NO RUMOURS, NO ADS NO CLICKBAIT, NO SCORES!
(Occasional singing Sheep)
(Occasional singing Sheep)
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Tapeworm is a spin off sequel too Flea and is a puzzle game combining elements of Snake , Anteater and Lolo. The game will be available for NES, Dreamcast and PC. Also for Playdate and Switch if we reach those stretch goals. Pledge £2 or more Support Thanks you for your support. (This shows your support for the project, and will not make you eligible for any reward) Pledge £8 or more Digital Edition Steam and itch key, Windows exe + rom Pdf Manual PlayDate digital version if we reach the stretch goal Switch digital version if we reach the stretch goal Pledge £30 or more NES Cart Only (Grey) Steam and itch key, Windows exe + rom Pdf Manual Physical Cart + dust sleeve PlayDate digital version if we reach the stretch goal Switch digital version if we reach the stretch goal Pledge £30 or more Dreamcast Edition Steam and itch key, Windows exe + rom Pdf Manual Physical Dreamcast Game CIB Physical leaflet / Front cover PlayDate digital version if we reach the stretch goal Switch digital version if we reach the stretch goal Pledge £30 or more PC game USB Cassette Tape Steam and itch key, Windows exe + rom Pdf Manual Physical USB Cassette Tape + Case and Insert PlayDate digital version if we reach the stretch goal Switch digital version if we reach the stretch goal Pledge £45 or more NES CIB Grey Cart (Early Bird) Steam and itch key, Windows exe + rom Pdf Manual Physical Manual Physical Cart + dust sleeve Physical box PlayDate digital version if we reach the stretch goal Switch digital version if we reach the stretch goal Pledge £50 or more NES CIB Grey Cart Steam and itch key, Windows exe + rom Pdf Manual Physical Manual Physical Cart + dust sleeve Physical box PlayDate digital version if we reach the stretch goal Switch digital version if we reach the stretch goal Pledge £50 or more NES CIB Blue Cart (Early Bird) Steam and itch key, Windows exe + rom Pdf Manual Physical Manual Physical Cart + dust sleeve Physical box PlayDate digital version if we reach the stretch goal Switch digital version if we reach the stretch goal Pledge £55 or more NES CIB Blue Cart Steam and itch key, Windows exe + rom Pdf Manual Physical Manual Physical Cart + dust sleeve Physical box PlayDate digital version if we reach the stretch goal Switch digital version if we reach the stretch goal Pledge £85 or more NES CIB Blue + Dreamcast Steam and itch key, Windows exe + rom Pdf Manual NES Specific: Physical Manual Physical Cart + dust sleeve Physical box Dreamcast Specific: Physical Dreamcast Game CIB Physical Manual / Front cover PlayDate digital version if we reach the stretch goal Switch digital version if we reach the stretch goal Pledge £110 or more NES CIB Blue+Dreamcast+PC USB cassette Steam and itch key, Windows exe + rom Pdf Manual NES Specific: Physical Manual Physical Cart Blue + dust sleeve Physical box Dreamcast Specific: Physical Dreamcast Game CIB Physical Manual / Front cover PC USB Cassette Specific Physical USB Cassette Tape + Case and Insert PlayDate digital version if we reach the stretch goal Switch digital version if we reach the stretch goal Pledge £120 or more NES Collectors + Soundtrack + Statue Steam and itch key, Windows exe + rom Pdf Manual Physical Manual Physical Clear Blue Cart with Soundtrack on audio cassette tape inside the Cartridge Dust sleeve Physical box Your Name in the NES Manual PlayDate digital version if we reach the stretch goal Switch digital version if we reach the stretch goal Please note Legacy plans to feature at least 1 Kickstarter Project every month. Regardless if Legacy backs a project or not we are not responsible in anyway for your own choices. Some Kickstarter projects are a massive success and others are a complete failure. Every project comes with it's own risks and rewards please do your research and make an informed decision on the project. Has Legacy Backed this project? No Why? Earlier this year I decided to part company with my near 40 year gaming collection so while this time last year I'd have been straight in for a physical NES game but now I'm happy o leave it for those that ill collect the games rather than simply back it now to sell for a bigger price a few years down the line. I will be getting it's prequel game Flea on the Evercade system and if this game makes it to that system or the Switch stretch goal I'd support the dev there too. Risks and challenges Direct from the developer Lowtek Games has delivered on previous kickster game Flea so the development and manufacture should have most f the kinks ironed out this time round. We are living in Covid times though so things could get delayed in whats we could not see.
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Out now for PC & coming next week to XboxNovember 2020 — The time is finally here… Football Manager 2021 is out now on the Epic Games Store and Steam, check out the launch trailer
FM21 Mobile also makes its debut today on iOS and Android and is available to download and play right now from the App Store and Google Play. FM21 Touch and the Xbox Edition will be available on 1 December 2020. Managers who have been enjoying the FM21 pre-release Beta need only to quit and restart the Epic Games Launcher or Steam and the game will update to the full release build. Single-player progress from the Beta can be carried forward into the full game. The full release of FM21 includes a host of improvements from the Beta version. Access to the Steam Workshop and both the pre-game and in-game editors is now available too. Managers will enjoy more control than ever over their team’s success on and off the pitch with new gameplay systems, an increased level of analysis and information and additional resources at their disposal. Interactions with players and the media have been overhauled to create a more true-to-life experience and matchdays look and feel more spectacular with a host of graphical and presentation improvements as well as new pre-and post-match events. Additionally, managers will have more power over player recruitment and new ways to celebrate success at the end of the season. Feedback to the FM21 pre-release Beta has been the best in the series to date. Steam user reviews are showing as ‘Very Positive’ with 92% positive reviews from the more than 1,300 in total. There has also been praise amongst the FM community for the match engine and interaction improvements. FM21 Mobile adds three new nations – Argentina, Canada and Mexico – in the most international offering in the series to date. Additionally, there are a number of improvements to existing systems such as tactics, interaction and dynamics. FM21 Touch on iOS and Android and FM21 Xbox Edition will join the FM squad on December 1st, 2020 with the Nintendo Switch™ version of FM21 Touch expected before the end of the year Sega PR
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Critic Reviews (5), Contributor Reviews (1) After ten thousand years, the once banished dark ninja returns to make another attempt to take over miracle world. Someone's definitely got to stop him! Guess who dares meet the challenge? The Kidd, the prince who knows no fear. He's the only one who can fight back! Yes the back of the box says Miracle World even though he's in Shinobi world! Legacy has yet to review this game.
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Review Summary
All in all, this is not a great game, but it would be a mistake to discount it completely. The most disappointing thing about Alex Kidd in Shinobi World is that there's little in the way of ambition; everything it sets out to do, it does well, more or less, and the general impression is that if the designers had just pushed themselves a little harder, and reached a little higher, this could have been one of the more memorable titles of the 8-bit generation. As it is, the game is not an embarrassing farewell for Alex Kidd, but neither is it the blaze of glory Sega's long lost mascot deserved.
Review Summary
Alex Kidd in Shinobi World is a hidden gem in the Master System library and it's a shame that few people have heard about it. The short length is a genuine complaint but the gameplay is so addictive that you'll want to replay the whole adventure over and over again!
Review Summary
Overall, Alex Kidd in Shinobi World is a solid game and one of the better games in the Sega Master System library, but it’s just not “blow you away” good. It’s just a bit too easy and is over too quickly, but for me it was a fun diversion and a good addition to my library, albeit an expensive one. I’d recommend this game for platform game fans, but you may want to hesitate unless you’re a collector due to the high price tags this now commands. That being said, if you can find it for a good price then grab it, as it should offer you a good few hours of good quality gameplay.
Review Summary
It's a pretty fun game, and honestly it's my personal favourite Alex Kidd game. So if like Shinobi, try this game. And if you don't like Shinbobi, then play it anyways because there is enough differences to make this an entirely different game. I like it, I really like it.
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Alex Kidd was the fourth (in PAL regions and America) Master System game featuring Alex Kidd, which is generally regarded as a return to form after the Lost Stars and Hi-Tech World episodes.
Alex's adventure takes place in Shinobi World. Alex dons a Ninja costume and is able to use Ninja magic during his quest. The environments, enemies, bosses and level design re-imagine ideas from Shinobi, but are given a more playful and comical perspective, by mixing in the bright graphics and musical style established in the earlier Alex Kidd games. Although this game was well received at the time, sadly this was to be Alex's final game. Albeit, Alex hasn't been completely forgotten, he has made some cameo appearances in modern Sega titles such as Sonic & Sega All Stars Racing. This game remained an exclusive title for the Master System. It could also be downloaded for 500 points (about £4.50) on Wii's Virtual Console service. Upon loading the game you are presented with a brief cut scene, which shows the game's story. It's basic, and very unoriginal (think, Sir Arthur and Princess Prin Prin, Mario and Pauline, etc) but explains why Alex is in Shinobi World and the motivation for his quest.
Prior to the start of the action you are shown a map, and then a game summary, which shows the boss you'll be facing at the end of the round, and your current score and number of remaining lives. Alex's adventure is split into 4 rounds with each round being split into 3 scenes. The first two scenes of each round require the player to cross a scrolling platform area and avoid or kill any enemies; the areas scroll both horizontally and vertically with some later scenes having multiple paths through them, where there are underground and overground routes available. The third scene of each round just contains the round's boss. The second platform scene in round 4 has a slightly different structure, whereby the level is made up of a series of small rooms, which will present a particular challenge (including a Mega Man style disappearing platform puzzle), or require you to defeat an enemy, including the return of the Kabuto and Robster bosses. Facing off with these bosses for the second time was a new challenge and required a bit of extra thought, due to not having the throwing darts available. The graphics throughout the game are excellent and really show off the Master System's capabilities. The environments are bright and colourful and the sprites are well drawn with lots of detail and character. Each of the game's 8 platform scenes has a distinct look to it and there are a variety of enemies in each area. Throughout your adventure, you will traverse a cityscape, explore large buildings, cross a Harbour at night, swim through underwater caves and ascend the side of a waterfall; all on the way to Hanzo's mansion.
The controls are well designed and respond fluently. You use the D-dad to move Alex left/right and climb up/down ropes or ladders. The joypad buttons are used to make Alex perform a variety of actions such as jumping and using weapons. The jump button can also be used to make Alex perform a wall jump, this requires that there are two walls very near to each other. To wall jump, start the jump off as usual then quickly press the jump button again each time Alex touches the wall. I only found a couple of places in the game where it was possible to wall jump, but it was usually a handy way to reach some bonus items. Alex begins each round armed with a sword, which slashes round in an arc, or it can be directed downwards to take out breakable blocks beneath you. You have to be very close to enemies to take them out with the sword. The sword can be powered up so you can also take out projectiles, e.g. ninja stars thrown at you, when you slash with your sword. Throughout the platform scenes there are chests, which you need to break open with your weapon. Usually these are in plain sight and don't require much effort to reach. Although there were a few later on in the game, which I couldn't work out how to reach. The most common item found is a heart, which replenishes one hit (your remaining hit points are shown as a series of triangles at the top left of the screen). Occasionally you will find an item, such as a dart or a ninja magic item (used immediately), or even an Alex doll, which awards an extra life. When collected, the dart replaces your sword. As a ranged weapon it's much easier to defeat enemies with the dart; perhaps too easy at times, the first two bosses won't stand a chance against you if you have the dart. However, I don't think darts are available in the final round so don't rely on them too much. In particular the first form of the final boss requires accurate and carefully timed use of your sword, so getting used to close combat will pay off in the end. Alex can also use ninja magic to turn himself into a fireball. You must be hanging from a rope or lamp post to start this manoeuvre. Holding the action button will make Alex start to spin around, after a few rotations Alex will burst into flames, once you release the button Alex will fly across the screen killing any enemies he comes into contact with. The music throughout the game is excellent. It is based on the Shinobi music but is remixed to give it a lighter feel, which is in keeping with the Alex Kidd series. Sound effects are quite basic but don't outstay their welcome (no annoying scream when you die this time).
Final Thoughts
I really enjoyed the game and would recommend it to platform game fans. The game starts out fairly easy but the challenge does build up from the third round onwards.
This review including the images used in it was submitted to Legacy by David Bush we sincerely thank him for his contribution Legacy will accept 5 contributor reviews for every game in the database (well every game ever released) even if it's not in the database yet. We know 5 seems a little short but we don't want the overly popular games getting 100 reviews if lesser games get almost none. We hope the 5 review cap will help spread reviews around a little... Or just make you go post a review for the popular game somewhere else but please consider sharing review love for some of your other favourite or even less favourite games.
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Critic Reviews (5), Contributor Reviews (1) This is a top down vertically scrolling shooter, in which you start off as a motorbike. You are quite vulnerable to attack at first, but power ups come in the form of a Sega van which you have to dock with. The first time you dock you get double fire, the second time gives you a rocket, the third gives a rear force field and the fourth invulnerablility. By destroying cars and bikes that appear on your way, you can collect A-F letters. Collecting A through to D allows you change into a sportscar which is less vulnerable to attack, but not as nimble. Collect all the letters in order to be able to transform into a high tech plane. This is the final stage of one of the five missions. Only the high tech plane can guide you to your destination in which your main target is hiding. There is also time limit in which you have to complete the mission. It is advisable to transform into the high tech plane as fast as it is possible. Picking up flags gives you bonus points with 10,000 points gaining you an extra life. Legacy has yet to review this game.
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Review Summary
Overall Action Fighter is a case of the imitator being better than the source material, largely due to the Master System's more powerful hardware. It does lose marks for terrible music, sensitive controls and overall lack of originality. But don't let Action Fighter fool you, it's worthy of your collection.
Review Summary
Action fighter is a definite must-have for all fans of top-down shooters, I recommend strongly that if there is any SMS fans out there that don’t have a copy of this game that they pick one up, despite the dodgy packaging (which is of a motorcycle rear-view mirror and not a magnifying glass which people seem to think it is!) the game will keep you entertained for hours, and is just great fun!
Review Summary
Take away the monotony and devious difficulty, and there’s a shell of a decent game in Action Fighter. But seriously, friends, Action Fighter is really hard. Given the amount of action the game levies at you, you’re in a constant state of anxiety and readiness. It’s good to be somewhat tense while playing a shmup, but the ridiculously long levels leave you feeling exhausted by the end. My recommendation: play with one of these codes, beat the game, then if you still have more fight left in ya, come back and try the game without a code. You’ll see whether or not that hair on your chest is legit.
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Action Fighter is loosely based on the 1986 Sega Arcade Game.
Although the arcade game and Master System version share several gameplay elements, the Master System version makes some significant design changes. Both versions have a mix of Spy Hunter style road sections and airborne shoot em up sections. The transformable vehicle idea is unique to the Master System design. In the arcade game, the road sections end at way-points (either a garage or a hangar) where you will leave your current vehicle to get into the next one. The arcade design also features branching pathways where the path you choose will determine which vehicle you get to use during the next stage of the game. The Master System design is completely linear with gameplay split into 5 distinct missions. Action Fighter was also converted to several other European home computer systems by Core Design in 1989 and published by Firebird Software, these versions were clearly based on the Master System title rather than the Arcade game. Each mission of Action Fighter for the Master System is split into two or more parts, with a mix of ground sections and aerial sections.
You take control of Action Fighter, which is a futuristic transformable vehicle. You begin the game on the ground as a motorbike, which is armed with a forward firing machine gun with unlimited ammo. Look out for the van, which has a SEGA logo on the roof, drive (carefully) up to the back of the van (much like Spy Hunter) to upgrade your machine gun. To complete the road section you need to stay on the course whilst avoiding or shooting the other traffic and collect tokens, which are marked with the letters A-F. Collecting the tokens bolts on additional parts to your vehicle; after collecting 'D' you transform into a car, and then shortly after collecting 'F' your car will stop momentarily for jet engines to be attached, and then you take off for the airborne part of the mission. Immediately after take-off you will encounter more enemies, which are much more aggressive than the enemies found in the road section. You will be attacked by both ground and airborne enemies. You are equipped with forward firing rockets to take out the other airborne enemies and bombs to hit the ground based targets. Much like Xevious, a reticule appears at a fixed distance in front of your vehicle to show you where your bombs will land. Power-ups are also available in the air sections, look out for small tokens which have the letter P on them; there are different coloured 'P' tokens which can increase the speed of your vehicle, firepower, etc. Each mission starts off against a timer. During the first part of each mission you effectively have infinite lives until the timer reaches zero, after that further collisions will reduce your stock of lives; again, this mechanic is very similar to Spy Hunter. Additional lives can be earned for reaching certain score thresholds. Each mission culminates in a boss fight. Each boss fight has you facing a group of enemies, with each enemy in the group needing to be hit multiple times. Except for the second boss, you will be fighting the bosses as the jet so you will need to use your bombs when faced with sea or ground based targets, or rockets for other airborne enemies. Air to ground combat is usually the most difficult type of fight because of the need to hit your enemies from a fixed (and fairly close) distance. Graphically the Master System version does not follow the look or design of the arcade game, however the graphics are good for the system with fast and smooth scrolling. There are quite a few different enemy types and the ground and air based sections each have their own distinct look and design. However, later on in the game the backgrounds reuse the same elements over and over, and the enemies repeat, so once you've got through the first two missions you will have seen most of what the game has to offer.
I wasn't very impressed with the music, there are two main tunes in the game, one for each of the ground sections and another for each of the air sections, and then there is another short tune for each mission's final shootout. Sound effects are limited to basic shooting noises and explosions. The controls are simple and work well, with one caveat. The D-pad moves your vehicle. Each vehicle mode has a slightly different feel; the motorbike is the most maneuverable, but vulnerable to collisions with other vehicles. Once transformed into the car the steering is slightly slower, but you are a bit stronger and can withstand collisions with the other vehicles. Pressing both action buttons together whilst on the road allows you to transform from the car back to the motorbike, but I didn't find much use for it. The jet-car is initially the least maneuverable of the three vehicle modes, but can be powered up to move more quickly. The action buttons shoot, and also bomb (air section only). You can hold the action buttons for continuous fire, however the rate of fire is way too slow. I'd strongly recommend using a rapid fire unit or a rapid fire enabled joypad for this game. I found the game quite challenging at first, although after some practice I was usually getting through the ground sections without too much trouble. However, I still struggled during the air sections Generally the challenge is fair, although in the flying stages there are sections with clouds in the foreground so some enemies and their shots can be hidden from your sight, which can lead to some annoying deaths.
Final Thoughts
This is a challenging game, but I return to it occasionally to see how far I can get in the game. I'd definitely recommend using a rapid-fire joypad.
This review including the images used in it was submitted to Legacy by David Bush we sincerely thank him for his contribution Legacy will accept 5 contributor reviews for every game in the database (well every game ever released) even if it's not in the database yet. We know 5 seems a little short but we don't want the overly popular games getting 100 reviews if lesser games get almost none. we hope the 5 review cap will help spread reviews around a little... Or just make you go post a review for the popular game somewhere else but please consider sharing review love for some of your other favourite or even less favourite games.
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Cheats - (8) Journey through the planet Aries to the beautiful city of Radactian and save it from the evil Janken the Great. We don't currently have any guides please consider adding your own. We don't currently have any codes please consider adding your own. Choose the following to win all of the Paper, Rock, Scissors Games vs Stone Head Choose Rock, Scissors vs Scissors Head Scissors, Paper vs Paper Head Rock, Scissors vs Stone Head (2nd time) 4th: Paper, Paper vs Scissors Head (2nd time) 5th: Rock, Rock vs Paper Head (2nd time) 6th: Rock, Scissors vs Jaken 7th: Paper, Paper Continue from Game Over Screen On the game over screen if you have more than $400 hold up on the d pad and press button 2 8 times
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Codes - (124) Thousands of Lemmings are on the loose, marching towards extinction unless you can save them. Without minds of their own, they are completely helpless, faithfully following their leader through 125 levels of blazing fires, endless canyons, deadly tunnels and ancient ruins. You or you and a friend can command the Lemmings to dig, climb, tunnel, float and build their way to safety. But you have to move fast, because each moment you hesitate, more Lemmings may drop from above! So you better be good. The farther you get the faster the lemmings hurtle towards their demise. One wrong move by you could wipe out an entire species! We don't currently have any guides please consider adding your own. Level Passwords
Sunsoft Level - Code 01 TPCWFMP 02 WSJCLDX 03 PVNRCMV 04 HZSQQNV 05 KCGHCNC We don't currently have any cheats if you know of any please get in touch
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Critic Reviews (5) Contributor Reviews (1) Neck breaking speeds,tight curves and world class competition make Sega's Hang On the most exciting motorbike racing game around! Hop on board your supercycle and test your racing skills against the top riders on earth! Think you can beat them all to the finish line? Prove it! Legacy has yet to review this game.
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Review Summary
This was originally in the shops for £10 which was a third the price of other Master System games now the game is getting a bit of a following because it's a good game and plays well too. Fully recommended
Print Review
The Other motorbike offering this month is the other arcade classic Hang On. This is absolute dynamite. As a conversion it is silky-smooth and action packed. You Have three gears and switch between them by using the up and down on the pad this can be frustratingly dodgy to start with as you can change gears while taking bends unintentionally. There are five circuits to cover: circuit, seaside, monument valley, city night and circuit again. Each stage is four kilometers long and has to be completed in the time specified. If you hit any road signs or racers you lose a life. Any spare time is carried forward to the next stage and you score for bikers passed. This is a must for anybody into racing games. Check it out. This review was originally posted in CVG Magazine in the UK on March 7th 1988 You can find a scanned copy of that page below The magazine ended in October 2004 it's owned by Future publishing who you can visit here
Review Summary
Hang On is a terrific racer that blends enjoyable course design with smooth controls and tense game play. It does have some replayability issues due to its lack of tracks and difficulty, but that won't stop you from having a blast during your time with the game.
Review Summary
I still enjoy playing Hang On, although I normally only play through one loop of action before switching it off, whereas before I would play the loops until my eyes started to get tired, and tear up. I've got more and better games now, so spending that much time with a game this repetitive and limited doesn't make any earthly sense. But spending a little time feels right. Not for old time's sake alone, but because Hang On is a fast paced challenge of coordination that is simple and easy to get into. It provides a fleeting experience, but it's so simple and charming and unpretentious that you will leave each session satisfied with the fun, fast times you had with it.
Review Summary
It's a game that has aged well thanks to minimalist design, a good challenge level, and a satisfying sense of speed and bike control. The whole game only lasts about five minutes from start to finish, but as with most of Suzuki's games, it is a "perfectionist" game that requires you to drive a nearly-flawless course to have any hope of crossing the finish line. You start with only seven other bikers around you, who get that mysterious nitro boost that racers in early racing games always seem to get off the line, but you'll pass at least 100 of them along the game's course, which is divided into five "levels" with varying scenery. It can be frustrating since the other bikers are completely invincible and apparently have some force field that sends you flying off the course if you so much as clip one of them, and have no qualms about plowing into you, but the game never gets as obnoxious as the later Outrun can be, thanks to the short overall length preventing you from wasting too much time if you wipe out and render yourself unable to make the next checkpoint in time.
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Hang-On was a pack-in/built-in game for several models of the Master System when the console launched in Europe in late 1987. I bought the base model Master System, which only had the 'hidden' Snail Maze game built in, soon after the console launched in the UK. Hang-On (Sega Card) was also bundled with my console. I didn't learn about the hidden game until i read about it in a gaming magazine months later, so Hang-On was the first game i played on the console, and then it seemed like a good choice for my first Master System review.
As a launch title, Hang-On was a good technical demonstration of the Master System. The Master System was marketed on the strength of it's arcade conversions and Hang-On clearly demonstrated the potential of the console. The graphics in the Master System version capture the look of the arcade game well; the sprites are large and well drawn, the backgrounds are colorful and the scrolling is smooth and fast. Roadside objects and other riders pass by quickly and are well scaled, creating a good sense of speed. The game play establishes the classic Sega arcade racing template, which was later used in Out Run and Super Hang-On, and several others. You're racing against the clock rather than directly against the other racers, the other riders just act as obstacles; simply stay on the course and reach the checkpoint before the timer reaches zero to continue racing.
Control of the bike is simple and responsive, the joypad's buttons operate the throttle and brake. Up/down on the D-pad operates the manual gears (low/middle/high) and the D-pad also controls your steering. Music is sparse, the title screen plays a short segment of the main arcade theme, there is a jingle on game over, or completing the course, and that's it. Sounds effects are basic, an engine noise plus white noise to give a wind/motion effect, and an explosion when you crash, all fairly simple but they get the job done. So Hang-On impresses as a conversion of the arcade game, however, the arcade game has very simple game play, with very little depth. The Master System version simply copies the arcade game without adding anything significant to the basic design. Many later Sega ports did add new elements to the game play for the home version, or in some cases completely redesign the game play, sometimes with mixed results. Ports of Action Fighter, Line of Fire and Super Monaco GP are examples of Master System games that aren't just straightforward copies of the arcade game. Both the arcade and Master System version feature just one course, split up into five stages, with each stage being about one minute long. The stages all feel the same, the only changes are purely cosmetic with a different background and palette used in each stage. The 4th stage is set at night with a distant city lighting up the background; albeit the night time setting doesn't alter the game play at all. Perhaps the designers could have changed the distance at which you could see the other riders at night, or added weather effects to the course; similar game play elements can be seen in Sega's older Turbo game or Activision's Enduro. Once you complete the 5 stages you get a very short congratulatory scene, then it's straight back to the start line to repeat the exact same course again.
The Master System version has 3 difficulty levels, but these don't provide a lot of challenge, even on the top setting (level 3). The difficulty level only changes the frequency of the other riders, and their driving style (a bit). The difficulty settings have no effect on things like starting time and time added for reaching a checkpoint. On the lowest difficulty level the other riders are very passive, they mostly stick to their racing line. On the top difficulty, some riders will move onto your racing line until you get close to them, and then hold their line, they are still easy enough to avoid. Once the course has been completed on all three difficulty settings there's little else to do except perhaps chasing high scores, I found the low overall difficulty gave me little desire me to return to chase down high scores.
Final Thoughts
I had fun playing Hang-On back in the day and it was a good demonstration of what the Master System could do. Returning to the game now to write this review, it still has good controls, and decent game play, and the game looks good for its era. Unfortunately it's not a game i return to very often due to the lack of challenge or content.
This review including the images used in it was submitted to Legacy by David Bush we sincerely thank him for his contribution Legacy will accept 5 contributor reviews for every game in the database (well every game ever released) even if it's not in the database yet. We know 5 seems a little short but we don't want the overly popular games getting 100 reviews if lesser games get almost none. we hope the 5 review cap will help spread reviews around a little... Or just make you go post a review for the popular game somewhere else but please consider sharing review love for some of your other favourite or even less favourite games.
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Codes - (9) Now those crazy Tiny Toons Adventures characters are creating sporting havoc. Create teams from among your favorite toons - each with their own individual techniques - for the wackiest games of soccer* and basketball you've ever seen. * Yes even on the UK version box they wrote soccer not football We don't currently have any guides please consider adding your own. Level Passwords 2nd Match - Plucky / Montana Max / Elmyra / Buster 3rd Match - Elmyra / Babs / Hamton / Plucky 4th Match - Babs / Buster / Montana Max / Elmyra 5th Match - Buster / Hamton / Plucky / Montana Max 6th Match - Elmyra / Plucky / Babs / Hamton 7th Match - Plucky / Elmyra / Hamton / Babs 8th Match - Montana Max / Plucky / Elmyra / Buster 9th Match - Hamton / Babs / Buster / Montana Max Game Ending - Babs / Plucky / Buster / Hamton We don't currently have any cheats if you know of any please get in touch
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