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.
Showing posts with label software creations. Show all posts
Showing posts with label software creations. Show all posts
29/06/2017
07/01/2017
SPIDER-MAN & VENOM: MAXIMUM CARNAGE (SNES)
Greetings, True Believers, and welcome to another article all about the fine art of punching crowds of interchangeable, palette-swapped goons! Yes, it’s time for another side-scrolling beat-em-up here at VGJunk, but this time the heroes aren’t ex-wrestlers turned politicians or ex-cops turned vigilantes, they’re household names in the field of comic book entertainment. Well, one of them is, anyway. I don’t think Venom’s that popular. Anyway, here is it: the SNES version of Software Creation’s 1994 action-is-his-reward-em-up Spider-Man and Venom: Maximum Carnage!
Logos present: Logos and Logos. Logos are a registered trademark of LogoCorp.
Carnage gets to surf in on his logo, because he’s just the kind of fresh, edgy character the nineties were crying out for. It’s The Sensational Spider-Man Symbiote Super Show! I’m sure you all know who Spider-Man is, but plenty of people wouldn’t recognise the other two. Well, Venom’s the large blue-black chap on the right. He’s bonded with an alien parasite that gives him very Spider-Man-like abilities. He’s also (mostly) evil, and spends a lot of time fighting Spider-Man. The red fellow at the top is Carnage. He’s also bonded with an alien parasite that gives him abilities, although his are less Spider-Man-like and more things like morphing his arms into giant axes. Carnage is very evil. They all fight each other a lot, which is sad because they have so much in common. Comics!
Specifically, Maximum Carnage is based on the 1993 Marvel Comics story arc of the same name. It tells the tale of Carnage’s human host, the wonderfully named Cletus Kasady, breaking out of prison and regaining his Carnage powers. He recruits some other villains into a bizarre “family” of sorts, and Spider-Man and Venom reluctantly team up to take Carnage down. The game’s story follows the comics pretty closely with some minor changes, to the extent that the cutscenes are digitised version of the comic’s panels. It’s an effect that works really well, actually. Putting comic panels in a comic book game seems like a no-brainer, and they’re very well rendered in extremely colourful pixel form.
Here, Carnage offers some sound advice about trust as he breaks out of prison, as well as stealing Arnie’s “you know when I said I’d kill you last?” bit from Commando. He also declares himself to be “the ultimate insanity,” which is a bit rich when the Marvel universe also includes a villain called Stilt-Man whose power is stilts.
On his way out of prison, Carnage meets the villainess Shriek and a bestial, multi-armed clone of Spider-Man called Doppleganger. Doppelganger is not to be confused with Man-Spider, a bestial, multi-armed mutation of the original Spider-Man. Again, comics! They’re pretty great.
As Spidey swings across the New York skyline, he comes close to having a realisation about his status as an eternal cash-cow for Marvel and now Disney. Spider-Man will never be allowed to rest. He’ll have his powers shuffled around, he’ll join different superhero teams and participate in various universe-altering mega-events, but Spider-Man will almost certainly still be appearing in comics and cartoons and movies long after you and I are dead. You know what? I’m happy with that. I like Spider-Man, and I’m looking forward to playing Maximum Carnage.
As I say, Maximum Carnage is a side-scrolling beat-em-up, and not the first one to star Spider-Man. There’s also his eponymous arcade game by Sega, which is worth checking out. But this is Maximum Carnage, and as he takes on the goons that litter the streets of New York, Spidey’s basic attacks conform to the usual template of the genre. Tapping attack produces a multi-hit combo that knocks down your opponent at the end. You can do a jumping kick, and pressing attack and jump produces a spinning desperation move that costs Spidey a bit of health. You know, the usual. If you’ve played any side-scrolling beat-em-up, you’ll be able to pick up Maximum Carnage’s gameplay immediately.
There’s even an explanation as to why all these people are trying to kill our friendly neighbourhood Spider-Man: in the comic, at least, Shriek uses her powers to turn ordinary people into bloodthirsty killers. Maybe that’s why the developers chose to adapt Maximum Carnage rather than another part of the comics, because it gives Spider-Man a large number of generic, unimportant peons to beat up in between fighting super-villains.
Extra, extra! Read all about it! Spider-Man smashes teen’s skull with bundle of newspapers!
There are no weapons, as such – Spidey’s not one for clobbering people with a steel pipe – and you recover lost health via generic heart icons rather than turkeys hidden under bins, but there are some objects you can pick up and throw littering the stages.
After pummelling a few blokes in trenchcoats and kids in unflattering shorts, Spider-Man faces off with the game’s first boss: a pair of agile fitness fanatics called Lizzie and Dana. When I played Maximum Carnage as a kid (and I did, although I never got very far) for some reason I always saw this pair as wearing rollerblades and safety helmets. I don’t know why I saw it that way when it’s clearly not the case. Maybe I just wanted to see Spider-Man fighting enemies with some gimmick to them. There’s nothing heroic about beating up two joggers, even if they are wearing berets and could therefore be mistaken for a dangerous paramilitary exercise group. Oh, and they can attack Spidey by whipping him with their hair. So much for having the proportional strength of a spider. Actually, yeah, what’s going on there? I should be knocking these random citizens out with a single punch. Where are all my spider-powers?!
Oh, there they are. That’s right, you didn’t think this Spider-Man game would be lacking in web-slinging, did you? There are quite a lot of moves to chose from, too. The X button handles web-swinging, which is useful for avoiding enemy attacks and re-positioning Spidey - a vital skill, because even by the standards of the genre the enemies in Maximum Carnage like to surround you on all sides. The A button is where the more combat-focussed abilities lie. Holding A produces a web shield that can block most attacks, which would be much more useful if it didn’t take a few seconds to appear, seconds in which you’ve almost certainly been whacked by whatever you were trying to avoid. You can also tap the button to fire a web pellet that momentarily traps any enemy it hits, or hold left or right and press A to fire a strand, grab a bad guy and drag them towards you so they can feel the bright red fists of justice. The grab is very handy, and if there’s an enemy on either side out you you’ll even fire two strands and pull your opponents head-first into each other like a spandex-wearing Three Stooges bit.
The web is integrated rather well, all told, and it serves two important functions. One is that it makes you feel like you’re playing as Spider-Man himself and not just some dork in a cheap Halloween costume, and the other is that it adds some variety to the combat. As much as I love beat-em-ups, the usual punch-grab-jumping-kick system can get a little stale, and it’s not surprising that my favourites in the genre, like Night Slashers and Alien vs. Predator, are the ones that add moves to expand on this basic formula. I’m not saying Maximum Carnage is going to be as good as those games, but it’s moving in the right direction.
Once you’ve cleared the first area, the gameplay takes a turn for the insipid as you make Spidey crawl his way up the side of a building while someone pours wet noodles on him from above. It’s not awful, I guess. You have to swing from building to building, and the pleasure of swinging from a thread you find in almost every Spider-Man game is still intact… but the crawling is slow and the projectiles have the annoying habit of knocking you back down a level. I know you have to have some degree of wall-crawling in a Spider-Man game, but this is definitely less interesting and less fun than the fighting.
Once you reach the rooftop, you’re thrown into a fight with Shriek and Doppelganger. I hope you enjoy this fight, because you’re going to be doing it a lot over the course of Maximum Carnage.
They key to victory, appropriately enough for a Spider-Man game, is agility. Shriek can fire large energy projectiles and Doppelganger tends to go for the combat hug if you get too close, so staying on the move and trying to get behind them is the best way to go.
Where was Carnage while all this was happening? Why, he was trying to get J. Jonah Jameson into a romantic mood by posing seductively on his desk. Sorry, did I say “seductively”? I meant “uncomfortably.” It’s a good job the symbiote gives Carnage super-strength, because otherwise it’d be impossible to maintain that “resting on your tiptoes and elbows with your knees behind your ears” pose for more than a few seconds and who knows how long Carnage has been waiting there for Jameson to show up? JJJ’s a busy man, Carnage could have been there for hours.
After that erotically-charged interlude, it’s back to the streets and back to the fighting. "Spider-Man wades through a legion of identikit goons" unsurprisingly makes up the bulk of the gameplay, so it’s a good job that’s it’s definitely an above-average brawler experience. As mentioned, Spidey’s superpowers help him to stand out from the crowd, the controls mostly work well and the emphasis on moving around fits the character. My biggest problem with the gameplay is that the goons take too long to defeat, with health bars that feel like they’re been chipped away at rather than being smashed with Spidey’s super-strength. I know they’re set up this way to provide more challenge and (presumably) to limit the number of sprites on-screen at any given time, but it has the effect of making Spider-Man feel like a weakling, which is not what you want in your superhero game. He should be able to take out these rank-and-file timewasters with a couple of punches, and the action (and the feeling of being Spider-Man) would be greatly enhanced if there were more enemies with smaller health bars and a wider diversity of attack patterns.
I did figure out Spider-Man’s best move at this point, however. If you pick an enemy up, you can tap A and B to spin them around on your finger like a basketball before chucking them onto the concrete. Is it practical? No, it absolutely is not. It adds little extra damage and gives other enemies a free shot while Spidey’s auditioning for the Harlem Globetrotters. Did I use it a lot? Yes. Well, at the start of the game I did. By the end I was too tired of being bogged down by goons that I stopped using it.
After being rescued from what felt like very mild peril by the superhero duo Cloak and Dagger, Spider-Man finds himself once more doing battle with Shriek and Doppelganger. Most beat-em-ups save this kind of lazy recycling until the latter half of the game, when the palette-swaps and boss rushes come out to play, but Maximum Carnage gets straight to it. I’d understand if this was supposed to be building rivalry, locking you in battle with an inescapable foe who becomes your nemesis, but for that to be the case the fights should change, the stakes raising, instead of being the exact same fight every bloody time.
Venom finds out that Carnage is back, and he’s not pleased about it. Then again, Venom is rarely pleased about anything, unless he’s beating up Spider-Man. It’s a strange dynamic, because from what I remember Carnage is sort of Venom’s son, in that he was formed from an offshoot of Venom’s symbiote. That means it’s time for some parental discipline, and from this point on Maximum Carnage lets you choose between playing as Spider-Man or Venom at certain points. Not only do you get two characters to pick from, but each character has some unique stages.
For instance, if you select Spider-Man you’re placed in a web-swinging chase against the villainous Demogoblin, he of the flapping cape and the fiery hoverboard that is way cooler than Green Goblin’s hoverboard. What is it about Spider-Man and goblins, anyway? He fights the Green Goblin, he fights the Grey Goblin, he fights the Hobgoblin, he fights Demogoblin. Are goblins the natural predators of spiders in the wild or something? Did whatever costumier that supplies all the supervillain in New York accidentally add a digit when ordering goblin costumes? Is it because “goblin” is such a damn fun word to say out loud?
Picking Venom, on the other hand, sees you fighting your way through the streets of San Francisco. As all the action is happening on New York and San Francisco is on the west coast, one must assume that Venom is walking across the entire North American continent, beating up anyone who crosses his path.
In terms of his moveset, Venom is almost identical to Spider-Man. He can web-swing and web-grab and all that, although he uses the symbiote rather than firing webbing. His regular moves look different, but it’s purely a cosmetic change. He’s a little slower and a touch more powerful than Spider-Man, but that’s not why you should play as Venom. No, you should play as Venom because his life-sapping special move is a spinning clothesline, and what could be a more appropriate move for a side-scrolling beat-em-up than that? No word on whether Venom is an ex-pro wrestler, but now that he’s a character in an arcade-style brawler there about a fifty percent chance that yes, he used to be a pro wrestler.
At the end of this stage, Venom was accosted by two balding middle-aged men who tried to kill him by using their umbrellas like fencing swords. I sincerely hope this pair appeared in the original comic, having fallen under Shriek's evil influence. Otherwise, it means that the developers needed a boss for this stage but rather than using one of Spider-Man’s hundreds of foes they went with a deranged bank manager and his almost-identical bank manager friend.
More fighting ensues in a place called The Deep. This threw me off a little, because the only place called The Deep that I’m familiar with is the large aquarium in Hull. It’s not an aquarium, though. I think it’s supposed to be a nightclub. Yes, I wanted to see Venom fight a manta ray too, but we don’t always get what we want.
Now that’s a well-staged screenshot, although it would be better if Doppelganger wasn’t lurking around in the background. It does show that when all the pieces fall into place, Maximum Carnage does a really good job of capturing the look of a comic book. Like, that could be a panel in an issue of Spider-Man, if Doppelganger wasn’t there staring intently at Venom’s leg.
So yeah, I’m fighting Doppelganger again, only this time he’s been joined by Demogoblin. That’s how most of the boss fights in Maximum Carnage work: you’re fighting the same bosses over and over again, with the occasional new villain being added to the mix as you encounter them until you’re punching Doppelganger’s lights in for the umpteenth time only for Demogoblin to jump in as soon as you finish him off, again. It is not a particularly enjoyable set-up. The villains don’t learn new moves or try new techniques as the game progresses, so it’s just boring and repetitive. One proper, more fleshed out fight against each villain would have gone a long way towards making Maximum Carnage a better game.
Having remembered that Carnage’s symbiote is vulnerable to sonic attacks, Spider-Man and Venom realise that getting hold of a sonic gun would probably be a good idea. Their back-up plan is to house Carnage in my back bedroom, because the next-door neighbours have got the builders in and the constant, excruciating squealing of power drills could bring the most powerful villain to their knees, aural weakness or not. Hopefully it won’t come to that, because they know where a sonic gun can be found: in the Baxter Building, home of the Fantastic Four. Sadly the Fantastic Four aren’t home right now, so Spidey and Venom break in.
This activates the Baxter Building’s security system, which is mostly composed of deadly flying Christmas baubles. It’s like a festive version of Phantasm in here! This course of action raises some questions, most pertinently “why didn’t Spider-Man get in touch with the Fantastic Four?” They’re buddies, are you telling me Reed Richards hasn’t invented some kind of communication device that we could have called before resorting to burglary? The other question is “where are the Fantastic Four?” My guess would be that they’re in Hollywood, begging Fox Studios to stop making movies about them.
Venom seems remarkably calm about his mortal nemesis Spider-Man pointing a sonic gun at him, both of them knowing that Venom is just as vulnerable to sonic attack as Carnage is. Maybe they’ve finally managed to establish a little trust. Wouldn’t that be nice?
Another boss fight and another villain enters the fray. This time it’s Carrion, who isn’t a goblin despite looking more like a goblin than all the other Goblin characters. His power is that he can decay organic matter with his touch, which manifests in the game as Carrion flying around, trying to grab your hero’s head like a new-age type who’s just learned about Indian head massage. Carrion can be a real pain in the arse to deal with – not only is he flying, meaning you can’t get him with a proper combo and have to rely on jumping kicks, but he can also teleport out of the way of your attacks. It’s a combination of abilities that lead to me shouting a hearty “oh good, it’s this prick again,” every time he showed up. The only consistent way I found to damage Carrion is to jump straight up and kick. He’ll teleport away from it, but if you jump straight up and kick immediately afterwards his vanishing act hasn’t had time to recharge or what-have-you and you can land a single blow, scraping a sliver from his health bar. It’s about as exciting as it sounds.
I could stand here ineffectually jump-kicking at Carrion like a chump, but I’ve got a better idea: I’ll call for some help. Most stages have tokens tucked away that you can collect, and when you use a token the superhero they depict appears on screen to help you out. In this case I’ve summoned Firestar, a mutant with the power to control microwave energy but not the power to operate a comb. She torches everything in her path, which is very useful, and most of your other super-friends do a similar thing. There are plenty of them, too, from Black Cat to Morbius the Living Vampire to Captain America himself. They even perform a different attack depending on whether it was Spider-Man or Venom that summoned them, and I appreciate the amount of effort that went into adding them all in. I think my favourite is Iron Fist, because when Spider-Man calls him in he gives you all your health back. Maximum Carnage gets pretty darned tough towards the end, so having what’s essentially a kung-fu medikit on hand is extremely useful.
Speaking of Captain America, he briefly pops into the story in order to save Spider-Man. Okay, not “save.” He pops in to pick Spider-Man out of the dirt after Venom’s given him a kicking, that’s a more accurate description for what’s happening here.
Close inspection of Captain America’s face reveals that he’s one hundred percent done with this symbiote bullshit and he’d rather be absolutely anywhere else.
Where to next? Oh right, Spider-Man goes to a police station and beats up a load of policemen for no real reason that I could see. I’m sure the comics explain why Spidey’s decided to recreate the police station scene from Terminator, but for now I’ll assume that these cops are all under Shriek’s evil influence. Either way, if I was Spider-Man I’d do my best to make sure this little escapade doesn’t become public. He doesn’t want to be giving J. Jonah Jameson any more ammunition, that’s for sure.
After a few more scenes of regulation goon-punching, enlivened only by some of said goons now having access to easily-avoidable firearms, it’s back to the grind of Maximum Carnage’s one never-ending boss fight. The gang's all here now, so you have to fight Shriek and Doppelganger, then Carrion and Demogoblin. Hey, Captain America, get in here and help me!
That’s the combat stance you’re going with, is it, Steve? The Michael Jackson crotch-grab? Well, a hearty chamone to you, my star-spangled friend. You’ve beaten Demogoblin into a coma, and that’s the greatest gift I could ask for. Apart from liberty and freedom, obviously.
Then Carnage shows up to throw his metaphorical oar in. The Ultimate Insanity himself fights like a combination of Dhalsim from Street Fighter and an explosion in a cutlery factory: all extending limbs and fleshy bits that become pointy bits. The best tactic seems to be to stay behind Carnage wherever possible and only attack him when he’s recovering from turning his appendages into fishslices or whatever. In this way, you can gradually chip away at Carnage until he’s defeated and Maximum Carnage is over.
Except it clearly isn’t over. Sure, Spider-Man and Venom stand around having a tête-à-tête about who should have had the honour of sending Carnage to the big insane asylum in the sky, but the ending text read “The End...” and that ellipsis means there’s definitely more to come. I don’t care that the credits have started rolling – and they genuinely do, over this shot of our heroes arguing in a park – that last fight was way too easy.
There we go. Nice attempt at a fake-out – the credits were a good touch – but I saw this one coming. I didn’t predict that Carnage would slowly rise out of the lake in the background, mind you. That was definitely unexpected, and only slightly ridiculous to look at.
At first, the prospect of fighting Carnage again wasn’t a particularly worrying one. I’d already clobbered he a few times by now, so why should this be any different? I’ll simply slap him around a little, drain his health bar and be back to wisecracking and selling pictures of myself to the newspaper in no time. Sadly, this was not to be. Carnage, having realised that he’s now the Final Boss, has considerably stepped up his game and has consequently become a right pain in the ballbag to fight against. For starters, he’s got about five times as much health. That wouldn’t make the fight harder, though, just longer and more tedious. No, the real problem is his new moveset. He attacks faster and harder, and he spends roughly eighty percent of his time doing the move where he turns his arms into giant axes and runs forward windmilling them around. As you can see above, he occupies two-thirds of the goddamn screen when he does this. You’ll take loads of damage if you go near him while he’s spinning his arms, and it seems to last for ages, hitting you even when his animation implies he’s stopped doing it. Patience and well-timed jumping kicks saw me through in the end, though, so now I really have finished Maximum Carnage.
Oh, wait, never mind. We’re still doing this. Are we? Really? All right, fine, we’ve got to be near the end now. The location has changed and Carnage has all his health back, but apart from that it’s the exact same fight, and it’s not any more entertaining on a second playthrough.
The interesting thing about these last two fights is that you can switch between Spider-Man and Venom whenever you want, and they’ve each got their own health bars and supply of lives. They also get a brief moment of invincibility when they’re tagged in, and abusing this invincibility is the only way I managed to beat Carnage for a second time. It was slow, it was boring and it was very much not in the spirit of the superhero comics that spawned it, but it was definitely preferable to being killed over and over again.
As Spider-Man mixes up his famous comic-book villains, yes: Spider-Man and Venom: Maximum Carnage really is over, for realsies. It got to be a bit of a slog towards the end, but overall it’s actually rather enjoyable. In patches, anyway. It’s one of those games that’s a bit like looking at any given website’s “Top 100 X Ever” list, where some parts makes sense and others leave you baffled by their inclusion. The core combat is fine. Better than fine, even, with Spider-Man having an expansive array of moves and an appropriately nimble fighting style. It’d be better if it was easier to block, maybe by moving the button to scroll through your superhero helpers from L to Select and thus freeing up L to be a dedicated block button, but apart from that it’s fast-paced and mostly satisfying… but then the boss battles drag everything down by either being the same villains over and over (just as Spider-Man was bemoaning in the intro), or being small groups of uninspiring minions.
Aesthetically it’s a mixed bag, too. The cutscenes’ reworked comic art looks great a lot of the time, and the animations and particularly the playable characters’ sprites are really nice, but then they’re let down by some extremely dull designs on the generic enemies and the odd wonky-looking super-friend, like Captain America adjusting the lil’ Captain while he throws his shield. The same is true of the audio: most sound effects are fine but a couple seem out-of-place, and the music (composed by self-proclaimed “Worst Band Ever” Green Jelly) is technically not bad, but for some reason I never really took to it. An issue of personal taste, no doubt, and I’m sure there are people out there who really like Maximum Carnage’s soundtrack. It’s a good showcase of the kind of electric guitar sounds the SNES could replicate, that’s for sure. It’s also interesting to see that some famous names from the home computer scene were involved, notably the Pickford brothers and Alien Breed composer Allister Brimble.
Overall, I’m coming down in favour of Maximum Carnage. It’s not perfect, but the good bits are good enough that they outweigh the bad. Am I biased because I like Spider-Man so much? Possibly, but we can all appreciate the pleasure of punching a villain and seeing cartoon onomatopoeia pop out.
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Carnage gets to surf in on his logo, because he’s just the kind of fresh, edgy character the nineties were crying out for. It’s The Sensational Spider-Man Symbiote Super Show! I’m sure you all know who Spider-Man is, but plenty of people wouldn’t recognise the other two. Well, Venom’s the large blue-black chap on the right. He’s bonded with an alien parasite that gives him very Spider-Man-like abilities. He’s also (mostly) evil, and spends a lot of time fighting Spider-Man. The red fellow at the top is Carnage. He’s also bonded with an alien parasite that gives him abilities, although his are less Spider-Man-like and more things like morphing his arms into giant axes. Carnage is very evil. They all fight each other a lot, which is sad because they have so much in common. Comics!
Specifically, Maximum Carnage is based on the 1993 Marvel Comics story arc of the same name. It tells the tale of Carnage’s human host, the wonderfully named Cletus Kasady, breaking out of prison and regaining his Carnage powers. He recruits some other villains into a bizarre “family” of sorts, and Spider-Man and Venom reluctantly team up to take Carnage down. The game’s story follows the comics pretty closely with some minor changes, to the extent that the cutscenes are digitised version of the comic’s panels. It’s an effect that works really well, actually. Putting comic panels in a comic book game seems like a no-brainer, and they’re very well rendered in extremely colourful pixel form.
Here, Carnage offers some sound advice about trust as he breaks out of prison, as well as stealing Arnie’s “you know when I said I’d kill you last?” bit from Commando. He also declares himself to be “the ultimate insanity,” which is a bit rich when the Marvel universe also includes a villain called Stilt-Man whose power is stilts.
On his way out of prison, Carnage meets the villainess Shriek and a bestial, multi-armed clone of Spider-Man called Doppleganger. Doppelganger is not to be confused with Man-Spider, a bestial, multi-armed mutation of the original Spider-Man. Again, comics! They’re pretty great.
As Spidey swings across the New York skyline, he comes close to having a realisation about his status as an eternal cash-cow for Marvel and now Disney. Spider-Man will never be allowed to rest. He’ll have his powers shuffled around, he’ll join different superhero teams and participate in various universe-altering mega-events, but Spider-Man will almost certainly still be appearing in comics and cartoons and movies long after you and I are dead. You know what? I’m happy with that. I like Spider-Man, and I’m looking forward to playing Maximum Carnage.
As I say, Maximum Carnage is a side-scrolling beat-em-up, and not the first one to star Spider-Man. There’s also his eponymous arcade game by Sega, which is worth checking out. But this is Maximum Carnage, and as he takes on the goons that litter the streets of New York, Spidey’s basic attacks conform to the usual template of the genre. Tapping attack produces a multi-hit combo that knocks down your opponent at the end. You can do a jumping kick, and pressing attack and jump produces a spinning desperation move that costs Spidey a bit of health. You know, the usual. If you’ve played any side-scrolling beat-em-up, you’ll be able to pick up Maximum Carnage’s gameplay immediately.
There’s even an explanation as to why all these people are trying to kill our friendly neighbourhood Spider-Man: in the comic, at least, Shriek uses her powers to turn ordinary people into bloodthirsty killers. Maybe that’s why the developers chose to adapt Maximum Carnage rather than another part of the comics, because it gives Spider-Man a large number of generic, unimportant peons to beat up in between fighting super-villains.
Extra, extra! Read all about it! Spider-Man smashes teen’s skull with bundle of newspapers!
There are no weapons, as such – Spidey’s not one for clobbering people with a steel pipe – and you recover lost health via generic heart icons rather than turkeys hidden under bins, but there are some objects you can pick up and throw littering the stages.
After pummelling a few blokes in trenchcoats and kids in unflattering shorts, Spider-Man faces off with the game’s first boss: a pair of agile fitness fanatics called Lizzie and Dana. When I played Maximum Carnage as a kid (and I did, although I never got very far) for some reason I always saw this pair as wearing rollerblades and safety helmets. I don’t know why I saw it that way when it’s clearly not the case. Maybe I just wanted to see Spider-Man fighting enemies with some gimmick to them. There’s nothing heroic about beating up two joggers, even if they are wearing berets and could therefore be mistaken for a dangerous paramilitary exercise group. Oh, and they can attack Spidey by whipping him with their hair. So much for having the proportional strength of a spider. Actually, yeah, what’s going on there? I should be knocking these random citizens out with a single punch. Where are all my spider-powers?!
Oh, there they are. That’s right, you didn’t think this Spider-Man game would be lacking in web-slinging, did you? There are quite a lot of moves to chose from, too. The X button handles web-swinging, which is useful for avoiding enemy attacks and re-positioning Spidey - a vital skill, because even by the standards of the genre the enemies in Maximum Carnage like to surround you on all sides. The A button is where the more combat-focussed abilities lie. Holding A produces a web shield that can block most attacks, which would be much more useful if it didn’t take a few seconds to appear, seconds in which you’ve almost certainly been whacked by whatever you were trying to avoid. You can also tap the button to fire a web pellet that momentarily traps any enemy it hits, or hold left or right and press A to fire a strand, grab a bad guy and drag them towards you so they can feel the bright red fists of justice. The grab is very handy, and if there’s an enemy on either side out you you’ll even fire two strands and pull your opponents head-first into each other like a spandex-wearing Three Stooges bit.
The web is integrated rather well, all told, and it serves two important functions. One is that it makes you feel like you’re playing as Spider-Man himself and not just some dork in a cheap Halloween costume, and the other is that it adds some variety to the combat. As much as I love beat-em-ups, the usual punch-grab-jumping-kick system can get a little stale, and it’s not surprising that my favourites in the genre, like Night Slashers and Alien vs. Predator, are the ones that add moves to expand on this basic formula. I’m not saying Maximum Carnage is going to be as good as those games, but it’s moving in the right direction.
Once you’ve cleared the first area, the gameplay takes a turn for the insipid as you make Spidey crawl his way up the side of a building while someone pours wet noodles on him from above. It’s not awful, I guess. You have to swing from building to building, and the pleasure of swinging from a thread you find in almost every Spider-Man game is still intact… but the crawling is slow and the projectiles have the annoying habit of knocking you back down a level. I know you have to have some degree of wall-crawling in a Spider-Man game, but this is definitely less interesting and less fun than the fighting.
Once you reach the rooftop, you’re thrown into a fight with Shriek and Doppelganger. I hope you enjoy this fight, because you’re going to be doing it a lot over the course of Maximum Carnage.
They key to victory, appropriately enough for a Spider-Man game, is agility. Shriek can fire large energy projectiles and Doppelganger tends to go for the combat hug if you get too close, so staying on the move and trying to get behind them is the best way to go.
Where was Carnage while all this was happening? Why, he was trying to get J. Jonah Jameson into a romantic mood by posing seductively on his desk. Sorry, did I say “seductively”? I meant “uncomfortably.” It’s a good job the symbiote gives Carnage super-strength, because otherwise it’d be impossible to maintain that “resting on your tiptoes and elbows with your knees behind your ears” pose for more than a few seconds and who knows how long Carnage has been waiting there for Jameson to show up? JJJ’s a busy man, Carnage could have been there for hours.
After that erotically-charged interlude, it’s back to the streets and back to the fighting. "Spider-Man wades through a legion of identikit goons" unsurprisingly makes up the bulk of the gameplay, so it’s a good job that’s it’s definitely an above-average brawler experience. As mentioned, Spidey’s superpowers help him to stand out from the crowd, the controls mostly work well and the emphasis on moving around fits the character. My biggest problem with the gameplay is that the goons take too long to defeat, with health bars that feel like they’re been chipped away at rather than being smashed with Spidey’s super-strength. I know they’re set up this way to provide more challenge and (presumably) to limit the number of sprites on-screen at any given time, but it has the effect of making Spider-Man feel like a weakling, which is not what you want in your superhero game. He should be able to take out these rank-and-file timewasters with a couple of punches, and the action (and the feeling of being Spider-Man) would be greatly enhanced if there were more enemies with smaller health bars and a wider diversity of attack patterns.
I did figure out Spider-Man’s best move at this point, however. If you pick an enemy up, you can tap A and B to spin them around on your finger like a basketball before chucking them onto the concrete. Is it practical? No, it absolutely is not. It adds little extra damage and gives other enemies a free shot while Spidey’s auditioning for the Harlem Globetrotters. Did I use it a lot? Yes. Well, at the start of the game I did. By the end I was too tired of being bogged down by goons that I stopped using it.
After being rescued from what felt like very mild peril by the superhero duo Cloak and Dagger, Spider-Man finds himself once more doing battle with Shriek and Doppelganger. Most beat-em-ups save this kind of lazy recycling until the latter half of the game, when the palette-swaps and boss rushes come out to play, but Maximum Carnage gets straight to it. I’d understand if this was supposed to be building rivalry, locking you in battle with an inescapable foe who becomes your nemesis, but for that to be the case the fights should change, the stakes raising, instead of being the exact same fight every bloody time.
Venom finds out that Carnage is back, and he’s not pleased about it. Then again, Venom is rarely pleased about anything, unless he’s beating up Spider-Man. It’s a strange dynamic, because from what I remember Carnage is sort of Venom’s son, in that he was formed from an offshoot of Venom’s symbiote. That means it’s time for some parental discipline, and from this point on Maximum Carnage lets you choose between playing as Spider-Man or Venom at certain points. Not only do you get two characters to pick from, but each character has some unique stages.
For instance, if you select Spider-Man you’re placed in a web-swinging chase against the villainous Demogoblin, he of the flapping cape and the fiery hoverboard that is way cooler than Green Goblin’s hoverboard. What is it about Spider-Man and goblins, anyway? He fights the Green Goblin, he fights the Grey Goblin, he fights the Hobgoblin, he fights Demogoblin. Are goblins the natural predators of spiders in the wild or something? Did whatever costumier that supplies all the supervillain in New York accidentally add a digit when ordering goblin costumes? Is it because “goblin” is such a damn fun word to say out loud?
Picking Venom, on the other hand, sees you fighting your way through the streets of San Francisco. As all the action is happening on New York and San Francisco is on the west coast, one must assume that Venom is walking across the entire North American continent, beating up anyone who crosses his path.
In terms of his moveset, Venom is almost identical to Spider-Man. He can web-swing and web-grab and all that, although he uses the symbiote rather than firing webbing. His regular moves look different, but it’s purely a cosmetic change. He’s a little slower and a touch more powerful than Spider-Man, but that’s not why you should play as Venom. No, you should play as Venom because his life-sapping special move is a spinning clothesline, and what could be a more appropriate move for a side-scrolling beat-em-up than that? No word on whether Venom is an ex-pro wrestler, but now that he’s a character in an arcade-style brawler there about a fifty percent chance that yes, he used to be a pro wrestler.
At the end of this stage, Venom was accosted by two balding middle-aged men who tried to kill him by using their umbrellas like fencing swords. I sincerely hope this pair appeared in the original comic, having fallen under Shriek's evil influence. Otherwise, it means that the developers needed a boss for this stage but rather than using one of Spider-Man’s hundreds of foes they went with a deranged bank manager and his almost-identical bank manager friend.
More fighting ensues in a place called The Deep. This threw me off a little, because the only place called The Deep that I’m familiar with is the large aquarium in Hull. It’s not an aquarium, though. I think it’s supposed to be a nightclub. Yes, I wanted to see Venom fight a manta ray too, but we don’t always get what we want.
Now that’s a well-staged screenshot, although it would be better if Doppelganger wasn’t lurking around in the background. It does show that when all the pieces fall into place, Maximum Carnage does a really good job of capturing the look of a comic book. Like, that could be a panel in an issue of Spider-Man, if Doppelganger wasn’t there staring intently at Venom’s leg.
So yeah, I’m fighting Doppelganger again, only this time he’s been joined by Demogoblin. That’s how most of the boss fights in Maximum Carnage work: you’re fighting the same bosses over and over again, with the occasional new villain being added to the mix as you encounter them until you’re punching Doppelganger’s lights in for the umpteenth time only for Demogoblin to jump in as soon as you finish him off, again. It is not a particularly enjoyable set-up. The villains don’t learn new moves or try new techniques as the game progresses, so it’s just boring and repetitive. One proper, more fleshed out fight against each villain would have gone a long way towards making Maximum Carnage a better game.
Having remembered that Carnage’s symbiote is vulnerable to sonic attacks, Spider-Man and Venom realise that getting hold of a sonic gun would probably be a good idea. Their back-up plan is to house Carnage in my back bedroom, because the next-door neighbours have got the builders in and the constant, excruciating squealing of power drills could bring the most powerful villain to their knees, aural weakness or not. Hopefully it won’t come to that, because they know where a sonic gun can be found: in the Baxter Building, home of the Fantastic Four. Sadly the Fantastic Four aren’t home right now, so Spidey and Venom break in.
This activates the Baxter Building’s security system, which is mostly composed of deadly flying Christmas baubles. It’s like a festive version of Phantasm in here! This course of action raises some questions, most pertinently “why didn’t Spider-Man get in touch with the Fantastic Four?” They’re buddies, are you telling me Reed Richards hasn’t invented some kind of communication device that we could have called before resorting to burglary? The other question is “where are the Fantastic Four?” My guess would be that they’re in Hollywood, begging Fox Studios to stop making movies about them.
Venom seems remarkably calm about his mortal nemesis Spider-Man pointing a sonic gun at him, both of them knowing that Venom is just as vulnerable to sonic attack as Carnage is. Maybe they’ve finally managed to establish a little trust. Wouldn’t that be nice?
Another boss fight and another villain enters the fray. This time it’s Carrion, who isn’t a goblin despite looking more like a goblin than all the other Goblin characters. His power is that he can decay organic matter with his touch, which manifests in the game as Carrion flying around, trying to grab your hero’s head like a new-age type who’s just learned about Indian head massage. Carrion can be a real pain in the arse to deal with – not only is he flying, meaning you can’t get him with a proper combo and have to rely on jumping kicks, but he can also teleport out of the way of your attacks. It’s a combination of abilities that lead to me shouting a hearty “oh good, it’s this prick again,” every time he showed up. The only consistent way I found to damage Carrion is to jump straight up and kick. He’ll teleport away from it, but if you jump straight up and kick immediately afterwards his vanishing act hasn’t had time to recharge or what-have-you and you can land a single blow, scraping a sliver from his health bar. It’s about as exciting as it sounds.
I could stand here ineffectually jump-kicking at Carrion like a chump, but I’ve got a better idea: I’ll call for some help. Most stages have tokens tucked away that you can collect, and when you use a token the superhero they depict appears on screen to help you out. In this case I’ve summoned Firestar, a mutant with the power to control microwave energy but not the power to operate a comb. She torches everything in her path, which is very useful, and most of your other super-friends do a similar thing. There are plenty of them, too, from Black Cat to Morbius the Living Vampire to Captain America himself. They even perform a different attack depending on whether it was Spider-Man or Venom that summoned them, and I appreciate the amount of effort that went into adding them all in. I think my favourite is Iron Fist, because when Spider-Man calls him in he gives you all your health back. Maximum Carnage gets pretty darned tough towards the end, so having what’s essentially a kung-fu medikit on hand is extremely useful.
Speaking of Captain America, he briefly pops into the story in order to save Spider-Man. Okay, not “save.” He pops in to pick Spider-Man out of the dirt after Venom’s given him a kicking, that’s a more accurate description for what’s happening here.
Close inspection of Captain America’s face reveals that he’s one hundred percent done with this symbiote bullshit and he’d rather be absolutely anywhere else.
Where to next? Oh right, Spider-Man goes to a police station and beats up a load of policemen for no real reason that I could see. I’m sure the comics explain why Spidey’s decided to recreate the police station scene from Terminator, but for now I’ll assume that these cops are all under Shriek’s evil influence. Either way, if I was Spider-Man I’d do my best to make sure this little escapade doesn’t become public. He doesn’t want to be giving J. Jonah Jameson any more ammunition, that’s for sure.
After a few more scenes of regulation goon-punching, enlivened only by some of said goons now having access to easily-avoidable firearms, it’s back to the grind of Maximum Carnage’s one never-ending boss fight. The gang's all here now, so you have to fight Shriek and Doppelganger, then Carrion and Demogoblin. Hey, Captain America, get in here and help me!
That’s the combat stance you’re going with, is it, Steve? The Michael Jackson crotch-grab? Well, a hearty chamone to you, my star-spangled friend. You’ve beaten Demogoblin into a coma, and that’s the greatest gift I could ask for. Apart from liberty and freedom, obviously.
Then Carnage shows up to throw his metaphorical oar in. The Ultimate Insanity himself fights like a combination of Dhalsim from Street Fighter and an explosion in a cutlery factory: all extending limbs and fleshy bits that become pointy bits. The best tactic seems to be to stay behind Carnage wherever possible and only attack him when he’s recovering from turning his appendages into fishslices or whatever. In this way, you can gradually chip away at Carnage until he’s defeated and Maximum Carnage is over.
Except it clearly isn’t over. Sure, Spider-Man and Venom stand around having a tête-à-tête about who should have had the honour of sending Carnage to the big insane asylum in the sky, but the ending text read “The End...” and that ellipsis means there’s definitely more to come. I don’t care that the credits have started rolling – and they genuinely do, over this shot of our heroes arguing in a park – that last fight was way too easy.
There we go. Nice attempt at a fake-out – the credits were a good touch – but I saw this one coming. I didn’t predict that Carnage would slowly rise out of the lake in the background, mind you. That was definitely unexpected, and only slightly ridiculous to look at.
At first, the prospect of fighting Carnage again wasn’t a particularly worrying one. I’d already clobbered he a few times by now, so why should this be any different? I’ll simply slap him around a little, drain his health bar and be back to wisecracking and selling pictures of myself to the newspaper in no time. Sadly, this was not to be. Carnage, having realised that he’s now the Final Boss, has considerably stepped up his game and has consequently become a right pain in the ballbag to fight against. For starters, he’s got about five times as much health. That wouldn’t make the fight harder, though, just longer and more tedious. No, the real problem is his new moveset. He attacks faster and harder, and he spends roughly eighty percent of his time doing the move where he turns his arms into giant axes and runs forward windmilling them around. As you can see above, he occupies two-thirds of the goddamn screen when he does this. You’ll take loads of damage if you go near him while he’s spinning his arms, and it seems to last for ages, hitting you even when his animation implies he’s stopped doing it. Patience and well-timed jumping kicks saw me through in the end, though, so now I really have finished Maximum Carnage.
Oh, wait, never mind. We’re still doing this. Are we? Really? All right, fine, we’ve got to be near the end now. The location has changed and Carnage has all his health back, but apart from that it’s the exact same fight, and it’s not any more entertaining on a second playthrough.
The interesting thing about these last two fights is that you can switch between Spider-Man and Venom whenever you want, and they’ve each got their own health bars and supply of lives. They also get a brief moment of invincibility when they’re tagged in, and abusing this invincibility is the only way I managed to beat Carnage for a second time. It was slow, it was boring and it was very much not in the spirit of the superhero comics that spawned it, but it was definitely preferable to being killed over and over again.
As Spider-Man mixes up his famous comic-book villains, yes: Spider-Man and Venom: Maximum Carnage really is over, for realsies. It got to be a bit of a slog towards the end, but overall it’s actually rather enjoyable. In patches, anyway. It’s one of those games that’s a bit like looking at any given website’s “Top 100 X Ever” list, where some parts makes sense and others leave you baffled by their inclusion. The core combat is fine. Better than fine, even, with Spider-Man having an expansive array of moves and an appropriately nimble fighting style. It’d be better if it was easier to block, maybe by moving the button to scroll through your superhero helpers from L to Select and thus freeing up L to be a dedicated block button, but apart from that it’s fast-paced and mostly satisfying… but then the boss battles drag everything down by either being the same villains over and over (just as Spider-Man was bemoaning in the intro), or being small groups of uninspiring minions.
Aesthetically it’s a mixed bag, too. The cutscenes’ reworked comic art looks great a lot of the time, and the animations and particularly the playable characters’ sprites are really nice, but then they’re let down by some extremely dull designs on the generic enemies and the odd wonky-looking super-friend, like Captain America adjusting the lil’ Captain while he throws his shield. The same is true of the audio: most sound effects are fine but a couple seem out-of-place, and the music (composed by self-proclaimed “Worst Band Ever” Green Jelly) is technically not bad, but for some reason I never really took to it. An issue of personal taste, no doubt, and I’m sure there are people out there who really like Maximum Carnage’s soundtrack. It’s a good showcase of the kind of electric guitar sounds the SNES could replicate, that’s for sure. It’s also interesting to see that some famous names from the home computer scene were involved, notably the Pickford brothers and Alien Breed composer Allister Brimble.
Overall, I’m coming down in favour of Maximum Carnage. It’s not perfect, but the good bits are good enough that they outweigh the bad. Am I biased because I like Spider-Man so much? Possibly, but we can all appreciate the pleasure of punching a villain and seeing cartoon onomatopoeia pop out.
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