Author: Matt Paprocki

Nintendo Wii

Teenage Mutant Ninja Turtles: Smash-Up

An atrocious tutorial is a simple video, not one tailored to your chosen control scheme. The mechanics, such as ninja powers, are never explained. It creates a learning curve that forces the player out before they can be drawn in, something that makes a supposedly accessible melee brawler out of the reach of many. Mirage artists craft cinematics tailored to mimic the art style of the original comics, but also clashed with the in-game visuals capitalizing on the recent animated cartoon film. The comic drawings also appear rushed, with oddly proportioned characters and limited detail.

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Sega Genesis

NBA Action ’95

NBA Action ’95 was so terrible, it contained a weird charm. There was (and still isn’t) anything remotely like its bizzare combination of simulation aspects and broken arcade gameplay. A level of complete unpredictability happens during every game, but that doesn’t mean its a classic, or even acceptable. On the bright side, Marv Albert’s now unintentionally funny, “Serves up a facial,” commentary may be the best aspect of the actual gameplay.

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PlayStation 3

Mega Man 9

Here’s the problem though. Mega Man 9 is hard, and any fan of the series should expect that. However, Capcom has taken that mentality and multiplied it, creating some absolutely absurd level designs that even die-hard masochists will frown upon. While past Mega Man games relied on memorization and precision, Mega Man 9 requires a higher level of both. You can almost hear the level designers laughing at how devilishly difficult certain segments are.

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Editorials

A Call to Restore FMV Games

Dependent upon their source, any one of these weirdly enjoyable titles could undergo the same revisionism, provided the hardware was capable of actually running them. Some of these games were likely shot on tape, a limited resolution format that condemns the footage to a lifetime of sub-HD quality. Others, especially the professionally crafted efforts like Wing Commander IV, could have utilized 16mm film, or maybe 35mm. The resolution potentially awaiting those titles is still unavailable in the home, but even at the current standard of 1080p, they could be dazzling.

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Editorials

Pining for the Days of Weird Video Game Football

Now we only have a few outliers. Backbreaker Football and BCFX (to a lesser extent, the enjoyableBackyard Football series as well) are effectively it for this generation. Publishers avoid anything sans license, and thus, we’re stuck with only a handful of options. While few would want to relive the likes of the SNESMonday Night Football, doing so reveals an interesting mechanic that lets players break free for huge gains in a 2D, button mashing mode. Mike Ditka tried stopping gameplay while the QB selected a receiver. Pro Quarterback gave a shot in the arm to visuals via digitized sprites.

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Arcade Games

Batman Forever: The Arcade Game

The games co-op play only made things more confusing, as the muddy, pixelated digitized visuals caused Batman to blend with the background, and Robin to somehow look like some of the more colorful enemies. Instead of establishing a flow or pacing, BF – TAG just tossed everything onto the screen. Power-ups are everywhere, and the game randomly seems to stop as the superheroes suck in their the newly found abilities. Other times, it stops so either can explode into an explosion of lightning (?) to clear the screen. Various combo counters took up valuable areas of screen real estate, making an already difficult to see game even worse. Of course, they can also shrink (??). Why, for what purpose, is anyone’s guess.

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SNES

Rival Turf

Rival Turf isn’t terrible, but it’s generic and brutally difficult. The two characters, Jack Flack and Oozie Nelson (seriously) patrol the streets in levels that are nothing short of blatant knocks on better games. Enemies are the real issue, coming in with names like Skinny and Butch. They’re incredibly overpowered, laying on unblockable combos at will.

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Sega Genesis

Eternal Champions

Eternal Champions would plunder its time faring gimmick from 1992′s Time Killers, a sickly exploitative brawler that pitted past & future in blood splattering conflict, enough to make Mortal Kombat whimper. Sega’s headstrong fighter would eschew colorful, explicit ferociousness, partly due to subdued hardware capabilities. Locked to 64 colors (the Sega CD port finding itself a rare 256-color mode user), Eternal Champions ran with enlarged sprites to make Super Nintendo Street Fighter characters appear trifling in comparison, yet meek with dried up purples and browns. With system exclusivity allowing for peak fidelity, Champions would still fall prey to lackluster splash in an era where saturation was an attention hook.

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