Monday, 17 February 2025

James Pond 3: Operation Starfish (Sega Game Gear review)

Developer: Millennium Interactive, Teque London, Vectordean
Publisher: U.S. Gold
Released: 1995

James Pond 3: Operation Starfish is a platformer that was originally released on the Sega Mega Drive / Genesis in 1993.

+ Includes an impressive 60 levels and fans of the 16-bit original will enjoy navigating the altered layouts.

+ Gravitational elements are interesting and the overworld map often allows you to choose between multiple stages.

- Controls are broken due to their over-sensitivity, and the wonky physics make it an absolute chore to move around.

- Enemy placement is infuriating and the spotty collision detection means it's worth avoiding combat wherever possible.

- Copy/paste stage design is unbearably repetitive and there's little to distinguish one level from the next.

- Tries to be both a slower Mario game and a fast-paced Sonic title, but the juxtaposition of styles doesn't mesh well.

- Music typically consists of a singular track being played ad nauseum and its off-key notes quickly grate.


Thursday, 13 February 2025

James Pond 3: Operation Starfish (Sega Mega Drive / Genesis review)

Developer: Millennium Interactive, Vectordean
Publisher: Electronic Arts
Released: 1993

James Pond 3: Operation Starfish is a platformer that was later ported to the Sega Game Gear in 1995.

+ Features 100+ levels and the M.C. Kids (1992, NES) inspired gravitational elements open up the stages for exploration.

+ Like Turrican (1990, C64), there's a mountain of collectables to find if you want to see everything the game has to offer.

- Tries to be both a slower Mario game and a fast-paced Sonic title, but the juxtaposition of styles doesn't mesh well.

- Repetitive level design is littered with unavoidable hazards and brutal enemy placement that relies on trial-and-error.

- Often forces you to jump around like an idiot in the hope of finding a hidden block to advance the path forward.

- Stiff aerial controls when jumping horizontally from a prone position, and oversensitive while dashing in mid-air.

- Weapons and attacks feel weak due to overbearing enemies, and the 22 symbol password system is convoluted.


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