Tag Archives: Firebird Software

C64 Mini Review

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Ever since Atari devised the original Atari Flashback line (Which it handed over to ATGames, who has kept the line going), the craze for replica consoles with built-in games has been going strong. Nintendo set the bar for them even higher with its NES, and Super NES Classic Edition machines. Even before this craze however, there were similar devices. Systems built into a controller from a wide variety of vendors like Jakks Pacific. And there was even the C64 DTV I reviewed a while ago. Well now there’s a new take on this mini console idea. As Retro Games LTD brings us a Commodore 64 iteration.

PROS: Excellent emulation. Feature rich. It’s a baby Commodore 64!

CONS: Game selection should have been better. No AC Adapter.

COMMODORE BASIC: You can actually code in it on this device.

Released throughout Europe earlier this year, the C64 Mini finally made its appearance Stateside, and so I picked one up. I pretty much had to as someone who used a Commodore 64 regularly throughout their childhood, and into their teens. The Commodore 64 was the best-selling home computer platform of all time. Released in 1983, and sold until 1994 when Commodore went out of business. And it was well supported in every major territory for most of that time. The American, and European markets differed in some of the game line ups. In Europe a host of publishers, and developers cut their teeth on it, and became the juggernauts they are today. Many games were exclusive to the European market despite being a machine made by an American company. Here in the USA, Commodore (as well as Atari, IBM,  and Apple) scooped up most of the publisher support consoles once had. When the great crash happened, and machines like the Odyssey 2, Colecovision, Intellivision, Atari 5200, Bally Astrocade, and others fell by the wayside it was the home computer platforms surviving companies shifted to. Even after the Nintendo Entertainment System reignited the console market, many games continued to see versions on the microcomputers. In Europe, the home computer platforms were almost always preferred, and so there was never really this kind of shift, leading to a wellspring of exclusive amazing games US owners never saw.

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Whichever part of the world you hail from though, the Commodore 64 had a massive following. As such it got a ton of games that not only appeared on consoles from the Atari 2600 to the NES to the Sega Master System, but IBM PC Compatibles as well. That’s besides the stuff that it had exclusively, or only shared with a couple of other computer platforms of the day. It was the platform to own until the NES showed up, and even then it still held its own into the shift toward 16-bit processor powered platforms like the Sega Genesis, Super NES, and Amiga computer line. And nothing has or ever will sound as awesome as a Commodore 64 again. It’s Sound Interface Device (SID) chip featured dynamic sound. Something even some arguably more powerful machines didn’t have. Bob Yannes truly was a master of sound chip design.

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So what makes the C64 mini so special? Well for starters, it’s a miniature replica of a Commodore 64. The designers got every major detail down on this thing. Of course they aren’t the defunct Commodore of old, so instead of COMMODORE being laden along the top, they’ve displayed C64 Mini. Other than that one change, it’s perfect. Mine had a minor tilted paint application by the power button, but one tiny manufacturing error is a very minor nitpick. I have to say that the presentation in this product is top-notch. The packaging is great. Like the Super NES Classic Edition, they’ve tried to re-create one of the C64 box releases, and have done well. On the back they show off the game list, and this is where the one disappointment crops up. But I’ll get to that in a bit.

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Opening the box reveals another box, one that feels luxurious despite just being more cardboard. It’s embossed with a beautiful logo, and upon opening it, you’ll see both the computer, and classic style joystick replica encased in a removable clamshell. Upon taking those out, you’ll find your cables, and documentation underneath. It should be noted that if you’re the type who likes to re-seal, and pack away your consoles when not in use, the packaging is accommodating. It’s very easy to put back everything where it goes for putting away. In the box you’ll get the C64 Mini, a Joystick, HDMI cable, USB cable for power, and documentation. Unfortunately for whatever reason it does not have an AC adapter. So unless your HDTV has a USB port for you use, you’ll need to buy a USB to AC adapter if you don’t already have one for another device like a smart phone.

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Upon turning on the device you’ll hear a glorious original chip tune, as you’re greeted with a simple language selection screen. Once you choose your language you’ll see a panorama of the devices built-in games. At the bottom are a couple of icons. You’ll have one for display options. These are very much like the ones on the Super NES Classic Edition. You can choose aspect ratio, and select from a few filters. Another icon lets you go back into the language selection, while the third lets you go in, and change other settings. One of which shows you the Firmware version. Here’s the cool thing. If you go to the manufacturer’s site, you can get the latest update for free. Put the update on a flash drive, and you can install it on the C64 Mini. When you do this, the device will reboot, and when it does you’ll see a USB flash drive icon at the bottom of the screen. This lets you read disk images off of a flash drive! So if you have a means to back up your collection to disk images, you have the potential to run them on the C64 Mini! This is also a great option for anybody who buys an indie game for their C64, as often times homebrew developers will have a digital image option or inclusion with their disk or cartridge. This is also great for anybody who enjoys the C64 Demo scene, as again, you can run these audiovisual projects on the C64 Mini!

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As for the games that are included here, the list of titles is a mixed bag. There are a few very memorable C64 games on here. Especially from the now defunct Epyx. The Apshai series is here, which is an amazing line of early Action RPGs. Jump Man, and Jump Man 2 are here, and while even back upon release they weren’t much to look at, they were amazing. These are two of the best platform-puzzlers ever released. This device also has the two Impossible Mission games which are also two must-plays.  Rounding out the Epyx catalog are some of their better known sports games including California Games. These aren’t what one would call system sellers, but they are probably the best versions of these titles.

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The Mini also has a few Firebird releases on it. Firebird wasn’t as well-known in the States as it was in Europe, but they still did release a lot of their better titles in the US. Two of the better ones here are The Arc Of Yesod, and The Nodes Of Yesod two games that feel like precursors to Metroid. They’re labyrinthine, and action packed games that while admittedly aren’t as good as Metroid, are still really well made. There are also a host of Shmups by Hewson Consultants on here which were always lauded back in the day. Cybernoid, and Cybernoid II are here, and play as great as ever. Cybernoid was an early C64 staple, and one that remains superior to its NES counterpart. Uridium is also here, which NES fans may recognize as The Last Starfighter. (Mindscape re-skinned it, and ported it long after the movie came, and went). They also put the excellent Zynaps on here, as well as Firebird’s IO. So there are some excellent Shoot ’em ups on display.

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The other two major titles on the device are Boulder Dash, and Tower Toppler/Nebulus. These games are excellent arcade style games with puzzle elements. I’ve talked about Boulder Dash a few times on the blog here, and truly is one of the best games of its ilk ever made. It’s great to see it here once again.  Tower Toppler is a very challenging game that has an awesome pseudo-3D effect at the forefront of its gameplay. It saw release on other platforms, but the Commodore 64 version was always one of the best versions. There is also a really cool Demo on it that doubles as an end credits sequence. It shows off the names of everyone involved in making it, and a lot of creativity in the process.

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As for the rest of the games, there aren’t too many I would say to stay away from. But they’re not the most compelling titles either. Save for Monty On The Run, many of them were lower tier releases in Europe, and so many North American players will not know anything about these games. It’s a real shame that the folks at Retro Games LTD couldn’t have found a way to get some of the major releases from Activision, Electronic Arts, Capcom, Konami, SEGA, Lucas Arts, or Data East. Or some of the classic Broderbund, Accolade, Cinemaware, Access Software, System 3, or Microprose releases. Granted few of these publishers are around anymore, and I’m sure there are all kinds of rights hell complications in getting their games to market again. Still, most of their exclusive games were amazing, and the ones that would appear on other platforms, were still excellent on the Commodore 64. (Most of the time. There were some ports that were stinkers.) I would have also liked to see some of the higher profile European releases like Katakis, Phantis, or Turrican II on here, or some of the American gems like Paul Norman‘s games Forbidden Forest, Beyond The Forbidden Forest, Caverns Of Khafka, Aztec Challenge, or Super Huey. Cosmi published them, and are still around today. They don’t publish much in the way of games anymore, but permission may not be out of the realm of possibility.

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Be that as it may, the fact you can run backup images, and homebrew releases makes up for the lack of more recognizable games in the roster. And although you may not have heard of some of the included ones, most of them are still enjoyable enough. You could very well find you get a lot of mileage out of  Who Dares Wins II It may not be the best Run ‘n Gun you’ll ever play, but it is a pretty respectable Commando clone. One really cool inclusion here is the classic Commodore 64 BASIC prompt. Like all of the 8-Bit microcomputers of the time, one had to use BASIC commands to load programs, search media for files or save files. But you could also code in BASIC! So if you’re a budding developer willing to learn the language, you can code your own games, and save them to a flash drive! You can also type in those old programs printed in classic magazines like Ahoy!, or Commodore RUN.

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The mini also has a spiffy on-screen keyboard you can pull up using the joystick, although I have to say, a USB keyboard is preferred. Especially when playing classic RPGs, coding in BASIC, or playing text adventures. The included joystick is a really well made one. It’s tactile, re-centers itself nicely, and the fire buttons have a nice mechanical spring design. The joystick also has a hotkey on it for pulling up menus, and the on-screen keyboard, as well as the Space bar button, and Return button. This makes navigating action games much easier, as you don’t have to frantically look for a key on your keyboard. However the drawback to this is that if for any reason you break the joystick, navigating things may become a bit iffy. So treat the joystick like fine china. Fortunately you can acquire spare joysticks separately. However, not all of the big box stores who carry the mini, carry the standalone joysticks. I also forgot to mention the C64 mini also supports save states. So you’ll be able to save scum your way through some of the more difficult sections of games, or just simply create a save point in general. Not every Commodore 64 game had a save feature, so being able to create a save file for some of the longer games available for the computer is very convenient.

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Emulation on the C64 mini is very good. Visually everything looks the way it is supposed to. The color palette is on par with the original computer’s. Graphics look crisp, and the sprites all look as good as they would on the original hardware. The different filters, and aspect ratios all work very well too. So if you don’t like the computer monitor look of the different settings you can put on one of the CRT filters I briefly mentioned earlier. Personally I recommend the pixel perfect or 4:3 aspect ratio, as they look cleaner. But if you prefer the look of scan lines, the filters do a pretty good job here.

Sound emulation is also spot on. Of course depending on the model of the original computer there were two major sound chip versions, with revisions of each throughout the production run. The mini appears to sound more like the earlier versions of the chip, which makes sense since the casing is modeled after the earlier version of the computer, and not the C64c re-release. The C64c had the later chip versions, and so there are some slight sound differences between the earlier C64’s, and the C64c (A C64 in a new casing). In any case, the sound veers toward the original model here.

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As far as the performance goes, it too is very good. Things run at a great pace, and I have yet to experience slowdown the original computer wouldn’t. I also haven’t noticed any considerable amount of input lag when playing games on it. I’ve tried it on three TV sets, a 720p 32″ Element LCD, an Insignia (Best Buy) 720p 19″ LCD, and a Samsung 4K 42″ LCD. I only ever noticed it on the Samsung, and even then, just barely. For the overwhelming majority of people who pick this up, it’s going to be a great experience.

 

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In closing, the C64 mini is one of the best of these miniature emulation devices to see release in recent years. While Nintendo’s releases have more recognizable games in their line ups, this device has better functionality. The ability to use virtually any USB controllers or keyboards paired with some of the best emulation around makes for an almost 1:1 experience. Plus, the inclusion of the classic BASIC prompt means you can make your own programs. This even adds an educational level to the package. Not only do you get a piece of video game history, but you can learn about, and learn how to code in a programming language.  True it isn’t as robust as a modern language, but it still gives you the building blocks, and helps you better understand where modern technology came from. I wouldn’t be surprised to find school teachers or other instructors picking this up for that purpose.

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Really, the only drawback is that it could have used a few more higher profile games in the line up. I would recommend getting a spare joystick for it at some point as well, just on the off-chance you somehow break the included one. The odds aren’t very high (again, the build quality is actually quite good.) but it’s just one of those just in case things you should have. Still, while it isn’t as cool as an actual Commodore 64 (though short of a FPGA powered clone compatible with the original’s drives, and software, what can be?) but it’s close. Real close. Its shortcomings are more than made up for by its features. This is simply the best mini platform not made by Nintendo. If you’re a long time Commodore 64 fan or collector, you’ll love that it makes C64 HDTV gaming a snap. If you’ve never experienced a C64, and want to without having to invest a few hundred dollars into obtaining one, its peripherals, and games this is a great option. It’s also a great device for anyone who wants to learn about early computers, and the use of BASIC programming as an Operating System. Even if none of those things apply to you, the wealth of indie homebrew games being made for the original C64 may just pique your interest. Again, the digital images for many of them can be run via flash drive.

Final Score: 9 out of 10

GALAX-I-BIRDS Review

Well if you thought last week’s review was pretty over the top, here’s another Commodore 64 game from Firebird. Galax-I-birds (or Galaxibirds depending on who you ask) is a preposterous shoot ’em up that lampoons Namco’s classic Galaxian. It’s a joke game, but it’s a joke game made with some serious effort behind it.

PROS: It gets pretty hilarious. Solid play control.

CONS: You have to survive to get to the hilarity. Which isn’t easy to do.

WHAT?: If you can survive beyond hilarity there are Easter eggs.

Galaxibirds, much like Galaxian, is a very simple game. It can be summed up in a single sentence. You fly a space ship, through space, shooting birds. But that would be a disservice to the game. Released in 1986 by Firebird, Galaxibirds is a precursor to games like Parodius. Parody games that mock the absurdity of games by somehow being even more absurd.

When you first fire up the game, you’re greeted with a giant bird for the title screen. Press the space bar, and you’ll be greeted with a bunch of beeps orchestrated in a way to simulate chirping. This goes on while you see the instructions flash on the screen as credits scroll in the background. Behind all of that is the game’s attract mode.

Once you have selected the number of players, you’re ready to begin. A giant swath of swans will make a run for your ship. Blow them all away, and you move onto the next species. And the next, and the next. Right out of the gate you’ll be running into strange, and stupid ideas. After all, who would buy birds breathing in space? Let alone running kamikaze style into fighter ships?

But if you can survive beyond the waves of birds, you will have to fight waves of comedic genius. There are around 8 different ornithological species before doing so. Do note that each wave gets not only a new pattern, but a faster speed as well. The longer a ship survives the faster things also get. Because of that, a lot of people might not get to see the added jokes Galaxibirds has up its sleeve.

And these jokes lampoon early arcade gaming. If you do get to them, and are familiar with the top arcade cabinets of the early 80’s you’ll laugh. Trust me, the screenshots I have in this review do not do this game justice.  The jokes themselves are more or less done in the vein of new enemy types. Sure the birds themselves might elicit a funny, and confused feeling. But these will get you much closer to the feelings you might have had upon seeing Parodius, or Zombie Nation for the first time. The surprise, combined with the silliness results in a rather satisfying payoff.

There are Angels, there are Wishing Trolls. But funnier yet are the Easter Egg characters. The aliens from Taito’s Space Invaders, and the Vector drawn rocks from Atari’s Asteroids both make an appearance. The game even takes a shot at Karate Champ at one point. Which is strange since that game isn’t a vertical shooter.

You might ask yourself, “What about how it plays? Surely the comedic veneer is going to wear thin eventually.” Which is a good concern, and query to have. Yes, eventually the joke sprites will get old. That can take a while depending on your skill. Because again, you have to survive long enough to make it to the absurd waves. Galaxibirds is challenging. Easily as challenging as the very games from Namco, Atari, and others that it openly mocks.

Each wave of course is going to be a different enemy type. It works like most shooters of the Space Invaders era. You can move left, and right firing ahead of your ship. Every wave you complete displays a flag in the corner. Every ten flags results in a bigger flag. You start the game with three ships, and keep playing until your ships are eventually destroyed. After so many points, you can earn a new ship. But ultimately, it is a game about high score. You can also play a two player mode with each player alternating the joystick between deaths.

The game has pretty good hit detection, and movement too. So in most cases when you die, you really only have yourself to blame.  One thing to remember is that as in Galaxian you cannot fire a second shot until your blast either kills an enemy or reaches the top of the screen. You can hold down the button to keep shooting, but advanced players are going to rapidly press the button. Why? because it’s faster. Other times you might be better off not shooting, and waiting to have the perfect shot while avoiding birds.

Galaxibirds also adds the concept of movement patterns to its game play. Those of you well versed in bullet hell shmups will pick this up a little bit easier. But those who stopped playing these types of games after Galaga will have something to learn. If you can memorize or anticipate the positions that enemies will take during the game, it gives you a huge advantage as avoiding a crash is important. It’s one of the things that makes this budget game impressive. Combining elements of newer shmups, like enemy patterns to the Golden Age game play of early shmups. It is by no means the best shooter on the Commodore 64. Between Hewson’s many games, and excellent ports of games by Irem, Capcom, Konami, and Sega there is much to choose from.

But don’t let that dissuade you from at least trying this game. It isn’t often a comedy game is made well enough to be fun after the jokes stop being funny. The rockabilly chip tune that plays during the game is a nice touch too. If you’re worried you won’t ever make it to the most bizarre stuff, don’t worry.  The programmers actually hid a God Mode Cheat Code in the credits. And while this will certainly erase any challenge, it lets you at least see the crazy stuff for yourself. Keep playing in this mode, and you’ll start all kinds of zany events the developer probably never anticipated. Changing graphics, artifacts, scores rolling back to zero, among many other weird things. It would be an awe-inspiring moment to find someone who could get that far legitimately.

In short: if you love old school quarter munchers, and esoteric comedy, Galaxibirds might be the game for you.

Final Score: 6 out of 10

Mad Nurse Review

Seeing how my blog title is influenced by it, I do like to talk about some Commodore 64 games from time to time. I know there is sometimes a divide with us older gamers. Some of us moved to home computers between the crash of 1983/1984, and the NES. Others chugged along on their Colecovisions, 2600’s, and Intellivisions. Still, there were others who played whatever they could get their hands on. Be that as it may, home computers were a haven for new experiences. Many of today’s giants are here because back then one or two people coded games on them. It paved the way for PC gaming, as well as provide shelter for displaced gamers without any new console games to play.

There were arcade conversions, deep RPGs, point, and click adventure games, text adventures, as well as a ton of quirky games. Home computers provided an outlet for creative game programmers. Hobbyists would become small businesses. Like a regional band, some of them would be picked up by a publisher. Where am I going with this? Well there were all kinds of strange games that ended up on the Commodore 64. There was a shmup involving birds. There was an Outlaw clone that replaced the cowboys with a demon, and soldier. Today’s game is one of the most disturbing, unsettling, arcade score hunters of the era. I must warn you, it’s going to get really uncomfortable.

PROS: Spot on controls, and mechanics.

CONS: It’s disturbing, and may make you uneasy.

REALLY?: After all of the shock value, nurses’ names are puns.

Let’s be clear. Nobody at the time was advocating anything happening in the game happen in real life. The entire game is done in a Looney Tunes sort of vein. The humor is supposed to come from the main character’s reaction when they see bad events about to happen. It even mimics those old Warner Bros. cartoons right down to the playing of Hungarian Rhapsody #2 by Franz Liszt. But it’s highly unlikely you will even chuckle. Because even for the time, the set up was very controversial. Firebird Software almost didn’t publish the game. By sheer luck, the company had changed heads, and the new leadership decided to put it out anyway. A few of the larger chain retailers of the time still refused to carry it. But it still sold under the radar, and eventually found its way into some budget priced game bundles. Firebird also stuck it on diskettes with their other games.

Programmed by Simon Pick, Mad Nurse was, and is one of the most bizarre titles you will ever play. Even by the standards of golden age animated cartoons it can be one of the biggest examples of going too far for some people. However, to be fair the actual game play works fine. There are no technical issues with this at all. Unlike a lot of other controversial games that have come, and gone, Mad Nurse isn’t trying to hide bad game play with its shock value.

But the shock is going to be too big to ignore. In Mad Nurse the player controls a nurse as you could probably guess from the title. The game takes place in a three floor infant ward at a hospital. Unfortunately, it is also one of the least inspected, and most dangerous hospitals on the face of the Earth. The object of the game is to get a high score by running around, picking up babies, and putting them in their cribs. When the kids do get out of their cribs (they springboard out of them like Jet Li) they will get into trouble fast. They’ll play with electrical sockets, find, and ingest medicine, or wander down the elevator shaft.

 

Putting them back to bed, and keeping them there is key. However, as this is a high score sort of game each stage gets harder. No sooner will you have two babies back in their beds on the bottom floor, only to realize five babies are on the top floor about to fidget with something else. While none of the injuries, or deaths here are particularly graphic, the implications can be horrifying. The game continues until so many kids get hurt. If the threshold of allowable instances of neglect is broken you lose. Well, you lose a life. Each life is a new nurse. You see, rather than the hospital getting sued into oblivion, and thousands of people going to prison they just fire you. And your replacement. And the one after that. Until basically there are no more nurses to look after the descent into anarchy the infant ward has become.

You control the game with a one button joystick. Since the C64 uses the same pin connectors as the Atari 2600, and the Sega Genesis, you can use either console’s first party controller. The game controls work as follows. Moving left or right will move your nurse along the floor. If you move over a baby, you can pick the child up by pushing up, or put the child down by pushing down. Going into the elevator, up, and down are used to change floors. The game gives you three gas bombs per life, with an extra one for every stage you clear. Pressing the fire button on the joystick will use one.

Using a gas bomb temporarily freezes all of the babies. This lets you quickly get to a nearby child about to hurt themselves by buying you some time. Keep in mind, you’ll need to conserve these however. Because at higher levels the game is going to challenge you with many more babies to pick up, and put in their cribs. Plus the babies gain much faster crawl speeds, and the game spawns in more medicine bottles for them to drink, and get sick on.  The challenge also amps up as the number of beds seem to decrease, or shift to a single floor on higher levels. Since you can only pick up one baby at a time, you’ll want those gas bombs so you can get between the floors faster.

Eventually you will fail, run out of nurses, and wonder what the hell you just played. If you manage to beat the high score of your household, you can enter your name. This way other people can challenge you, or you can type in just how bad you feel about yourself.  It’s obvious that the entire game was supposed to be going for dark comedy. But for the majority of people it might be a little too dark, and they won’t find any of it funny. It’s probably for the best that it didn’t become a big hit for Firebird. As we’ve seen with other controversial titles over the last 30 plus years, sometimes one bad joke gets turned into a game. Then it starts off another media crusade that threatens to impose restrictions, and censorship on the hobby. Mad Nurse had the potential to upset as many politicians as Mortal Kombat did.

One of the strangest things though? Mad Nurse plays well. Mad Nurse has some of the most responsive controls a quarter-muncher game could ask for. It hits all of the bars set by high score arcade games of the era. It’s easy to pick up, and figure out the goal. But each wave gets increasingly difficult, and goes until you’re out of credits. On the level of recreating a golden age arcade experience it succeeds. It’s just that it’s very warped, demented, and uncomfortable while doing so. Even the messages scrolling along the bottom of the title screen admit that it has a sick sense of humor.

Simon Pick’s game will be a footnote in even the history of shock games. In 50 years people will still probably be more familiar with Death Race 2000. But he still did a lot of good work that probably didn’t, or won’t piss you off. He ported Shinobi, Gradius, and NARC to the C64. NARC had some controversy of its own, but that really fell on Midway. Besides, NARC was ported to everything under the sun. He was also one of the people who brought us Star Control. One of the highlights of Accolade’s catalog.

Looking back on Mad Nurse? It’s an unfunny, bad joke turned into a competent arcade romp. It’s too bad, because with a less offensive setup it could have been pretty memorable for all of the right reasons. Instead, it goes into the dustbin with other insensitive titles like BMX XXX, and Postal. If you’re morbidly curious, or simply morbid you can look into it at your own peril. Mad Nurse had a right to be made. But If you’re easily offended, if shock value makes you uncomfortable, or if you’re somebody with standards you’ll probably want to put it on your list of retro games to avoid.

Final Score: 2 out of 10