The Anatomy of Bionic Commando | 2 | King of swing

Having reached the communications array for Area 1, you’ve opened the door to the base interior. In order to get there, though, you need to make your first true and proper swing; the outer base is divided by a large gap that can only be crossed by swinging across with this lamp as your grappling point. The […]

The Anatomy of Bionic Commando | 1 | OK, we’ll move

After some deep soul-searching (read: Half-hearted musing until moved by a fickle whim), I’ve decided to forge ahead with Bionic Commando. After the unevenness of The Goonies II, it’ll be nice to have a genuine masterpiece to look at. That’s right, a masterpiece. I’m not saying Bionic Commando doesn’t have its shortcomings, but it’s a shockingly well […]

The Anatomy of The Goonies II | 6 | Farewell, Astoria

Like so many video games, The Goonies II presents some strong ideas and solid moments… and it ends pretty terribly. The game sort of peters out, losing its momentum in the final stretch. Quite possibly the strangest portion of the game comes in this final zone, a completely unique tile and palette set that comprises all […]

The Anatomy of The Goonies II | 5 | Truffle shuffle

The biggest bottleneck to progress in The Goonies II really amounts to simply figuring out how things work — where to punch and hit in Adventure scenes, how to use the second page of tools like the diving gear. With those things sorted out, the game actually moves pretty quickly. You develop a routine of […]

The Anatomy of The Goonies II | 4 | Rocky Road

“Sure, The Goonies II is an 8-bit game,” you say. “But I’m not convinced it really hates me.” Well, please allow me to show you the truth in all its grim fullness. Following the Keith Haring graffiti will lead you to another section of the orange caverns, which offer a one-way trip to the exterior […]