
Format- GBC
Genre- Racing
As discussed in one of my posts last year, V-Rally 3 was a notable demonstation of the GBA’s ability to chuck around 3D visuals.
The GBC entry in the V-Rally series doesn’t make quite so much of an impact though, and - much like many into-the-screen racers on the system - struggles to truly excite.
Set-up like a standard racing game, seeing you taking on a set number of opponents head to head (despite the word ‘rally’ being in the title), you can choose between two modes.
Arcade, which is set up for short bursts of play - and Championship, which has you racing across several tracks in a point-led league table campaign.
Not having a Time Trial option is a bit of an oversight, seeing as rally titles are usually all about precise racing - but it’s ultimately an irrelevant ommission.
This is largely as the racing itself is so simplistic nowadays that it’s doubtful you would be motivated to shave seconds from your times anyway.
Overly basic gameplay is a common problem with these type of racers on the GBC, where you get into an almost trance like state while playing.
Move slightly to the right, slightly to the left, hard to the right, dodge an opponent, repeat - this may sound like your standard racer, but after a few races you’ll get very tired of the repeating scenery.
Did you know Greece have identikit statues on the side of its roads every few metres, for example? According to V-Rally Championship Edition it does.
To be fair the game does try its best to vary things up where it can. There are hills every now and then (going over them at any kind of speed seems to result in a crash though) and obstacles such as oil slicks and fences to avoid.
It may not be much, but for a GBC into-the-screen racer this is probably as good as anyone could expect.
Sadly it doesn’t make it any less of a dull experience nowadays though, and a overhead perspective (TOCA anyone?) might have helped it to age a little better.
As it is, it’s a unremarkable handheld title that has been surpassed in every way possible since it hit store shelves back in 1999.

Format- Playstation
Genre- FPS
If you’re keeping count, this will be the fourth time I look at a version of Doom (the other three are for the GBA, SNES and Jaguar, fact fans).
Now that might be considered overkill, but this Playstation port actually brings a fair bit that’s new to the table - and could be argued to be one of the best home console versions of the classic FPS.
The most notable part of the game today is that it actually contains both Doom and its sequel, which is very generous indeed.
Although Doom 2’s epic final boss is sadly absent (apparently the Playstation couldn’t handle the flying cubes), it still means there are nearly 60 levels to work your way through.
Even better, the game makes the wise decision to spice things up - throwing enemies such as Heavy weapon dudes (yes, that’s their correct title) into the opening Doom levels where they normally wouldn’t turn up until the sequel’s stages.
This alone makes the game worth investigating for fans of the series who have blasted Imps through the hallways of the Nuclear Plant countless times.
In terms of the entire enemy cast, the Arch Vile is notably absent however, and despite what we all think of them (they are arguably the most hateful foes in the series) there’s no question that killing one was immensely satisfying.
Aside from this, the game looks as good as you could expect - with none of the pixellation the SNES or Jaguar versions suffered from.
There are some levels which have had some bits taken out (Toxin Refinery’s thin walkway over a lava pool isn’t here for example) but this is a port that’s faithful to the original for the most part.
Instead, it’s the game sound that’s seen the most changes. The death noises of each foe are different, and have a deeper more disturbing quality.
This pales into insignificance when you hear the music though. The lively tunes of the original have been replaced by far quieter and scarier tracks.
One even has what sound like babies crying in the background (they’re actually goats, allegedly). Take a listen for yourself:
This design choice still divides people, but it definitely helps the game to differentiate itself - and it should be applauded.
Coupled with the coloured lighting that’s been thrown into the game and you have a case for this being the scariest version of Doom.
The fact you can only save at the end of stages (in the form of overlong passwords) makes the action even more tense.
Overall then, this is well worth a look for fans of the series. It may have its flaws, but the fact it’s very easy to pick up on the cheap negates them completely.

Format- Master System
Genre- Overhead Shooter
It’s not very often that I take a punt in the dark on a game purely based on its cover, but for Time Soldiers I made an exception.
Depicting two men firing bazookas at a dinosaur and tank appearing out of what looks to be a time hole (see below), its a cover that says ‘this is going to be one heel of an action packed thrill ride.’
Predictably then, it’s not that much cop - and is actually a mildly disappointing overhead shooter that gets far too repetitive.
Similar to classic arcade title Ikari Warriors in its set-up, you view things from a overhead perspective and work your way up (and sometimes across) the screen - shooting everything that moves as you go.
You can play solo, or you can employ a second player can help you. Enemies spawn their way towards you in predicable attack patterns, but having another soldier by your side can still be useful.
This is mainly as there is little to do in the game but shoot. There are no jumps to make, or puzzles to solve - all you do is move and fire.
Maybe, just maybe, this could have worked if the shooting was incredibly satisfying and the enemies were interesting and unpredictable. Sadly, both of these factors fail to happen.
You have two modes of fire - standard gunfire (which sound like they’re being tickled out of the bazooka) and special bullets which can be found by killing certain enemies.
Although it takes a while to get used to your line of fire (they fire from the side of your character, as they would due to the way the bazooka is held), you can helpfully fire in eight directions.

[Above- The cover that convinced me to purchase the game. More fool me.]
Unfortunately there’s little heft to when you destroy foes - even if most do explode with admirable gusto.
The enemies you’ll face are the major problem though, with most being poorly designed and all having pretty much the same attack of firing slow moving projectiles at you.
Even the end of stage bosses have the same style of attack (just faster). They have far more interesting designs than the standard goons however, with a three headed dragon being a particular highlight.
This problem is exacerbated by the fact that the time travel element of the game feels so undeveloped.
There’s little in the way of an opening cutscene aside from a few screens of text, and levels are opened by some balls floating around on a space backdrop. Who knows what that’s all about.
Then the stages themselves just blur into one another. Although each have a few notable sights to walk around - Rome has some ruins, World War has some army trucks - there are few active hazards unique to each location.
What you’re left with then, is a solid enough shooter that never really fulfills its potential.
I wasn’t expecting a classic, but this should have been far more fun - some trashy time travel excitement surely wasn’t too much to ask for?

Format- Gameboy
Genre- 2D Platformer
Batman: The Animated Series is a brilliant cartoon, so a game based on it was always going to have a hard task matching up to it.
This tie-in is almost as good though, which isn’t really a surprise considering Konami were the developers behind it.
The main thing that shines through today is how confidently its been put together - everything has a real consistency to it.
From the cutscenes to the level design, everything feels as if it’s been put together by people who know exactly what they were doing.
You play as Batman for the most part (Robin does get a small cameo appearance, but that’s it fortunately), and you have a range of moves at your disposal.
There’s the satisfying wall jump, a punch attack, batarangs (which are in finite supply, but more are scattered throughout the game) and a hook that allows you to climb on top of certain platforms.
Considering the lack of buttons on the Gameboy nothing feels fudged or over-complicated either, which is some achievement.
That would be irrelevant if the levels themselves were poorly assembled though, but fortunately they’re almost as well designed.
Each level focuses on one of the famous Batman villains, with The Joker, Mr. Freeze, Catwoman and The Penguin just some of the enemies that you’ll face.
Most of the major foes turn up in fact, with only my personal favourite - Two-Face - not appearing.
In most stages you’ll be jumping, punching and grapple hooking your way to the right, although most stages do have several paths, and there’s a good variety of environmental hazards to avoid.
They’re never truly original, but thanks to the in-depth moveset there’s a lot of fun to be had just working your way through them.
The common garden thugs come in several varieties too, and fit in with the main villain in each stage. Joker has pantomime goons for example, whereas Mr. Freeze has robotic henchman.
Most enemies are downed with two hits, which is just as well thanks to the game’s slightly unforgiving continue system.
You’re only given three lives, and once they’re all gone that’s it - game over. With seven full levels (arguably eight) to battle your way through, it’s a big ask to make your way through it all, even if your health is replenished when you finish a level.
A password system would have made this a real classic, but as it stands it’s merely a very good platformer that’s still a must play if you’re a fan of the Dark Knight.
It holds up well today, and is a worthy accompaniment to the cartoon series, even with its slightly high price tag for a Gameboy title (you can pick up a cart for just under £5).
Have you always wanted an easy to digest video bulletin of all that’s new in the world of retro gaming? Well today is your lucky day, as i’m proud to present Retro Revisited’s News Round Up.
In this month’s episode I take a look at the sad closure of Game Focus in London, the latest remake/re-release news, and a home computer that’s celebrating its 30th birthday. Enjoy!
PS - I’d like to apologise to Retro Gaming RoundUp for the similarity in this video’s name (now changed), who do a fine line of in-depth audio podcasts on the same topic. Check them out here.

Welcome to Retro Revisited’s monthly feature, where i’ll be assembling five-track playlists for a retro title that I think deserves to be heard - and individually explaining what makes each song worth keeping an ear out for.
For this entry i’m listening to Crash Bandicoot on the Playstation, composed by Mutato Muzika - a company which was established by Devo co-founder Mark Mothersbaugh.
Devo’s manic sensibilities can be heard in much of the game’s soundtrack, but it’s greatest strength is the fact it has some more relaxed tracks - something its predecessors Cortex Strikes Back and Warped didn’t really boast.
Have You Heard - Crash Bandicoot Playlist
1) N. Sanity Beach
It’s not perfect, but this oddball tune helps to give you an idea of what the game is like before you even to start playing it. It’ll never leave your head either.
2) Jungle Rollers/Rolling Stones
In stark contrast to the opening tune, this track demonstrates the quieter side of the game’s soundtrack - it has a satisfyingly tropical tone, and sets the tone for the levels its played in perfectly.
3) Boulders/Boulder Dash
The fast paced chase levels are something the original Crash Bandicoot is famous for, so it’s only fair that they had a suitably threatening track to go with them. When the first blast of the didgeridoo is heard, you know it’s time to start running.
4) Papu Papu Boss Stage
There are a host of tracks that could have been placed here. The underplayed melody in Upstream/The Creek, the manic tune for Hog Wild/Whole Hog, or the ominous Generator Room music.
Instead i’ve chose the track for Papu Papu, mainly because it seems to be the result of three tracks being combined into one - and yet it somehow works. That strange squishing noise at 0:46 is pretty unique as well.
5) Cortex Boss Stage
My favourite track in the game, this has a sinister quality that’s perfect for your final showdown with Mr N Cortex. There’s even a slight light heartedness to some parts too, demonstrating how well the soundtrack managed to mix its tones.
A complete playlist of Crash Bandicoot’s soundtrack can be found here.

Format- GBA
Genre- Shooter
Starting off with some well drawn 2D cutscenes and a 3D menu screen, you’re left under no illusions - Iridion 3D is a well presented game, and it doesn’t half know it.
The game itself also looks impressive for the GBA, boasting some stunning 3D backdrops. This was especially impressive when you consider that it was released way back in 2001 near the start of the system’s life.
Iridion 3D was still met with lukewarm reviews at the time of its release though, and was cited for boasting stunning aesthetics but underwhelming gameplay.
That’s a little harsh though. Although its into-the-screen perspective does mean dodging bullets in the final stages is a little too difficult, it’s a well assembled shooter for the most part.
It’s helped that people playing it for the first time nowadays will likely not have huge expectations - and may be pleasantly surprised.
The game does start with a level set in a disposal tunnel however, which isn’t one of the best locations to start a game with.
Thankfully things do improve. The second stage sees you flying over an ocean having to avoid mines blowing plumes of water into the sky.
The next then has you blasting across a cloud-laden sky which slowly dissolves from night to day. Enemies churn out waves of purple bullets in long chains, which only adds to the level’s dreamlike quality.
The game then decides to increase the size of the stages with a mixed degree of success. Set in space, two levels give you a much larger field of movement - but this does make sweeping around the screen, avoiding everything a little too easy at times.
Still, it does help vary things up. Matters are helped by the boss battles, which are presented separately at the end of each stage.
Usually set in confined spaces such as an engine room or endless tunnel, these follow the ‘shoot the small weak spot’ pattern, but are still enjoyable enough. Even if one enemy - a huge rock which opens up to reveal that’s it’s a spacecraft - does look a bit rubbish.
There’s enough in Iridion 3D to enjoy then, and the password save system means even the worst players can see every stage if they can find the codes online.
It may not be a title that’ll hold up to repeated play, but its solid gameplay - coupled with the excellent presentation - will make most want to keep playing.
The pulsating soundtrack also improves the experience, and is best enjoyed with headphones.
This was developer Shin’en’s first foray into the shooter genre, but they went on to make a sequel to Iridion which improved on the original - and then made titles in a similar mould on the DS and 3DS.
Iridion helped the developer on its way though, and is worth a look for fans of the genre.

Format- NES
Genre- Football sim
Considered a bit of classic when it was released on the Amiga and Atari ST in 1989, the NES version of the game isn’t considered in such high regard in comparison.
It’s hard to find much critical analysis about it anywhere in fact - dodgy YouTube review aside.
Although I admittedly haven’t played the original Amiga/Atari ST games, I imagine they played a much smoother game than this NES title. That wouldn’t be too hard though.
The game’s presentation is perfectly fine - the menus are clear, there are plenty of modes, and there’s a sprightly tune that plays while you’re traversing the options.
What kills it are the controls, which are - in their defence - ambitious. Unfortunately they’re so different to the norm many players may (justifiably) not have the patience to adapt to them.
Controlling the ball seems to require you keep a direction on the d-pad pressed, otherwise the ball skids out of your control.
This does make your times in possession suitably tense, but sadly the ball physics are a little out of whack.
The ball flies across the surface, and players move so quickly it can be hard to keep up with exactly what’s going on.
Matters aren’t helped by the way your team mates’s positions aren’t indicated at all when you have the ball.
This might not have been a problem had the game had a more slow and measured pace (like the Total Soccer series - which shares the same overhead perspective), but you’re required to pass and move with such speed it’s a bit of an oversight.
Kick Off on the NES doesn’t offer much immediate fun then - and doesn’t do many favours for the good name of the Kick Off series in general either.
You’re better off playing the game on the Atari ST or Amiga.

Format- Game Gear
Genre- Game Compilation
Only released in Europe, you’d hope that Sega Game Pack 4-in-1 would be a hidden gem - a gem that both the Americans and the Japanese were denied.
Unfortunately that isn’t really the case, and this is a collection that only manages to balance between the poor and the mediocre.
Its main saving graces is its low price (being a pack-in title it’s easy to get your hands on) - and that’s not really a recommendation.
The first game is called Columns (in the instruction manual anyway - there are no names given in-game), but it doesn’t work like Sega’s ‘classic’ puzzler.
Instead of linking up three of the same colour gems, you have to link 4 together - in straight lines or in shapes like a horseshoe. Gems in diagonal lines don’t work here.
It’s unremarkable, and is worse than the original Columns in my mind. Yes, worse than this.

It’s not the worst game on the cart though - that honour goes to Penalty Kick. An incredibly basic penalty shoot out game, you choose where you want to shoot (direction and height) as the striker and save as the goalkeeper.
Strangely the game does feels a fudge despite its basic concept, as you seem able to change the direction of your shot and save at the last moment.
Couple this with the way the goalkeeper leaps like he’s been fired out of a cannon and you have a game which can’t even be described as a fun throwaway effort.

The best game on the cart is Pan-American Road Rally (an ironic title, as it never saw the light of day in the States), mainly as it has a simple concept - but unlike the other titles it actually manages to execute it fairly well.
It’s similar to Ourun in that your only aim is to reach the next part of the track before the time runs out, and you have to weave between other cars as you do so.
What makes it work is that any potential frustration is cut right down. Your car grips to the road in a satisfying manner, directional arrows warn you of any major turns, and hitting another vehicle only slows you down - it doesn’t stop you completely.
It may not be high art, but it’s a solid distraction.

Championship Tennis is the final game, and it’s, well, a bit rubbish.
Not completely rubbish - the graphics are bold, the umpire is Sonic and the sound effects when you hit the ball are cool (they sound like something from Space Invaders) - but its hamstrung by the lack of any weight to the physics.
It feels like you’re whacking a beach ball back and forth, and it’s a struggle to get any serious angle on your shots.
Despite this, it’s the second best game on the cart - which tells you all you really need to know about Sega Game Pack 4-in-1.
It may be harsh on such an ageing compilation title, but this is a truly underwhelming experience if you play it today without rose tinted spectacles - and that’s the honest truth.

Format- GBC
Genre- Tennis Sim
If you asked most people which would be better, the Nintendo developed Tennis on the NES (revisited last week), or a cartoon-licensed game on the GBC made by a company who have made only two games in its history - the majority would say the former.
But in a shocking twist, the latter isn’t just superior - it is arguably one of the finest portable tennis titles ever made.
No, i’m not joking. Snoopy Tennis plays such a versatile game of the sport that it feels like a long lost brother of the SNES’s superlative Super Tennis.
You can usually tell in the opening few seconds if a tennis game will be any good or not.
All too often the physics feel too floaty, the controls are fudged, or - arguably worst of all - there’s a clear weakness to the CPU opponents that you can exploit time after time.
With Snoopy Tennis there’s little of that. Serving is simple to pick up yet still boasts a fair amount of versatility, and pinging shots across the court is hugely satisfying - and this is achieved with a system that has just two face buttons.
The computer opponents offer a more than stern challenge on the hardest difficulty setting (there are three) too, even if they are a little too eager to rush to the net a lot of the time - leaving themselves open to a passing shot.

[Above- Why they’ve chosen a blind Snoopy for the cover is beyond me, although it could be Joe Cool…]
It’s fortunate that Snoopy Tennis plays such a fine game of tennis though, as the actual modes it offers do smack of ‘missed opportunity.’
The main mode, Championship, is a straight knockout tournament with 8 modes - with each match facing you against a different opponent and is usually set in a different location.
What’s really disappointing is that there’s not even a half assed attempt to tie in the championship with some kind of Peanuts related story.
Some stills and some small snippets of dialogue would have been fine, but instead you’ve got a game that makes little attempt to recognise it’s a Peanuts title.
All you have are some solidly drawn character models (the way Charlie Brown looks like he has a painted on face is a tad disturbing though) and some locations which have small reference points to the comic strip - such as Snoopy’s kennel and the yellow schoolbus.
In terms of other modes, you can play one-off Normal matches, include ineffectual pick-ups (such as ones which freeze the ball in mid-air, or make you instantly win/lose a point) in Power Mode, see who can get the most points in two minutes in Points Race, and win sets instantly if you break your opponent in Sudden Win.

[Above- The instruction manual is colourful and packed with art -bit there’s no sign of any images from the strips where Snoopy played tennis for some reason.]
What is really odd is the game’s Squash mode, which places wall at both sides of the court. It’s interesting (rebounding shots so they bounce behind your foe is amusing), but calling it Squash is more than a little misleading.
Most of these modes are admittedly interesting, but only being able to play them in one-off matches does blunt their appeal a little.
Overall though, the fact Snoopy Tennis plays such a good game these weaknesses are largely negated, especially if you can find a friend with another copy of it and a link cable.
With the low price of the game (£1-£3) it’s well worth investing in if you’re looking for a great tennis title - even if you can’t stand the Peanuts cartoon strip (and if that’s the case, what’s wrong with you?).