Showing posts with label Sega Mega Drive/Genesis. Show all posts
Showing posts with label Sega Mega Drive/Genesis. Show all posts

Saturday, 10 December 2016

Olympic Gold - Sega Mega Drive/Genesis review

A game about athletics sponsored by a sugary unhealthy drink
Game: Olympic Gold
Format: Sega Mega Drive/Genesis
Developer: Tiertex
Publisher: US Gold
Year Released: 1992
Also Released on: Sega Master System, Sega Game Gear
Now Available on: Nothing


Well, the Olympic Games are over now for another four years. Didn't we do well? Sadly, I wasn't chosen to participate in them this year but I'm sure this will change in time for the Tokyo games in 2020. Between now and then, I'll pick a sport that we aren't that great at, practice it, and then go to Japan to represent Team GB. Maybe I'll pick ping pong. We don't really do that well in ping pong, do we? There's a gap in our country's skill set there. I shall plug it.

In the meantime though, I've been having my own Olympic Games in the comfort of my living room. Oh yes, the sofa Olympics, featuring Olympic Gold on the Sega Mega Drive. Olympic Gold was released to coincide with the Barcelona games of 1992. It was also released on the Sega Master System and Game Gear. Olympic Gold was the first game to be officially endorsed by the International Olympic Committee, with a new one released for every summer and winter Olympics since then, although this year's Olympics only appear to have been attended by Mario and Sonic and their friends. Back in 1992, this would have been unthinkable. Mario and Sonic in a game together. Never!

Olympic Gold opens with a map of the world and the names of each previous host city flying out of their location in the world, plus the year in which they hosted. If anything, it provides you with a quick geography and history lesson. You then get to choose the language that you would like to play in and then it's on with the games.

However, before you get to have a go at showing off your sporting prowess, a recreation of the Olympic stadium’s electronic scoreboard is displayed on your screen. It has the ability of producing amazing state-of-the-art (for the early 1990s anyway) graphics and animations plus in-game menus and options too. It also displays the scores, which is handy what with it being a scoreboard and everything.  

The game's menu, on the stadium scoreboard. Clever, eh?
From this magical multipurpose scoreboard, you can choose your in-game options. You can choose whether to practice a specific event, partake in a Mini Olympics, or go all out in the full blown Olympics. Mini Olympics simply lets you pick the events that you want to compete in, whereas Full Olympics requires you to compete in all of them. And by all of them, I mean seven events. Yep, just seven. Those Barcelona Olympics must have been over within an hour of them starting if the game is an accurate reflection of the real thing. Nothing like the two week affair we had over in Brazil this summer.  You then get to pick your skill level – either crap, not-so-crap or superhuman – displayed in this game as Club, National or Olympic. Then you get to choose who you would like to play as. Each competitor represents a country, and you can’t switch your competitor’s nationality. Too much red tape, apparently. 

Not really too sure what the difference between National and Olympic actually would be?


The opening ceremony is over. The flame has been lit.
The flamelighter makes his way down the stairs with
his hand on fire.
Regardless of what mode of play you have chosen, you are then swiftly thrown into the first event itself. Well, not so swiftly if you’ve chosen to take part in the full Olympics. You have to get through the Opening Ceremony itself first. Barcelona ’92 must have been on a tight budget, as it appears that all their Opening Ceremony consisted of was somebody lighting the flame and some doves being released. And not even a sign of that Freddy Mercury Barcelona song. Of course, you can always skip the ceremony by bashing one of your control pad buttons, something you’ll be getting used to as you play the game. 

So, what are the events and how are they portrayed in Olympic Gold? I’m glad you asked as I have the answers right here: 

Run Forrest Run!
100 Metres: Pretty straightforward stuff, this. Run in a straight line for 100 metres as fast as you can. Usain Bolt is quite good at this. I’m not. Olympic Gold employs the good old technique of getting you to press buttons as quickly as possible, a la Track and Field. You need to alternate between button A and button B. The faster you do it, the faster your runner runs. If you feel that it makes a difference, you can press C at the end of the race to push your head forward a little bit with the intention that it crosses the line before the head of one your opponents. Unfortunately, there is no option to dive over the finish line.  

The bloke in lane three appears to be hopping his way
through the hurdles
110 Metre Hurdles: Similar to the above but ten metres longer and with the added inconvenience that some imbecile has placed miniature bridges in your way. You can run through them, which slows you down and probably hurts, or you can jump over them, which is what the professionals do. I remember getting picked to represent my house group in hurdles in my school sports day back in 1995. I decided to go for a mixture of the two methods and came last. I don’t think I’d ever hurdled beforehand; I got picked simply because I was quite tall. In Olympic Gold, alternating buttons A and B gets your speed up, whereas smashing down on C causes your athlete to launch himself off the ground in the hope that he’ll gracefully glide over the hurdle in his way. What I found from playing this game is that I still seem to use the same tactics that I used in my 1995 Sports Day, with the same results. Maybe I need to change tactics. 

Catch this!
Hammer throw: For this event, you spin round and around and around a number of times until you’re spinning so fast that letting go of the hammer that you are holding onto causes it to fling a great distance. The greater the distance, the better. Pressing C gets your spin cycle started, bashing A and B makes you go fast and faster, and pressing C again releases the hammer from your grasp. And then you can watch as it plummets to the ground just in front of you. A bit of practice will result in the hammer going further, much to the crowd’s delight. 

D. Stead stares with intensity at Bully's prizeboard
Archery: Now, I play darts every now and again but don’t understand why it isn’t an Olympic event. Watching darts on TV at the start of every January is my New Year treat – a bit like an extension to the festive season. I’m sure it’d go down well in the Olympics. The closest they get to it is Archery, which I suppose is basically the same only with bigger darts. And no Bully’s Special Prize for the bullseye. They should do that in the Olympics archery. Somebody gets a bullseye and Jim Bowen shouts from the background, “It’s a Bullseye! You’ll love eating your food with this. You’ve won a luxury cutlery set and case!” Do people still have special cutlery sets? My mum and dad had one in a massive case with a velvety cover that spent most of its time at the back of a kitchen cupboard. It only ever came out for Christmas dinner. Anyway, archery in this game just requires you to press C to pull back your arrow, the D-Pad to attempt to aim your shot, and C again to fire. What makes things slightly more challenging is that as you attempt to line up your shot, you appear to be a bit wobbly. The first few attempts aren't too bad, but you begin quivering like a jelly after go after go after go. I’m not sure whether this is down to the strain on pulling back the arrow, or the wind, but it gives the event a whole new layer of complexity and excitement. 

Stead appears to be aiming for the area between the targets. Doesn't bode well


Not going to make it, not going to make it
High Jump: Run a bit with a pole, and then use it to launch yourself into the air, hoping to get over a horizontal pole placed at a height and landing successfully on a cushion. This isn’t easy to pull off due to the weird combination of button presses that you have to master. It goes from being a button bashing challenge to a coordination challenge. In fact, it’s probably easier to do it in real life. 

Stead dives elegantly into the blue waters below him
3 Metre Springboard diving: Probably the best event of the game, although that isn’t really saying much. You need to complete a series of dives of different techniques. In practice mode, you can view a demo of how the dive is done beforehand so you know what buttons to press and when. There are a number of dives to master, so it really is a case of remembering each combination for each dive. Easy to do if you’ve just watched it, not so easy if you’ve just done a load of other events and have a memory like mine. Still, it’s quite funny watching your athlete hit the water on his belly. In main competition, all required dives are chosen for you, apart from your final one, so make it a good one. I suppose this event is the only one that actually rewards skill, even though it primarily requires you to remember button combinations. 

Well, he crapped that one up, didn't he?


Just like my local leisure centre, only without a pensioner
doing widths instead of lengths
200 Metre freestyle Swimming: Similar to the running, only you don’t need to bash your buttons quite as rapidly, but you do need to get your timing right to flip yourself over to turn the other way when you approach the end of the pool. 

So, they are all of the events. Once you’ve completed an event in practice mode, you are taken back to the main menu where you can choose the event again if you want another go or pick something else. That’s a little something that niggled me. Why the game couldn’t just ask you if you wanted another go before taking you to the menu screen? In either of the Olympic Modes, there are usually multiple rounds of the same event. For example, in the 100 Metre sprint, If you finish in the top three in the first race, you qualify for the final. You have the option of watching or skipping the second race which decides your other three opponents. And then all six finalists run in the medal race. In other events, your score is totalled up after you’ve completed three rounds of it to decide the final scores and the medal winners. I'm not really sure how the high jump works. It just seems to go on forever until you mess up three times.

Not sure whether this is game based on Barcelona '92 or Berlin '36. Could be the latter. Hitler himself is
on the starting gun, and there is a distinct lack of diversity in the athletes.

If you win an event, you are presented with the gold medal and a snippet of your national anthem is played. When I say you are presented with the medal, all you get is a screen with a picture of it in an open box. There are no podium posing and medal-biting shenanigans here.

GBR appear to have done suspiciously well in this games, with
Pam Kidman topping the table. Zebedee Smirnov competed for
EUN. Who's EUN? Ooooh, former Soviet countries apparently.
No sign of China though.
After you've completed all of the events, the final medal count is tallied up and the Olympic champion is decided. Woohoo! It really isn't that exciting, but there is a small bit of tension if you are doing well and want to maintain your position at the top of the leaderboard. Just a small amount. Nothing like the real thing. At least I don't think it's like the real thing. I'll find out in 2020 when I'm in the ping pong.



The problem with this game is the events aren’t really that much fun. I’ve never been a big fan of games that just require you to press buttons as fast as you can or memorise combinations, so this game just isn’t going to do anything for me. And I don’t think I’m the only one. Saying that, I do remember playing this game back in 1992 with a friend and quite enjoying it. But only for a short while. It wasn’t a game where we played through the whole Olympics and then said, “Let’s do it again!” 

Dave Stead is late off the starting blocks. Will he make up time? Probably not.

Presentation-wise, the idea of using the scoreboard to drive navigation through the menus was quite good, and was probably quite novel in its day too. In Europe, the game was sponsored by Coca Cola, so in between each event, the Coca Cola blimp sometimes goes past. That isn’t too bad, but what is annoying is that the “Always Coca Cola” jingle plays each time. I don’t really have anything against in-game sponsorship providing it doesn’t take over the game, but the tune just grates. When the game was originally released though, I thought it was amazing. I couldn't get over the fact that a video game had a familiar brand logo and jingle in it. I wet my knickers when I played James Pond: Robocod and there were Penguin chocolate bars on one level. Strangely enough, the American version of Olympic Gold didn't feature sponsorship. 
Wanna take a ride on my pole? Fnar fnar

Graphics are functional and purposeful, but aren't really very nice to look at, appearing quite basic and somewhat 8-bit in style. In the events, each competitor is identical to each other. The only way of recognising your character is that you wear a different coloured outfit, a bit like when you forgot your PE kit at school and had to wear something from lost property. Sounds are average too. I've already mentioned the annoying Coca Cola tune, plus the rest of the in-event music is nothing to write home about, not that I've ever written about music that I've heard when I've written home. I don't think I've ever written home actually. Maybe I sent my mum and dad a postcard from Gran Canaria when I went on my first non-family holiday, although I doubt I wrote about the music there. If I did, I would probably have mentioned that DJ Otzi's Hey Baby (Ooh, Aah) song seemed to be on repeat play. One whole week of listening to that non-stop every afternoon around the pool. It drove me crazy it did. It was no wonder I had to keep wandering over to the all-inclusive bar for a drink. So, yes, the music in Olympic Gold wasn't up to much, playing away in the background as you hammer the life out of your control pad. Nor were the sound effects which were limited to short bursts of white noise to simulate crowd noise and a few other sounds. That said, they don't really intrude in the game's goings-on, and I don't really think they would have made the game any better even if they were amazing.

Baby I'm a firework! One of those cheap ones from Asda
that they begin selling two months before 5th November
Olympic Gold wasn't an awful game, and there is a certain amount of fun that can be had with it, especially with multiple players. The controls are responsive, but as the game sort of dictates that buttons need to be pressed as quickly as possible or in a certain order, it means that it isn't really that enjoyable to control. The seven events chosen for the game aren't the best or most varied, but when playing them through, you kind of want to get the event you're on over and move onto the next. In a way, you're wishing the game away. There really isn't any incentive to master the events so there isn't much replay value in it. Olympic Gold doesn't have any long-lasting appeal, and it's short term appeal is also limited too. Fortunately it doesn't take long to get through the whole thing, and then it's back in its box, or wherever it came from. Nowadays it's something to look back at more out of curiosity than as a game. Still, it was better than the next game based on the 1996 Atlanta Olympics.    

RATINGS
Presentation – 78%
A digital scoreboard is pretty much all you see through most of the non-gameplay sections. But it's effective and works quite well.
Graphics – 77%
Fairly bog-standard graphics which don't really stand out in any way. Would have been nice to see a more diverse mix of competitors. 
Sound – 72%
Although the game features plenty of music and sound effects, the tunes that play in the background of each event are forgettable and the sound effects are rather lacking in quality. In European versions a horrible rendition of the Coca Cola jingle plays between each event which is nothing but an annoyance.
Playability – 73%
The game feels like it's going to be quite good at first, but the button-bashing nature of some events and memory tests of others soon reduce the fun factor. It's not too bad with multiple players though.
Overall – 72%
Not a terrible first entry to the official Olympic Games series of video games, but not great either. The variety of events is limited, and the game just isn't something you'd have much desire to master. There isn't really anything to it to make it appeal. 

Saturday, 7 September 2013

Psycho Fox - Sega Master System: Retro Review

Game: Psycho Fox
Format: Sega Master System
Developer: Vic Tokai, Sega
Year Released: 1989
Also released on: Nothing
Now available on: Nothing

Many people associate the Master System with Alex Kidd. Some associate it with Wonder Boy and some even associate it with Sonic the Hedgehog. Each character featured in multiple games for Sega's 8-bit machine, but there was another platform star whose appearance on the console was well-received at the time and is remembered by those who knew him with fondness today. That character was Psycho Fox who featured in a game which bore his name in 1989.

Psycho Fox throws the bird.
As with most platform games, it's Psycho Fox's job to rid the world of some troublemaker who has some dastardly plan to do bad stuff. I'm sure the troublemaker and his intended bad stuff is described in the instruction manual somewhere, but I really can't be bothered to find out. The text on the back of the box just talks about Psycho Fox being "an adventure game centering around the entertaining and thrilling escapades of a very special fox", who "ventures into many strange worlds to conquer the strange beasts and boss monsters he encounters." It then goes on to say the same thing in other European languages. Well, at least I think it's the same thing. There could actually be six completely different descriptions of the same game on the boxes for European releases. The text on the box for the US release is slightly less generic and asks if you're bored of rescuing princesses, sick of dungeons and "mother brain". What the fudge is "mother brain"??!! It basically suggests that, if so, Psycho Fox is the game for you. It also talks about the world needing saving from Madfox Daimyojin. It also asks if you've heard of Zizo Zizo or Poola. Apparently these are some of the unheard-of enemies that you'll encounter. I suppose they wouldn't be able to be described as unheard-of if you'd actually heard of them. Oh yes, we need more analysis of the descriptions of games from their boxes in the future.

What on earth?

So, the game itself. Psycho Fox must travel through many strange worlds to defeat Madfox. Although the strange worlds don't actually appear that strange - there's your usual desert, ice, cloud, underground levels on offer here - some of the creatures that inhabit the worlds are very bizarre, and there are some unique ideas in the levels to set the game apart from its contemporaries.

Invincibility a go-go.
As his name suggests, Psycho Fox is a bit of a nutter. Like Mario, he can defeat enemies by jumping on them. But, unlike everybody's favourite Brooklyn-based plumber, Mr Fox is not content to just bounce on nasties and move on. He can land on enemies multiple times, pounding on them again and again until they are buried deep underground. If a semi-buried enemy tries to get out, just jump on it another time to make sure it doesn't try to escape again. Alternatively, Psycho Fox can just walk up to an enemy and punch them in their face. Or, if the enemy is too far away, he can throw a bird at them instead. Yes, even for a fox, Psycho Fox seems quite disturbed. The bird that Psycho Fox throws at enemies is called Birdfly. You can find Birdfly in eggs scattered around the levels. Being a fox with clearly psychotic tendencies, Psycho Fox cracks open eggs by thumping them. After being thrown, Birdfly will loyally return to Psycho Fox, ready to be thrown again. Maybe Birdfly is a bit of a hardnut too. Birdfly also acts as a shield. Usually if you collide with an enemy, you lose a life. But if you're carrying Birdfly, he will vanish but allow you to retain your life. Finding Birdfly again is a simple case of smashing open more eggs and hoping he's in one of them.

Spray that insect thing with insect spray and it'll buzz off.


Psycho Fox as Tiger on level three
It's not just Birdfly that you can find in eggs. Other eggs contain special items, extra lives or bags of money. But not all eggs contain Brucie Bonuses. Some eggs are empty, while others contain enemies. The sneaky beggars! The special items that you collect get stored in an inventory which you can access by pausing the game. The items to choose from in this screen are a Psycho Stick (which also goes by the name of the stick of the Shinto Purification - ???!!), a straw effigy and a potion. Using the effigy makes the screen go wibbly-wobbly and destroys all enemies on the screen. The potion makes Psycho Fox invincible for a short period. And the Psycho Stick, or the Shinto Purification thingy, allows you to transform Psycho Fox into another animal: a hippo, monkey or tiger. Each animal has its own strengths and weaknesses. For example, the hippo is slow, doesn't jump as high, but has an extra-strong punch, useful for breaking down some otherwise indestructible walls. The monkey jumps high while the tiger runs fast. Psycho Fox in his foxy form is a good all rounder. You will remain as the animal you've changed into for as long as you wish to. Just use another Psycho Stick to change into something else.

Bonus level! Get yer bonus level 'ere!
So, what about the money bags you collect? Well, after each round, you get to gamble it away. In a quick bonus round, Psycho Fox is presented with 5 pathways. At the end of each pathway is a prize. You have to choose which pathway to send Psycho Fox along and will win the prize at the end of the path. As you can collect multiple bags of cash on your way, you can bet on multiple paths. Or you can place multiple bets on one path. So, if you collect five bags of cash, you can bet on each path which guarantees that you win each prize. Be warned though, because one of the prizes is a boobie prize. Not a pair of tits, but a hole which Psycho Fox will fall down if he reaches it. All that happens if he does is that he doesn't win anything for that path, but will still win the prizes at the end of any of the other paths he reaches. The prizes that can be won are the special items found throughout the game plus an extra life, or the chance to play on a number stopper thing (apparently it's a shrine). Whatever number you stop it on will grant you that number of lives. And depending on how many bets you placed on that path, the number of lives you get will be multiplied. The bonus round is a fun little interlude and gives you the opportunity to build up a healthy number of lives. Get lucky and you can get up to 25 extra lives on the bonus round.

Bouncing around on level 5. That thing to above left of Mr Fox is blowing air which will push him to the right.

Levels are split into three rounds with a boss at the end of each third round. For some bosses, you are provided with an item to help you to defeat them. This may be a pesticide spray or an air gun. Some are defeated using more traditional means, and the end battle is a good old 8-bit battle of wits and skill. Unfortunately, each boss - including the final one - only requires three hits to be defeated, so the battles don't tend too last long at all.

Barney the dinosaur has a problem with bees.
Each level in Psycho Fox is full of colour and cartoon-like in appearance, with everything well drawn and animated. The music is of a good standard too, well-suited to the game, although the last few levels seem to use the same tunes for some reason. It is one of the better-looking and sounding Master System games. But it's also good fun to play. At first, Psycho Fox feels a little sluggish to get moving, gradually building up speed as he goes along. And if you play the game cautiously, it will feel quite slow and frustrating to play as you never get the chance to get up to a good pace. It's best just to go for it, running, jumping and thumping your way through the levels and hoping for the best. But even following this strategy can be a pain as it's simply not possible to maintain it. All too often, Psycho Fox will come up against something which will stop him in his tracks and cause him to have to slow down. And when Psycho Fox goes slow, he goes real slow. Heaven knows how I used to play this on my PAL Master System back in the day, but I do remember loving this game! There are also a lot of blind jumps in the game. They don't often lead to deaths, but it would be nice to be able to make informed decisions about where you want to send the crazy fox next. Repeat play does reap rewards though, as the more you get used to the levels, the easier it is to remember what is coming up, and the more fun the game becomes.

There are some nice touches to the game. A way of getting over a large body of water is to build up enough speed and running into it. You'll find that whichever character you're controlling will skim on its ass across the water. Apart from the hippo who just falls in. Well he does whenever I try. There is a wind level with wind blowers which suspend your character in the air, and bendy poles which you can run and jump into which fling you off at speed, height and distance. The key to making the most of these is to hit them as fast and as high as you can. There are also the usual platform game features, such as bridges which fall away as you walk over them and steps that turn into slides, or statues that come alive. There are also hidden bonus stages. These are usually found accidentally by throwing Bird Fly into what appears to be empty space. Bird Fly will hit a point in the emptiness, causing a crack to appear. Throwing him a couple of times will cause the crack to become a hole (should have gone to Autoglass). Go into this hole and you'll find yourself in a secret level. In a blatant copy of Super Mario Bros, Psycho Fox (or Psycho Hippo, Monkey or Tiger) can go down a tube which will bring him out in another level. It's possible to get to the final level in the game through a secret level found in the first level of it. Bit pointless though, but it's possible.
Hmmm.... Not a lot to say here.

The final battle with Madfox. Get him!
Psycho Fox isn't a hard game, nor is it that easy, but the abundance of extra lives and unlimited continues means it is possible to complete it fairly quickly with a bit of persistence. It never gets to the point of being insanely difficult or with any parts where you can get stuck for days without being able to figure out how to get any further. Despite being a bit sluggish at first and having some blind leaps of faith every now again, it doesn't feel too unfair to play. It really is a great title, looking, sounding and playing well, and it's a shame that Psycho Fox didn't go onto have further adventures or achieve greater recognition as he certainly deserved it.

RATINGS
Presentation: 90%
A bright, cartoon intro screen and a high level of presentation throughout. A great ending sequence too.
Graphics: 92%
Some of the Master System's best. Colourful, well-defined and varied.
Sound:  85%
It wasn't easy to make the Master System sound good, but this game doesn't make it sound bad at all.
Playability: 83%
Takes a little bit of getting into due because of its initial sluggishness and frustrating collisions with enemies that you don't see coming, but becomes much more fun the more you stick with it. The game features plenty of variety, surreal enemies and lots of great ideas which are mostly well-implemented.
Overall: 84%
An often over-looked Master System gem.

Being a psycho on other consoles
Kid Kool. Pure turd on a NES cart.
Psycho Fox was a Master System exclusive and the character has never appeared anywhere else. But, the game itself did. Kind of. Games were released on the Nintendo Entertainment System and the Sega Mega Drive by the developers of Psycho Fox which were so similar in design and in gameplay that they are pretty much Psycho Fox in different clothes. And with different level layouts. Kid Kool was the NES version. But it's pretty much unplayable. Kid Kool is able to land on enemies and pound them into the ground, just like Psycho Fox. He is also able to collect a Bird Fly-like creature, although obtaining him seems to be through random luck, and he can throw him around at enemies. But there is no punch ability, and the game has a weird vertical scrolling feature where if you go to the top of the screen, rather than the screen following you and scrolling upwards, it flips upwards. So, if you happen to jump quite high, the screen flips up and then back down. There are too many blind falls and, urgh, the game is just a mess.

The wacky Japanese Mega Drive remake of Psycho Fox.
The Mega Drive was home to two reprogrammed versions of Psycho Fox. Both were actually almost the same game, just with different graphics and characters. In Japan, the game was Magical Flying Hat Turbo Adventure. In the west, it was Decap Attack. The Japanese version appears to be based in the Middle East and, like Psycho Fox, features colourful, cartoony graphics and similar bonus stages. As it was based on a Japanese anime, the rights of which weren't obtained for a western release, Magical Flying Hat Turbo Adventure became Decap Attack. This used a horror theme instead. Graphics were less colourful, more in fitting with the game's theme, and the music was changed too. But the gameplay remained pretty much the same. Both games though are highly playable and are worth looking out for. Decap Attack is regularly rereleased on Mega Drive compilations and on download services. You can get it as part of the Sega Mega Drive Ultimate Collection for PlayStation 3 and Xbox 360, and as individual downloads on Steam and through Sega's own website.

The more horrific Western Mega Drive/Genesis remake of Psycho Fox 


Back to the Master System, where Psycho Fox saw a rerelease under another guise. In Brazil, where the Master System was massive and is still fairly popular, Tec Toy updated the game in the mid-nineties to feature characters from a comic book series. The game was called Sapo XulĂ©: Os Invasores do Brejo and in it Psycho Fox became a frog while the other characters were a pig, turtle and a mouse. Despite the character changes, the game played identically to the original.



Playthrough video
Here's a video of me playing Psycho Fox from start to finish, and amassing a huge number of lives in the process, mostly down to a flukey go on the bonus level.