Monday, January 29, 2024

Ranger-X (Sega Genesis) Review

 (Originally posted on June, 2013)

(Released 1993, Sega Genesis)
(Note: Though I own the cartridge, the game was played in an emulator for the purpose of saving between stages.)

Not knowing of Ranger X until recently, I found myself intrigued whenever discussion of the game and the posting of screenshots took place on various forums. The main character’s beautifully drawn metallic blue sprite and the game’s oddly effective use of colors in general are instantly compelling.

The opening credits effectively prepare you for the game’s explosions and adventure. Set to a composition that gives off the mood of a mysterious, powerful force awakening during the break of dawn, what appears to be a series of mountain temples partially hidden by the morning fog can be seen in the distance as the credits roll. As what I thought were temples start to wave around, they’re revealed by the morning light to actually be a fleet of approaching aircraft. Both the viewpoint and music then do a 180. To what now sounds like the intro to an amazing action cartoon, the fleet hurls destruction towards a huge, advanced city in the distance. Flying towards the screen from the giant explosion is the hero, Ranger X.

From the main menu and in-between stages, the game once again brings out an engrossing atmosphere. Set to a simple, relaxing ambient track, a futuristic (at the time) computer command prompt and very nicely done 3D graphics offer a vague objective for the upcoming stage.


Going into the game play itself (best described as a hybrid shmup/platformer) many ideas are presented, some of which are executed much better than others.

What's most unique about the mechanics are the two types of assistant vehicles (A tank and an aircraft) accompanying Ranger X. They can be manually controlled with the d-pad or the additional buttons of the 6 button controller; however they're constantly doing an effective job of following the main character and firing on their own. Despite being less integral to the game than they first appear, I surprisingly found myself connecting to them emotionally, as they relieved the sense of isolation with their loyal assistance.

Ranger X himself can take to the air at any time, for as long as his quickly rechargeable flying meter allows. What also makes the game stand out is the use of a left and right turning/shooting button. While very unorthodox at first, one quickly gets used to it. Finally, the various special weapons discovered throughout the game are recharged from exposure to light sources within the stages.

I found that how much fun I was having depended highly upon which stage I was in. Level 3 is particularly interesting and memorable as you can switch from fighting above the clouds on your ship to entering a dense forest containing the targets needed to complete the level, but more numerous enemies as well (including robotic rabbits, much scarier than found in the Sonic games). Level 2, set in a cave and putting an emphasis on exploration, I found to be frustrating with the constant backtracking required if you wished to replenish your health meter.

My main issue with Ranger X: For a game based around shooting and dodging bullets, it offers little of the Zen that comes from a well done schump or run-n-gun. The enemies are often too fast and numerous for your relatively large character to react to. I found myself  preferring to progress by memorizing enemy locations and selecting the most effective special weapon, or merely seeking to avoid damage while doing my best to rush past them towards targets within the stage (especially at the end). That rewarding state of intense connection and focus with everything on the screen is difficult obtain in this game. Most of the levels feel like work, asking the player to memorize game-specific tactics and layouts rather than challenging and developing the innate human skills that can then be brought elsewhere.

While the standard enemy interaction is lacking, the bosses are consistently inventive, tremendously varied and manage to offer fun and "Zen" in dealing with them. As the best part of the game, I don't want to elaborate any further. Instead I strongly encourage you to experience the bosses without viewing any descriptions or pictures on my part.

It was the style of the graphics which initially drew me towards the game. From the 64 colors the Genesis could output at once, the focus went to utilizing more shades of just a few primary colors at a time. When selected and blended together carefully, this gave many of the levels quite a unique and deceptively rich look. In addition, there are constantly new special effects and tricks being introduced without notable slowdown.  While I don't feel compelled to listen to any of the game's music by itself, much of it is better than average and numerous, as even the bosses each get their own theme.

While the hit or miss stage design and often unsatisfying core game play keep this from being considered a classic one can constantly return to, Ranger-X s consistently excellent boss fights and interesting, if underutilized ideas make it worth experiencing at least once.

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