I’ve long been guilty of giving short shrift to one of the most prolific and popular video game types of the ’80s and ’90s: The belt scrolling beat-’em-up. I’ve covered a handful, certainly, but not many relative to the legions of platformers, shooters, adventure games, and RPGs that tend to dominate my digital leisure time. Unlike the equally neglected sports titles, military simulations, and abstract puzzle games, it isn’t because I’m not fond of the form. Really, it’s down to the fact that these games are virtually always best enjoyed with friends. Not unlike their kissing cousins, the head-to-head versus fighters. This social component is such a keystone that brutalizing endless hordes of palette-swapped thugs solo can feel oddly hollow. Lonesome, even.
Nevertheless, I do sometimes get the urge, so today is the venerable Golden Axe’s turn in the spotlight. Technōs Japan’s Double Dragon had been one of the biggest arcade hits of 1987. Indeed of the decade’s latter half. When it came time for Sega to craft a response in 1989, they opted against aping Double Dragon’s urban setting and street punk antagonists in favor of a savage sword & sorcery saga patterned on Conan and similar pulp fantasy heroes. And that’s not just me making glib assumptions for once. Lead designer Makoto Uchida is on record as saying that he drew on his love for Schwarzenegger’s Conan and similar action flicks of the period to give the competition a run for its money. He likely went a little too far with it, in fact, since the arcade Golden Axe prominently featured voice clips lifted without permission from Conan, Rambo: First Blood, and others. Naughty Sega.
Golden Axe is a classic revenge tale of three muscle-bound heroes, Tyris Flair, Ax Battler (who fights with a sword, naturally), and Gilius Thunderhead, setting out to defeat the evil warlord Death Adder, who wields the fabled axe of the title. Each of the protagonists has lost at least one friend or family member to Death Adder’s villainy. Up to two can play simultaneously, though the choice of character here seems less impactful than it is in many brawlers. They don’t map cleanly to usual stereotypes of the fast one, the strong one, and the balanced one. Rather, the trio is differentiated mainly by their varying skill with magic. Collecting blue potions throughout the journey will fill up the player’s magic gauge. Activating magic will cash in the entire stock to generate a screen-wide special attack that deals damage based on the number of potions spent. Tyris can stock a maximum of nine potions, Ax Battler six, and Gilius just four. Apart from this, their moves are quite similar, making them akin to an easy, medium, and hard mode, respectively.
In addition to the magic system, Golden Axe’s second signature contribution to the genre is the rideable beasts that appear in most stages. They’re functionally a variation on the weapons carried by enemies in Double Dragon, except that instead of knocking a baseball bat out of an enemy’s hand and picking it up to swing as his buddies, you’re knocking a rival swordsman out of the saddle and commandeering his fire-breathing dragon or wacky whip-tailed chicken critter. In both cases, you can only get hit a limited number of times before the power-up disappears for good.
As I played through Golden Axe again for the first time in many years, I found myself wondering if this Genesis port had been shortened in some way. Levels seemed to fly by before I knew it, being no more than a half-dozen screens long in some cases, if that. It turns out that the opposite is actually true! The Genesis edition had a brand-new final area added on top of faithful reproductions of the arcade’s six. This effectively nudges a fifteen minute game up to around the twenty minute mark. That’s roughly on par with the aforementioned Double Dragon, but positively dwarfed by 1989’s two most influential beat-’em-ups, Capcom’s Final Fight and Konami’s Teenage Mutant Ninja Turtles, as well as the majority of their successors. The presence of that single new stage and Duel mode, an endurance style sequence of twelve matches against increasingly difficult groups of enemies, ultimately doesn’t do much to alleviate Golden Axe’s extreme brevity.
The combat isn’t all it could be, either. While you’re given a varied enough arsenal of weapon strikes and throws on top of your magic, it becomes clear early on that one move overshadows the rest: The dash attack. It’s fast, it knocks any victim to the ground in one go, and opponents are apparently unable to defend against it in any meaningful way. From the lowliest grunt to Death Adder himself, all give way before the almighty dash. This renders Golden Axe fairly trivial to complete, which I suppose could be considered a plus if you’re in no mood for a challenge and would prefer to steamroll the minions of darkness without breaking a sweat. On the whole, however, I’m inclined to count it as a negative.
If I had to summarize Golden Axe in one word, it might be “ungainly.” It carries an air of awkward adolescence about it, releasing as it did right on the cusp of seminal works fated to usher in the beat-’em-up’s true ’90s golden age. Still, this one is fondly remembered for a reason. Its barbaric atmosphere, brilliantly conveyed through quality pixel art and composer You Takada’s bombastic score, remains as appealing as ever and has inspired no less than five sequels and three spin-offs over the years. This impressively accurate home conversion also enjoys its own cherished place in history as a showpiece of early (pre-Sonic) Genesis marketing, when the company was pushing the “arcade experience at home” angle as hard as they could. It absolutely lives up to that hype, despite lacking a few animations, voice clips, and the original’s gloriously nutty fourth wall-breaking end scene. Stay gold, Ax Battler.