Eachversion was developed by Probe Software, except for the Game Boy version, which was developed by Bits Studios.[2] Acclaim Entertainment published the game,[2] with Virgin Interactive Entertainment publishing the Europe-exclusive Amiga version. Alien 3 received generally positive reviews, with most critics praising its music and graphics.
Alien 3 is a side-scrolling run and gun game in which the player controls Ellen Ripley, the film's main character, who progresses through the Fiorina 161 prison colony that was featured in the film. The player can jump, shoot, climb ladders, crawl through tunnels, open doors and use elevators. Unlike the film, Ripley has a large arsenal of weapons that can be used against the game's enemies, consisting of Aliens and Facehuggers. Weapons include pulse rifles, flamethrowers and grenades. A motion tracker warns the player of nearby enemies.[2][3][4][5][6][7][8][9]
Level objectives are chosen from computer terminals, which are located throughout the game and also offer blueprints of the prison layout. Objectives include sealing off doors to prevent Aliens from entering, and rescuing prisoners. A time limit is present on each level, and the player loses a life if the level is not completed before the time expires. The game concludes with a battle between Ripley and the Alien Queen.[2][4][5][6][7][8][9][10]
The SNES version includes six stages, and a password feature,[4] which is absent from the Game Boy version.[11] The Sega Genesis version includes 15 stages.[12] The Genesis and SNES versions differ in design and graphics, and the Genesis version includes larger Alien character models.[13] The Amiga version, which has 14 levels, features gameplay that moves slightly slower than the Genesis version, but is otherwise nearly identical.[9] The Commodore 64 version has 15 levels,[14][15] and is a nearly identical port of the Amiga version, but with slightly different level layouts.[16] The Game Gear version is identical to the other versions of the game.[17] The Master System version uses the same level layouts as the Genesis version, but includes a two-player option.[18] The Game Boy version, unlike other versions of the game, is played from an overhead perspective.[3]
The Genesis version was originally scheduled for a U.S. release in summer 1992,[19] but was ultimately released in October 1992.[6] In Europe, the Amiga version was released in November 1992.[9] By January 1993, the Master System version had been released in the United Kingdom.[18] In the United States, the Game Boy version was released in January 1993,[3] while the NES version was released in March 1993,[20] and the SNES version was released in June 1993.[4] The SNES version was subsequently released in the United Kingdom in July 1993.[21][5] The Commodore 64 version was released in Europe in November 1993.[15]
Nintendo Power praised the SNES version's action, sound, graphics and its diverse variety of missions, but criticized blueprints for only being accessible from computer terminals.[30] Nintendo Magazine System praised the large number of levels in the SNES version, as well as the music and sound effects, but noted that the control system "takes a bit of getting used to."[21] Nintendo Magazine System praised the music of the Game Boy version, but criticized the lack of abundant sound effects, as well as the absence of a password system. The magazine concluded that it was a "spiffing game, imaginatively designed and well-programmed".[11] Nintendo Power praised the "very effective" cinema scenes in the Game Boy version, but criticized the controls for being slow to respond.[3] Skyler Miller of AllGame noted that the NES version "isn't a mindless shooting fest," and wrote that the "atmosphere is appropriately creepy, with a gloomy color palette, foreboding soundtrack, and some semi-gory scenes."[20]
Sega Force praised the graphics of the Master System version for looking similar to the Genesis version, and also praised its music, sound effects, and controls, but noted that the gameplay sometimes becomes repetitive.[18] Sega Force also praised the music, sound effects and graphics of the Game Gear version, but noted the repetitive gameplay.[17] GamePro wrote that players should not expect the Game Gear version to "pack the same pulse-pounding action as the Genesis version. The Game Gear obviously doesn't pack enough power to match up with the 16-bit special effects. However, challenging gameplay and lengthy stages give the game more punch than average Game Gear fare."[31] Mean Machines Sega reviewed the Game Gear version and praised its character animations and music, but criticized its sound effects and similar-looking backgrounds. The magazine also noted that it "doesn't move as well" as the Genesis version.[25] Kyle Knight of AllGame reviewed the Game Gear version and criticized its music and "some quirky and occasionally frustrating AI actions". However, Knight wrote that the game "successfully combines exploration and action," and that the "background details and alien sprites are nicely done, but unfortunately the main character isn't."[22]
CU Amiga praised the Amiga version's graphics, sound effects and music, and called it an "excellent Aliens game." The magazine's reviewer concluded: "This is one of the best movie-to-game conversions I've seen."[9] James Price of Commodore Force praised the Commodore 64 version for its graphics, music, sound effects and abundance of levels, and wrote that "despite its obvious technical excellence, it's glitchy in places. But with its large amount of options, surprisingly unobtrusive multi-load and large, well-designed levels, Alien 3's a winner."[16] Commodore Format reviewed the Commodore 64 version and criticized the "fairly standard" gameplay, the similar levels, and the easiness, but praised the "well-paced" action and noted that the time limits add to the game's tension.[15]
Most movie tie-in games from the 90s were dire. Alien 3 tries something new by eschewing the expected left-to-right side-scrolling gameplay for a mission-based primitive pseudo-Metroidvania. I was not expecting to need to explore or figure out how to navigate a quest system when I booted up the game. It was surprising, in a good way. The fantastic graphics further help set positive first impressions.
Ripley has a fun and effective arsenal at her disposal to combat these fellas. You have a machine gun, a flamethrower, and a grenade launcher and all of them feel good to use. Any one of these will easily dispatch the aliens as long as you have ammo so I found myself switching between the weapons often. None of the weapons can hit the tiny facehugger aliens unless you crouch, so I spent a lot of time crouch-walking everywhere. No single alien is a threat, but there are enough cheap hits with respawning enemies to chip away at your health as you play.
Nice review, Gemma. It's still a great game and much much harder than I remember. Modern gamers have it easy!
It's the Contra version for me though, specifically the Super Famicom boxed version, definitely has an Arnie/Predator lookalike on there!
Outstanding review, this was the first game I bought with my Christmas money in 1992 after receiving the snes with SFII for Christmas. I saw a review of the game in issue 1 of Super Action, it was on the front cover and was also the poster in the middle of the magazine.
I will send through pics when I dig it out if it is of interest to you.
Best thing was my brother and I were grounded from the snes for getting a bit to physical on SFII so had to sit and stare at the box of Super Probotector for another day after purchase.
Well worth the wait though for that Konami magic.
Great site and you tube channel.
Excellent review this. I think this is one of the pricier titles due to the fact it is highly playable and a quality product throughout. Some titles are expensive because they are rare and hard to find. In the case of Super Probotector copies are quite easy to source and crop up regularly but a lot of people are looking for this because it is fun to play hence demand keeps the price high. I don't see much point personally in paying 50 for a game just because there are not many about and then leave it sat on the shelf. Rather pay 100 for a more common title that is going to get some play time. I think this is one of the latter.
Gemma, you have re-awakened my love for this game, it was the second one I ever purchased (instead of Castlevania) and sadly only one of 3 games I've ever sold.
My missing Probotector is now on my list to recover and replay. If I can find it for 10 I'll be happy.
Keep writing, I'll keep reading.
Nice review!
Such a great game. The music creates an intense and realistic ambience. My favourite scene is where the plane flies in. I also like the mini boss type creature (with two drills attached to it) that appears as you are scaling up the wall on the third level. Oh yes, Super Probotector is better than Contra. It even sounds cooler!
Konami used every trick up the Super Nintendo's sleeve to make Contra III: The Alien Wars the ultimate SNES shooter: Giant bosses, synthesized hard rock sounds, a crazy, spinning Mode 7 top-down mode and a boss fight where you freaking hang from flying missiles were just some of the things that made Contra III the most "extreme" game available at the time. While previous Contra games drew inspiration from action movies like Rambo and Aliens, Contra III features some suspiciously Terminator-like cyborgs, an evil Boba Fett wannabe and whole host of other blockbuster movie references that add to its distinct early 1990s charm.
I am vengeance. I am the night. I. Am. BATMAN! Bruce Timm's bold and bar-setting Batman: The Animated Series was unquestionably the best cartoon to come out of the '90s, and its license thankfully wasn't passed over for adaptation into a game. Even more thankfully, the resulting game was a great one. Konami, who'd previously proved their worth at handling Warner Bros. toon properties with Tiny Toons Adventures: Buster Busts Loose, capably crafted a Batman platformer that captured the dark, iconic style of the animated series. The level design, like Tiny Toons, took its cues from the show's most memorable episodes. Batman's been a character who's had as many misses as hits in video games over the years, but this SNES effort was one of his best.
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