American Gladiators for SNES

Review #29

American Gladiators

Seven minigames. Zero fun

SNES 1993 GameTek Minigame Minigame › N/a
American Gladiators screenshot for SNES
Screenshot used for review/reference purposes.
0 / 5

Gameplay

Controls are horribly imprecise.
Not only are the controls bad, the games themselves are incredibly boring. Once you learn them there's zero challenge or variation. It reminds me of the old Chinese proverb: "the definition of insanity is doing the same thing over and over while expecting a different outcome."

1 / 5

Level Design

Seven boring minigames. There's variety, but not a single one of these games resembles fun.

Assault - no way to finish the stupid-simple obstacle course
Human Cannonball - only win with completely perfect timing on the speed (no indicator of where to stop) and angle
Atlasphere - really bad top-down monkey ball/marble madness clone with significant momentum issues
Joust - sluggish controls, not sure what is happening - is it a button press or a d-pad press?
Powerball - grab a ball from a bin and drop it into a trashcan while guys try to stop you. Controls about as well as Bill Laimbeer basketball. You have to go from one side to the next and avoid getting knocked. Animations are long. Easily the most playable event yet.
The Wall - simple button mashing event. Once you figure out how to do it there's no strategy or challenge.
Eliminator - 60 seconds of alternately mashing R and L

3 / 5

Theme

I guess there's potential here. The events are interesting. I remember watching the show and thinking "I could do that"

0 / 5

Art Style

Calling this NES quality graphics is an insult to the NES. One of the worst looking 16 bit games ever.

0 / 5

Audio

There are no sound effects in this game. None. There's just a single peppy march-style tune that plays non-stop. Seriously, it starts on the title screen and continuously plays until you turn off the SNES. It's like a runaway train - it cannot be stopped! I award you no points Gametek.

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