAC-1994 Review

Similar to Dragon’s Lair is Space Ace, both by the Bluth Group. In each, you get to play a hero, racing to rescue a beautiful maiden. In action and adventure, though, Space Ace comes off as weak compared to the better and earlier Dragon’s Lair.

In Space Ace, the evil Commander Borf is out to conquer the Earth, using his “Infanto Ray” that can turn ordinary adults into infants. Borf is a less-than-credible villain, appearing as a jazzed-up, sci-fi version of Bluto from Popeye. Even the beard is pretty much the same. And it’s got a similar dynamic, as the muscled, heroic Ace gets hit by the Infanto Ray and turned into the weak and nerdy teenage Dexter.

As Dexter comes into being, Borf abducts Kimberly, Ace’s partner and–we suppose–his girlfriend. Dexter must transverse some pretty strange places to get her back and save the Earth once more.

Each of the approximately 15 scenes can be played as Dexter or Ace once you energize. Dexter must avoid creatures more than Ace as he simply doesn’t have the bulk or muscles to fight them effectively, while Ace gets to blast things more. What’s interesting is that these scenes change depending on which character you are playing.

One of my favorite scenes has you face off against your double, which involves lots of dodging no matter which character you are playing. It is obvious that the designers had lots of fun with this game, as some of the scenes are quite funny, such as the motorcycle chase, or the scene with the roller-skates, where you avoid holes on the way to your destination. There is a scene on an alien trash heap where you try to avoid becoming recycled by trash compactors, and a planet with alien dogs trying to eat you.

At the end, Dexter/Ace faces off against Borf in hand-to-hand combat to rescue Kimberly. Once he does, Borf returns, trying to blast Ace with the Infanto Ray. If you get hit here, you become a baby in diapers and you lose the game. Otherwise, you save the earth and are treated to a cute ending.

This game seems rather contrived in parts, but has a genuine sense of fun beneath the surface. Whether or not you played it in the arcade, it’s worth a replay on the Mac.


Space Ace and Dragon’s Lair were the first and, so far, only games originally produced on laserdisc. This means their graphics are far ahead of their times, and still appear superior today.


Sound is equally good. The whole game is like a Saturday morning cartoon. In fact, I think they did adapt the story for one.


Once you get past the hokey exterior, there is a genuine sense of fun in this game. You’ll chuckle at the game even as you try to stay alive.

Replay Value

This is an exceptionally hard game to master. The movements required to win must be learned slowly, by trial and error. You may wish to replay the game once or twice, but once you have won once, it’s pretty much over.


An extensive manual, covering all the scenes in the game and giving backstory and hints.