Showing posts with label multi genre. Show all posts
Showing posts with label multi genre. Show all posts

29/06/2017

AGENT X (ZX SPECTRUM)

The name’s X. Agent X, and he’s here to do all the things James Bond would, apart from dressing as a clown and making sexual advances towards women with contrived names. That’s right, it’s Mastertronic and Software Creation’s 1986 ZX Spectrum cartoon-espionage-em-up Agent X!


Or Agent X in The Brain Drain Caper, as the title screen would have it. That title doesn’t make much sense, because there’s no “brain drain” going on in this one. It’s about a mad scientist who has kidnapped the US president, not Soviet scientists defecting to the West. Unless the title is intended as a warning that this game is so dumb that playing it will actually make you less intelligent. I really hope that’s not the case.


Early impressions are mixed. I like the artwork on the loading screen, which promises an adventure filled with comic-book action and very eighties supercars, but the title screen has music and it’s fair to say I’m divided on its merits. It was composed by game music legend Tim Follin, and the composition itself is good. It’s a shame, then, that the music is being created by a ZX Spectrum, because that means it sounds like it’s being played by a symphony orchestra of ants on tiny, ant-sized vacuum cleaners. It is a technically remarkable feat of sound engineering, given the limitations of the technology it appears on, but it’s difficult to listen to for long.


You’re thrown straight into the action with the first stage, a high-speed motorway chase in which Agent X – that’s his sports car in the middle – must drive forwards for a while. Until the “Distance” bar on the right is full, in fact. Obviously it’s not that simple, because all the other cars on the road seem to have wandered their way in from a Mad Max game, and they’ll do their darnedest to nudge and bump your car around the road.


This is a problem, because both the edge of the road and certain sections of the road itself, like the chequerboard-patterned area above, will cause your car to explode if you come into contact with them. So, you know, don’t do that. Instead, you should use the fact that your car is just as good at nudging as the others to push your foes into these obstacles. That way, they explode and you get points. Is there much reason to collect points? No, but seeing your attackers blow up because you shunted them into a barrier is a reward in itself. You just have make sure you watch out for the tanks, which cannot be nudged.


If you’re feeling especially bold, you can try jumping over the obstacles. Of course you can, the ability to jump over obstacles is second only to mounted machine guns when it comes to gadgets on a James Bond-esque supercar. However, avoiding the obstacles entirely is by far the safer option, mostly because there’s a distinct delay between pushing the jump button and your car leaving the tarmac. This is really the only wrinkle in this stage, which on the whole is rather good fun. Jumps aside, your car controls smoothly enough that you can nimbly dash through gaps, the collision detection is excellent, the impacts and their effects are consistent and there’s even some effort to differentiate between the types of cars on the road – for instance, the police cars will try to drive in front of you and block you off. It’s a solid slice of arcade driving action, made more enjoyable by the crisp, cartoony graphics.


Forget all that, though: my absolute favourite thing I noticed about this stage (and probably my favourite thing in the whole game) is your lives counter. Rather than having a standard numerical indicator showing how much more punishment Agent X can take, instead there’s a small display on the bottom-right. Every time you lose a life, Agent X literally takes one step closer to the grave. As someone with a fairly macabre sense of humour, this is wonderful and could only be improved if, upon reaching his tombstone, Agent X dug himself a shallow grave and jumped into it, pulling the turf over his head like a blanket.


Once you’ve driven far enough to fill the distance meter, Agent X arrives at the sinister Omega Base. Note that it’s “sinister”, not “secret.” It’s difficult to keep a location secret when there’s a busy highway that leads right to the front door.


Now the action shifts to a complete different genre – it’s a side-scrolling, single-plane brawler! Here we get our first proper look at Agent X himself in action. No, I’m not counting his solemn, dignified march towards his own mortality as “in action.” He’s not quite the James Bond type you might expect from the game’s premise and its box art. He’s more of a hard-boiled gumshoe meets Andy Capp sort, his hat pulled down tight and a cigarette forever bobbing at the corner of his mouth. Hang on, Andy Capp is a pun on “handicap,” isn’t it? I just got that. I looked it up on Wikipedia for verification, and apparently Andy Capp lives in Hartlepool and even has a statue there in his honour. While I’m not sure commemorating a fictional wife-beating alcoholic is the best thing ever, Hartlepool’s other big claim to fame is that they once hanged a monkey after mistaking it for a French spy so they’ve only got so much material to work with, civic pride-wise.


Where was I? Oh yes, Agent X. So, the inside of the Omega base is a dangerous place, packed with killer monocular robots, people with unicycles instead of legs, killer monocular robots wearing capes and runaway mine carts. Did I mention that the Omega Base is inside a mine? Well, it is. That explains why there’s a sign saying “mine” on the loading screen. I has assumed it was just Agent X making sure everyone knows he owns that supercar.
Speaking of signs, just look at Agent X puffing away underneath a No Smoking sign. What a rebel, what a man of determination, what a man who’s going to end up being scraped off the walls after a methane explosion.


This section all plays out just as you’d think it would. Once again you’re trying to travel far enough to fill up the bar on the right, and you can do so by running, jumping and kicking. Well, in theory. In practise, the only thing you should ever do during this stage is the jumping kick, which you can see above. It might not be the most graceful martial arts move I’ve ever seen – Agent X looks like a Playmobil figure that’s been forced into a sitting position – but by god is it useful. Not only does it defeat all your enemies with a single hit, complete with a very charming “oof!” speech bubble that appears when you land the telling blow, but it’s fast and responsive and it helps with leaping over the mine carts because they’re immune to getting kicked.


Much like the first section, this is a very enjoyable area. The action’s simple but well-crafted, once again the controls are smooth and the almost Beano-esque cartoon graphics are a lot of fun. It also helps that Agent X is fairly generous with both the amount of lives it gives you and its respawns – so many home computer games of the time have that “here’s your three lives, use ‘em all and piss off” vibe to them, but that’s not the case here. I was a little bit worried when I realised that Agent X was going to feature a variety of different play mechanics, because I’ve played a lot of “multi-event” games over the years and they’re rarely much good, leaving you wishing that the developers had decided on one genre and stuck with it. A game with one well-executed concept is infinitely preferable to a game with several half-arsed sections bolted together, you know? Agent X is doing okay for itself so far, though. Can it keep up this level of quality?


No, it cannot. The next stage is a crosshair shooter game, and it’s also the game’s lowest ebb… which is not to say it’s terrible or anything. Your crosshair is responsive enough and it still looks quite nice, but there are three main problems with it: it’s not very interesting, it goes on for ages and it’s much, much more difficult than the rest of the game.


The aim (hur hur) of the game is simple: the mad professor’s machine will randomly fire a projectile at you from one of the eight yellow doorways. You have to move your crosshair over to the “missile” and shoot it down before it hits you. That’s pretty much it, folks. Between the very non-missile-launcher-looking doorways, the bright colours and that fact that all the missiles flying at you are platonic solids, it’s a bit like being attacked by a weaponised Play-Doh Fun Factory.


Once you’ve destroyed enough missiles to fill about seventy-five percent of the objective bar, things start getting extremely hectic. Missiles are constantly spewing from the doorways, and it’s nigh-impossible to move the cursor fast enough to hit them all unless, like me, you stumble onto a secret technique. You see, there’s a very specific height at which you can place your crosshair, a vertical level that allows you to hit both the high and low missiles without having to move the crosshair up or down. Figuring this out was the only way I managed to clear this stage, because obviously only having one axis of movement to worry about makes things, well, fifty percent easier. Speaking of making things easier, if you decide to give Agent X a go for yourself, for the love of god make sure you figure out how to set up a joystick on your Spectrum emulator (or actual Spectrum, I guess). If you don’t, you’ll have to use the keyboard controls. You know, the standard Spectrum keyboard controls, where Q and A move your crosshair up and down while O and P move it left and right, with the bottom row a fire. Trying to play a crosshair shooter with these controls is the digital equivalent of rubbing you stomach and patting your head at the same time, and was surely a huge contributing factor as to why I liked this stage the least.


Oh well, it’s over now. Agent X puts a bullet in the mad professor’s skull while quipping “This one’s for you, pal.” Given Agent X’s attire, it’s almost impossible not to read that line in a Humphrey Bogart voice. I’m not sure what Agent X shot the professor with, but it seems to have set his head on fire so I suppose that means it’s the end of the game?


Of course not, I’ve got to blow up the villain’s underground base! You can’t have a game set in a villain’s underground base and not have it explode at the end, although in Agent X’s case things are a touch more complicated than usual. Normally there’s some huge piece of machinery you can overload or even that classic, the self-destruct button, but that’s not the case here. Instead, Agent X takes to the skies in his helicopter. His goal? To fly out of the base, collect a bomb, fly back into the base, deposit the bomb and then escape the base again. Sure, that sounds like a good use of my time.


So now we’re flying a helicopter. It can move up, down and in one horizontal direction. If you press the other direction, the helicopter actually spins across the screen and ends up facing the other way, which will almost certainly get you killed if you try doing it anywhere other than at the designated turning-around points.
The stage is split into two halves – the first is inside the base, where you have to time your movements to pass through shutters that open and close rhythmically and avoid missiles than can be easily baited into launching while you’re a safe distance away from them. Don’t worry, the helicopter has no momentum, so tricking the missiles into launching is very straightforward.
In the second half of area, you’re attacked by some of the professor’s loyal troops. Extremely loyal, given that even though their leader has been killed they’re still willing to take on an attack helicopter armed with nothing more than pistols and jetpacks that seem to be made from rejected fireworks. This part seems a bit more difficult at first – until you realise that because the helicopter’s nose angles downwards when you’re moving, you can shoot diagonally downwards, destroying the jetpack men before they can even lift off. That’s my top tip for this section, then. I've even come up with a little rhyme as a memory aid: get your nose down and the bad guy goes down.


The bomb is a large, round, traditionally cartoonish, Batman-just-can’t get-rid-of-it bomb, because of course it is. Did you not see the rest of this game’s graphics? At the very outside I suppose it might have been a bundle of dynamite.


Now all that’s left is to fly back into the cave, drop off the bomb and leave. Yeah, I know having to essentially do the same thing three times sounds kinda lame, but each run is short enough that it doesn’t get too wearing, and it’s not as though the helicopter’s a pain in the arse to fly or anything.


The game ends with a shocking twist: the professor isn’t dead at all! All you managed to destroy was a “robot simulacrum.” And, you know, his headquarters and all his henchmen. The professor goes on to call Agent X the “son of a silly person,” so we’ve got our sequel hook right there. Agent X is out for revenge in Agent X 2: My Mother Was a God Damn Saint.


The actually is an Agent X 2, and after playing through this game I’m looking forward to giving it a shot one day. Agent X might be a simple game, but it’s well executed and when it goes to Spectrum games I’ll take “well-executed simplicity” any day of the week. The crosshair section is be the weakest part but even that’s not bad, and the rest of the game is a fun little romp blessed by both an engagingly goofy cartoon style and a lack of vicious difficulty spikes. Also, did I mention the lives counter? Because I really do love that thing. All in all, Agent X is easily one of the better ZX Spectrum games I’ve played recently, even with the awful keyboard controls. All that remains is for me to apologise to the residents of Hartlepool, and I’ll see you next time.

15/11/2014

THE LAWNMOWER MAN (GENESIS / MEGADRIVE)

Clear out your neural ports, jack into the virtual cyberzone and pick yourself a radical online hacker handle - I'm thinking W3BW1ZARD666 - because it's time to leave meatspace behind and save the world from some very dated CG graphics. That's right, it's a videogame adaptation of the 1992 Pierce Brosnan movie that was definitely not based on a Stephen King short story, and Mr. King's lawyers will want to have a word with you if say otherwise - it's The Lawnmower Man, brought to the Sega Megadrive in 1994 by Time Warner Interactive!


Now, I've only seen The Lawnmower Man once, and that was probably about twenty years ago, but from what I can remember it's about a guy who is made more intelligent through the liberal application of Virtual Reality. Time and the advent of the YouTube comments section has shown us the people most certainly do not become more intelligent when plugged into computers for long periods of time, but the nineties were a more optimistic time.


Here's the Lawnmower Man himself. His name is Jobe, and he's a simpleton. Hi, Jobe. The super-grainy film capture here is supposed to show Jobe pushing a lawnmower, but to me it looks more like he's ripping red strands of gore from a mutilated carcass. I haven't been sleeping well recently. Some of The Lawnmower Man's later levels might help with that, actually.


This is Dr. Angelo, portrayed by Pierce Brosnan in the move and a small clump of pixels in this game. He's the scientist who does the very scientific and totally ethical brain-tampering on Jobe, and at first it works - Jobe becomes more intelligent, he engages in some virtual reality sex that looks like someone ordered "a commercial for an early-nineties graphics card, but, you know, erotic," and he develops telekinetic powers, as very clever people tend to do. Stephen Hawking's wheelchair doesn't have a motor in it, he pushes it around with his mind.
To make matters worse, a sinister government agency called The Shop tampers with Jobe's VR funtimes, turning him evil to study the potential military applications of an insane cyber-god with magic brain powers who can be contained by no boundaries. The Shop? More like Weyland-Yutani, am I right?


Only Angelo and Carla can break into Jobe's virtual domain and defeat him. Oh, hang on, it says all that in the screenshot. That's what we're going to be doing in this one, then - travelling into the virtual world to confront a madman with a giant head, just like a contestant on GamesMaster. You can choose to play as either Dr. Angelo or Carla, the mother of Jobe's young friend. She presumably has no experience of virtual reality or saving the world, so I think I'm going to go with Pierce Brosnan on this one. There's no difference between the two characters as far as I could see anyway, so let's hurry up and get plugged into the Matrix. Unless "the Matrix" is a legally-protected trademark of Warner Bros., in which case we'll call it "Blocky Floating World" instead.


The future of computer technology, brought vividly to life by the raw power of the Sega Genesis! Remember, Sega does what Nintendon't, except in this case because there was a very similar version of The Lawnmower Man released for the SNES that has more stages and the power of Mode 7 behind it.
Now, it's very easy to scoff at the primitive slabs of scenery on display here, so I will. It's like slowly drifting through a Lego model of post-Blitz Coventry, or a pair of disembodied hands floating along on a mission to throttle whoever built this extremely dull set of shadow puppets. Aside from that, this VR swoosh-em-up works fairly well. You're always moving forwards, and your goal is to make it from one end of the area to the other without smashing face-first into the scenery. Each time you bump into an object you lose a hit point, and when you lose them all you're sent back to the start. You can move left, right, up and down, so presumably you're flying Superman-style and not walking forwards with your arms outstretched like you're trying to find the bathroom in an unfamiliar house with the lights off, and it all controls pretty well: there's enough momentum in your movements to keep things interesting, but not so much that you lurch uncontrollably around the screen. It's hardly the most exciting videogame action you'll ever encounter - which is a shame, because it makes up about 50% of the game - but it's not terrible.


I think I may have found the exit. Okay, now what?


Oh, so The Lawnmower Man is one of these games, by which I mean games that try out a bunch of different gameplay styles without ever focussing on any one style long enough for it to become a satisfying experience. I know I haven't played any of the component parts aside from the VR bit, but I'm still confident in this early assessment.
This is the other large chunk of TLM's gameplay, a generally solid if rather uninspired run-n-gun romp that presents me with a dilemma: I can't tell if it takes place in virtual reality or not. On one hand, Angelo is carrying a gun the size of a small child that launches a shower of small triangles at the rampaging band of tiny, leotard-clad monkey men that swarm towards him, and that makes me think that this may not be the real world. In the other hand, this is all taking place in an otherwise normal suburban street, whereas the last VR area was, well, you saw it and it looked considerably less real than this.


I've decided to put that question out of my mind for now as I concentrate on fighting this unassuming white saloon. You see all those little brown dots? That's what's left of Dr. Angelo after this car hit him. If I'd know he was actually a mound of cappuccino foam masquerading as a human I would have been a bit more careful with him. I should really be more careful in general, because you die in one hit during these side-scrolling stages and enemies tend to appear in your path very suddenly. This car certainly did, but it's pretty easy to jump over, so I did that. Then I jumped over it again when it drove back the other way, and then again, and again. It wasn't until I messed up a jump and landed on the car's roof that I discovered that's what you're supposed to do, and slamming feet-first into the roof makes the car stop. A policeman got out, so I shot him. You'd better hope this is taking place in Virtual Reality, Dr. Angelo, otherwise there are going to be some difficult questions waiting for you when all this is over.


After a bit of running and gunning - gunning down officers of the law, that is, although in my defence they were trying to kill me both through vehicular homicide and then using standard police-issue molotov cocktails - I found a portal to another VR stage. Gameplay-wise it's the same as the last one, but this time I'm flying through Cyber Atlantis. This main difference between Cyber Atlantis and Regular Atlantis is that Cyber Atlantis didn't finish sinking all the way, and if Atlantis was completely decorated in a beige and purple colour scheme then frankly it deserved to be lost beneath the waves.


"Dr. Angelo, drop your weapon and place your hands above your head. Pay no mind time the fiery rainbow that encircles me. All policemen have that here in what is most definitely the real world. You have the right to an attorney. You have the right to be incinerated down to your component atoms by my fiery rainbow. You have the right to either remain silent or issue a blood-curdling scream, it's your choice."


This miniboss fight against a man on a motorcycle isn't that interesting by itself, but I would like to point out that his black shirt makes it look as though there's just a set of limbs and a head riding that thing. He also appears to be shooting a jet of flame from his knee. That's why Dr. Angelo's wearing kneepads, they contain the raging knee-fires that beset everyone who meddles with Virtual Reality.


Now we're in another cyber zone, one that looks like Angelo has somehow warped himself inside an Atari 2600 game, but something's different. Have you spotted what it is? That's right, his health bar is slightly longer. Oh, and his right hand is a gun now.


That's because this is a Cyber War Zone, and periodically you'll be stopped so that you can engage in the carnival game that is shooting these little robots. The giant THREAT icon hovering around them is - and I do hope I'm not Alanis Morisette-ing the word here - ironic, because they're about as threatening as a feather pillow behind an inch of safety glass. They do shoot at you, but as long as you keep moving from side to side they'll never hit you, and in the whole game I think I managed to take damage from them once. This might make the shooting sections sound boring, and they are - they're easy enough to be frivolous but long enough to grind on your patience - but this is the part of The Lawnmower Man that I think could have benefited from being a game in it's own right. The scrolling is smooth, aiming is accurate and it's the most unique of the game styles, so with more focus, more enemies and more challenge you could build something enjoyable on these foundations. That didn't happen, though, so enjoy plinking away at the one enemy type the Cyber War Zones have to offer.


Oh cool, I found a helicopter! You get to fly it and everything, so I'll use it to traverse this gap where a bridge has been destroyed. Now I just have to land it. Easy... easy... there we go, I've got it!


I don't got it. I never got it, in fact - I tried several times, and I could not for the life of me figure out how to land this helicopter without it exploding and killing me. I approached the landing with all the care and delicacy I could muster, but the second the skids brushed the ground with all the lightness of an angel's kiss Angelo was killed in the ensuing fireball. In the end I just gave up and took the loss of a life. I'm sure it'll be fine. Collecting all the CDs that fly out of the enemies you kill will probably give me an extra life eventually anyway.


"If they have a problem with you, and if they can find you, then maybe you can be killed by... The A-Team! Daaah dah daah daaah, dah dah dahhh!"


Then I had to fight a pair of petrol pumps. That was easy enough, but I wasn't expecting a burning man to emerge from the wreckage. I mean, I wasn't expecting to be fighting petrol pumps either but I thought destroying them would be the end of it, you know? I'm not sure who this person is, but going by the sign on the gas station I think it must be Harley. Sorry about ruining your livelihood and then setting you on fire, Harley, but this kind of collateral damage has to be expected when you're trying to take down a evil super-intelligent computer force. I can't help be feel somewhat responsible, because I am almost entirely responsible.


Somewhere in the depths of cyberspace, the unholy union of man and hang-glider soars through a subpar recreation of Sonic the Hedgehog 2's special stage. It was no fun for anyone.
Thankfully the least common of The Lawnmower Man's stages are these tube flyer affairs, ugly experiences of being trapped in a dimension filled with unwanted Christmas ornaments where the high speeds and twitchy controls mean that trying not to bump into the sides and thus lose health quickly becomes painfully frustrating, especially given the general pleasantness of the other stages. It feels, both graphically and mechanically, like these stages were handed off to the work experience kid just so they had something to do besides make the tea. I'd like to say that The Lawnmower Man's mix-and-match approach to gameplay types was an attempt to capture the fractured natured of existing in both the real world and the virtual realm but a) that sounds pretentious as hell and b) I'm pretty sure it's not true.


Now I'm in some kind of factory, and the graphics artist seem to have gone on strike. It's very grey. Very grey indeed, and mostly composed of slender platforms and lifts that expose huge tracts of the bland, unchanging background. It's a shame, because up until now I've been really enjoying the graphics of the non-VR sections - they're in that really small, fine style that I like, and they're mostly quite interesting.


I don't have anything to say about this VR stage beyond "listen to this".


Aww, the Non-Threatening Robots have built themselves a little castle, how adorable! Unfortunately, their habit of standing right in the windows and having the front door open means that the castle offers little protection from whatever it is I'm shooting at them. Little balls of anti-virus software, maybe?


Okay, the side-scrolling stages must take place in virtual reality because I'm fighting giant robot wasps, and those don't exist in the real world. I would have heard about giant robot wasps if they were an actual thing, mostly through newspaper headlines like ROBOT WASP MENACE TO END HUMAN CIVILIZATION and ROBOT WASPS ENSLAVE ALL, EAT JAM.
Thankfully I had just the right weapon to take them down. There are three types of gun available in The Lawnmower Man - a narrow spread shot that fires the aforementioned little triangles in a mostly horizontal direction, a laser that rebels against the very concept of firearms by having its projectiles randomly turn at 90 degree angles, making it almost entirely useless, and the circle launcher. The circle launcher is by far and away the best, because it fires massive hoops of energy that encircle and destroy any target they hit. Once you've got the circle launcher, the rest of TLM's side-scrolling stages gain a new level of challenge: the challenge of making sure you never accidentally collect the items that switch you to one of the other guns. This means you spend a lot of time waiting for those items to flicker and disappear so you can make your way forwards - not much fun, but it beats having that sodding laser equipped.


"Dr. Pepper, what's the worst that could happen? Well, the vending machine could be infected by a sinister computer sentience, causing it to kill our customers by launching cans of our delicious soft drink into their faces at high speed? No, I didn't think it sounded very likely either but then I saw a scientist get hit with a can of pop so hard that he goddamn exploded and I was forced to revise my opinion."


Now it's raining X-Wing pilots, who have grown bored with all their free time after defeating the Empire and have taken to harassing scientists by wearing jetpacks and buzzing around them. Why does Dr. Angelo violently disintegrate if lightly brushed against by another human? I dunno, he must not eat his vegetables or something.
One neat thing about these states is that the panel in the middle of your status bar changes depending on what's happening in the stage. Sometimes Jobe's cyber-face appears to grimace at the player, it displays details of power-ups that you've just collected and best of all it shows information on the nearest enemy, as you can see in the screenshot above. It's not practical, usable information, just pictures and random pixels meant to imply text, but if you pay attention to it then it can sometimes let you know what enemies you'll be facing before they get on-screen, and that can go some way towards alleviating the problem of bad guys appearing right in your path that these stages suffer from.


I already implied that these VR sections look a lot like Star Fox, didn't I? Rats.


We're deep into The Lawnmower Man's closing stages now, and there's another Cyber Run to be negotiated. My eyeballs pray for mercy, but there is no mercy to be found amongst the whirling colours and flashing lights, only the frustration of repeatedly taking damage from obstacles you'll swear you avoided. It goes on for bloody ages and if you lose a life you're sent back to the start, and I could avoided so many of my Cyber Run deaths if only Dr. Angelo would fly with his arms pointing forwards like he does in the other stages instead of switching to hang-glider mode. Why are you doing that, Angelo? So you can catch the updrafts that exist here in this dark tunnel of cyberspace? C'mon, man, you look ridiculous.


Just before you fight the final boss, the entire point of the game is reiterated for the player. You know, just in case they forgot. I'm not sure that picture is going to help anyone's comprehension, mind you. It looks like a still from a surreal toothpaste advert where the amorphous avatars of toothpaste and chocolate caramel do battle.


Here is the final boss battle, and it's Space Harrier starring Bad Box Art Mega Man! The VR enhancements have given Jobe the incredible power to make his head really big.


Really, really big. Or maybe he's just moving closer to you, it's hard to tell in cyberspace. Anyway, Dr. Angelo is no longer a hang-glider, which is good, and you can move freely around the screen in a manner that means comparisons to Space Harrier are so inevitable that I've made two in two paragraphs. Naturally you're shooting at Jobe, who for his part is shooting back by launching fire from various parts of his facial anatomy, but Jobe himself is not the real target.


Shoot your failed science experiment enough times and he'll get out of the way for a short while, allowing you to focus your fire on these cyber-portals. Shoot them all enough times to change them from "Access Granted" to "Access Denied" and you win. Somehow. I understand that it stops Jobe from escaping into the wider internet, but he's still around, isn't he? With his telekinesis and his murderous rage? It kinda feels like those things might come back to bite me in the arse if I don't deal with them now.


You're right, incredibly underwhelming ending sequence, I should just forget about what's going on and just accept that The Lawnmower Man is over. Now I have to try and sum up my feelings about it, which is more difficult that usual because there are are four or five distinct games in here, so let's take it one piece at a time. The side-scrolling section are mostly decent, or at least not bad, but they never get anywhere close to breaking out of complete mediocrity. The VR stages are well-built and had a lot of potential but suffer the most from the game's lack of focus. There are also a few too many of them with no gameplay variety, especially when you get towards the end and you're flying through a "Cyber Office". The tunnel shooter sections are just plain bad, with ugly graphics, over-sensitive controls and gameplay that's at once boring and anger-inducing. Then there's the final boss fight, which is pretty good.


Overall, The Lawnmower Man coalesces into a grey putty of averageness. Far better than I thought it was going to be but not good enough for me to recommend that you play it unless you're really into the "potential virtual reality future" aesthetic of the nineties, it's got "licensed Megadrive game" written all over it. That was my time with The Lawnmower Man, then. Number of lawns mowed: zero.

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