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Retro Game Database · SEGA Master System

Running Battle

Retro Game Database · SEGA Master System

Running Battle

Running Battle starts with a pleasingly blunt promise: walk forward, punch thugs, and push through a city controlled by M. and his Soldiers of Darkness. Grey has a personal reason to keep moving—his partner Brody was murdered—but this is a lean Master System action game, more interested in keeping fists flying than lingering on its revenge setup.

Its left-and-right-only movement makes every encounter feel narrower than a typical beat ’em up. You can run past plenty of enemies, yet the game stops you at each exit until the current screen is cleared, so the real test is learning when to punch, duck, jump, or spend one of the scattered firearms and temporary power-ups. Five levels and boss finales keep it brisk, but the basic move set and solo-only design leave it feeling more like a modest afternoon brawl than a deep genre favorite.

Retro Replay Review

Gameplay

Running Battle gets to the point immediately. You guide Grey through hostile streets and beat back gang members one screen at a time, carrying a straightforward revenge motive and a very small bag of moves: punch, jump, duck, and jump-kick. That simplicity has a certain old-school clarity. In the first hour, it is easy to understand exactly what the game wants from you, and the immediate pleasure comes from clearing a packed screen without letting the crowd pin you down.

The key wrinkle is also the game’s biggest limitation: Grey moves only left and right. There is no stepping around enemies on a second plane, as you would in many beat ’em ups. Every confrontation becomes a narrow lane, with opponents approaching from either side and much of the tension coming from spacing, timing, and deciding whether a jump-kick will get you through trouble. If you enjoy stripped-back action games that ask you to make a few basic moves count, that focus can click.

It can also become repetitive quickly. The move set does not grow beyond its fundamentals, and the game’s five stages ask you to repeat the same core process through their individual sections. You are free to bypass enemies while advancing, but each exit locks until you defeat whoever is currently on screen. That creates a mildly awkward rhythm: running ahead is useful until the game tells you it is time to stop and clean house anyway.

Pickups help break the routine. Health recovery, temporary strength boosts, and several firearm types give you reasons to pay attention to what appears in a level, especially when a tough crowd is building. Each stage ends with a boss, giving the short campaign a dependable finish line. Still, this is an exclusively single-player brawler, and without a second person sharing the workload—or the laughs—the repetition lands harder than it would in a more elaborate arcade-style fighter.

Running Battle — screenshot 1
Running Battle — screenshot 1

Graphics

This is a side-view, 2D scrolling Master System brawler built around Grey moving through city sections while thugs crowd in from the left and right. Its restricted movement plane makes the action easy to parse: enemies, pickups, and firearms all occupy the same direct path, so you can quickly see who is threatening you and where an item has appeared.

Running Battle — screenshot 2
Running Battle — screenshot 2

Story

The story does its job as fuel rather than drama. M. and the Soldiers of Darkness have taken over the city, Grey goes in alone, and the murder of his partner Brody gives the mission a personal edge. You are not asked to untangle a complicated conspiracy; you are asked to retaliate.

That directness suits the game’s compact structure. Five levels, each broken into sections and capped by a boss, make the campaign feel like a clean march toward the gang’s leadership. The revenge angle gives Grey’s endless punching more purpose than a completely anonymous score chase would have.

Do not come for a heavily developed narrative. Running Battle uses its city-under-siege premise efficiently, then returns its attention to the next mob. For a 1991 Master System action game, that is enough to establish stakes, but it is not enough to carry anyone who needs story turns between fights.

Overall Experience

Running Battle is a serviceable, very lean beat ’em up whose best quality is that it never hides what it is. You walk, fight, grab the occasional useful item, and deal with a boss at the end of each level. When its simple timing and confined lanes start to click, clearing enemies from both directions has a satisfying, scrappy rhythm.

Its flaws are just as plain. The limited movement and small move list reduce tactical variety, while the forced clear-outs undercut the fun of racing past enemies. The whole thing is built for solo play, so there is no co-op cushion to turn repetition into a social good time.

Give it a chance if you have a fondness for compact Master System action games and want a brief, no-nonsense brawl with a slightly unusual one-dimensional format. If you expect the range, crowd control, or replay value of the genre’s stronger arcade beat ’em ups, Grey’s fight against M. will feel too basic. For additional background on the game, see Running Battle’s release and history.

Retro Replay Score

5.5/10

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Retro Replay Score

5.5

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