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This week's Arcade Archives release is... The Outfoxies (Namco, 1995)

Arcade Archives (previous-gen consoles)
PSN
US
 
 
Switch
US

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

Only the Japanese ROM is included, but fortunately the differences are minor (the profiles for Bernard White, Professor Ching and Danny & Demi are different, the title is displayed in Katakana on the title screen and cutscenes have Japanese subtitles on the side of the screen) and the game is otherwise entirely in English. No special Preference Settings this time.

Mr. Acme... A shadowy individual, shrouded in mystery. They have concocted a scheme, a plot... And a few killings. He's hired seven contract killers to take out seven prestigious art collectors but, curiously, he's also hired each of those killers to kill each other for a handsome fee (paid in Swiss Francs, of course). These are no ordinary assassins though- John Smith (the man who would do anything from babysitting to agitating a revolution for money), Betty Doe (a businesswoman who, among other things, is a hitwoman), Bernard White (a bio-scientist with hands made of steel), Eve (a fading starlet-turned-thief with a pet lizard), Professor Ching (a master of the Chinese martial arts in a killer wheelchair), Dweeb (a monkey) and Danny & Demi (a pair of murderous children) are all prepared to use any weapons available- guns, rocket launchers, flamethrowers, fruit baskets, hot soup- to survive. They don't need to just watch out for their enemy though- the arenas they fight in, from a skyscraper falling apart due to a wired explosive, a fishing boat in the choppiest waters, and even the circus, are full of hazards, traps and dangers themselves, and they might be unrecognisible by the time they're through. What is Mr. Acme's endgame? Only one of the assassins will find out, but before they get there, they have one instruction: kill your enemy by any means!  

Well, well, well. I didn't think this would happen- I, like others, figured that the violence against children would mean it'd never get rereleased- but here it is. Thirty years after its arcade release, The Outfoxies is finally at home. Probably the most requested Namco game for Arcade Archives, maybe even the most requested game full-stop, if you know about this game, then you know what the deal is. It's tempting to call it a Smash Bros. progenitor, but it plays quite a bit differently, with a much larger focus on stages that are either constantly changing or adding new hazards or just throwing you off your feet. Is it balanced? Oh hell no. Is it fun? Oh hell yes, it's a game you can pick up immediately and have fun playing whether against the CPU (who does, admittedly, start to cheat but the Acme Mansion stage is worth it) or a friend, and the presentation is immaculate. There are two issues worth pointing out though. First, the camera moves around a lot and this can induce motion sickness in some people, but there's no real way around that unfortunately (I'm lucky that it doesn't affect me even though I can't use VR for more than 5 seconds without wanting to throw up, but I know not everyone is so lucky). Second, there's no online play, which is disappointing but expected. I'm just happy we have a version of this at home at long last. If you want to know more, this Bluesky thread translates parts of the Hamster stream with the revelation that the game was partly inspired by Ghosts 'n Goblins (!) and was made after the director had to work on a string of quiz games (!!). Also, I wrote about The Outfoxies in 2008 (I got to it first, give me retro gamer cred please) and while this article is very, very old, I've updated it a little to bring it up more up to code, but it's more a playthrough than more usual long articles, so it'll be a bit different. Anyway, play The Outfoxies.
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Oops, guess who forgot to upload their MS Paint doodles to Dreamwidth again! Me. It's me. I'm the one who forgoet. Some of these are from early November, I really am slipping! Anyway, we have Kanan in her Recycle Queen guide from Yohane the Parhelion: Sushine in the Mirror (I really got into the Slay the Spire clone based on that spin-off), Haku Yowane in an outfit that CAFFEIN themselves drew for me for a Skeb request (I don't draw, er, I guess pin-up? art very often, but it's nice now and then for a change of pace), Kirari Moroboshi & Anzu Futaba from THE iDOLM@STER: CINDERELLA GIRLS (they're the ultimate team) and a rough sketch of my two site mascots, Sarah S. Sowertty and Sniper Honey, as Sonic characters for an upcoming article... These two have been surprisingly popular in this form!
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This week's Arcade Archives release is...Roc'n Rope (Konami, 1983)

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, and while there's no specific Preference Settings, Original Mode keeps the behaviour where scoring around 1.000,000 points will glitch the game out and continually award you extra lives, while Hi Score Mode fixes this bug. I kinda wish there was a way to toggle it on and off for Original Mode as you see fit, but that's fine.
 
The Roc... A gigantic bird of myth and legend. Marco Polo may have claimed to see the bird, but as a brave explorer, you're about to catch a ride with one, you've found the mountain it lives on! However, the path to the top is treacherous. Not only are there cliffs and platforms to navigate, but hostile creatures ready to stop your ascent. Brave explorers such as yourself are never without the right tools though, so you've got a flashlight to temporarily stun enemies and, more importantly, a rope you can shoot at an upwards angle. Get a solid shot that hits the bottom of a cliff or platform and you can shimmy your way across, but watch out- monsters can shake the rope to throw you off (stop moving to stay on the line) and even start climbing towards you with it! There can only be one rope on-screen at once, so if a monster's using one, shoot out another to get rid of 'em! Once you reach the Roc and take it for a ride, you'll move on to another mountain with new hazards. Waterfalls, moving platforms, rock-dropping birds... Only the hardiest of mountaineers will make it through all four mountains!

Designed by Tokuro Fujiwara before he'd leave Konami to join Capcom and, eventually, help create the Ghosts 'n Goblins series as well as Bionic Commando (the parallels between this and that game's bionic arm mechanics are pretty obvious) and, much later on, Tomba!, this is a great Donkey Kong-style single screen platformer with really interesting movement mechanics. Relying on the angled rope is tricky at first, but satisfying once you get a feel for it, especially once you learn how to avoid being shaken off the rope and using the flashlight to distract enemies mid-rope-climbing. The stages also have a nice bit of variety with some neat little setpieces like the waterfall and the giant rotating ferris wheel platforms. It's a tough game but an excellent example of this type of game, so it's highly recommended, and it's nice to see it show up here as it's been a while since it's been reissued! While not worked on by Fujiwara, Konami would use a similar rope mechanic in their Famicom Disk System release, Arumana no Kiseki, so it's not just Bionic Commando that took notes from this one.
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This week's Arcade Archives release is... Bermuda Triangle (SNK, 1987)

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

Both the Japanese and English ROMs are included, but if you're expecting World Wars, the heavily-modified alternate version of the game, then sorry, that's not here. No special Preference Settings, but you have a few control options- you can keep it semi-faithful to the Loop Lever control scheme of the arcade game by using one stick to move and the other to rotate your cannon, have one stick do both movement and aiming, or have rotation set to buttons for use on arcade stick controllers. Remember, this game is also on Digital Eclipse's SNK 40th Anniversary Collection, although not as part of the original lineup (you have to download an update for it).
 
It's shmuo time again, so time for me to flail about and not really know what I'm doing! Still, this is a strange one. SNK decided to use their Loop Lever control scheme (where you twist the top of the joystick to rotate your aim in-game) for a more traditional shmup rather than a Commando-style top-down action game. Well, I say more traditional, but Bermuda Triangle actually does quite a few things differently, such as scrolling both forwards and backwards (you can aim in all eight cardinal directions, might as well make the most of it), tiny formation fighters you can pick up and rearrange akin to Tokio / Scramble Formation to fit the situation, and an energy system that lets you take multiple hits per life and alters the look and attack power of your ship as you gain or lose energy. This ends up being a little absurd though, as at maximum power you are near-unstoppable with huge projectiles that explode into multiple other shots that decimate enemies, but the second you take one too many hits, you'll power down and then you are gonna lose a lot of lives in quick succession. The size of the ship is unusual too- your player ship is absolutely huge, so you'll be bumping into obstacles like the giant spike balls a lot, so the energy system feels like a band-aid on that particular issue. I've never really been able to get into this one, mostly because of that honking massive player ship, but it's certainly interesting, if nothing else!
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This week's Arcade Archives release is... Karate Blazers (Video System, 1991)

PSN
EU
US

Switch
EU
US

No ACA2 release this time, which means it's back to the old UI / feature set and no PS5 / Switch 2 / Xbox Series release, sorry! You do get both the Japanese and English releases though, and the Preference Settings allow you to adjust game speed and keep a counter of how many enemies you've defeated on-screen, plus the Button Settings allow you to assign the shoulder charge (usually Jump Kick + Left / Right) to a single button.

The Karate Blazers are hitting the streets for revenge! Four students of the deadliest martial arts this side of Hokuto Shin Ken- Mark the nomadic mercenary (this's the finishing blow!), Glen the invincible wrestler (with thunderous fists!), Gil the mysterious fighter (what's justice to him?) and Akira the passionate ninja (with a blundering personality, aw~)- are out to avenge their slain master, recover the scrolls with their secret karate techniques and rescue his kidnapped daughter from the bad guys! (There's really not a lot to work with here outside a wordless intro and the European flyer so I, uh, had to improvise a little). Each of the four Karate Blazers have a deadly array of moves, from low sweeps to fancy jump attacks, as well as their unique secret techniques that knock down enemies around them at the cost of some health (or for free if you can find one of the stolen scrolls!). Hundreds of enemies await the Blazers on their way to the enemy stronghold... Can they avenge their fallen master?

Oh this game is weird! This comes to us from the post-Final Fight era of scrolling brawlers but feels a bit closer to Konami's contributions to the genre, with smaller sprites like Crime Fighters or Vendetta, no enemy health bars outside of bosses and a very loose feeling to combat. The controls are also strange, with kicks as your attack at far range and punches at close range, plus your jump button is actually a jump kick button with you automatically attacking both in front and behind you when you use it, plus a shoulder charge if you tap a direction just after the jump kick button. There's a few other interesting additions like on-the-ground attacks similar to Crime Fighters (the positioning is awkward but kicking enemies while they're down can often send them flying and back on the ground again) and the sweep which is good for knocking enemies down, but there's a lot of things that just feel odd. When you knock enemies down, they fly up into the air first so you have to wait a lot longer than you'd expect for them to land, some enemies can dodge just about everything you throw at them outside of the grab (which doesn't even lead to a throw, just a close-range gut attack) and just in general combat feels very loose and strange. It's unmistakably Video System though, with some excellent animations (especially for the traditional scrolling brawler walking sprites, so many frames) and it has a goofy atmosphere to it... It's definitely not a traditional scrolling brawler and it's got some interesting ideas from a time when the genre was still evolving in the wake of Final Fight, so it's worth a look.



And yes, Karate Blazers is part of the Video System Cinematic Universe- Gil and Glen (alongside a new character, Glinda) are playable in Aero Fighters 3!
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This week's Arcade Archives release is... Bomb Bee (Namco, 1979)

Arcade Archives (previous-gen consoles)
PSN
US
 
 
Switch
EU
US

 
 
 
Arcade Archives 2 (current-gen consoles)
PSN
 

Switch 2
EU
 

Xbox

Just the one ROM this week (so, predictably, no Bomb Bee N, as amusing as that would've been). No special Preference Settings this time, but like with Gee Bee, 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) or use the JoyCon 2's mouse function on Switch 2, otherwise you can adjust the speed of the paddle in the Controls Settings.

You know what, I won't lie, I'm kind of OK with Namco games on Arcade Archives yo-yo-ing between cutting-edge '90s 3D spectacles and their earliest works, especially since with this being the second of Toru Iwatani's Breakout / pinball hybrid trilogy, the next in line is Cutie Q, one of my personal favourites. You get a view of how far the company went across that period of time, which is interesting! Anyway, this is very similar to Gee Bee in that it's a bat-and-ball game with pinball elements with a different table design, and this time breaking the bricks at the side increases the value of the bumpers at the top, and breaking the bricks at the top adds a whopping 1000 point (!) bumper that eventually explodes and brings all the bricks back so you can do it again. This is also a bit of a hardware upgrade from the previous game, as it's proper colour rather than requiring cellophane, and with the exploding bumper, that makes the presentation just that little bit more dynamic, although it still doesn't quite have the visual charm of Cutie Q just yet. Just like the Gee Bee port though, this has somewhat strange controls in that you can't get 'proper' analogue control outside of using a mouse as without it you have to switch speeds by holding a button. Still, this actually works pretty well and on the defaul settings, it never feels like your controls aren't up to the task of returning the ball. Still, analogue controls without plugging in my cheapo mouse would be nice~
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This week's Arcade Archives release is... Galactic Warriors (Konami, 1985)

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

Only one ROM for this game, but since it's on the Bubble System, you get the Warming Up screen! If you're unfmiliar, System 16 has a quick explanation- it used bubble memory that literally needed to be heated up to start working, and proved to be unreliable so only a few games were made for it. Preference Settings allow players to disable the Warming Up screen, if you're some kind of monster. And no, they didn't edit the second opponent, it looks exactly the same and it's still called Giger. Once you see it, you'll see what I mean.

Another game saved from the purgatory of the Microsoft Game Room (until now, that release was its only home version), this is a fascinating relic- a really early fighting game! Konami's second fighting game after Yie Ar Kung-Fu, you can see some of the elements that make up one-on-one fighting games come into place here, but the execution isn't quite all there just yet. Picking from one of three robots- Samson with its beam sword, Poseidon with its hydraulic arms and Gaea with its, ahem, boob missiles- you must defend the galaxy from threats across the solar system from other robots in one-on-one combat!

Each robot has three normal attacks- a kick, a punch and their special weapon- as well as a shield that blocks incoming attacks for less health lost, but fitting all that onto three buttons is tricky so you have to press a button to switch between the three attacks, with shield on its own button. It's awkward to say the least- a bit like playing Street Fighter II on the Mega Drive with a three-button pad- and there's a lot of other weird things like how it has Street Fighter 1-esque movement (you sort of step forward in increments rather than smoothly), projectiles being removed from the field if you get hit while launching them (fortunately, the same applies to the enemies), there's a stage where you can float around freely and skid across the screen... Still, it does allow you to play player vs. player, the opponent variety is neat (the fourth enemy is really tough for me though, that laser is too good!) and completing the first loop earns you a new weapon for your warrior which is a pretty unusual feature. The execution is understandably ropey given its vintage, but it's a fascinating thing to study for those interested in the early days of the one-on-one fighter.
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From THE iDOLM@STER: MILLION LIVE!, it's Momoko Suou and her stepping stool! Momoko's one of my very favourite iM@S characters. She's a short kid so when she's talking to people, she gets out a stool so they don't look down on her. As a slightly short person myself, I feel that. She's also a former child star and her backstory is actually pretty sad, bless her, but she's a tough kid. Anyway, I make sure to draw her steppy for her birthday because it's important! I did think the one with the smiling face was a fan creation, but no, it's canon!



Anyway, here's an animaton from MILLION LIVE! THEATER DAYS of Momoko bringing her steppy on-screen and stepping on it. You're welcome.
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This week's Arcade Archives release is... Tokyo Wars (Namco, 1996)

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

Both the English and Japanese ROMs are included. There's a minor edit, as the Red Cross has been removed from Shield items. No special Preference Settings this time, but the Arcade Archives 2 version has an extra mode- Split Screen. This simulates the link-up capabilities of the original cabinets, allowing for either two player or four player set-ups with their own section of the screen, and it even goes so far as to replicate the behaviour of the machines when idle- when only two players on a four player set-up have selected their stage, the other two cabinets show a panoramic view of the area, and if a player joins in too late to battle, they can just play their own game. Thanks to HokutoNoShock for the details on this (my PS5 is currently in the hands of Sony as it needs repairs!)

A mighty battle is erupting in Tokyo. At least two areas of the city have been evacuated as a full-scale war has broken out between two tank batallions, the Green and White forces. Whoever wins gets control over whatever's left of the city when they're done! Up to four players in local split-screen (originally two twin cabinets linked together, of course) can choose their allegiance and one of two arenas, the Bay Area and Downtown (plus a selection of music) to do battle with a simple control system- one pedal to move forward, one pedal to reverse, a control column to turn, pivot the tank's cannon and fire and a view change button in case you want to see from a more intense, first-person perspective. Each team of four tanks has a certain number of vehicles in reserve at the start of each match (19 in the Bay Area, 14 in Downtown) and from there, the battle breaks out- wipe out the enemy as fast as you can! Don't worry if your tank explodes, you'll just respawn in a reserve one as long as there's any left, plus any enemy tanks you destroy leave behind a health item . Do what you can to survive- roll over parked cars, blast through obstacles, take out the enemy forces in the time limit!

We're back on Namco's System 22, and this is an excellent pick, the tank battle simulation Tokyo Wars. This is almost a callback to Namco's '80s tank games Tank Batallion and Battle City, using the same system where reserve tanks will populate the battlefield once a tank's taken out, but it also owes a little to Atari's Battlezone but with a simpler control scheme and, of course, full 3D environments, something Namco was excelling at in the late '90s. It's a simple game but presented flawlessly, with bombastic music throughout each fight (multiple tracks to choose from too!), a real sense of weight and heft when you fire a cannon shot, detailed environments (especially Downtown, look out for the video screen with Soul Edge on it!), some interactive obstacles on the field like barrels and barricades you can drive into in the Bay Area and arch walkways you can try to drive up but the stairs crumble under your weight in Downtown, and an enthusiastic announcer shouting things like "Enemy tank to the rear!", "On the mark!" and a panicked "Pull out! Pull out!" when your health is critical (one complaint is that, if this video is accurate, some of the voice clips never seem to come up- you can hear things like "Bingo!", "Bullseye!" and "Enemy tank wasted!" that don't occur in the Arcade Archives release, unless there's something I'm missing). You don't get a long game for your credit- the default is two minutes, although you can increase it to five via the settings- but it has a real 'one more go' feel to it, like many of the other 3D Namco games. Perhaps not to the same extent as something like Ridge Racer or Air Combat 22, and this loses a fair bit without the deluxe cabinet which had force feedback in the form of air blowing at you whenever you fire a cannon, but I've put in a fair few credits since I got it, just wanting one more quick blast on the streets of Tokyo.

My one disappointment is that there's no Network Mode. This isn't me just wishing for an online mode out of nowhere, this was an advertised feature for Arcade Archives 2, but the only game to support it so far is The King of Fighters '98, so maybe Hamster were promising something they couldn't quite deliver from. Being able to play this with far-away friends, either as a team against the CPU or pitted against each other, would've added a lot to the appeal. That said, I'm pretty impressed with the implementation of the cabinet's link capabilities in Split Screen Mode, even if it's only local play. The game itself is quite fun on your own though, and the presentation is thoroughly excellent, so if you've got an interest in this era of 3D arcade games, this is an easy pick.


For a bit of fun, here's a real Tokyo Wars cabinet I saw once! I can't remember where, but it was a pretty popular game, so I saw it a few times when on holiday.
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From Zombie Revenge, it's Linda Rotta and Rikiya Busujima in their alternate outfits! Zombie Revenge is my favourite Dreamcast game (don't @ me) and the player characters definitely add to the charm. We don't get Stick here, but here's Linda with her fighting skills on display and Busujim with his impressive firearm ready to go. Busujima in particular is based on YÅ«saku Matsuda with his distinct hairstyle, and his alternate costume here is just Matsuda from Tantei Monogatari / Detective Story, it couldn't be more clear. It's a good look though, which is probably why this is the outfit he wears in Project X Zone. Anyway, play Zombie Revenge.
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This week's Arcade Archives release is... Scion (Seibu Kaihatsu, 1984)

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

Just the one ROM for this, so we don't get the Cinematronics-licensed version. Preference Settings allow players to toggle a bug that, under certain conditions, lets you advance beyond Scene 999 (good luck getting that far!).
 
It's shmup time again, and once more I'm out of my depth! I'll do my best though, this one's pretty interesting. At first brush this seems to take a few cues from Xevious (as was the style at the time) but this is actually a little different. Taking flight in your Mana Jatatei (that's a fighter jet, the manual says so), you've got to save your fellow citizens trapped inside the super-city Crystal Heaven by digging through the city's layers to get to the core. Each loop is split into four short segments with the first three focusing on you destroying each layer piece by piece. You only start with an anti-air weapon, but special enemies will drop an air-to-surface weapon for you to grab, which you'll use to destroy the weak parts of each layet to destroy it and move down to the next one (which is presented really well, once you blast all the weak points the whole thing crumbles), but if you miss a few targets, the area loops so this is essentially a looping bombing run. On the final layer, a few more ground targets need to be taken out before you can destroy the city's core, and then the game moves to the next loop of four scenes. You have to be careful though- the air-to-ground missile is a physical attachment to your ship, and it can be destroyed by enemy fire so you'll need to grab another one before continuing with your mision!

This is a pretty interesting one- it differs a lot from Xevious in terms of mechanics and structure, the presentation is nice and colourful and there's even some arcane secrets for things like warping ahead by bombing secret targets and extra lives by bombing the weak spots in a certain order. It is, however, quite difficult even for a shooter of this vintage, mostly because your special weapon will get shot down and you have to survive pretty relentless enemy waves until you get another one (if you're lucky it'll appear quickly, and if not you'll have to hold out for a while). If you're interested in early shmup history, this is definitely worth a look, and it's another one I didn't really know existed! 

... By the way, they're selling the Dacholer shirt now. It's real. Here's the UK link, here's the US link. Dacholer.
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From Vampire Savior: The Lord of Vampire, it's Lilith in the Denim Pleats outfit from Cross Edge! Cross Edge is a strange crossover RPG kinda thing that has a few Darkstalkers characters, and they gave them a bunch of different outfits that it's hard to find reference pics of. There's a few showcased in this video and the art is in Darkstalkers Official Complete Works but that's it really. So I did my best with this one, and I think it turned out really cute! I also decided to give Lilith the non-binary flag colours on those left hand rings, because I am one and an interview in that book mentions she was designed without being one gender more than the other, so I can say Lilith is a non-binary icon. Anyway, what a cute outfit!
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From Kizuna Encounter: Super Tag Battle, it's Rosa! She's probably one of my favourite SNK character designs from this particular era. She's so cool! This is actually a remake of sorts of a very old piece where I drew Maki Nishikino from Love Live! as Rosa because sure, why not. I was looking for characters to draw and it dawned on me that I've never properly drawn Rosa on her own outside of this silly Love Live! gag and a quick doodle for LordBBH's stream so I wanted to correct that. I suppose I've improved a little in terms of drawing, huh...?
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This week's Arcade Archives release is... Midnight Landing (Taito, 1987)

Arcade Archives (previous-gen consoles)
PSN
 
Switch

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

Both the Japanese and English ROMs are included. You can play with gyro controls (PS4, PS5, Switch, Switch 2) and the USB CyberStick (PS4, Switch w/convertor) and adjust the game's analogue settings to have a control experience closer to the arcade game.

One of the more imaginative ways to simulate a 3D environment with just 2D assets, Midnight Landing is a pretty serious flight sim that tasks you with landing this plane safely at the airport without crashing, overrunning the runway or straying too far off-course (Taito Airlines have a strict 'no go-arounds' policy apparently). You join the flight just as it begins to approach the runway with command over the control stick and throttle, so use them in tandem with the instruments displaying things like your pitch, height and speed to gauge the correct approach, with each successive round adding more powerful winds and altering things like distance to vary things up. Don't worry too much about getting it dead-on when it comes to landing, as long as you're on terra-firma, the auto-pilot will correct your angle most of the time so you can safely come to a stop, assuming you've got enough runway left!

Of course, the big thing here is that, as the title suggests, it's in the middle of the night... So no need to render any complex buildings or anything that requires fancy 3D, just let the lights guide your way! This is such a clever way of doing it (as pointed out by BadoorSNK on Bluesky, Atari's Night Driver did a similar thing) and, while I don't like to dwell on nostalgia too much, it does remind me of late-night / early-morning car rides when going on holiday, nothing guiding us but the dim lights on the road... Something a little cosy about that, I suppose. Not a game for everyone- it's pretty straight-laced as far as arcade flight games go aside from the friendly radio chatter you get, and Top Landing would have a lot more variety the next year- but it's novel, there's not many arcade games like it, and technically this is the first 3D Arcade Archives game from Taito. I wasn't really expecting it, so hopefully we can see Top Landing and other 3D games from them in the series in the future!


Oh, and the cabinet? Incredible, superb, amazing, 10/10.

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From the Gunbird series, it's Marion! In the great pantheon of videeo game witches, Marion has to be among the best of the best, right? She's a brat, she has a cool outfit, she has a long-suffering buddy in the form of her rabbit thingy pal Pom-Pom, what's not to like? Anyway, this time I wanted to do a slightly more dynamic pose for her, so having her fly around on her broom seemed like a good idea. I think it turned out pretty good!
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This week's Arcade Archives release is... Munch Mobile (SNK, 1983)

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

Both the Japanese (Joyful Road) and English (Munch Mobile) ROMs are included, which have slight differences in terms of progression and stage design. No unique Preference Settings this time, but according to Eonostro on the LordBBH Discord server, this release fixes several problems exhibited by both MAME at the time of writing and Digital Eclipse's SNK 40th Anniversary Collection- some music errors have been fixed, you can see the letters to input them on the high score table in Munch Mobile, and you are no longer stuck with a single credit always in the game as is the case with the SNK 40th version.

Mankind's folly has lead to this point. We have given our cars, those wheeled contraptions that take us to and fro and here and there, digestive organs, extended arms and eyes. We asked if we could create a horrific amalgamation of creature and conveyance, but we never asked if we should, and now all is lost. Anyway, this is a weird 1983 vertically scrolling driving game, I guess you'd call it, where as the Munch Mobile itself, you have to drive along the road, avoiding hazards and using your extending arms to grab fuel so you can keep going and bonus food that your car somehow eats and leaves behind just apple cores and fish skeletons- be sure to dump the waste in the nearest-available bin, don't be a litter bug! Be careful not to slam your arms against obstacles or you won't be able to grab things, and don't hit the sides of the road or your car's toast. Don't run out of fuel either! This is a strange game but it's pretty interesting- the presentation is very cute (I like the tpuches like the car's eyes closing as you run out of fuel like it's falling asleep) and it's a non-violent game with no shooting, no real enemies, just obstacles which is nice to see for an action game like this. This is on SNK 40th as a free downloadable game, but if you want the best version with leaderboards and a more robust feature set, this is the one you want.

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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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