Reviews for the Top 10 post #1 Top 20 table post #2 21st - 100th post #3 Participants / #1 picks post #4 Rules / Method post #5 Alternative Top 100 (equal weighting) post #193 Top 20 by the readers of Beep! magazine (Japan) post #214
1st: Streets of Rage 2 Review by Barone:
Streets of Rage 2 (a.k.a. Bare Knuckle II) is the most iconic console beat'em up of all time, one of the best Mega Drive games and, to this day, one of the most played and beloved games ever released in its genre.
The technical achievements when compared to its predecessor can't be overstated: improved sound effects, vastly improved AI, twice the framerate, no slowdowns, bigger and more detailed sprites, better animation and incredibly lavish backgrounds which can be scrolled in multiple directions.
If you put both games side-by-side, it's hard to believe that they were released for the same hardware and less than two years apart.
Streets of Rage 2 is a well-designed game which delivers a very solid, fun gameplay and whose selectable characters are distinctive enough to allow completely different fighting styles and strategies.
Its excellent soundtrack composed by Yuzo Koshiro and Motohiro Kawashima fits each stage perfectly and provides an amazing aural experience which is perfectly matched with its superb pixel art filled with handcrafted lighting.
Back in January 1993 when it was released, it was very rare to see a console game that could bring home the same kind of experience that Capcom and Konami had created for the arcades with hits such as Final Fight and Vendetta. Even Neo Geo AES owners couldn't brag about that.
But with Streets of Rage 2, we could.
More than just another great game in the library, Streets of Rage 2 is a timeless classic, a landmark in Sega's history and a showcase of all the Mega Drive strengths.
2nd: Sonic 3 & Knuckles Review by Baloo:
What more can be said about Sonic 3 & Knuckles, the pinnacle of the Sonic series over 25 years later? The diehard fans of this forum know that S3&K initially developed as one game, only to be split into two halves with the fabled "Lock-On Technology" later in development. In the time passed since its original release, it can easily be said that the legendary status of the game has only grown. Sonic 3 & Knuckles has everything a child of the 90s would have wanted: Pre-rendered 3D graphics; a fabled New Jack Swing soundtrack composed by Michael Jackson that a host of internet detectives uncovered; the ability to play as Knuckles in Sonic 2 with the Lock-On Technology; and an homage to Star Wars in the appearance of Dr. Robotnik's Death Egg. The ability of the game's developers at STI to dream as big as possible while creating S3&K has kept this one an enduring classic over scores of other 16-bit games. By blending together excellent level design that prioritized speed but encouraged exploration with unbelievably catchy music, Sonic 3 & Knuckles remains not just the best Sega Genesis game, but one of the best 2D platformers of all time. Wide, sprawling levels filled with secret special stages and multiple pathways that change depending on the character you play as, with enough secrets to ensure that the original player and their kids have enough new things to recognize on each consecutive playthrough. Does it really get any better than that?
3rd: Gunstar Heroes Review by JPEC83:
I didn't know Treasure as a company when I first came across Gunstar Heroes, I just loved the cover art and wanted the game and I wasn't disappointed. This was one of the answers to any critic of the audio-visual capabilities of the Mega Drive but it was also so much more than this. Gunstar Heroes was a challenging, creative and highly replayable action game that was a lot of fun single-player but even more with two players. The game had a staggering amount of variety in each stage that were much more than simple gimmicks. Treasure has continued to produce fantastic games in every generation but Gunstar Heroes is still my favourite.
Review by Phantar:
The developers at Treasure where true wizards when it came to the Genesis. They were able to create fantastic visuals out of Sega’s 16-bit hardware, combined with tight, fast paced action game play that was just a joy to behold. And while their repertoire covered many different genres, their run’n’gun Gunstar Heroes is widely considered to be their early masterpiece – and rightfully so.
Gunstar Heroes is an amazing visual treat for a Genesis games. Lush backgrounds, multilayered bosses, eyewatering rotation-, tilting-, transparency or scaling effects with large and detailed characters sprites, all of which combined with an incredibly fast pace that doesn’t stutter a beat, not even in coop mode. Treasure were also a fun-loving bunch that managed to hide lots of little details and a quirky sense of humor in the animations and backgrounds that rarely fails to draw a smile to the players faces. The shooter mechanics are fresh, the idea to combine weapon types to create different effects is unique and yet very intuitive to handle, and the overall gameplay is fast, frantic and – most of all – immensely fun. You can never go wrong with a Treasure game on a Sega console – they’re all quite amazing – but if you only ever get to play one, then Gunstar Heroes should be your definite pick.
4th: Sonic the Hedgehog 2 Review by Phantar:
When Sega came up with Sonic the Hedgehog, they certainly shook up the platformer genre as a whole. Instead of a steadily-paced, linear side-scrolling affair, Sonic could explore immensely colorful, sprawling levels with differing paths, accompanied by a great soundtrack. Finally, there was a game that could truly prove the superiority of the new 16-bit Genesis platform over the established 8-bit scene. And yet, the first Sonic game seemed more like a promise than the realization of the true 16-bit potential. Yes, Sonic could, occasionally, go fast – but most of the time the pace of the game was relatively pedestrian. There was the potential of speed – and yet, the barely six levels seemed to take forever to finish, especially as the game dragged on.
Sonic 2 took all that promise and potential and blasted the doors wide open. This game was more than just a sequel – it turned the Blue Blur into a true phenomenon. There were still sprawling levels, now reduced to just 2 instead of three acts – but now there were more of them, in much more versatile, lively environments. The new spindash ability, combined with a great stage design, gave a generation of gamers an entirely new idea what speed in gaming should truly feel like. Sonic 2 was a thrill ride, a fun rollercoaster in platformer fashion, scored with an amazing soundtrack. And little extras like 2 player coop – a feature not often seen in platformers until then – or even a vs mode were just icing on the cake. If there is one game that really showcases the Genesis’ abilities, that every gamer curious in the 16-bit platform should definitely play, it’s this one.
5th: Contra: Hard Corps Review by Alianger:
If I was god, the levels in this game would be about 20% longer, and the egg-shaped crawling robot segment would be removed from most paths. It would be the perfect run 'n gun game. Contra: HC is worth playing simply for the fact that it's an experimental entry in a very conservative series - they actually let you dodge attacks without that awkward jump here, and in the JP version you can take more than one hit before dying! As with Rocket Knight Adventures, Konami makes great use of the hardware for a fast and intense experience that basically never repeats itself.
Review by Phantar:
Contra: Hard Corps took the Run’n’Gun formula of the Contra series, with its fast pace and relentless one-hit kills (well, in the NTSC and PAL versions – the Japanese original grants three hit points per life) and vastly improved on everything and anything the series had to offer until that date. Why limit players to 2 identical characters? Hard Corps offers a selection of 4, each with their own distinct weaponry and characteristics beyond just visuals: Fang has by far the strongest firepower, but his large frame makes it easier to get hit, while Browny is small enough that most bullets pass over his head, but gets weaker weaponry. Why just hint at an ongoing storyline in the manual? Hard Corps offers lengthy cutscenes with dialogue. And why send the player through the same levels with every playthrough? Hard Corps offers branching paths with new stages, different endings and hidden secrets. It looks great, plays at a fast pace with lots of sprites onscreen at once and nary a slowdown in sight. The sound is also fantastic, with meaty explosions shaking the screen and a pulse-pounding score. Hard Corps is also tough as nails, a challenge even for certified Contra veterans – but that just makes seeing all of its endings all the more satisfying.
6th: Shinobi III - Return of the Ninja Master Review by JPEC83:
Shinobi III did what all good sequels should, it took what works and expanded upon it while also experimenting with new ideas to make the experience fresh. It brought a significant visual overhaul and a new soundtrack that while unique, still matched Revenge of Shinobi thematically. It also gave Joe Musashi a bunch of new moves such as the ability to wall jump, spider walk and a jump kick. Each of the seven Rounds was large and varied and the action stages involving the horse and water-ski were especially memorable. I still have a personal preference for the prequel but Shinobi III is still one of the best action-platformers ever made.
7th: Thunder Force IV / Lightening Force Review by Alianger:
There's a bunch of great shoot 'em ups for the MD and this is the best horizontal one overall, as well as one of the best period. It's a pretty big leap from the prequel in several ways. The developers had really mastered the MD hardware at this point and their talent and attention to detail is visible throughout every aspect of the game, from the big, tough and intimidating bosses to the impressive and catchy soundtrack that somehow mixes metal and jazz fusion tracks in a way that works. I thought the great people at Technosoft overdid it a bit when trying to make up for the low difficulty of the prequel, to the point where some parts require precise memorization and having the special charge-up weapon ready, but it does still take first place in the series for me. An odd tidbit I can add is that while there's some slowdown here and there, it tends to be built in for effect.
8th: Phantasy Star IV Review by Zebbe:
I don't know if the lack of a Phantasy Star V is because the last installment sold poorly, but I'd like to think they stopped at IV because we don't need the franchise to go on. Phantasy Star IV ended it with a bang, a grand finale which let the series go full circle, tie all loose ends and wrap it in a silk package. The End of the Millennium takes a little bit from the three previous installments. The vehicles from the Master System original, now with spectacular battles. The deep narrative of the first Mega Drive RPG, now with character development which syncs with the battle system. The droids from Star War... Generations of Doom, now automatically repairing themselves when walking. But Phantasy Star IV is self-contained enough to be enjoyed on its own. The graphics are excellent, with battles full of animation and large sprites and countless manga-style cutscenes unlike any other 16-bit RPG. The music does the system justice with thick bass lines and crystal-clear bells, arranged in melancholic melodies and dramatic rhythms. Battles in an JRPG often suck and lead to constant pushes on the attack button, however that is not the case here. Characters, weapons, skills and techniques all have their different purposes, which fit different enemies at various locations. The combo attacks, where two or more characters attack at the same time for twice the mega power, are the cream of the crop. The rest of the gameplay is the typical RPG stuff, but hey, don't fix what isn't broken. I don't have much to complain about other than the shop and Tonoe music tracks, which annoy me. I could go on and on, but to sum it up I can just say the game feels like a complete experience, which needs no less and no more. With Phantasy Star IV, the developers knew all good things come to an end, and so has also this text.
9th: Revenge of Shinobi Review by Mega Drive Bowlsey:
Revenge of Shinobi is a Mega Drive/Genesis exclusive sequel to Sega's hit 1987 arcade game, Shinobi. Released in 1989 the game was an early excellent example of what Sega's new 16-bit machine was capable of, and certainly raised the bar for action platform games in general. Before we get into the gameplay of Revenge let's take a look at the game's plot. The ninja master Joe Musashi, known as the Shinobi, took on the criminal organisation known as Zeed and defeated them in a series of battles while rescuing their young hostages in the process. After the battle Joe returned to a peaceful life with his girlfriend Naoko and time passed, but the criminal empire Zeed was already in the process of rebuilding and had retribution in mind. Now known as Neo Zeed, the gang murdered Joe Musashi's old sensei and kidnapped Naoko in an attempt to lure Joe into a trap. The gang should perhaps have been careful what they wished for, because Joe Musashi is on his way, vengeance burning in his mind. This will be the Revenge of Shinobi!
Gameplay wise Revenge is quite different from it's arcade predecessor. In fact Sega's 1989 arcade game Shadow Dancer (ported to the Mega Drive/Genesis in 1990) has far more in common with the original Shinobi game. This time around Joe has a health bar, which can be extended as the player progresses through the game, instead of the one hit deaths seen in the original arcade game (and Shadow Dancer), and there aren't any hostages to rescue, unless you count Joe's girlfriend. As Shinobi you make your way through several stages taking on your enemies with throwing knives (shuriken), which can be thrown with a simple tap of the B button, and your ninjitsu magic, which can be used by pressing the A button. If enemies get too close to Joe he can use his knife and swift kicks to quickly deal with them. Also if you pick up the 'P' power up icon the Shinobi gets a big boost to his attack. He throws flaming shuriken, which deal double damage to enemies, and any foe that gets too close to Joe will get a taste of cold ninja steel in the form of his samurai sword, which deals massive close quarters damage. Joe's ninjitsu magic is very useful and can be selected by pressing the start button to pause the game and then scrolling through the four choices available. At our ninja master's disposal is a spell to ward off all enemy attacks for a limited time, a spell which summons fire dragons that shoot across the screen dealing huge damage to enemies, a spell which greatly enhances your ability to jump and a spell in which Joe sacrifices himself in an explosion that costs you a life, but deals huge damage to everything on screen. You must use the ninja magic wisely as you can only use one spell per life, unless you find extra magic icons hidden in certain levels. Throughout the levels enemies you will encounter range from ninjas, samurai, attack dogs, soldiers, martial artists, nuns and Spider-Man. Yes THE Spider-Man! Don't ask!
Along side it's excellent action platforming gameplay another huge reason to play Revenge of Shinobi is for it's truly amazing soundtrack. The music for the game was composed by the legendary Yuzo Koshiro, who would later go on to compose the equally excellent scores for the Streets of Rage trilogy. Honestly, the music in Revenge is just about as good as it gets, and easily one of the best uses of the Mega Drive's sound hardware in the console's entire library of games. It's that good!
In summing up, I know a lot of people prefer this games sequel, Shinobi III, which came out on the Mega Drive/Genesis several years later and would greatly improve both the graphics and range of abilities. Shinobi III is indeed an excellent game and deserves all the praise it gets, however it is a very different game in terms of pacing and overall gameplay when compared to Revenge. To each his own, but if you disregard Revenge due to it's age and looks when compared to later action platform games, like Shinobi III, you'll be missing out on quite simply one of the best Sega Mega Drive/Genesis games of all time.
10th: Castlevania Bloodlines / Vampire Killer Review by Phantar:
It took Konami a while to bring their most popular franchises to Sega platforms, but when they finally did, they went all-out. Instead of just porting a preexisting game to the Genesis or creating a carbon copy of the established NES (or SNES) formula, Konami took the established frameworks and fleshed them out. The Genesis versions of their famous franchises all received a unique, distinct character of their own - and were much better for it.
While Castlevania: Bloodlines doesn’t stray too far from the established formula – we are still a generation away from the great Metrovania shakeup that was Symphony of the Night – the game certainly dared to mix things up a bit. For the first time, you don’t get to play as a Vampire Killer bearing the famous Belmont name, but as one of two different characters from the famous Bloodline – hence the subtitle – each with distinct characteristics. Both characters have a few distinct differences that lends a bit more variety to the game: John Morris can use the whip to swing from certain hooks for example, while Eric Lecarde can use his spear to vault to greater heights, both techniques opening up routes through the stages that remain locked to the other character. The weapons are also slightly different in reach and use – only one of them can attack diagonally while standing, for example, mixing things up a bit further. And Bloodlines was also more modern than earlier titles, not only in technology but the setting: A steampunkish, WW1 era traverse through Europe serves as the backdrop this time, opening up versatile locations and giving the game a darker, even gorier feel than its NES or SNES cousins – the darker color palettes of the Genesis make for a perfect fit for the horror trappings of the game. Rounding things out are some amazing mirror- and transparency effects and an appropriately moody soundtrack. This game's not just a trick but a true treat.