A 1993 platform game programmed for DOS by Apogee’s Jim Norwood, who went on to develop Shadow Warriors, Heroes of Might and Magic V, and that cherished classic Third Example Goes Here.
You play as a porn-mustachio’d spec forces operative called (I fear) Snake Logan, who has crash-landed in a mutant-infested city and has to etc. Platform games usually belong to either the “jump around and collect stars” Mario school or the “shoot guns and blow shit up” Contra school. Bio Menace is unapologetically the latter: it’s among the most violent Apogee games, with monsters dying in explosions of blood and body parts. This clashes somewhat with the visual design of the monsters themselves, who look like Teletubbies.
Bio Menace feels older than it is. Slated for a 1991 release, it was delayed for two years due to engine modifications, and by 1993 it looked as dated as glam metal. The graphics are 16-color EGA, and the backgrounds don’t parallax-scroll. At least it ran smoothly. I recall being able to play it on Windows XP, although I don’t think it works on any 64-bit operating system.
The game itself was a competent blend of “find the key to disable the laser forcefield” type puzzles, and hallways filled with angry monsters. It had a nice sense of place – the first level in particular is a realistic urban environment littered with bodies and wrecked cars. Completing levels means rescuing civilians. Reaching high places means finding a ladder or riding an elevator. Health powerups and keys are usually found in places that make logical sense, like lockers and cabinets.
In this sense, at least, Bio Menace anticipated the future. The arcades were going away. Gaming was ready to pupate into the next stage of its life: immersive experiences not unlike Hollywood movies. There’s even an effort made at storytelling. When you rescue a civilian, amazing dialog pops up on screen (“I’m gonna dust that little dweeb! He can’t do this and escape!”)…hey, at least it’s only the second worst-written videogame about a spec forces operative called Snake.
It exemplifies Apogee’s approach: funnel out cheap (and cheaply made) games under a “shareware” business model. You got to play the first 30% of the game for free, and since that 30% typically contained 80% of the game’s actual worthwhile content, this was a pretty good deal. But it did lend itself to disposable experiences, and games that were copy-pastes of some other popular title.
Bio Menace is a minor game, without the arthouse pretensions of Eric Chahi’s Out of this World or the rotoscoped professionalism of Jordan Mechner’s Prince of Persia. It probably made some money, and even if it didn’t, it surely wasn’t a big red stain on Apogee’s balance sheets. Bio Menace is like throwing ten cents down on a roulette spin. Is it worth playing now? No, unless you’re a fan of “ARE YOU A BAD ENOUGH DUDE TO RESCUE THE PRESIDENT?”-style cringe.