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Oh, what's this? An actual monthly update on Gaming Hell? Maybe, maybe, And hey, last time I said we could cover anything next time, and I wasn't wrong for once! It's a look at the cancelled 1992 arcade game OOParts, famously referred to as FARTS in an issue of Gamest. This is a strange paddle-and-ball game that went unreleased which is a huge shame, as it's shot up my list as one of my favourites in this particular genre, it does a lot of things right that others don't. Hopefully you find this one interesting!
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Another one of these catch-ups, and one of them is really telling on me, it was done in September! Well, at least we have a variety here, we've got dedicated site mascot Sarah S. Sowertty playing on her PSP, Sumire Heanna from Love Live! Superstar!! celebrating her birthday in a roller diner outfit, and this cute winter coat ensemble for Kasumi taken from Dead or Alive 2 Hardcore. Pretty simple this time, not much else to add here except I haven't been able to draw for a while, so I'm hoping to get back into the swing of it soon~
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This week's Arcade Archives release is... Battlantis (Konami, 1987)

Arcade Archives (previous-gen consoles)
PSN
 
Switch
 
 
Arcade Archives 2 (current-gen consoles)
PSN
 
Switch 2
 
Xbox

Both the Japanese and US ROMs are available (differences include the order of levels, pentagrams being removed from the US version and default number of continues until you're locked out), but there's no unique Preference Settings this time, only ones already available via dip-switches.

In the year 777X, a sacred island known as BATTLANTIS found itself under attack from the forces of evil, unrelenting in their march to conquer the land. However, the young King Cripeuss III refused to yield. Armed with a crossbow and his courage, he took to the many castle walls across Battlantis and defended them from the advancing enemy hordes who marched left to right then down a row in tight formation, with only the parapets as temporary defenses. Demons and monsters would attack the castle and even climb its walls to kill the king, but he saw to them with crossbow skills, as well as the special items some enemies would drop that granted him powers such as faster movement, side shots and even invisibility. Even gigantic boss monsters would challenge the king, but they stood no chance. As for how the legend ends, well, that's for you to find out, isn't it?

Oh boy, Battlantis. This was actually one of the launch titles for the Microsoft Game Room and it's, well, late '80s Space Invaders. Not entirely out of character for Konami, as in this era they were doing updated takes on early arcade games like Head-On with Fast Lane and Pengo with Kitten Kaboodle, so why not try a medieval Space Invaders-alike? This is not one of my favourites unfortunately, this game is probably a bit too difficult for its own good. The main issue is that once an enemy reaches your area, they'll climb the castle wall and then run into you, which is certain death unless you have invisibility or the side-shot, which are both time-limited items that you're not guaranteed to get. That wouldn't be so bad if it wasn't for enemies that aren't part of the formation you're currently fighting constantly running in from off-screen to climb your wall! The second stage of the game even has flying enemies that make a beeline for you unless you shoot them down in the right order, and what the legends of King Cripeuss III don't tell you is that he's slow as all hell, making this a frustrating endeavour. I think there's a decent Space Invaders-like game hiding here, but it's hidden under layers of somewhat muddy presentation and brutal, somewhat unfair difficulty. I've tried to get into this one a few times and I just bounce off it, but hey, maybe the idea appeals to you, I'm just sorry I can't be more enthusiastic about this one!
 

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This week's Arcade Archives release is... Gee Bee (Namco, 1978)

Arcade Archives (previous-gen consoles)
PSN
Switch
Arcade Archives 2 (current-gen consoles)
PSN
Switch 2
EU
Xbox

Just the one ROM for this one, so you don't get the US Gremlin variant, sorry! If you have a USB mouse, you can plug it into your console to use as a replacement for the spinner control (this feature is mentioned on every storefront but I've only tested it on the Switch release), otherwise you can adjust the speed of the paddle in the Controls Settings. Preference Settings allow players to play in either the original black and white or a simulation of the colour cellophane overlay on the cabinet to add colour (this produces colours that appear to be more accurate than MAME, at least as far as I can tell) which is explained in more detail over here.

Oh wow, we are going deep into the Arcade Archives for this one- Releasing in 1978, this is the oldest ACA rerelease, it's Namco's very first in-house developed arcade game, and it's the first of a trilogy of Breakout / pinball hybrids designed by Pac-Man creator Toru Iwatani! I'm a little surprised these games haven't shown up sooner, but there is something a little amusing about all these big-hitter 3D arcade games from Namco getting the ACA treatment and then we go all the way back to their beginnings. That's what's nice about ACA, you never quite know what you're going to get in any given week! As for the game itself, it's a bat-and-ball game with some light pinball elements thrown in to spice things up, with blocks to destroy (get the ones in the side pockets for an extra ball), some NAMCO targets to light up (you can earn a double bonus this way) and a spinning bar in the middle that's actually essential to keep your ball in play- your ball will speed up once you hit it with one of your two paddles enough, so roll it through the spinner and it'll slow down briefly. This is one that's definitely iterated upon by its follow-ups (especially Cutie Q) but as well as being historically significant, this is the first time this game's been rereleased as far as I'm aware (I don't think it got any illegitimate ports like Cutie Q did as Pinball Spectacular on the VIC-20 and C64) as it wasn't even in any Namco Museum collections (although Bomb Bee and Cutie Q were). The one complaint I have with this rerelease is that unless you have a mouse, there's no real analogue control option- even using an analogue stick, you have to hold an added 'speed up' button to increase your paddle's speed, although both speeds can be adjusted in the settings and it generally works OK, I just wish I didn't have to plug in my mouse for analogue!
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This week's Arcade Archives release is... Dacholer (Nichibutsu, 1983)

PSN
EU
US

Switch
EU
US

No Arcade Archives 2 version for this, so it's just on PS4 and Switch. Both the earlier ostrich version (Dacholer) and the later human version (Kick Boy) with several gameplay changes (in particular, Dacholer will kill you if you run into a ball you just kicked that still has momentum, whereas Kick Boy will instead kick the ball again, and both have unique bonus stages). No Preference Settings either, but this does fix a huge oversight present in MAME for years, where the game's default lives setting was 1 instead of the correct 3, so you can play on the default settings for more than a minute now! Oddly, this uses the old ACA UI- I can only speculate, but maybe this is a holdover from before the ACA2 UI change that they've been holding onto for a rainy day? Who knows.

Finally, it is time for OSTRICH GAMING. Nichibutsu is back on the menu with the bizarre Dacholer, alongside the later Kick Boy retooling. This is a weird top-down maze-chase of sorts, but without the maze- as the heroic ostrich DACHOLER (I'm assuming), you have to kick the turtles that turn into what look like footballs when you get close to them to take out the other animals that want you dead, including giant mice, rabbits and gorillas, while grabbing worms and other delicious food for extra points along the way. If you're quick, you can get rid of the animals before they spawn from their fried-egg hatching spots (well, they look like fried eggs to me) at the start of a scene! Be careful though, the kappa (referred to on the flyer as the WATER SPIRIT) will kill you if you try to cross the bridge when they're jumping across, and moles will dig killer holes you'll have to avoid. Survive all four scenes and you get a bonus round where you can pick up loads of fried eggs (although in Kick Boy, you just kick balls into goals)! Arcade games are weird!!

It's an awkward game for sure- there's no maze but your ostrich definitely moves on a 'grid' plus there's no diagonal movement which can make manoeuvering around enemies and hitting the ball difficult, and you have to be very careful where you kick the ball, as if it rebounds off something or another ball, it will come back to kill you. Still, it's weirdly charming, and once you get used to the controls you can sort-of get into it, and I can't say no to a game where you play as a silly ostrich. Now, the other revision, Kick Boy, is certainly a bit more forgiving, in that kicked footballs no longer kill you and the kappa's replaced with a non-lethal ship, but the way the football bounces around all over the place once you walk into it is a bit much and, well, you're not an ostrich. Still, you can pick either version here, which is a nice inclusion, so you can decide which is better!

In any case, the most important thing about Dacholer is this flyer, taken from The Arcade Flyer Archive:
 


This is true art.
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Arcade Archives (previous-gen consoles)
PSN
 
Switch
EU
 
 
Arcade Archives 2 (current-gen consoles)
PSN
 
Switch 2
EU
 
Xbox

Just the one ROM this time. Preference Settings allow players to add two extra digits to the score display so you can make your score even higher, although good luck with that, this game's hard!

"OSHA violation? The hell you talkin' about, pally? Look, we've got a bit of a problem on the job site, so maybe you can help. Ol' Workman over there- long story how he got that name- is a lil' stranded on one of the parts of the building we ain't finished yet. We got a whole bunch of spare girders to place over there though- straight ones, ones that let 'im walk down to go lower and walk up to go higher, that sorta thing. So, you place the girders and he'll walk across 'em to get to safety on the other side. We only got 15 pieces to spare though, you go over and we ain't gonna be able to build this orphanage we're workin' on. Workman really needs to work on his walk though, 'cause he'll change his walking speed constantly. Yell at him to reverse course and he'll double-back, but he ain't so good at listenin' to instructions so he'll only do that so many times. Oh, and watch out for those cranes, we don't wanna knock the poor guy out. Alright buddy, get to it, I gotta go grab my lunch, good luck!"
 
Oh yes, a vintage Taito sickos classic! Steel Worker is a fascinating early puzzle game, which brings to mind Lemmings of all things, even though this predates it by over a decade, although it doesn't play like it at all. Place the pieces to direct Workman to where he needs to go, being careful not to build into the pillars on the far left and far right or in the middle without connecting them to the walkway properly, and get him safely to the other side. It's that simple, and while the random elements will screw you over at points- when Workman speeds up, he absolutely books it so you need to react quickly, and the two cranes in the middle will be a huge pain to navigate unless you time things very carefully and maybe use a Reverse or two- you kinda want to go straight back in and play it again, just one more try, you can get further next time. This is one I hadn't heard of before it was dumped for MAME and it's a really interesting look at early arcade puzzle design, plus the presentation is pretty charming (a lot of people noting it looks like a ZX Spectrum game, and I mean they're not wrong) so I'd definitely recommend this one!
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From THE iDOLM@STER: CINDERELLA GIRLS, it's Riamu Yumemi for her birthday on the 12th! This is based on her outfit for a collaboration with Travas Tokyo- a lot of her other outfits are really complicated and involved, so I decided to draw something a little simpler, and as a bonus it focuses on Riamu's weird heart-shaped mascot. I think she's pretty fashionable here, although maybe next time she should get a fancier pair of socks... Anyway, Riamu is the worst girl (positive, affectionate) so it's always fun to draw her.
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This week's Arcade Archives release is... Video Hustler (Konami, 1981)
 
 
Arcade Archives (previous-gen consoles)
PSN
Switch
EU
US
 
 
Arcade Archives 2 (current-gen consoles)
PSN
Switch 2
EU
Xbox

Just the one ROM and no Preference Settings this week, sorry, only the basics!
 
On the subject of basic...This week's game is an arcade adaptation of pool (sort-of) from 1981, so if you go in expecting Pocket Gal then you're going to be disappointed, try and keep those expectations realistic. You've got a joystick and a single button, with shot power controlled by a three-block bar that flashes between the different shot strengths and direction controller by a target that you move around the edge of the table, so there's no guideline to show where a rebound might go, you'll have to figure that out yourself. Of all things, this system reminds me of Champion Golf from a couple of years later in1983 on the SG-1000 which has the exact same targetting mechanics and it goes to show you that back in this era, developers were still in the process of figuring out how to adapt traditional sports like this into digital form. The way this game works as an arcade title is pretty fair though- each time you pocket a ball, you get given a number of shots to pot the next one before you sacrifice a life (you also lose a life outright if you pocket the cueball) rather than an overall shot limit which is nice. The scoring system is also novel, with higher multipliers for different pockets that change on each shot so you might be tempted to go for a trickier shot if it'll get you close to an extend. Konami would follow up on this many years later with Rack 'Em Up (The Hustler in Japan, making the title inspiration a bit more obvious) so you might want to wait for that game to get a rerelease instead, but this is doing its best for 1981.
 
On the plus side, this is another Konami arcade game saved from the Microsoft Game Room, we're now down to only 15 games left on there! Well, some of them have ports elsewhere like Gyruss but then there's games like The Main Event and M.I.A. with no home releases anywhere else. I think Galactic Warriors deserves better than that, wouldn't you agree?
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From the Dreamcast classic Illbleed, it's Eriko Christy! I missed the Dreamcast boat until it was well and truly dead, but since then, Illbleed's become a personal favourite. A vritual house of horror, as the incredible trailer describes it (watch out, this has a lot of gore and flashing images, as well as the phrase 'you'll shit with fear!' read out by Jon St. John, the voice of Big the Cat and maybe some other stuff), there's not many games out there like Illbleed, so it seemed like a perfect choice for Dreamcast Day (which is when I drew this, don't mind that this post is two days late). Eriko goes through a lot in that game, but she's a survivor, right? The bandages are a reference to official art and a figure of her with bandages in those places, and the bat is a nod to a weapon you get in the first stage, a talking baseball bat.
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From A Ninja and an Assassin Under One Roof, it's Marin Iztsumi, the jealous scientist assassin! A self-proclaimed rival to the assassin of the show's title, Konoha, she kidnaps the ninja of the show's title, Sataoko, and replaces her with a robot duplicate that looks exactly the same (except for the laser eyes, and the Mazinger-style rocket arms, and... Look, she just made her based on vibes) to get Satoko to work for her. She's one of the few characters introduced after the first episode not to be murdered by Konoha, she's lucky to be here! She's a pretty fun character though, as you can tell. Extremely gremlin-like, very impish, nice teeth, 10/10, no notes.
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This week's Arcade Archives release is... Mach Breakers (Namco, 1995)

Arcade Archives (previous-gen consoles)
PSN
 
Switch
 
 
Arcade Archives 2 (current-gen consoles)
PSN
 
Switch 2
 
Xbox

Both the Japanese (Mach Breakers: Numan Athletics 2) and World (Mach Breakers) ROMs are included. Preference Settings allow players to set the World version to either Europe or Asia, which changes a few character names and nationalities. On the Asia setting, Makoto Kotobuki of Asakusa, Tokyo becomes Li Shao Yen of Huangcho, China and alters her costume to be all white without the Japan flag on her headband, while on the Europe setting, Makoto Kotobuki's Asakusa, Tokyo origin changes to Osaka, Japan, Sophia Rayleigh's London, England origin changes to São Paulo, Brazil and Karl Weiseman's Munich, Germany origin changes to London, England. This was a setting on the original board's test menu, but it's nice they remembered to include it anyway. As with Nebulasray, this is another non-3D, non-licensed double-price ACA game because this is beefier hardware than normal, running on Namco's NB-2 board (also the home of The Outfoxies) so please keep it in mind and don't make me tap the sign. Two minor complaints are that there's no Network Mode (maybe Hamster's saving it for something like Ridge Racer 2?) and that unlike Numan Athletics, the Hi-Score Mode no longer lets you pick a specific event to play, and you just do a full run of the game on one credit. If you want to pick out an event to play at your leisure, consider using the save state function to save on the event selection screens for each day, there's enough slots for all of them!

"Welcome, one and all, to the 765 Stadium, where we'll show you the best events! Yes, seven of the world's greatest Numans- humans with incredible strength and marvellous special powers- are gathered here for the next four days to compete in a staggering twelve events testing their speed, strength and cunning! We've got the traditional Maximum Speed event (blink and you'll miss it!), the ever-popular Monster Drag where our competitors drag a gigantic kaiju across town, Bomb's Away where we see how far they can throw a gigantic missile (please be sure to use the ear defenders under your seat if the missile blows up too early), the Rapid Jump across platforms in a live volcano which is my personal favourite (nothing like the smell of lava in the morning) and many more! Johnny Sanders of the USA, Makoto Kotobuki of Japan, Michael Fletcher of Jamaica, Sophia Rayleigh of England, Karl Weiseman of Germany, Masala Tikka Masala of India, and Long Rui Hu'An of China are all here to prove they've got what it takes to win in all twelve events and take on the mystery Numan waiting for them with one final challenge at the end! The first event is about to begin, are you ready? Here we go!!"

Here it is, the most important video game release of the week, nothing else is even close! Mach Breakers is the follow-up to one of my all-time favourite Namco arcade games, Numan Athletics, a take on the Track & Field style multi-event sports game where the twist is that superhuman athletes take part in outrageous events no humans could dream of being capable of. The first game got an Arcade Archives rerelease last year, and so the sequel now makes its home debut, and I couldn't be more pleased. This is an excellent game, a standout in its genre, with charming presentation (some of the failure animations are great, like the guy whose food stall keeps getting destroyed if you fail the Hyper Glider) and an imaginative and fun set of events to play through, with Rapid Jump, Monster Drag and Deep Dive being particular favourites, and if it seems I'm being a bit brief, it's because the game mostly speaks for itself, just take a look at a few events and you'll see why I love it so much. Back in 1995, this was definitely one of those arcade games that was too much for the SNES or Mega Drive to handle, but not something considered for the Playstation (Namco was all-in on 3D on that console after all) so it didn't get a contemporary home port, there's many arcade games from this era like that. Now, though, you can play the game at home, thirty years later- better late than never, eh?

Luckily for you (and me), I don't have to go too in-depth on this one, because I've done it before. Good work, Past Me! I've written about both Numan Athletics and Mach Breakers on my lil' website in the past, and while this article's quite a few years old now, it still stands up and hopefully gets across what I love about these games. I still lean towards the first one as my favourite (the aesthetc is just a bit more appealing to me, and the Beast Hole event in Mach Breakers is a bit worse than the equivalent on in Numan Athletics) but honestly, you can't go wrong with either of them if you want some button-mashing fun, especially if you can get some local play going with friends, and I'm just delighted that these games are now more accessible than ever. I think it says a lot that when I mentioned the game on Bluesky, a lot of the responses were "I've never even heard of this game, this looks like it kicks ass" and, well, that's what I like to see, introducing people to games they'd never even dreamed of.

As pointed out by gosokkyu, uper fans of the game will definitely want to check out the Hamster livestream for the game's release, sharing lots of production materials and behind-the-scenes stuff, they got a lot of staff from the game to chime in on this one!
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Fresh from the toilet, it's Gaming Hell's latest article, all about The Ooze! Sega Technical Institute give us the story of D. Caine, the slipperiest, slimiest video game protagonist out there, but can they make it work, or will it all go down the tubes? Well, maybe knowing that this game broke two controllers and is forever banned from appearing on my streams might clue you in, but hopefully you can give it a read and see where I'm coming from with this one. This one took a lot out of me, but it's done now, and I can rest easy knowing I can flush this one down the bog without pity! What we'll cover next is anyone's guess, maybe I'll just commit to the bit and cover, I dunno, X-Perts or something. [Please no. - Ed]
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From Sonic Adventure 2, it's the jewel-loving thief and spy, Rouge the Bat! I recently replayed Sonic Adventure 2 on my stream and I'd forgotten how sassy Rouge is throughout the story, she's got some pretty good lines. Anyway, I did say last year I'd try and draw more anthro-like characters, and I think I'm getting better at it. For whatever reason, drawing the proper Sonic-style eyes works a lot better for them than my usual line-style of eyes, but they're still there inside the eyes in spirit. 

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This week's Arcade Archives release is... Scrambled Egg (Technōs, 1983)

Arcade Archives (previous-gen consoles)
PSN
 
Switch
 
 
Arcade Archives 2 (current-gen consoles)
PSN
 
Switch 2
US
 
Xbox

Only the Japanese ROM is included here- there was a localised Western release by Universal, Eggs, with completely different character designs, that isn't available here. No extra options either, sorry!

Jaleco and SNK are one thing- their last ACA releases prior to this month were in 2021- but Technōs is going all the way back, their last ACA release was Double Dragon II: The Revenge in 2016. Almost a decade ago! I was definitely not expecting them to ever return to ACA as they recently put out their own half-arcade game collection, Super Technōs World: River City & Technōs Arcade Classics, but this game isn't included on there, so while I wouldn't expect any of the games on there to show up on ACA, maybe we'll get a Mysterious Stones or a Minky Monkey out of this. What older company will come back next, I wonder?

Anyway, as for Scrambled Egg itself, this game is weird, I'd sort-of never heard of it before! By that I mean I was only familiar with the Datel bootleg ROCK DUCK which has incorrect colours but I mean, you can see the duck thrusting its crotch constantly, right? Anyway, this is a maze chase game with less of the emphasis on the 'maze' part, where as the hero, BOSS (some kind of strange robot thingy) you have to free all the chicks from the eggs by kicking them. Kicking an egg scoots it across in the direction you kicked it, and if it hits another egg, it'll send that one flying in the same direction, until an egg hits a wall, and the whole thing happens again in reverse until they're back in position, but with each egg a little closer to cracking open. Once the chicks are out, kick 'em off the screen to get them out of danger! Poor BOSS gets pestered by two enemy types, the Sukiyaki Bros. who can undo the damage you've done to the eggs or turn freed chicks blue to make them worth less points, and the Tuna Head who usually circles the edge of the screen but comes in from time to time to chase you. You can fire off your eyes (!) against the Sukiyaki Bros. to stun them, but that won't work against Tuna Head, so you need to kick an egg and hit them with it to take them out temporarily. You'll even find a red helper chick to swat away bad guys that can turn into a hen that helps crack the eggs too. Just be careful, if you get sandwiched between moving eggs, you're poached. Save all the chicks and move on to the next board!

I won't lie, on my first few credits I didn't get anywhere with this game and was ready to write it off, but I decided to persist and it does take a little getting used to, but it's pretty fun! The movement in particular is a little strange, it works on a grid system but since there's more open spaces than something like Pac-Man, it can be hard to see where one tile stops and another starts at times, so I found myself not quite moving where i wanted to. I haven't gotten much better at it, but you sort-of adjust to it in time. The main habit you have to stop yourself from indulging in is hanging around on the outer edges of the maze- Tuna Head will spend most of its time circling it, and you can't attack it from there. Instead, you're better off sticking inside the maze, taking potshots at Tuna Head when the opportunity presents itself and dealing with the Sukiyaki Bros. using your eyes while using chain reactions to work on as many eggs as you can at once. The egg patterns eventually become more complex and more Sukiyaki Bros. show up, so it starts challenging and only gets more so as you get through the boards. It'll take a few credits for you to start to 'get' it, but I think this is a neat little game! A few gameplay elements would show up in another Technōs game a year later, Mysterious Stones: Dr. John's Adventure although that game's a lot more elabarote with way more going on, but I suppose it shows just how quickly arcade games were advancing at that time, eh~
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Yep, forgot to keep up with this, what else is new? You can tell how far behind I am because one of these is dated at the end of July! Yep, that's Arisu Tachibana's birthday art there from July 31st. Sorry! Obviously, that's based on an Alice in Wonderland-style outfit for her, it's very fitting. We also have Guppy from Magical Hoppers, the Japanese localisation of the Crystal Dynamics' platformer Pandemonium!- did you know this existed?- as well as Pastel from the TwinBee series (one of my very favourite Konami characters) and Yamai from Wasteful Days of High School Girls, a show that's absolutely not for everyone but I enjoyed watching over the past month or so. It's hard to pick a favourite character, but Yamai is up there.
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This week's Arcade Archives release is... Chopper I (SNK, 1988)

Arcade Archives (previous-gen consoles)
PSN

 
Switch
US
 
 
Arcade Archives 2 (current-gen consoles)
PSN
 
Xbox
EU

This game is also available on SNK 40th Anniversary Collection for all major systems, although not as standard- it's part of a downloadable update that adds a bunch of games. Both the English (Chopper I) and Japanese (Koukuu Kihei Monogatari / The Legend of Air Cavalry) ROMs are included.No real Preference Settings this time (there is a menu for them but they're all options you could get on the original board) but this is first non-3D, non-Namco ACA1 title to use the 'new' interface which means quite a few things. Most of the new features listed here are added except Time Attack, Network and Variable Refresh Rate, which means proper save states, rewind and, especially useful for this game, menus that properly rotate when you switch to vertical screen! The price, however, is the same on PS4 and Switch as it's always been, and the PS5 and Xbox versions are only a fraction more expensive compared to the 3D Namco ACA2 titles.

*crackle* *buzz* "... Come in, Cavalry I! The enemy army's got twelve mega-weapons (well, six of them are repeats, but don't worry about that) ready to decimate us, and just one chopper left to destroy 'em- you! Fortunately, your chopper is one of the best around, with a machine-gun that can be upgraded to a full-on vulkan cannon and optional homing missiles, plus limited-use armaments like a squadron of napalm bombers and giant explosives. You'll have to be careful though, the enemy's using all the tricks in the book, including netting that'll prevent you from firing if it catches you, so be careful out there. Wait, the enemy's surrendered? Nah, must be a crossed wire. Take 'em out Chopper I, over!"

A few weeks ago we had Jaleco return to ACA with D-Day, and now we get a surprise return from SNK whose last ACA release that wasn't a Neo Geo game was Guerilla War in 2021! I'm OK with this mind you- there's been a pattern mostly of Namco, Konami and Taito games for a good while lately, and while I imagine that's likely because their game libraries are so massive that it'd take a long time to get through them, having other publishers show up after a while is nice. Admittedly, SNK wouldn't be one I'd pick, mostly because a lot of their pre-Neo Geo arcade games are already covered on SNK 40th Anniversary Collection, but the feature set's a little nicer here.

I don't have much to say on the game itself, unfortunately- it's a military-themed vertical shooter with a chopper, a few different bomb types you can hold up to four of and while it's fine enough (I like details like the little infantry guys who can still shoot you down, although they're hard to actually shoot!), it's quite difficult with those weird netting bombs really screwing you over if you get hit by them (and they're not just thrown by enemies, they're thrown off from unseen assailants off-screen!) and, well, it just doesn't particularly stand out for me... Except for one thing. Between stages, your commander gives you instructions and encouragement in typical SNK English, but once you reach the second loop, he tells you the enemy's surrendered... But goes on to say you should keep fighting anyway. These messages are all shown off in LordBBH's Push to Reject segment on the game and they're pretty strange, he just keeps going well after the war is supposed to be over! Maybe this is one I need to spend a bit more time with, but it's completely fine.

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This week's Arcade Archives release is... Aqua Jet (Namco, 1996)

Arcade Archives (previous-gen consoles)
PSN
 
Switch
EU
 
Arcade Archives 2 (current-gen consoles)
PSN
 
Xbox
 
Switch 2

Both the Japanese and English ROMs are included. The Demo Sound option is found in Preference Settings this time, and as with other ACA2 games, you have a lot of control options. You can fine-tune your analogue settings (you'll find this in Settings > Button > Custom Button Settings > Advanced Setting) as well as toggle on gyro controls (PS4, PS5, Switch and Switch 2 only) and change how the analogue sticks work- by default, the left stick controls your left and right movement and the right stick controls moving the handlebar pole up or down, but you can set these to the same stick if you so wish. The manual also contains the cheats for Penguin Mode, Mirror Mode and Penguin-Mirror Mode, although the instructions are a little unclear- the trick is to hold the direction listed then press Start, and when you get to the final step, release both the direction and Start before you press the accelerator. It's tricky, but keep your inputs clean and you'll get it eventually.

It's a beautiful sunny day*, the perfect weather for the Namco Mermaid Beach Cup! Everyone's ready to go at the starting line on their Namco-branded jet skis (please don't sue us Kawasaki, we're using your brand name in a more general way, honest) with 550cc action on the Novice course and high-octane 1100cc speed on the Expert course. As well as turning, you can move the handlebar pole up and down to affect your height and distance on jumps- angle it right and you'll even take a dip under the waves for just a moment, keep an eye out for fish! As well as racing for first place and the best time, both courses have a jump contest to see who can grab the most air time on a series of big ramps. Just remember to look behind you before stepping off the mach- oh, wait, I mean, your sofa, this is a home port.. 
* For the purposes of this Arcade Archives post, please assume that the weather is sunny but mild with a nice breeze, and not the current heatwave in the UK that is turning me into a puddle as we speak.

Hamster, please, you can't just keep dropping unported-until-now 3D Namco arcade games on us like this! I figured they'd play it safe and do something like Ridge Racer 2, but nope, we're now getting games with specialised cabinets. Aqua Jet is to jet ski racing as Ridge Racer is to car racing, as you pick one of two courses (and mirrored versions via a code) and ride the waves to get to the end. This means a greater emphasis on navigating waves in certain parts of the course and giant ramps to launch off of. There's perhaps slightly less complexity here than Ridge Racer (although you might pick up some tips from ohfivepro's Caravan Mode run) and not having the big cabinet where you have to lean to turn and squeeze the accelerator might take away some of the appeal away for some (something I think Hamster could alleviate by providing a picutre of the actual cabinet to give players a sense of what it was like- luckily, Aqua Jet has a 3D model of it in its attract mode). Even so, this works pretty well on a standard controller and it's still important to make these kind of games available without having to fight with MAME's analogue controls, you know? Besides, the presentation is immaculate- blue skies, blue waves, sharp polygons, hot jams and the low camera that really gives a 'feel' for being there (as does dipping under the water for a brief moment after leaning in to a big jump). I'm wondering what this means for future 3D Namco arcade games, as a lot of them had specialised controls like this, even just on System Super 22 like this game- Cyber Cycles? Alpine Racer? Prop Cycle? We'll just have to wait and see, won't we?
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This week's Arcade Archives release is... D-Day (Jaleco, 1984)

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Just the one ROM this time, and no Preference Settings either, too bad!

Well, this is a surprise- welcome back, Jaleco! The last time we saw a Jaleco game on Arcade Archives was Soldam all the way back in 2021, so I figured we wouldn't be seeing them again, but here we are! Unfortunately, the game they chose to come back with isn't exactly a classic, and it's not even a Jaleco game- this was developed by E.L.S. as mentioned in the comments of LordBBH's Push to Reject video on the game, who mostly appear to have done work for companies like Jaleco and Sega. This is a weird vertical shmup of sorts where you control a rather awkward battleship making its way across the ocean, taking on land, sea and air targets along the way. The way you do this is by juggling two different targetting reticles- one that fires machine-gun fire upwards to take out anything in the air (this includes missiles launched by sea targets, so keep that in mind) and another that fires missiles to target ground and sea-based targets. These reticles move at different speeds and stop moving at different parts of the screen, so actually aiming where you can get tricky, especially when you factor in that your boat only moves once you drag the aerial cursor to the left or right edge, and it moves s l o w l y. You'll have to master moving this thing too, because land masses along the way will sink you if you graze them!

I can sort-of see what they were going for here, but it's a very slow, plodding game that feels really awkward to play. Keeping track of which reticle you need in which part of the screen gets really confusing, so you'll try and hit something with the wrong reticle and die because there's absolutely no way to course correct fast enough (especially since you can't move diagonally- this is a four-way game only) and dodging any missiles or shots coming your way is not an option. It's just not a game that really grabs me, which is a shame. Still, I get the feling Jaleco may have taken notes from this game for Field Combat, which has a similar slow player ship with a reticle but does more interesting things with it. Field Combat is one of the games not currently in Arcade Archives, so I'd definitely like to see that in the future. There's not a huge amount of Jaleco arcade games left for ACA, but Avenging Spirit and NMK's Jaleco-publoshed Psychic 5 would be nice (especially since the latter's modern remake is apparently not very good at all). The big fish, though, is Chimera Beast. C'mon, it doesn't matter that it never got officially released, make it happen! 
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This week's Arcade Archives release is... Field Day (Taito, 1984)

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Only the JP ROM (The Undoukai) is included. Preference Settings allows players to adjust game speed.

"... Can the band stop playing for a second, this microphone isn't... OK, have we fixed the feedback? Ahem, ahem, test one-two, test one-two... Right, we're on. Welcome, everyone, to Some Womens' Dorm's Sports Day, or Field Day, or The Undoukai, the kids at the local elementary school made signs for all three names, it's confusing. Let's hear it for our athletes, everyone! (Pause for applause) So, we've got a lot of events today! We'll start with the Ball Toss (get the angle right to dunk the balls, please don't throw the balls at each other), the 3-Legged Race (timing and being in-sync with your partner is key), the Bell Ringer (get the timing right to ring that bell), the Obstacle Race (get over the pommel horse, grab the food with your mouth and more), the Softball Toss (throw that sucker as far as you can, but only the first bounce counts), the 120-Meter Relay Race (pass the baton to the next person along) and of course, the grand finale, the Tug of War (don't give up, get that rope over the line). Let's cheer on our competitors without getting too rowdy, because they've got to hit the qualifying time to move on to the next event! And let's all stay hydrated as well, there's water stands all around and it's a warm one today, so be careful everyone. Let's also thank our sponsor, Taito, who supplied... What the hell is a Chack'n? You're making that up,that's not re- oh, balls, we're still live, ahem, ahem, let's all have fun, everyone!"

Oh this is great, my job's way easier this week- I've written about this game at length before! Yes, go and visit Gaming Hell for all your Field Day needs! I'll still give a little summary here though. This is of course a multi-event sports game very much in the vein of Track & Field, but themed around a traditional Japanese sports day or undoukai which you can learn more about here or consult this concise video guide so the events are a little different. The buttons are the standard for a game like this- two power-building buttons and one action button- and it works pretty well, with a nice variety of events and some that are probably easier than some of the Track & Field events (looking at you, High Jump). The qualifying times are also fairly lenient if you're decent at mashing and timing, and there's a lot of cute details in the presentation, like the band playing notes wrong in the intro, hidden bonuses like Chack'n appearing and the vibrant colours, that make this one of my favourites of the genre from this point in time. Another Taito charmer, as expected~
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From THE iDOLM@STER: SHINY COLORS, it's Kaho Komiya! Her birthday was yesterday and sure, I've not actually played SHINY COLORS, but hey, the character designs are cute, so who cares? The characters in this iM@S series have a slightly different vibe to them than some of the other sub-series, and Kaho's really cute. The hair especially, although a challenge to draw, was really fun to put together! Next year, I'll have to draw the outfit where she's using her school bag as armour, that's a good one.

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