Black Belt |
Master System |
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Review by Matt Paprocki |
Sega |
Beat-em-up |
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Graphics: 5 |
Sound: 5 |
Gameplay: 3 |
Overall: 3 |
Black Belt falls into the trap of being too blah to offer up any
real excitement. There's variety here, the games strongest selling point, it's getting to
those sections that make the game so pathetic. Kung Fu Master did this better,
and while Black Belt offers more of a challenge, it's not a significant leap.![]() The biggest problem here is that the stages are too long. It's as if there is no end to some of the stages as you mow down enemies while walking right. The occasionally power-up will fly across the screen, requiring an otherwise useless super jump to grab. Each stage features one enemy, other than the mini bosses. That seems to one of the best parts of the game, determining how each one needs to be defeated. It doesn't take long to figure out the almighty jump kick is plenty. It's at least some variety from blasting away the others, and the one-on-one match-ups offer a little tension. That's even more evident during the full-blown boss battles, zooming into the battle with all new sprites. Most of these feature adversaries who can take double the hits of the player character. Again, the jump kick is the killer. Jumping in and then jumping out is all that's needed, aside from those trying to toss objects into your flesh. They require more luck. There's no flicker here, and the colors really jump off the screen in certain sections. The multiple layers of parallax are impressive, giving depth to an otherwise flat graphical presentation. Aside from the variety in the mini-bosses, there's nothing else during the stages that shows off the consoles ability. ![]() Black Belt needed something else to work. A co-op mode would have made this one far more tolerable. Just looking at the screen shots screams boredom. Stick to Double Dragon on the Master System if you need some beat-em-up action. |