Monday, 17 February 2025

James Pond 3: Operation Starfish (Sega Game Gear review)

Developer: Millennium Interactive, Teque London, Vectordean
Publisher: U.S. Gold
Released: 1995

James Pond 3: Operation Starfish is a platformer that was originally released on the Sega Mega Drive / Genesis in 1993.

+ Includes an impressive 60 levels and fans of the 16-bit original will enjoy navigating the altered layouts.

+ Gravitational elements are interesting and the overworld map often allows you to choose between multiple stages.

- Controls are broken due to their over-sensitivity, and the wonky physics make it an absolute chore to move around.

- Enemy placement is infuriating and the spotty collision detection means it's worth avoiding combat wherever possible.

- Copy/paste stage design is unbearably repetitive and there's little to distinguish one level from the next.

- Tries to be both a slower Mario game and a fast-paced Sonic title, but the juxtaposition of styles doesn't mesh well.

- Music typically consists of a singular track being played ad nauseum and its off-key notes quickly grate.


Thursday, 13 February 2025

James Pond 3: Operation Starfish (Sega Mega Drive / Genesis review)

Developer: Millennium Interactive, Vectordean
Publisher: Electronic Arts
Released: 1993

James Pond 3: Operation Starfish is a platformer that was later ported to the Sega Game Gear in 1995.

+ Features 100+ levels and the M.C. Kids (1992, NES) inspired gravitational elements open up the stages for exploration.

+ Like Turrican (1990, C64), there's a mountain of collectables to find if you want to see everything the game has to offer.

- Tries to be both a slower Mario game and a fast-paced Sonic title, but the juxtaposition of styles doesn't mesh well.

- Repetitive level design is littered with unavoidable hazards and brutal enemy placement that relies on trial-and-error.

- Often forces you to jump around like an idiot in the hope of finding a hidden block to advance the path forward.

- Stiff aerial controls when jumping horizontally from a prone position, and oversensitive while dashing in mid-air.

- Weapons and attacks feel weak due to overbearing enemies, and the 22 symbol password system is convoluted.


Saturday, 13 April 2024

James Pond II: Codename RoboCod (Sega Game Gear review)

Developer: Millennium Interactive
Publisher: U.S. Gold
Released: 1993

James Pond II: Codename RoboCod is a platformer that was also released on the Sega Genesis (1991) and Sega Master System (1993).

+ An impressive port that's missing very little from Sega's 16-bit version in terms of look, feel and content.

+ Level design is innovative and the stages are jam-packed with ideas that neatly come together to create a cohesive whole.

+ Replayability is high, as there's an enormous amount of bonus items and secret areas to locate if you're willing to explore.

- Camera is far too zoomed-in and many times you'll have no idea where the next platform is until you take a blind leap of faith.

- Additionally, the camera snaps too close to the edge of the screen and foes will often appear with no warning.

- Bosses are a nightmare to battle, as you can't see their aerial projectiles or where they're positioned to land.

- Sprites flicker and occasionally overlap with enemies for cheap hits, and the SFX are rather weak throughout.


Thursday, 11 April 2024

James Pond II: Codename RoboCod (Sega Master System review)

Developer: Millennium Interactive
Publisher: U.S. Gold
Released: 1993

James Pond II: Codename RoboCod is a platformer that was also released on the Sega Game Gear (1993) and Sega Genesis (1991).

+ Seriously impressive port that's missing very little from Sega's 16-bit version in terms of look, feel and content.

+ Level design is innovative and the stages are jam-packed with ideas that neatly come together to create a cohesive whole.

+ Gameplay varies thing up by giving you fun vehicles to ride, and including auto-scrolling levels / tons of verticality.

+ Replayability is high, as there's an enormous amount of bonus items and secret areas to locate if you're willing to explore.

+ Ability to stretch your character's arms to reach higher ledges is inspired and serves to deepen the gameplay.

- Controls are over-sensitive which makes for some tricky platforming, and the SFX are rather weak throughout.

- Bosses offer little resistance and their simple attack patterns can easily be exploited within seconds of battle commencing.


Monday, 8 April 2024

James Pond II: Codename RoboCod (Sega Mega Drive / Genesis review)

Developer: Millennium Interactive
Publisher: Electronic Arts
Released: 1991

James Pond II: Codename RoboCod is a platformer that was ported to the Sega Game Gear and Sega Master System in 1993.

+ Level design is innovative and the stages are jam-packed with ideas that neatly come together to create a cohesive whole.

+ Gameplay constantly surprises by reversing gravity, speeding you along a moving train, and giving you vehicles to ride.

+ Replayability is high, as there's an enormous amount of bonus items and secret areas to locate if you're willing to explore.

+ Ability to stretch your character's arms to reach higher ledges is inspired and serves to deepen the gameplay.

+ Physics when moving along sloped platforms is impressive, and the interesting locales have some unique parallax scrolling.

- Floaty controls don't offer real precision, as the horizontal movement is too great despite light taps on the d-pad.

- Boss battles are a cakewalk and within seconds you'll decipher their simple attack patterns for a swift victory.


Saturday, 6 April 2024

James Pond: Underwater Agent (Sega Mega Drive / Genesis review)

Developer: Millennium Interactive
Publisher: Electronic Arts
Released: 1991

James Pond: Underwater Agent is an action game that was also released on the Amiga, Archimedes and Atari ST.

+ Gameplay can be rewarding for high score chasers, as there's tons of bonus items and secret rooms to uncover.

+ Survival element is similar to Ecco the Dolphin (1992, Sega Genesis), as you can't stay out of the water for too long.

+ Allows you to visit your home to store or equip power-ups, which gives you a tactical advantage on tougher stages.

- Mission objectives are unbelievably repetitive and usually amount to simple fetch quests with tedious backtracking.

- Level design is average, with confusing layouts and near-identical areas that look similar to previously traipsed screens.

- Controls are oversensitive, which results in many cheap hits while attempting to avoid enemies and hazards.

- Enemies often lie in wait once you enter a screen, and there's no invincibility grace period once you've taken damage.


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