Mean Machines was a multi-format gaming magazine released between 1990 and 1992 in the United Kingdom. In the late 1980s Computer and Video Games was covering the outgoing generation of 8-bit computers like the Commodore 64, ZX Spectrum, Amstrad CPC and newly emerging 16-bit computers. Julian Rignall launched a consoles-oriented section of the magazine called Mean Machines; the inaugural section was featured in the October 1987 issue of the magazine and covered games on 8-bit games systems like the Nintendo Entertainment System and Sega's Master System. It included features on newly emerging Japanese-only videogame systems such as NEC's PC Engine. Over the ensuing months, CVG increased its coverage of consoles and started a'Mean Machines Megaclub'. At the same time, a new import gaming marketplace started to emerge fuelled by gamers' demand for these new consoles. Small retailers in Britain began importing consoles and games directly from Japan, modified them for the UK market and sold them on.
Rignall and newly hired designer Gary Harrod spent two weeks planning the design, editorial tone and style, published Mean Machines Issue Zero - a 16-page test version of the magazine, used to elicit feedback from potential advertisers and readers. Only ten of these magazines were published, although a mini version was reprinted and given away free with Issue 15 of the magazine; the first issue covered the Sega Mega Drive, Sega Master System, Nintendo Entertainment System, Game Boy and Amstrad GX4000 consoles. Within a few months the Amstrad was taken off the market due to poor sales, the Super Nintendo Entertainment System replaced it in the magazine's focus, making MM a Sega and Nintendo only magazine. Coverage was given to other machines like the NeoGeo and PC Engine. Following the lead of parent magazine CVG, Mean Machines covered both domestic and imported releases, meaning that the magazine could review titles that were months away from UK release. At the time, import gaming was more popular than it is now, as increased territory lockouts and swifter UK release dates have made import gaming a niche market.
ISSN 0967-9014 and ISSN 0965-4240 As the UK video games market grew and matured and Nintendo emerged as the two dominant manufacturers. EMAP split the magazine in two, creating Mean Machines Sega and the endorsed Nintendo Magazine System. After a successful launch, monthly sales of NMS dropped to a level just below the original Mean Machines at its peak, the circulation of MMS began to decline, at the end of 1993, EMAP Images launched the endorsed Sega Magazine, which competed with sales of its own independent Sega publication; the magazine was published until 1997. The staff were incorporated into Official Sega Saturn Magazine. Nintendo Magazine System became Nintendo Official Magazine ISSN 1466-1748, continued until the official Nintendo licence was won by Future Publishing; the last Mean Machines magazine was Mean Machines PlayStation ISSN 1364-3746 and the original Mean Machines staff had long since moved on. This soon folded after the launch of Official PlayStation Magazine. Only six issues were released.
Julian Rignall, Gary Harrod, Richard Leadbetter, Radion Automatic, Oz Browne, Matt Regan, Angus Swan, Paul Glancey, Rob Bright. Video game journalism Computer and video game industry Retro Gamer, 31, pp. 30– The Mean Machines Archive
Glossary of video game terms
This is a glossary of video game terms which lists the general terms as used in Wikipedia articles related to video games and its industry. 1-up An object that gives the player an extra life in games where the player has a limited number of chances to complete a game or level. It can be used to mean beating someone else at something by a small amount. 100% To collect all collectibles within a game, either indicated within games as a percentage counter or determined by player community consensus. 1CC Abbreviation of "one credit clear". The act of completing an arcade game without using more than one credit, although it can be applied to any console or PC game that uses some form of continues; the term "1LC" or "no miss clear" are used instead when completing a game without losing a life as well. This can be further extended into a "no damage clear" or "no damage completion" in games where the player-character has a health gauge; some arcade games offer special ending sequences or challenges when the player achieves a 1CC.
1v1 Abbreviation of 1 versus 1, which means two players battling against each other. This term is synonymous with the term PvP. See player versus player. 2D graphics Graphic rendering technique in a two-dimensional perspective using sprites. 2.5D graphics Graphic rendering technique of three-dimensional objects set in a two-dimensional plane of movement. 3D graphics Graphic rendering technique featuring three-dimensional objects. 4X A genre of strategic video games, short for "explore, expand and exterminate". 8-bit A descriptor for hardware or software that arose during the third generation of video game consoles, targeting 8-bit computer architecture. 16-bit A descriptor for hardware or software that arose during the fourth generation of video game consoles, targeting 16-bit computer architecture. 32-bit A descriptor for hardware or software that arose during the fifth generation of video game consoles, targeting 32-bit computer architecture. 64-bit A descriptor for hardware or software that arose during the fifth generation of video game consoles, targeting 64-bit computer architecture.
AAA Also triple A. A high-budget game with a large development team, or game studios that make them. AAA games are multiplatform, have multimillion-dollar budgets, expect to sell millions of copies. Abandonware The idea of a game being forgotten about or abandoned by its developers for any number of reasons, including copyright issues. Act Sometimes used to refer to individual levels or groups of levels that make up a larger world or storyline. Action game A game genre emphasizing hand -- eye coordination and reflexes, it includes fighting games and platformers. Action point A subunit of a player's turn. For example, a game may allow an action to occur only so long as the player has sufficient'action points' to complete the action. Action role-playing game A genre of role-playing video game where battle actions are performed in real-time instead of a turn-based mechanic. Actions per minute The total number of actions the player can perform in a minute. Most professional-level players train with an emphasis on high APM in addition to raw skill.
Adds Commonly used in role-playing video game and MMORPGs where the boss calls in for reinforcements to help them take down the party members. Adventure game A game genre which emphasizes puzzle-solving. AFK Away from keyboard. Said through a chat function in online multiplayer games when a player intends to be temporarily unavailable; the term BRB from texting is used, although whether these two terms are interchangeable varies from person to person. Aggro An abbreviation of'aggravation' or'aggression'.'Causing aggro' in a video game means to attract hostile attention from NPCs to attack the player-character.'Managing aggro' involves keeping aggressive NPCs from overwhelming the player or party. The term may be facetiously used in reference to irritated bystanders. See hate. Aimbot A first-person shooter cheat. In most cases, the aiming reticle locks on to a target within the player's line of sight and the player only has to pull the trigger. Aimbots are one of the most popular cheats in multiplayer FPS, used since 1996's Quake.
Compare to the feature auto-aim. Aiming down sights Also aim down sights. Refers to the common alternate method of firing a gun in a first-person shooter game activated by the right mouse button; the real-life analogue is when a person raises a rifle up and places the stock just inside the shoulder area, leans their head down so they can see in a straight line along the top of the rifle, through both of the iron sights or a scope, if equipped. In most games this increases accuracy, but can limit vision, situational awareness and require a small amount of time to change the weapon position. Alpha release An incomplete version of a game. Alpha versions are released early in the development process to test a game's most critical functionality and prototype design concepts. Compare with beta release. Always-on DRM A type of digital rights management that requires a connection to the Internet while playing the game. Analog stick Also control thumbstick. A small variation of a joystick placed on a game controller to allow a player more fluent 2-dimensional input than is possible with a D-pad.
Animatic A animated storyboard with sound effects used during early game development. Animation priority A
Eurogamer is a website focused on video game journalism and other features. It is operated by Gamer Network Ltd. with headquarters in East Sussex. It was formed in 1999 by brothers Nick Loman while they were in secondary school. Gamer Network states that the site has the largest readership of any independent videogames website in Europe, was the first such site to subject its traffic to independent verification by the ABC Electronic system; the site caters to a UK/Ireland audience. Most of its reviews are of PAL releases of games. In February 2015, Eurogamer dropped its 10-point scale review scores system in favour of a "recommendation system," where games would either receive no specific recommendation or awards for being "Recommended," "Essential" or "Avoid." Eurogamer launched on 4 September 1999. Among its founders were Rupert Loman, a Quake and esports community organiser. Eurogamer's current editor is Oli Welsh, who took over the role from Tom Bramwell in September 2014; the editor prior to Bramwell was Kristan Reed.
Contributors to the site include past or present writers from PC Gamer, GamesTM, Rock, Shotgun, such as Kieron Gillen, Jim Rossignol, John Walker, Simon Parkin, Alec Meer, Richard Leadbetter, Dan Whitehead, as well as former GamesIndustry.biz editor Rob Fahey. Eurogamer founder Rupert Loman was interviewed in February 2007 by MCV magazine, he was featured in the Sunday Telegraph on 19 August 2007, speaking about the experience he has gained from choosing to run Eurogamer instead of attending university. At the Games Media Awards, Eurogamer won the categories of Best Games Website – News, Best Games Website – Reviews & Features in 2007; the two awards were consolidated in 2008 and the site went on to win the new award for Best Games Website every year it was awarded, from 2008 to 2013, making it the only website to win the award in its history. Deputy Editor Tom Bramwell won Best Writer in Specialist Digital Media and Eurogamer TV editor Johnny Minkley won Best Games-Dedicated Broadcast on Mainstream TV or Radio in 2007.
News editor Wesley Yin-Poole won Best News Writer in 2014. Rupert Loman was winner of Entrepreneur of the Year 2003 at the Sussex Business Awards and The Observer's "One to Watch" in Media 2007, he was selected as one of 30 "Young Guns" by Growing Business magazine in October 2008. Eurogamer is the principal site of the Gamer Network family of video game-related websites which it has either launched or acquired. Many of its sister sites were started with language/country-specific sites through 2006 to 2012. Eurogamer Germany; this was followed up with Eurogamer France in June 2007, Eurogamer Portugal in May 2008, Eurogamer Netherlands in August 2008, Eurogamer Spain and Eurogamer Italy in October 2008, Eurogamer Romania in March 2009, Eurogamer Czech in May 2009, Eurogamer Denmark in June 2009, Eurogamer Belgium in August 2009, Eurogamer Sweden in April 2010 and Eurogamer Poland in November 2012. In April 2011, Eurogamer Netherlands and Eurogamer Belgium merged to form Eurogamer Benelux. Eurogamer Romania closed down in 2011.
In November 2012, Eurogamer launched their first non-European site, Brasilgamer,In February 2018, Gamer Network was acquired by ReedPOP for an undisclosed sum. Other sites under the Gamer Network include: GamesIndustry.biz, which reports on the global video games industry, launched in May 2008. USgamer, a site following the same principles as the main Eurogamer website but helmed by American staff, launched around 2013. VG247, a video game news site started between Gamer Network and Patrick Garrett in 2008. Mod DB, a database for video game modifications launched in 2002, acquired by Gamer Network in 2015. Rock, Shotgun, a British-based website principally devoted to personal computer video games; the site was acquired into the Gamer Network in May 2017. Eurogamer has hosted the Digital Foundry channel since 2007. Digital Foundry evaluates video game hardware and software from a technical level comparing performances of the same game across different platforms. In February 2018, ReedPOP, a subsidiary of Reed Exhibitions that runs the PAX conventions, acquired the Gamer Network and its network of sites as to expanding into digital news and editorial content, as well as EGX, the largest video game convention in the United Kingdom.
No immediate changes were expected at other sites on the Gamer Network. Eurogamer.net GamesIndustry.biz
Boss (video gaming)
In video gaming, a boss is a significant computer-controlled enemy. A fight with a boss character is referred to as a boss battle or boss fight. Boss battles are seen at a climax of a particular section of the game at the end of a level or stage, or guarding a specific objective, the boss enemy is far stronger than the opponents the player has faced up to that point, is faced solo. A miniboss is a boss weaker or less significant than the main boss in the same area or level.. A superboss is much more powerful than the bosses encountered as part of the main game's plot and optional to encounter. A final boss is the main antagonist of a game's story and the defeat of that character provides ultimate satisfaction to the game player. For example, in a combat game all regular enemies might use pistols while the boss uses a machine gun. A boss enemy is quite larger in size than other enemies and the player character. At times, bosses are hard impossible, to defeat without being adequately prepared and/or knowing the correct fighting approach.
Bosses take strategy and special knowledge to defeat, such as how to attack weak points, or avoiding specific attacks. Bosses are common in many genres of video games, but they are common in story-driven titles. RPGs, FPSs, platform games of all ilks, fighting games are associated with boss battles, they may be less common in puzzle games, card video games, sports games, simulation games. The first game to feature a boss fight was the 1975 RPG dnd; the concept has expanded to new genres, like rhythm games, where there may be a "boss song", more difficult. The first interactive game to feature a boss was dnd, a 1975 role-playing video game for the PLATO system. One of the earliest dungeon crawls, dnd implemented many of the core concepts behind Dungeons & Dragons; the objective of the game is to retrieve an "Orb" from the bottommost dungeon. The orb is kept in a treasure room guarded by a high-level enemy named the Gold Dragon. Only by defeating the Dragon can the player claim the orb, complete the game, be eligible to appear on the high score list.
A 1980 example is the fixed shooter Phoenix, wherein the player ship must fight a giant mothership in the fifth and final level. Bosses are more difficult than regular enemies, can sustain more damage, are found at the end of a level or area. While most games include a mixture of boss opponents and regular opponents, some games have only regular opponents and some games have only bosses; some bosses are encountered several times through a single game with alternate attacks and a different strategy required to defeat it each time. A boss battle can be made more challenging if the boss in question becomes progressively stronger and/or less vulnerable as their health decreases, requiring players to use different strategies to win; some bosses may contain or be composed of smaller parts that can be destroyed by the player in battle, which may or may not grant an advantage. In games such as Doom and Castlevania: Order of Ecclesia, an enemy may be introduced via a boss battle, but appear as a regular enemy, after the player has become stronger or had a chance to find more powerful weaponry.
Boss battles are seen as dramatic events. As such, they are characterized with unique music and cutscenes before and after the boss battle. Recurring bosses and final bosses may have their own specific theme music to distinguish them from other boss battles; this concept extends beyond combat-oriented video games. For example, a number of titles in the Dance Dance Revolution rhythm game series contain "boss songs" that are called "bosses" because they are exceptionally difficult to perform on. A miniboss known as a "middle boss", "mid-boss", "half-boss", "sub-boss", or "semi-boss", is a boss weaker or less significant than the main boss in the same area or level; some minibosses are stronger versions of regular enemies, as in the Kirby games. Other video game characters who take the role of a miniboss are the Koopalings, Dark Link and Allen O'Neil. There is a subtype nicknamed the "Wolfpack Boss", for its similarity to a pack of wolves consisting of a group of strong normal enemies that are easy to defeat on their own, but a group of them can be as difficult as a boss battle.
A superboss is a type of boss most found in role-playing video games. They are considered optional enemies, though optional bosses are not all superbosses, do not have to be defeated to complete the game, they are much more powerful than the bosses encountered as part of the main game's plot or quest, more difficult than the final boss, the player is required to complete a sidequest or the entire game to fight the superboss. For example, in Final Fantasy VII, the player may choose to seek out and fight the Ruby and Emerald Weapons; some superbosses will take the place of the final boss. This is common in fighting games, such as Akuma in Super Street Fighter II Turbo; some superbosses can yield special items or skills that cannot be found any other way that can give a player a significant advantage during playthrough of the rest of the game, such as added experience or an powerful weapon. For example, the "raid bosses" from Borderlands 2 give rare loot unavailable anywhere else; some superbosses in online games have an immense amount of health and must be defeated within a time limit by having a large number of players or parties working together to defeat the boss.
Examples of such superbosses can be found in games like Shadow Fight 2 and
Video game music
Video game music is the soundtrack that accompanies video games. Early video game music was once limited to simple melodies of early sound synthesizer technology; these limitations inspired the style of music known as chiptunes, which combines simple melodic styles with more complex patterns or traditional music styles, became the most popular sound of the first video games. With advances in technology, video game music has grown to include the same breadth and complexity associated with television and film scores, allowing for much more creative freedom. While simple synthesizer pieces are still common, game music now includes full orchestral pieces and popular music. Music in video games can be heard over a game’s title screen, options menu, bonus content, as well as during the entire gameplay. Modern soundtracks can change depending on a player's actions or situation, such as indicating missed actions in rhythm games. Video game music can be one of two options: original or licensed. In order to create or collect this music, teams of composers, music directors, music supervisors must work with the game developers and game publishers.
Many of the most notable original sophie game composers have been from Japan, including Nobuo Uematsu, Koji Kondo, Yuzo Koshiro, Yoko Shimomura, Junichi Masuda, Hip Tanaka, Masato Nakamura, Koichi Sugiyama, Yasunori Mitsuda, Michiru Yamane, Yuu Miyake, Takenobu Mitsuyoshi, Manabu Namiki, Shinji Hosoe, Hiroshi Kawaguchi. Notable Western game composers working today include Jeremy Soule, Jesper Kyd, Marty O' Donnell, Jason Graves, Austin Wintory, James Hannigan, Garry Schyman, Peter McConnell, some of whom work in film and television alongside video games. Today, original composition has included the work of film composers Harry Gregson-Williams, Trent Reznor, Hans Zimmer, Mark Rutherford, Josh Mancell, Steve Jablonsky, Michael Giacchino; the popularity of video game music has expanded education and job opportunities, generated awards, allowed video game soundtracks to be commercially sold and performed in concert's. At the time video games had emerged as a popular form of entertainment in the late 1970s, music was stored on physical medium in analog waveforms such as compact cassettes and phonograph records.
Such components were expensive and prone to breakage under heavy use making them less than ideal for use in an arcade cabinet, though in rare cases, they were used. A more affordable method of having music in a video game was to use digital means, where a specific computer chip would change electrical impulses from computer code into analog sound waves on the fly for output on a speaker. Sound effects for the games were generated in this fashion. An early example of such an approach to video game music was the opening chiptune in Tomohiro Nishikado's Gun Fight. While this allowed for inclusion of music in early arcade video games, it was monophonic, looped or used sparingly between stages or at the start of a new game, such as the Namco titles Pac-Man composed by Toshio Kai or Pole Position composed by Nobuyuki Ohnogi; the first game to use a continuous background soundtrack was Tomohiro Nishikado's Space Invaders, released by Taito in 1978. It had four descending chromatic bass notes repeating in a loop, though it was dynamic and interacted with the player, increasing pace as the enemies descended on the player.
The first video game to feature continuous, melodic background music was Rally-X, released by Namco in 1980, featuring a simple tune that repeats continuously during gameplay. The decision to include any music into a video game meant that at some point it would have to be transcribed into computer code by a programmer, whether or not the programmer had musical experience; some music was original, some was public domain music such as folk songs. Sound capabilities were limited; as advances were made in silicon technology and costs fell, a definitively new generation of arcade machines and home consoles allowed for great changes in accompanying music. In arcades, machines based on the Motorola 68000 CPU and accompanying various Yamaha YM programmable sound generator sound chips allowed for several more tones or "channels" of sound, sometimes eight or more; the earliest known example of this was Sega's 1980 arcade game Carnival, which used an AY-3-8910 chip to create an electronic rendition of the classical 1889 composition "Over The Waves" by Juventino Rosas.
Konami's 1981 arcade game Frogger introduced a dynamic approach to video game music, using at least eleven different gameplay tracks, in addition to level-starting and game over themes, which change according to the player's actions. This was further improved upon by Namco's 1982 arcade game Dig Dug, where the music stopped when the player stopped moving. Dig Dug was composed by Yuriko Keino, who composed the music for other Namco games such as Xevious and Phozon. Sega's 1982 arcade game Super Locomotive featured a chiptune rendition of Yellow Magic Orchestra's "Rydeen". Home console systems had a comparable upgrade in sound ability beginning with the ColecoVision in 1982 capable of four channels. However, more notable was the Japanese release of the Famicom in 1983, released in the US as the Nintendo Entertainment System in 1985, it was capable of one being capable of simple PCM sampled sound. The home computer Commodore 64 released in 1982 was capable of early forms of filtering effects, different types of waveforms and the undocumented abilit
The PlayStation 2 is a home video game console, developed by Sony Computer Entertainment. It is the successor to the original PlayStation console and is the second iteration in the PlayStation lineup of consoles, it was released in 2000 and competed with Sega's Dreamcast, Nintendo's GameCube and Microsoft's Xbox in the sixth generation of video game consoles. Announced in 1999, the PlayStation 2 offered backwards compatibility for its predecessor's DualShock controller, as well as for its games; the PlayStation 2 is the best-selling video game console of all time, selling over 155 million units, with 150 million confirmed by Sony in 2011. More than 3,874 game titles have been released for the PS2 since launch, more than 1.5 billion copies have been sold. Sony manufactured several smaller, lighter revisions of the console known as Slimline models in 2004. In 2006, Sony announced and launched its successor, the PlayStation 3. With the release of its successor, the PlayStation 2 remained popular well into the seventh generation and continued to be produced until January 4, 2013, when Sony announced that the PlayStation 2 had been discontinued after 12 years of production – one of the longest runs for a video game console.
Despite the announcement, new games for the console continued to be produced until the end of 2013, including Final Fantasy XI: Seekers of Adoulin for Japan, FIFA 13 for North America, Pro Evolution Soccer 2014 for Europe. Repair services for the system in Japan ended on September 7, 2018. Though Sony has kept details of the PlayStation 2's development secret, work on the console began around the time that the original PlayStation was released. Insiders stated that it was developed in the U. S. West Coast by former members of Argonaut Software. By 1997 word had leaked to the press that the console would have backwards compatibility with the original PlayStation, a built-in DVD player, Internet connectivity. Sony announced the PlayStation 2 on March 1, 1999; the video game console was positioned as a competitor to Sega's Dreamcast, the first sixth-generation console to be released, although the main rivals of the PS2 were Nintendo's GameCube and Microsoft's Xbox. The Dreamcast itself launched successfully in North America that year, selling over 500,000 units within two weeks.
Soon after the Dreamcast's North American launch, Sony unveiled the PlayStation 2 at the Tokyo Game Show on September 20, 1999. Sony showed playable demos of upcoming PlayStation 2 games including Gran Turismo 2000 and Tekken Tag Tournament – which showed the console's graphic abilities and power; the PS2 was launched in March 2000 in Japan, October in North America, November in Europe. Sales of the console and accessories pulled in $250 million on the first day, beating the $97 million made on the first day of the Dreamcast. Directly after its release, it was difficult to find PS2 units on retailer shelves due to manufacturing delays. Another option was purchasing the console online through auction websites such as eBay, where people paid over a thousand dollars for the console; the PS2 sold well on the basis of the strength of the PlayStation brand and the console's backward compatibility, selling over 980,000 units in Japan by March 5, 2000, one day after launch. This allowed the PS2 to tap the large install base established by the PlayStation – another major selling point over the competition.
Sony added new development kits for game developers and more PS2 units for consumers. The PS2's built-in functionality expanded its audience beyond the gamer, as its debut pricing was the same or less than a standalone DVD player; this made the console a low cost entry into the home theater market. The success of the PS2 at the end of 2000 caused Sega problems both financially and competitively, Sega announced the discontinuation of the Dreamcast in March 2001, just 18 months after its successful launch; the PS2 remained as the only active sixth generation console for over 6 months, before it would face competition from newer rivals. Many analysts predicted a close three-way matchup among the three consoles. While the PlayStation 2 theoretically had the weakest specification of the three, it had a head start due to its installed base plus strong developer commitment, as well as a built-in DVD player. While the PlayStation 2's initial games lineup was considered mediocre, this changed during the 2001 holiday season with the release of several blockbuster games that maintained the PS2's sales momentum and held off its newer rivals.
Sony countered the Xbox by temporarily securing PlayStation 2 exclusives for anticipated games such as the Grand Theft Auto series and Metal Gear Solid 2: Sons of Liberty. Sony cut the price of the console in May 2002 from US$299 to $199 in North America, making it the same price as the GameCube and $100 less than the Xbox, it planned to cut the price in Japan around that time. It cut the price twice in Japan in 2003. In 2006, Sony cut the cost of the console in anticipation of the release of the PlayStation 3. Sony, unlike Sega with its Dreamcast placed little emphasis on online gaming during its first few years, although that changed upon the launch of the online-capable Xbox. Coinciding with the release of Xbox Live, Sony released the PlayStation Network Adapter in late 2002, with several online first–party titles released alongside it, such as SOCOM: U. S. Navy SEALs to demon
Light Crusader is an action-adventure game developed by Treasure and published by Sega for their Sega Genesis console in 1995. It was ported to Microsoft Windows in 2010, it is similar in gameplay to Landstalker: The Treasures of King Nole, blending role-playing video game, action-adventure and platform video game elements in much the same way. The game is played from an isometric viewpoint. Players can execute simple sword slashes as well as using the four magic elements, move jump, push objects. Gameplay is a mix of action, puzzle solving, platforming for the most part, with the usual role-playing staples like towns, shops and spellcasting; the player controls Sir David as he travels through an assortment of dungeons, battling creatures such as'slime', solving puzzles to advance and saving those who were kidnapped. An evil wizard named, he decides to reawaken the evil demon Ramiah to get revenge. Sir David is offered to come over to Green Row after his journey, he was waiting to return. However, the king informs David.
The king tells him to search for the missing people. By the end of the game, David confronts both Ramiah. Roke tells David that he does not need the life of the missing people to revive Ramiah and that his own life should be enough. Upon Ramiah's defeat, Roke dies and the missing people come back. Mean Machines Sega praised the graphics and unique mixture of gameplay elements, they criticized that the game is too easy and dull, compared it unfavorably to Beyond Oasis for longevity, but nonetheless gave it a positive assessment, calling it "A superlative arcade adventure with great playability." The four reviewers of Electronic Gaming Monthly praised the graphics, but all but one of them gave the game an overall negative assessment, saying that the perspective hinders visibility, the combat is clunky, the lack of story makes the game less involving and creates difficulty figuring out where to go next, there is too much of an emphasis on puzzles. A reviewer for Next Generation said that the game design reflected Treasure's experience with action games, but that the non-action elements such as the puzzles and storyline are overly shallow, the isometric perspective creates control difficulties.
He concluded, "Light Crusader is still one of the more exciting and graphically pleasing Genesis titles that has come out but this is by no means a RPG." GamePro's The Unknown Gamer commented that the graphics and music are impressive in parts, but that the game is less challenging and complex than most RPGs, that the player character maneuvers poorly, "with nowhere near the range or fluidity of movement of Ali in Beyond Oasis." However, he concluded, "In the end, Light Crusader gets a passing grade because of some cool bosses and interesting puzzle challenges."