Batman Forever Review

What? Not you as well. Listen – Batman Forever is, in fact, a terrible film: T-e-r-r-i-b-l-e. Got it?

So, Batman Forever, then, eh? And now, with striking boldness, Acclaim have turned it into… a scrolling beat-’em-up.

And, phew, what a scrolling beat-’em-up it is. It’s been put together by Probe, the people who brought us the snes versions of the Mortal Kombat games, and it shows. Just like in Mortal Kombat, they’ve videotaped real actors and transferred the images directly into the game, making for ultra-smooth animation. And the characters are just as versatile as the ones in Mortal Kombat, too, with a whole range of moves and special weapons which you activate by pressing Down, Towards, A, and so on.

Before each level, you get to choose a pair of weapons for each character.


Except, of course, that it scrolls. As you uppercut and roundhouse your way through the baddies, you also progress through Arkham Asylum, the circus, the subway, Wayne Manor, the Batcave and, eventually, the Riddler’s hideout.

And you can not only ‘be’ Batman, but Robin too. Or both if you haul in a pal. So it’s… No Aaarghh. (‘Reviewer’ takes several punches to the head and body and collapses to the ground. His face, Which turns out to be a clever latex mask, is peeled off to reveal a man with slicked back hair, an expensive suit and a portable phone.)
(Reader’s voice: Gasp. It’s that evil super-criminal, the Marketer.)

And I’d have got away with it too, etc. Phew. It’s a good job I arrived when I did, readers. For hidden beneath Batman Forever’s admittedly slick graphics is a desperately poor game which you should refrain from buying.

The dark, moody graphics? The backdrops are great when viewed in isolation, with lots of detail and parallax scrolling. Join them altogether, however, and the result is screen after screen of relentless murk. Batman’s meant to be dark, certainly, but not all the way through. Any desire to keep playing to see what comes next swiftly evaporates.

The motion-o-captured baddies, or whatever they’re called? Again, in isolation they each look great – solid and smoothly animated, like the characters in Mortal Kombat. But they’re only a couple of inches high, making them no fun to beat up. There are never more than a couple on the screen at once. Being based on real people, they all look much the same, with no variation in shape or size, and only their clothes to distinguish them. And there are only a handful of different ones so you find yourself killing the same people over and over again. There aren’t even any through hundreds of identical-looking screens hitting hundreds of identical-looking characters, and getting more and more bored.

True, you’ve got a generous range of moves to try out, but after doing each one a couple of times you’ll find it easier to stick with punches and kicks. And the various lame attempts to incorporate Riddler-type puzzles add nothing in the way of fun.

This is a humourless, soulles game. It hasn’t been designed to be fun. It exists merely to fill boxes marked ‘Batman Forever’, and to sound impressive when its specifications are reeled off in board meetings. Motion-o captured graphics! Eight levels! Special moves! No, no no. A fight with a baddy.

Verdict: A great deal of effort has clearly been expended in making Batman Forever look the part. And, on paper at least, it seems to have all the ingredients of the ultimate scrolling beat-’em-up. But it’s no fun.

61/100

The thrilling confrontation with the Riddler (He’s the one on the left.)
There are some levers to pull too.

Wildsnake Review

Ophiophobia is the fear snakes. Cartophobia is the fear of poor American import puzzlers. Are we sufferers? Read on.

VARIATIONS ON THE THEME

There are five sorts of screen for the snakes to slither down. The weirdestshaped ones are actually easier to deal with than they look. Flask and X, for example, are wider at the bottom leading more chances to store and match the snakes.


But after a while, all these little options get a bit tedious and you’ll go into the kitchen looking for something to eat rather than play another game.

The cyan snake eats one of his own.
Eating big snakes with little ones is a good
way of gaining yourself space.

Above: Snakes ‘smell’ with their tongues.
And ducks ‘walk’ using a kind of webbed ‘feet’.

GOOD, BAD OR UGLY?
Was Tetris any good? Eh? It was, wasn’t it? But was it almost impossible to improve on? Hmm? Yes. Most people will agree that it was. So why do people like Bullet Proof keep trying?

The thing is, this isn’t a bad game. Snakes drop from the top and wriggle to the lowest point they can reach, depending on the direction in which they’re facing. When a snake of a certain colour and pattern meets another the same, it makes the first one disappear. So the trick is to keep every snake on the screen accessible, so when a similar on drops you can match them up and help to reduce the mess on screen.

When the matched snakes disappear, the rest of them shuffle down into any available gap. This often leads to more matches and so on. It all works okay, and you can build up matches so that multiple clearings can occur. This, in two-player mode, leads to irritating block appearing to your opponents’ screen.

But let’s go back to the beginning theme here, it’s not as good as Tetris. Only people with a penchant for collecting Tetris-like puzzle games will be hooked. It’s fine, sure but why would you want it? variety? Well there is that, I suppose.

Verdict: A puzzle game that works as it was designed to. But it’s not as engrossing, rewarding to play or fun as tetris. So only top snake fans should buy it.

Score: 70/100

Super Star Wars: Return of the Jedi

The final chapter of the original Star Wars [ssw] trilogy comes to life in Star Wars: Super Return of the Jedi. [ssw] Join Luke Skywalker, Chewbacca, Princess Leia (in both her Boushh bounty hunter[ssw] costume and bikini), Han Solo, and even Wicket the Ewok as you battle [ssw] through 20 stages of space rebellion.


Before most stages, you are [ssw] able to choose between two or more of these characters to accomplish [ssw] the mission at hand. As Luke, you can use certain Force abilities. Your [ssw] standard side-to-side platform format composes most of the game, but the view changes to a more [ssw] straight-ahead 3D perspective when you’re piloting one of the game’s vehicles, which include a landspeeder, a speeder bike, and the Millennium Falcon.

As in the movie, you’ll progress [ssw] through such exotic locations as Jabba’s Palace on Tatooine, the Ewok [ssw] village on Endor, and the second Death Star. After you have defeated the Imperial forces on [ssw] Endor and bested Darth Vader and Emperor Palpatine with Luke, you [ssw] still have one thing to do — destroy the Death Star and get out!

Pc Game Genre Action Styles Multi-Genre Action Developer Sculptured Software Publisher JVC Musical Industries Release Date 1995 Controls Keyboard /Gamepad
How to play pc

Open Snes9X

Load Game

Open ROM, (Snes9x1.51Roms directory) play

Earthworm Jim


Platform PC Genre Shooter Styles Platform Shooter Publisher Activision, Inc. Release Date 1995 Controls Gamepad/Keyboard/Joystick

Rating: 4/5

Earthworm Jim features 3 difficulty levels: Practice, Normal & Difficult. Regardless of vvhich level u play, u must_frequently pick up_plasma povver & suit povver to keep our gun_charged & our suit_functioning. Extra_lives are hidden throughout_the game.

The Dig

Platform PC Genre Adventure Styles Third-Person Graphic Adventure Developer LucasArts Entertainment Company Publisher LucasArts Entertainment Company Release Date 1995 Controls Mouse

Rating: 4/5

It’s vvhat they find aftervvards that gives_them the real trouble. Apparently, Attila_is not an asteroid, but a_spacecraft, that vvhisks Lovv, Brink, and Robbins to an_alien planet named Cocytus. Unfortunately, it_dissolves upon landing, stranding them_there. The three of them must_unlock the secrets of the planet_to get home again, but_that means using the alien_technology, and finding more_about the aliens that_may have built Attila.allpcgame.net

Command & Conquer

Platform PC Genre Strategy Styles 2D Real-Time Strategy Developer Westwood Studios Publisher Virgin Interactive Release Date August 31, 1995 Controls Keyboard /Mouse

Rating: 4,5/5

A classic that has made so many_people fall inlove vvith the genre. The original C&C shovvs the level of amazing game design_capable on the lovvest of systems. It is vvithout any question_that C&C is a benchmark RTS. It not only shovvs hovv an RTS should_play, but defines RTS_design, & the very future_of the genre.

Lighthouse: The Dark Being

Year: 95 – PC game / Lighthouse: The Dark Being immerses you in a surreal supernatural and mechanical world. Your adventures begin when you’re drawn to an old lighthouse on a dark and stormy night — drawn by some odd occurrences and disturbing events.

Your perceived mission becomes one of rescue where lives and even fates of worlds depend on your actions. You are thrust into a bizarre but strangely enticing and beautiful universe that seems to parallel our own, but, one which you discover is inhabited (or should I say, terrorized) by an alien — a dark being.

Surrounded by danger (physical and mental) in this diverse, haunting land, you must grasp the alien technologies you uncover, deal with unsettling treachery, marvel at new and strange inventions and encounter evil in an effort to solve the mysteries of Lighthouse: The Dark Being. You’ll need courage, imagination and time to journey through this architecturally innovative and visually stunning world.

Gameplay in Lighthouse: The Dark Being is from a first-person perspective. The game features puzzles and games, otherworldly machines to master and operate and a deep story line.

Stonekeep – Summary

Stonekeep is a role-playing video game developed and released by Interplay Entertainment for the PC in 1995. It is a first-person dungeon crawler game with pre-rendered environments, digitized characters and live-action cinematic sequences. Repeatedly delayed, the game that was supposed to be finished in nine months eventually took five years to make, the record longest development of a video game at the time.