Analog control is tight for
Rampage, both in the main levels and the mini-game rounds. The fight controls can be customized, and DUALSHOCK can be toggled to suit player preference. Button mashing wins the day in all but a few situations, but Midway's game manual does list the various punch and kick combos. Each monster earns Power Points by eating special items, and once the Power Meter is maxed, it's possible to execute a signature move. Myukus, a new kid on the block, has the distinctive attack of dropping his eyeball on the ground, where it bounces, rolls and finally explodes.
I mentioned before that the mechanics of earning points in the main levels is a little strange. Especially when not winning the bonus round means you have to replay an entire level, the fighting levels start to seem a little superfluous. However, the way it's supposed to work is that by maintaining top destruction in the city levels, you go into the bonus round with an advantage. This could be placement, speed or higher scoring potential. I almost felt Midway could have just released a separate game with these Rampage mini-games, as the relationship between the destructive gameplay we're all used to and the mini-game action is somewhat of a stretch.
I can't help but remember how much I liked playing Rampage back in the 80's, and nostalgia definitely trumps innovation for a lot of people. I think Rampage Through Time adds to the party-game genre for PlayStation with mini-game levels, and there's no question that arcade perfection was established long ago for this 'port. It's just that Rampage as it stands needs a serious kick in the butt. Maybe online multi-player for PS2? Or, this may be the last installment we see in the Rampage franchise. If you ever dropped more than a dollar on this game in the arcade, it's worth your time to pick it up as a rental over the weekend.