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CONSOLE: Sega Genesis DEVELOPER: Banpresto PUBLISHER: Sega
RELEASE DATE (NA): May 20, 1994 GENRE: Fighter
// review by SoyBomb

Repetitive fist disorder. It's a thing.

Alright, it's time for another Mighty Morphin' Power Rangers review! I'm now going to check out the Sega Genesis version, and let me tell you, it's definitely a different beast...

Whoa! It's the Mighty Minotaur, the first boss of Scenario Mode and the villain of the third episode of Mighty Morphin' Power Rangers! What are you doing here, Minotaur?

That's great. Well, you go do that while I explain the basics about your... er, wonderful... game.

The Sega Genesis version of Mighty Morphin' Power Rangers is a one-on-one fighter... and a relatively boring one at that. You can either play the single-player Scenario Mode, or you can grab a friend and have them pick up a controller for Battle Mode. In the Scenario mode, the different battles are padded with brief cinematics, usually showing either Rita Repulsa scorning the Rangers, or the Megazord/Dragonzord getting summoned. Then you'll get to choose the Power Ranger you want to play as. You'll be up against five different opponents: the Minotaur, the Evil Green Ranger (who will join your repertoire after winning this fight), Madam Woe, Goldar, and Cyclopsis. Each battle has two parts: one with your Ranger on a highway, and the second in the Megazord against a larger version (or, in the case of the Green Ranger, his Dragonzord). The Cyclopsis battle at the end is different, as it is only played with the Megazord; the second battle features a more difficult form of Cyclopsis.

Each Ranger has some special moves, although they're not exactly easy to pull off. You'll definitely need a move list handy to remember them all. (That's what the manual's for! How about that? Paper has a use.) Each character has a physical attack, something with their "Power Gun", and a move involving their specific weapon. Why is their weapon a "special move"? I figured they'd just normally use them in battle like any person with a brain would. Doesn't make any sense! The 'Zords have their own special moves as well, and they can be a little odd. I never knew Megazord could perform an impressive backflip kick. He couldn't do THAT in the show. At least his sword is readily available, unlike in the TV show, where they'd beckon for a sword at the last minute. Also doesn't make any sense!

Did that all sound exciting, Minotaur?

Oh, you're now Madam Woe. Well, it's a pleasure to see you here.

Anyway, if that wasn't enough, Banpresto was kind enough to throw in two-player mode! (In a fighter? They were way too kind!) Not only do you get to get to choose from all the rangers, but the monsters are available as well! That's always nice. You'll also get to select the arena, although the background has little to no effect on the gameplay itself, other than to perhaps boost your enthusiasm if you're on the moon, rather than on that dismal highway that appears so many times in single-player mode.

The graphics are not too shabby. I wish they had actually greated more backgrounds for the game. Fighting repeatedly on a highway gets boring after a while. Maybe that's the problem with this game: excessive highway use! Had the Power Rangers said, "Hey, let's go to the park instead! Ey, doesn't that sound great? We can break park benches and spook pigeons from their daily routine of defecating on statues! How does that sound, monster?", all would be well. At least all of the characters are rather detailed, although the face sprites seem a bit... off.

Yes, that's accurate. Looks just like him. Great.

Meanwhile, the music ends up doing its job. The MMPR theme song is in the game. That's pretty much the only thing that matters. The remainder of the music is simply there to fill the air. Dragonzord makes his staple Godzilla-esque oil-chilling screams, so there's that.

Well, Minot—er, I mean, Madam Woe, what do you think? What kind of score should I give this game?

Dangit, Goldar! You had one job!


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