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This week's Arcade Archives release is... Thundercade (Seta, 1987)

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

Both the Japanese (Tokushu Butai U.A.G.) and English (Thundercade) ROMs are included, with the English ROM also having the option to change the title to Twin Formation (this was originally a dip-switch setting but you'll find it in Preference Settings here). Speaking of, there's an option here to 'recreate the original graphic display' that I, ahem, haven't figured out what it does yet. Many options like this across the Arcade Archives rereleases, it's just a mystery but hey, if you know, let me know! Anyway, there's an obvious edit to this one- the title screen no longer has any copyright info with all references to Taito removed as they were the original distributors.
 
"The situation is desperate, men, so I'll be brief. As far as the public is aware, the global peace treaty of 199X ensured that every nuclear weapon on Earth was dismantled, ushering in a new era of peace... Our intelligence officers, however, have discovered that a certain nation has been manufacturing nuclear armaments right under our noses. We can't very well send an entire army in there as that'd cause, to put it politely, a slight international incident, so you have been selected to form the Special Forces U.A.G. strike force- that's Un Attached Grenadiers to you and me. All you have at your disposal is a pair of high-speed combat bikes, but via on-site procurement you can get fully-stocked sidecars to attach to them to offer supporting fire, either ahead of you or to the side, and since we had to cobble them together quickly, some of them even come with two barrels and maybe a laser or two. You can call in aerial support but this'll have to be limited, I'm afraid. Your mission is to destroy the enemy's nuclear armament production facility and get the hell out of there. The world's counting on you!"

Our first Seta game! As far as I know, Universal currently owns most of the Seta library (but not Super Real Mahjong apparently, not that it'd show up on ACA- you'll have to go to Steam and find Stripjong - Super Real Mahjong Venus Returns for that) so getting Mr. Do! and Lady Bug also gets us Seta's arcade games. Thundercade is a pretty solid choice to start up with though, although this is a vertical shmup so I'm dangerously unqualified to talk about it. I'll give it a shot, though, this is a pretty strange one! We've got an interesting vehicle to control- there's not many shmups where you ride a bike that doesn't fly, but you can do sick jumps over things like lakes and holes and even do stuff like take an elevated highway in the first stage- and the power-up system rely on a maximum of two sidecars you can attach to your ride (the side you approach them from determines which side they get attached to) for more firepower straight ahead or to cover your sides. These can even take bullets for you, a bit like the tiny ships from Taito's Tokio / Scramble Formation which is a nice touch. I quite like this one, it's decently tough, and the sidecars are a clever idea and fun to experiment with even if sometimes it's a little awkward to get them on the side you want. It's also very... Seta... In the sense that when I played the Taito Egret II Mini version on stream (the ACA version has one big advantage over this by the way, it has more rapid fire options rather than just one) I repeatedly asked if the emulation was bad or the game was just 'like this'. It has an odd vibe to it- maybe it's the drab colour palette, maybe it's the janky framerate and how sometimes the bike will judder and shift if you press against obstacles and buildings (many of which you can blow up, by the way), maybe it's the silly ending where you escape a nuclear explosion... Again, my shmup knowledge is pretty rubbish, but I have a bit of a soft spot for this one, so give it a try if you haven't before!
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This week's Arcade Archives release is... Fighting Golf (SNK, 1988)

Four ROMs are included this time- Early and Later revisions of both the Japanese and English versions. The ones listed as Early are actually undumped for use in MAME at the moment, . The ROMs labelled Later are the ones that had Lee Trevino on the actual title screen (I think the earlier sets were also endorsed by Trevino but he wasn't in the game- there's a flyer for the non-Trevino version that has 'Endorsed by Lee Trevino!' on it but has shots from the earlier revisionm as Captain Clark is the player character there) so in case you were wondering, it wasn't just the NES port that had him. Anyway, there's quite a few differences between all four of these revisions that the manual goes into detail about (such as different bonuses for scoring par, birdie and eagle shots) although the most interesting is a difference between the Japanese and English versions- the English versions have a dip-switch setting for '3-Press Type' controls which alters the mechanics to be closer to other contemporary golf games, requiring three taps of the button (one to start the shot, one to decide power and one to decide ball curve) rather than the one press used otherwise. Bit of a strange one, that! One thing to note is to not get this game confused with Country Club which released in the same year and looks very similar but has a trackball control scheme, Fighting Golf is a different game!

Naturally, the Lee Trevino endorsement is removed from the later revisions for this rerelease, so he's absent from the title screen, but he's not completely gone- his character, Super Mex (a nickname for Trevino when he was golfing) is still in the game, but shows Mex as his name on the green instead of Trevino as it originally did.

This game is also one of those pre-Neo Geo SNK games that has no previous rerelease, as it's not in SNK Classics Vol. 0 or SNK 40th Anniversary Collection so there's no way to get this second-hand. You can always play the Trevino version in MAME though!

No, there's no fisticuffs involved in this one- SNK also released Fighting Soccer in the same year, so I guess they wanted an adjective for their sports games that invoked a hot-blooded, fighting vibe, and I mean, the word does the job. Regardless, this is a pretty solid arcade golf game- I'll be the first to admit I'm not an expert in the slightest (I like playing Neo Turf Masters, as everyone does, but I'm mostly good at just thwacking the ball as hard as possible) but this has a pretty interesting control scheme for the time. Unless you switch on 3-Press Type on the English versions, this only requires one button press to actually hit the ball, as the power meter at the bottom (which is the reverse of what you'd expect, with MAX to the left and MIN to the right- hit the button when the bar's blue for maximum power) is always moving so you just press the button once to fire away. Hooks and slices are handled by a separate meter using Up / Down, you can adjust your aim with Left / Right and change clubs with a second button, so you have all the usual amenities as well as a bird's eye view / behind-the-golfer view combo with a decent amount of detail for the time, so it does the job quite well. The included manual is also quite helpful for getting used to things and even lists all the distances for the different clubs which is a nice touch, as is the text descriptions for all the holes giving you friendly tips on how to approach it. Certainly an interesting bit of video game golf history that's quite fun to play, and some of the later holes of the single eighteen-hole course are a little twisted (like one where the fairway's between two giant lakes and one where you have to hit the ball across the sea to reach the green!) which is always a plus in a golf game.
 
 


... OK, now it's time for me to go off on one a little, because at least one tabloid video game news site decided to lead the headline for this one by calling it the inspiration for a very famous joke from The Simpsons. You've probably been thinking about it this entire time- Lee Carvallo's Putting Challenge. Appearing in the Season 7 episode Marge Be Not Proud as a most-undesirable game compared to BONESTORM that Bart really wants for Christmas, it's the basis for a rare over-the-credits joke showing (presumably) Bart playing the game, using the POWER DRIVE to send the ball into the parking lot. It's a great gag, a lot of it thanks to the bit-crushed, robotic delivery of Carvallo himself, who of course doesn't exist. But, well, Lee Trevino's Fighting Golf, Lee Carvello's Putting Challenge, they're pretty similar names, clearly someone on the writing staff was a fan of SNK sports games, right? The internet said it, so it must be true!
 
 
Now, in my misspent youth (and misspent adulthood, let's be real) I spent a lot of time watching The Simpsons. A lot of time. I'm one of those nerds that actually listened to the DVD commentaries fo episodes! Multiple times! So after thinking about it for a minute, I thought, "that can't be right", mostly because this episode aired December 1995, many years after the game would've been even remotely relevant and known to non-gamers, so I decided to have a look and see if there's any truth to this or just someone extrapolating a coincidence too far. First, a contemporary source- the 'episode capsule' from The Simpsons Archive for Marge Be Not Proud (last revised in 1997 so that's how far back we're going) mentions "a video [sic] "Lee Trevino's Fighting Golf" exists, similar to name of video game" which doesn't really say much but I guess they saw it as a coincidence. The DVD commentary for the episode, featuring executive producers and showrunners Bill Oakley & Josh Weinstein, supervising director David Silverman, animation director Steve Moore and writer Mike Scully, is more enlightening though- I'm bad at identifying voices, but I'm pretty sure Bill Oakley says "I think we had asked [Lee Trevino] to do the show, but because we denigrate his game later, he didn't want to do it" with Weinstein (I think) adding "'cause he had this big game planned, I'm sure". Later on they mention that when Trevino turned the show down, he was off their list and they got a different famous golfer, Tom Kite, for a later episode in that season, Scenes from the Class Struggle in Springfield (the one where he tells Homer to stay the hell out of his locker). Some great stories about Lawrence Tierney in that commentary by the way, worth a listen (you can easily find it online too).

So, it sounds like they didn't even know Trevino had a game and they wanted him to voice an intentionally lousy golf game as an extended gag throughout the episode, but since Trevino wouldn't do it, they lampooned him instead. More than likely a coincidence rather than intentionally being inspired by it, similar to the other game featured in this episode, Bonestorm, which you might assume was inspired by the arcade game BloodStorm but was probably just a parody of how ultra-violent video games were getting, unaware something very similar already existed. In the years since, people have just assumed this was the source of the joke, and, well, it probably wasn't. As the show itself taught us, sometimes you have to apply Occam's razor where the simplest answer is the correct one, so I dunno, maybe the reverse vampires told them to make the joke. Sorry, had to get that bee out of my bonnet!
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This week's Arcade Archives release is... Balloon Bomber (Taito, 1980)

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

Only the one ROM exists for this one as far as I'm aware, so that's what you get here. It's worth noting that the emulation here is significantly better than it's ever been in MAME or the Taito compilations on PS2 and PSP, with the sky now being the correct colour (it's meant to be blue as seen on the flyer whereas the PS2 and PSP versions have it black), the clouds actually appearing properly and the sound emulation being much better. Preference Settings allow players to display the current stage in-game.

It is the early 1980s, and Taito is going all-in on finding another gallery shooter that hits the same as Space Invaders. As is everyone else in the industry, I would assume. Balloon Bomber is another stab at it, and it's pretty interesting but maybe not quite as strong as some other efforts. Here, as you pilot a lone cannon, balloons carrying bombs (hence the name, you see) move across the screen, and careful shots will blow up both the bomb and the balloon at once. The bombs swing wildly from their inflated conveyances though, so if you hit the balloon instead, its cargo will fall mercilessly to the ground and unless you can intercept it with a well-aimed shot, it'll either blow you up or part of the platform you're on. Once a part of the floor's blown up, you can't get past it, so your movement's limited until you lose that life! They'll also drop more bombs if they reach the edge of the screen, so don't wait around. As you make it through each stage, the height of the balloons changes and eventually an invincible bomber will start showing up to drop extra bombs that fortunately don't blow up the floor but will blow you up pretty well. Keep going until you're out of cannons!

This one's fine, but while the floor blowing up is an interesting wrinkle, you're also not given the opportunity to restore the broken floor until you die, which means your movement is going to be very limited very quickly unless you're a crack shot. Remember, only one bullet on-screen at once, so if you shoot a balloon then miss the bomb on the way down, that floor's gone! What's weird is there is an intermission if you make it through enough stages (as seen in LordBBH's Push to Reject) but this doesn't repair the ground! I think if there'd been some way to repair the ground, maybe at certain point thresholds or something, I would've been more into this one- the fact it requires fairly precise shots makes it pretty engaging at points, but eventually the bombs will screw you over and leave you in a situation where you just have to wait until you get blown up. At least it's one of the very first arcade games If you'd like to see a different take on the idea, Pyoro 2 from WarioWare: Mega Microgame$ is similar in that you have to destroy projectiles threatening to destroy the ground, but there's also targets that restore parts of the floor, making it more fun to keep a run going. I would argue Polaris from the same year is a much better game, but if you just can't get enough gallery shooters from Taito, this one's here for you (and we don't even have Lunar Rescue on ACA yet, so there's more to come!)

But that's not all! You can't have Balloon Bomber without Crazy Balloon (Taito, 1980), its thematic cousin (unless you're Taito Legends 2 on Xbox and PC), which gets an Arcade Archives 2 upgrade this week as well. 


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Xbox

You can read more about Crazy Balloon in our post on it on this webzone, but it's a high-tension arcade game where you are the balloon in a world of spikes. The ACA2 version adds a Time Attack Mode and VRR support, and if you have the original ACA version, you get a discount for upgrading.
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This week's Arcade Archives release is... Xevious 3D/G (Namco, 1996)

PSN

Switch 2
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Xbox
 
As far as I know, there was only ever one version of this game, so no extra ROMs or anything this time. Preference Settings allow you to switch player sides so solo players can use the red Solvalou (and Paul Phoenix with the right cheat), display the destruction rate, boss timer and Sol Tower counter in-game and use a rapid-fire function for the directional buttons to make the ultra-speedy Paul easier to control. And yes, I remember being told that Heihachi Mishima and Paul Phoenix were only in the Playstation version, but that's not true- they're both here! Hold down both buttons and either Left + 1P Start on the Player 1 side or Right + 2P Start on the Player 2 side as the game begins to play as Heihachi (P1, moves very slowly) or Paul (P2, moves way too fast). The manual also contains information on where to find the Special Flags and Sol Towers to help you get started in learning to play the game.

As this is a System 11 game, this is exclusive to Arcade Archives 2 platforms (meaning no PS4 or Switch 1 versions) and is twice the normal ACA price.

As ever, shmups are the weakness of Gaming Hell, but I did finally manage to 'get' Xevious a while back after learning the game to get the achievements in the Xbox Live Arcade version (the same week I'd finally watched the Di Gi Charat TV series, which shows anime increases your brain capacity) so I'll do my best with this. 3D/G turns Xevious into a vertizontal game (vertical scrolling, horizontal monitor with some light scrolling to the left and right) with a fresh 3D coat of paint, but unlike Solvalou from 1991, this isn't a first-person kind of affair, it's a traditional shmup that does a few cool camera tricks like moving behind the player ship at a few points for dramatic effect, one area having multiple routes that shift the camera around, not dramatically changing things up but adding a bit of visual flair.

There's also a lot more contemporary shmup elements to bring the game into the '90s, like multiple weapons (you still have the classic Zapper for air targets and Blaster for ground targets but now they have auto-fire and you can both upgrade and change the Zapper with items, with a Raiden-style wide / laser / homing triad), boss battles with huge enemies, resuming from where you died / continued rather than using checkpoints, that sort of thing. There's still many other classic Xevious touches though, like the Sol Towers hidden throughout each area (including ones that only appear if you've destroyed all the others in a previous area) and the Nazca lines appearing later in the game. It doesn't quite hit the same as the original Xevious does, but the presentation is extremely cool with lots of sharp, flat polygons for the enemies which really suits them and a fantastic soundtrack that'll get stuck in your head. Of course, as with Tekken, we run into the issue of the Playstation home version having some cool extras- in this case, an arranged soundtrack and ports of Xevious, Super Xevious and Xevious Arrangement- that aren't in this arcade original, and this is more obvious for System 11 games as the Playstation versions are closer to the arcade games than in previous generations (although, as pointed out by someone much smarter than me, Xevious 3D/G has a lot of differences such as different CG sequences and flat-shaded backgrounds instead of gourard-shaded ones due to less RAM on the PS1). Still, this is Arcade Archives after all, so it'd be a bit silly to expect home console features here. Anyway, it's good to see Hamster doing more System 11 stuff, so we can look forward to more!
 

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This week's Arcade Archives release is... Mr. Do!'s Castle (Universal, 1983)

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

Both the Japanese (Mr. Do! vs. Unicorns) and English (Mr. Do's Castle) ROMs are included, which is important as there's some big differences between the two- the US version adds cherry blocks that you can clear out to move on to the next board as an alternate victory condition as well as diamonds that give you an extra credit, presumably to make the game seem more like the orginal Mr. Do! for the international market. Oh, and while the English digital storefronts have the exclamation mark after Mr. Do!'s name in the title, the actual game omits it from the title screen. Mr. Do! is very mysterious, as well as very active. Anyway, no extra Preference Settings this time.

It's that clown again, of all places... Putting my dislike of clowns aside for a moment (there's no prototype snowman version here, alas), this is another case of Universal putting out a great 'golden age' arcade game that's got more going on that you might initially think, although this is a little tricky to get your head around at first. Then again, if you've played Universal's earlier Space Panic, this is quite similar! Out of the maze and in his own damn castle, Mr. Do! has to deal with a unicorn infestation who've started trampling around like they own the place, climbing up ladders and generally making a nuisanc. He's lost his super ball, but instead brings a hammer with him, which can knock unicorns back temporarily but also down the blocks that make the floors. Unicorns can get stuck in the gaps made by missing blocks and then make new ones, but squash 'em with a falling block on the head to take 'em out, or hit them with a hammer while trapped to send them down a floor to give you a break. The ladders are also useful for getting them off your tail, as leaning ones can be pushed to lean the other way, preventing the unicorns from using them in certain directions. Once the board is cleared of unicorns, you move on to the next one as things get faster and the layouts change. Universal was pretty good at adding extra wrinkles to games like these, so special key blocks open a door at the top of the castle to turn unicorns into EXTRA monsters that work just like they do in the original, plus some of the blocks have platforms under them so you can still walk across, more powerful unicorns (worth way more points) start showing up if you take too long... I wasn't really familiar with this one before this release, but I've really been enjoying it! It's got a pretty quick pace to it, gets challenging quickly, and feels really satisfying to squash a bunch of enemies at once using the special skull blocks. I think these Universal ACA rereleases are turning me into a big fan of their work beyond Lady Bug, so mission accomplished, Hamster! An easy recommendation, this one. 

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This week's Arcade Archives release is... Karnov (Data East, 1987)

Arcade Archives (previous-gen consoles)
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Switch
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US

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

Only the Japanese ROM is included here. The US ROM would've been at least funny to include because of its silly counterstop exploit (as well as the HUD being moved around, new time-up enemies being added and more enemies in general) but the Japanese ROM is the way to play the game at its best. No special Preference Settings either, but Karnov doesn't need them, he's strong enough.

KARNOV. Oh yes, that's a name you've heard before, surely. Who is he, though? The man sometimes called Jinborov Karnovski is a true mystery. Some say he's a fire-breathing Russian strongman looking to find the lost treasure of Babylon, piecing together the map to do it. The wildest rumours say he's an emissary of God, although whether he was sent down to save us from the Dark Emperor and his plague, or to save a small town in Cleamina from the wicked wizard Alakatay and atone for his sins, no-one can say. Others still say he's just a guy who loves fighting and organises the Great Grapple tournament in his spare time, and all this isn't even mentioning he's supposedly the father of a half-genie hero. The story keeps changing, but the one thing you can be sure of is he's out there, breathing plumes of fire at anyone foolish enough to stand in his way, and he'll use anything he can grab- wings, bombs, dozens upon dozens of ladders- to do what he's gotta do. The lands are full of the strangest creatures these days, but if there's anyone out there tough enough to beat 'em all up... It's KARNOV.

After nearly four years (!) of no Data East games on Arcade Archives (the last one was Trio the Punch in 2022), they're back and they're comin' out swinging! Well, not without someone else getting involved. Paon DP is the current owners of a few of the Data East games that G-Mode don't own, including the Vapor Trail trilogy, the Glory of Heracles series, Windjammers and two of their most famous games, Chelnov and Karnov. I'm not really sure how Paon can own the original Karnov game but G-Mode can still rerelease games like Fighter's History Dynamite and Bad Dudes that clearly have Karnov in them (and the Project EGG rerelease of Karnov makes no mention of G-Mode, only Paon) but I'm not really a law-talkin' kind of person, but in any case, they've come together to give Karnov the modern home console rerelease it's desperately needed. The rerelease that we've desperately needed, because we all know we need that Data East energy back in our lives.

Oh, better start talking about the game itself, I suppose. Taking the role of Karnov (who was first modelled after a fire-breathing strongman in a TV commercial and then later a boss at Data East, with said boss not being amused, I bet he really didn't appreciate all the future Karnov cameos!) as he defeats myriad monsters for a treasure map, I've always felt (probably incorrectly) that this is Data East's take on SNK's earlier Athena, in that they're action platformers with a focus on collecting items and equipment. While Athena's gear is mostly used automatically and focuses on giving her higher defense and attack attributes, Karnov has a whole inventory with items he can use any time he wants like ladders and bombs as well as items for specific areas like wings to fly, masks to uncover secret items and scuba gear to navigate swimming areas easier. It's a little awkward, mind you- this is a three-button, eight-way joystick game after all, so you select items by tapping left or right (a bit tricky when you're under attack, although you can move the cursor while crouching and you won't move) and using them with the third button- but this is a Data East game, and that feels like a very Data East-y kind of way to do things. Item management is a pretty important part of the game too- you can upgrade your standard shot to spew three flames at once, but using the flame breath (a limited number of powerful shots) or boomerang (extremely powerful but you have to catch it or you'll lose it) reduces your power back to zero (at least in the Japanese ROM) so you'd better be ready to go back to reduced power, plus ladders and speed-up shoes are the only way to access certain areas, so you've got to survey the area carefully, lest you be locked out of areas full of goodies!

It's a fairly tough game, given that Karnov can only take one hit, is a bit slow (although you can use temporary speed-up shoes) and has to rely on checkpoints, but I'm a big fan of this one. Once you get your head around using items, there's a lot to like- a stern challenge, multiple routes in scenes with hidden bonus items to find and use, the item system being something quite different from the norm and having some clever ideas (bombs can be used to destroy walls or create a bridge from a tree, wings can be used to take shortcuts, etc.) and the presentation is, of course, pure Data East. Traipsing the land with his confident strut, Karnov is constantly hassled by completely bizarre enemies like the gold men that form out of nothing and menace him with their hands on their hips until they explode into energy, rock monsters with their arms folder laughing at our hero before hurling whopping great rocks, a chariot being dragged by green lions, a gigantic t-rex... There's no real theme or reason to any of it, but that's why I imagine a lot of people remember Karnov if they ever played it because, well, it's Karnov and it makes an impression. It's one of the most Data East-y games to ever Data East its way into an arcade, and absolutely deserves a spot in the Arcade Archives.

Not to get too ahead of myself, but hopefully this leads to more Data East reissues on ACA, as most modern rereleases of a lot of those games are pretty lousy (looking at you, Johnny Turbo's Arcade). Games like Wizard Fire, Night Slashers and Heavy Barrel definitely deserve better, and having these games on ACA would be a delight. If not the wider Data East library then I imagine the Paon-owned games are definitely on the table, which means Chelnov and the Vapor Trail games, so here's hoping. Long live he legacy of Karnov! No, that's not a typo.

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This week's Arcade Archives release is... Arkanoid Revenge of DOH (Taito, 1987)

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

Only the Japanese ROM is included, which is a bit of a pain as the US version allowed you to resume a round with all its broken blocks upon continue, but the Japanese version doesn't according to The Cutting Room Floor. Preference Settings allows players to select their starting round (unlike the first Arkanoid, this doesn't appear to be a dip-switch option on the original board), and you have a few control options to simulate the original paddle, including analogue support, USB mouse support and, on Switch 2, JoyCon 2 mouse mode support. This version of the game is edited the same as the one on the Taito Egret II Mini- Rounds 1, Right 2, Left 6, Left 26 and Right 26 have been changed so they no longer resemble Breakout, once again presumably something to do with the time Atari sued Taito and Romstar (the US distributor) over the similarities between the two games, although from my limited understanding this may have been settled out of court and the results were never made public. Now that I've mentioned this story a second time, I just want to say it's really funny that Atari specifically said they sued to "protect the copyright of the company's innovative games" when Breakout was over a decade old when Arkanoid came out. This kinda feels like closing the barn door after the horse has bolted, no?

The era and time of this story is, once again, unknown. After the vile plans of the dimension-warping force known as DOH and his HARMFUL ARMY of strange space creatures were thwarted by the VAUS, the lone escape vessel of the mothership ARKANOID, a long period of time passed and all was peaceful...  However, DOH has come back to life. He has used the gigantic spaceship XORG to enter our dimension from another, threatening the peace once more. MIXTEC, another ARKANOID-class mothership, has dispatched VAUS 2 to make a preemptive strike on XORG, utilising Combat Operation Code BRK-0U7 to break the giant bricks in the way with a ball. Upon clearing out the bricks this time, the VAUS must choose left or right, with each exit leading to another round and a different brick pattern, so there are twice as many rounds inside the XORG compared to last time. The bricks once more hide useful items for the VAUS such as round skips, lasers, multi-ball, size increases but also new powers such as a phantom VAUS that follows it,larger ball, size decreases and others. A boss fight or two (or three) may also be in the VAUS's future, but in this disturbing part of the universe, warped as it is, who can say who will emerge victorious...?

Paddle game fans continue to eat well on Arcade Archives with the follow-up to the successful Arkanoid, Revenge of DOH, which is the same but more of it. A choice of two rounds after every successful clear! More items! Nicer graphics! New boss fights! I'd love to tell you more but unlike Nobuyo Oyama, I am not an Arkanoid sicko. I'm uniquely terrible at Arkanoid and all paddle games really (except, somehow, OOparts) and so while I try, in vain, to get good at them, no matter what I do and no matter what control scheme (even an original paddle) I just don't have the right kind of brain to really get into them. If you do though, you're in luck, here's more of it! Hopefully this doesn't come across as too dismissive, it's not that I inherently dislike the genre, I'm just absolutely rubbish at them. Sorry, folks!

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This week's Arcade Archives release is... Satan of Saturn (SNK, 1981)

No Switch 2 version for this one again (seems to be a pattern with SNK games) but it's on everything else in ACA and ACA2 formats. Only the Japanese ROM is included (there was an international Taito release retitled Zarzon but that's not included here) and there's no special Preference Settings either. The game has been edited a bit too- the 'GO TO THE SATURN' sequence originally had the Star Wars theme and pretty intense colour flashing, but the theme has been changed to no longer be infringing and the flashing has been toned down, with dimmer colours and slower colour-cycling.

This is one of the few pre-Neo Geo SNK games with no other rerelease, as it's not on SNK Arcade Classics 0 or SNK 40th Anniversary Collection, meaning there's no way to get a second-hand physical copy, sorry.

Oh this is a tough one! Satan of Saturn is a gallery shooter with the usual space theme, but there's two distinct parts of each pattern- the first part set on Earth where you deal with saucers and rockets, and a Saturn section where you take the fight to SATAN (which, as it turns out, is a bunch of space insects). They actually have different mechanics between them- the Earth scenes have a laser beam floor beneath you that you can activate when enemies get behind you to wipe 'em out (and if they get too close to the bottom-centre they can actually take out one of your spare ships!) although there is a cool-down on it, and the Saturn scenes don't have that but have more erratic-moving enemies you have to take out before you can start back from the Earth scene. This is a game that's kind-of new to me as while I've heard the name before (it's hard to forget a name like SATAN OF SATURN) I've never really put any time into it, and... This game's really hard!! What makes it especially tough is it seems you can't shoot down enemy shots, as while sometimes they'll disappear when you shoot the alien that fired it, they mostly just block your shots entirely, and enemies also always fire when you first move directly below them. There's a little cool-down on when they can fire again, but this makes them real difficult to shoot and not get killed! You sort-of get the hang of it eventually, relying on quick movement to get out the way, but it's quite difficult, so if you've mastered other gallery shooters, maybe this one's for you. I think I prefer Sasuke vs. Commander (that one's a TOSE joint, of course) but this one's pretty neat otherwise.
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Oh, it's been a while, hasn't it? There's been multiple heatwaves here in the UK. I had writer's block. My editor went to the British Lawnmower Museum and got lost on the way home. And other delightful excuses! However, finally, Gaming Hell updates with a little love-letter to a fighting game close to my heart, Soul Edge. It's a good fighting game, even if it was overshadowed by its immediate successor, SoulCalibur! I hope you enjoy reading this one, and hopefully you won't have to wait as long for the next article~
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This week's Arcade Archives release is... Cyber Cycles (Namco, 1995)
 
Arcade Archives (previous-gen consoles)
PSN
 
Switch
US
 
 
Arcade Archives 2 (current-gen consoles)
PSN
 
Switch 2
EU
 
Xbox

Both the Japanese and English ROMs are included, which means the three secret bikes- the NVR 750 EX, the modified Wild Hog and BARI-PEN (it's a penguin on a scooter)- are all playable in this release with the appropriate codes, as they were exclusive to the Japanese ROM. No special Preference Settings this time, but you can play the game with motion controls (which kind-of work for giving an approximation of the act of leaning left and right on the cabinet's bike, but not really) and adjust the sensitivity of the analogue sticks to your liking. The ACA2 versions also exclusively feature local split-screen support for two or four players.

We've seen street racing, F1 racing and even animal racing and now, Namco screams back onto the track with one I've seen quite a few people waiting for, Cyber Cycles. Released inbetween Ridge Racer and Rave Racer, this isn't Namco's first foray into motorcycle racing with the whole 'motorcycle as a gigantic controller' cabinet- that'd be Suzuka 8 Hours- but it's their first 3D one and it's pretty great! There's two courses- the beginner-friendly Green Hill with a nice ocean view and the more intricate and longer Neo Yokohama which definitely isn't inspired by a certain manga and animated film that also had a red bike- but interestingly, there's also three bikes to pick from (and three secret ones in the Japanese version, including the aforementioned penguin on a scooter) that vary quite a bit in their handling. The anthias (complete with a rider sporting a bunny-ears helmet) has the easiest steering for when you're just learning the game, the NVR 750 is the in-the-middle bike with speed and decent handling, and the Wild Hog is an old-school motorcycle that has its own power-slide mechanic when you really turn but requires finesse to get the most out of. Mastering these machines (complete with a secret 'turbo' function by holding down the View Change button for ten whole seconds) as well as the turns and curves of the two courses, are the key to victory, although good luck taking first place, the computer riders are speed demons!


Of course, as with Aqua Jet, some of the appeal is lost in the translation to a home console. This was, after all, a big cabinet with a faux-motorcycle you'd lean left and right on to turn with the accelerator and brake on the handlebars. However, as with all of Namco's 3D games of this time, there's this definite 'OK, one more try' feel to this, especially since it's pretty difficult to place first. I had to have more than a few attempts to get the hang of it, and I still haven't placed first in Green Hill but managed to eke out a victory in Neo Yokohama after a lot of practice, and it doesn't feel frustrating, it's got a good sense of speed and the default control settings actually feel pretty good. Having an easy way of playing this at home without having to have a long, protracted fight with MAME's analogue controls is very convenient, and lets you appreciate all the work that went into this one, with the cityscape of Neo Yokohama looking especially impressive. The selectable soundtrack isn't an all-timer quite like Ridge Racer, but I especially like Bahama by Nobuyoshi Sano and wind ride kids by Shinji Hosoe. The narrator is also someone Namco and Capcom fans might recognise, it sounds like it's Scott McCulloch of Time Crisis and Resident Evil fame, interjecting here and there with comments like "Make your move!" and "You're really showing your stuff!" which is a nice touch. The cleanest, sharpest polygon presentation that Namco's System 22 can offer completes the package, and I'm really glad this one finally has a home port! One added benefit here is that you can really see the evolution of Namco's arcade racing games as more and more of them show up in Arcade Archives, a lot of them didn't have home ports until now so it's a part of their history that, unless you're an arcade rat, can be easily forgotten, so I'm looking forward to more (Dirt Dash is next, right?)
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This week's Arcade Archives release is... V'Ball (Technōs, 1988)... OK, OK, the full title of the game is U.S. Championship V'Ball (U.S. Championship Beach Volley V'Ball in Japan) but on storefronts they cut the 'U.S. Championship' part of the name. 

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

Both the JP and US ROMs are included, and there's quite a few differences between them as documented on The Cutting Room Floor (and in this rerelease's manual, which is handy, although there it's less comprehensive), with the main ones being the US version adds four-player support, requires 10 points instead of 7 in a match and also removes all the story elements, which is a huge shame. No exta Preference Settings this time, but there's a lot of edits to the backgrounds for this one to remove any potentially-infringing logos and mascots (which is especially funny seeing as Cookie Monster and Big Bird were already edited out of the original version by hiding them behind signs!). I've done my best to note all of them, original listed first, then replacement:

Daytona
Honba Sports -> Nonba Sports (Honda)

New York City
1Up -> IPP (7Up)
Bug Light -> Big Light (Bud Light, insignia removed from giant can)
Hersoey's -> Sheroey's (Hershey's)
Tweety Bird removed from sign under scoreboard
Cookie Monster, while still obscured by sign, has cookie removed from hand
 
Los Angeles
Somy -> Mosy (Sony)
WTV -> W (MTV)
RoboCap -> CoboRap (RoboCop)
Max Headroom further edited to look less like Max Headroom
Somehow, the Superman / Mickey Mouse (?) thing on top of the car has not been edited

Hawaii
Jacpak logo changed from red phoenix to red circle (as spotted by devilrei, this is probably the JAL / Japan Airlines logo, thanks!)

George and Micheal (no relation) are two volleyball players who'll take on anyone on their turf (surf? It's beach volleyball after all) for a couple bucks, but one day, they find a flyer promising $2,500,000 in winnings for a volleyball tournament! How could they pass something like that up? Travelling to courts in Daytona Beach, New York City, Los Angeles and the finale in Hawaii, they'll spike, serve and dive their way to all the cars that money can buy them! You might be familiar with the NES / Famicom port of this (it kept its arcade name in Japan but was renamed Super Spike V'Ball elsewhere) but that makes quite a few changes (including adding Billy and Jimmy Lee as playable characters), this is the original arcade version and it's pretty fun! Volleyball isn't a sport I'm particularly familiar with, but this takes a different approach from Power Spikes by using a belt-scroll perspective similar to Technōs' previous Super Dodge Ball. This seems to run a lot better than that game though, with way less slowdown, and having only four players on-screen probably helped!

The game itself uses a nice, simple control scheme with just two buttons to perform all your actions, assistance from the computer player when necessary like setting up spikes, but has an extra in the form of power spikes, done by mashing the jump button before striking- if charged up enough, you'll knock out one of the opposing team with a shuddering PWHBOOM! The little target that appears when a ball's heading your way is very helpful, but it make take a bit of time to get used to the timing, especially of jump serves and spikes, but I'm quite charmed by this one. The presentation in particular is excellent, with lots of vibrant colours and little cutscenes where your volleyball dudes buy increasingly-fancy cars! Since this comes with the US version, it's also ready for four-player action if video volleyball's your thing!
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This week's Arcade Archives release is... Combat School (Konami, 1987)

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

Only the 1987 JP ROM is included here, which is especially unfortunate for this game as versions released outside Japan (with the US version being renamed Boot Camp) have very funny English voices, but here there's only Japanese voices which are good but not as funny. No special Preference Settings this time, but the game is an unusual hybrid- if you plug in a compatible trackball, the game will play with the original trackball controls, but use a regular controller or an arcade stick and it switches to more traditional Track & Field-style controls with a button for building power, although this comes with a few problems we'll get into.

On your feet, you scumbags! You need guts to survive recruit trainig! We're gonna turn you from pukes to ministers of death, praying for war! And other assorted drill sergeant sayings that may or may not be cribbed from Full Metal Jacket! You've just enlisted in the finest combat training camp to be found in the whole of the USA (in Washington D.C. specifically, no really, that's what the manual says) and if you want to graduate, you've got eight gruelling challenges to overcome, from the bog-standard Obstacle Course to the rough terrain of the Iron-Man Race, from the rigorous firing range to the, uh, other rigorous firing range and then the, ahem, third firing range. We even make you fight for our amusement with arm wrestling and fighting the instructor. Then once you've done all that and graduated, maybe we'll get you to save the president or something, I dunno.

Oh great, my job's easy this week, I've written about this game already! Go look at my page on Combat School for more info (which I need to update now, I'll get on that, honest). Alright, see you next w- OK, OK, I'm kidding, there's a bit more to talk abut here. Specifically, this isn't actually a great rerelease if I'm being honest. For a start, the controls are a bit messed-up. The game actually controls quite nicely with a trackball (I'm having to wing it a little with the Taito Egret II Mini trackball but it works fine on PS4 and PS5, just with jumping, shooting and inserting credits on a standard pad) but on a pad, the 'build power' button for the Obstacle Course, Iron-Man Race and Arm-Wrestling events is a bit overtuned, making it significantly easier than the joystick ROM set that exists. On the original ROM via emulation, you really have to pound that power button to get any sort of speed, but here you gain power way too easily, making these events much easier as a result and not on purpose. I wouldn't have minded if it was a rapid fire option like in other ACA games, but it seems like it could've done with some fine-tuning to be more like the joystick version.

More critically, only the Japanese ROM is included, which is a huge shame because the English voices are really funny- things like "You made it............ Nick!" from your instructor and his delayed "........ Yeah!" response, the "DARN IT" when you fail an event and "Don't be a chicken!" before the final stage (that wasn't a joke about saving the president, by the way) aren't here. I think it says a lot that when saw posts about this rerelease, everyone mentioned the "You made it" line, and, well, it's not in this version at all! It is funny that a game so explicitly set in America that there's a screen of just the American flag and a rendition of The Star-Spangled Banner playing in the background (no, not with the voices) has almost all its dialogue in Japanese, but I was really hoping the English ROMs would be included here. The game itself is pretty fine as far as multi-event sports games go, although it's obviously not a patch on Numan Athletics or Mach Breakers, but a lot of the charm with the voices just isn't in this rerelease. Hamster have patched in regional variations before, so I'm cautiously optimistic the same can happen here, it's a shame otherwise.

tepidsnake: (Default)

This week's Arcade Archives release is... TX-1 (Tatsumi, 1983)

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

Just the Japanese ROM this time, although I'm unsure if it's Revision B or Revision C as listed in MAME. No special Preference Settings, but in Button Settings you can fine-tune the analogue controls and either disable or enable special calibration settings fit for either an analogue controller or steering wheel controller (switching it off means the car won't completely recenter itself after a turn, so be careful) and Screen Settings allow you to angle the left and right monitors (this is a three-monitor game, remember) and add a gap between them to more accurately simulate the experience of the original cabinet. If you're a real sicko (said with affection and love) you can use a wall splitter for genuine three-monitor action! The game has also been edited in a similar way to the Pole Position games- all roadsign signage aside from the Tatsumi logo (spelled Tazmi) have been replaced with generic symbols as they were originally logos of distributors of the game in various regions.
 
A new company joins the Arcade Archives out of nowhere, and it's Tatsumi! I was as surprised you to learn they're still in business doing photo booths / Print Club-style stuff these days, but their company history page shows the arcade games they made between 1983 and 1992 (technically it goes up to 1997 but I doubt their palm-reading game's gonna show up on ACA, thanks to bVork on the Retro Pals Discord for figuring that one out) and while it's a small number, they're pretty interesting. It's mostly big, vehicle-centric cabinets for things like helicopters, F1 cars and buggies- Buggy Boy is probably their most famous game, owing to its various home computer ports, with just Cycle Warriors and Big Fight: Big Trouble in the Atlantic Ocean being traditional button-and-joystick affairs. I'm pretty excited for Big Fight as it's a true Idiot Game, a deeply silly brawler with recruitable bosses, but I imagine we're likely to see most of their games now that Hamster seem more confident in porting games with analogue or otherwise strange control schemes.

As for TX-1 itself, you might be tempted to compare it directly to Pole Position but this doesn't have a qualifying lap or even a course to do laps around, as it's instead a hit-the-checkpoints kind of deal with a three-monitor view of the action and, surprisingly, multiple routes- once you reach a checkpoint and get a time extension, the path splits just like OutRun from a few years later and you can choose your next destination in this world-spanning race for the chequered flag. It feels a little easier to control than Pole Position (albeit with that steering calibration option enabled) and even has some fancy bells and whistles like tunnels where the sound of your engine changes to mimic real life, more winding roads to corner around, hills in certain areas and changing scenery depending on the route taken. It's very impressive for 1983, and if you're like me and haven't really spent any time with it, it's a good little F1 racer with incentive to play it a few times to try all the routes and see how many cars you can pass (they're all tallied up for bonus points at the end).

Oh, and '80s idol Yōko Oginome played it, truly the only endorsement that matters.
tepidsnake: (Default)

This week's Arcade Archives release is... Armadillo Racing (Namco, 1997)

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

Both the English and Japanese ROMs are included, with the main difference aside from the text being that the English one defaults to four coins (!) to start a game. ACA2 versions also allow for local split-screen for up to four players. No special Preference Settings this time, but as this was a trackball game, you can use any USB mouse or USB trackball that uses a mouse protocol (as explained by GSK). One example is the ELECOM HUGE Trackball Mouse that Hamster use in their streams, but if you know of any other extra controllers that work with Arcade Archives games, please help me out on my ACA spreadsheet!

ARMADILLOS. They're racing. That's the gist of it, really. This is another Super System 22 game that's quite the oddball, utilising a whopping massive trackball on the original cabinet where you race armadillos on one of two courses- the Sprint Course that's mostly a standard track with the odd tree branch to avoid, and the Obstacle Course that's full of dangers like wild animals, lakes to fall into and a ramp to score a sick jump off of (and even a shortcut, as you can see in this video from ohfivepro). Your armadillo has a heart meter (!) that builds up as you maintain speed and don't trip up on anything, and keeping it going for long enough has them roll into a ball (as armadillos are wont to do) to keep their momentum going, but they'll break out of it if they stumble on something, so be careful out there. You've got just two laps on each track to beat the rival armadillos, and getting first place lets you play a few frames of bowling (with your armadillo, of course) and then that's your lot.

Now, on the one hand this is a game that really feels like it needs a proper trackball to experience properly. Playing with an analogue stick ensures greater control and maximum speed at all times but it does feel like it takes away a bit of the appeal, and a USB mouse isn't really up to the task as unless you dial the sensitivity down a lot, steering becomes a lot more difficult and you really have to keep moving it frantically to get some speed out of it. On the other hand, this is a game that oozes charm- the graphics are bright and colourful, the sound design is excellent with different cartoon-esque noises for running depending on whether you're in a ball or not, there's lots of lovely little touches like the armadillos sweating when not at top speed, the monkeys helping with things like the high score table and entering your name (you pick out a letter and they just whack it with a stick!) and the cartoonish designs of the animals are all just wonderful. I get the feeling this one won't be for everyone, and it doesn't help that I don't have a proper compatible trackball to test this one with (although honestly I'm considering one now to better simulate the experience of a real cabinet) but I'm glad there's an easily-available home version for an arcade game I certainly never saw back when it was new, and it's so charming and lovingly-presented that it's hard not to like it!
tepidsnake: (Default)

This weel's Arcade Archives release is... Syvalion (Taito, 1988)

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

Both the Japanese and International ROMs are included. The International ROM is a bit of a mystery, as it seems to be unclear if it ever actually released or was just some kind of location test, the first time it was really known about was its inclusion in the Playsation 2 version of Taito Legends 2, so if anyone has any answers on this, please let me know! No special Preference Settings but the game is compatible with a USB mouse (or, on Switch 2, a JoyCon 2 in mouse mode) to better simulate the trackball controller the game originally used, which is how the game's meant to be played if you watch this video from Mikado- a mouse better simulates the slightly stop-and-start movement of the Syvalion, allowing for more precise control and reducing the likeliness of you bumping into walls constantly.

This game also appears on Taito Milestones 4 for the Switch, which loads either the Japanese or International version depending on the language setting of your Switch.

From a conversation overhead in a spaceport just outside the orbit of the planet Darius... "The Syvalion, huh. Name I've heard a million times... But like all good legends, there's always a few things that stay the same- the gigantic mechanical dragon gleamin' in gold and spewin' out flames hotter than the pits of Hell itself, fightin' a desperate battle to stop a gigantic mecha from destroyin' some two-bit planet called Earth- but it's the details, the details are always changin'. Some say the Syvalion was a mecha stolen from the mysterious enemy to destroy it from within, others say it was from Earth and just happened to hear the enemy's vile plot on their comms channel. Others still say it's connected to the Raimais incident with the Midorikawa siblings, and there's even talk of the dragon working with those Silver Hawk pilots Proco and Tiat, legends in their own right of that planet just over there... There's only one person who knows the truth, the pilot of the dragon itself, and no-one's heard from 'em since, but that legend of the mechanical dragon lives on, in every corner of the universe..."

One of the last games designed by Fukio "MTJ" Mitsuji (of Bubble Bobble and Rainbow Islands fame) at Taito before he went freelance, Syvalion is, at first brush, a maze-crawling action game. The training course doesn't deviate too much from this expectation- controlling the mecha-space dragon Syvalion, you move around the claustrophobic stages with a trackball, using your flame breath that gets weaker if you use it too long without taking a break to wipe out the enemies (as long as they don't have a shield), with a boss fight at the end of each maze. It doesn't feel like many other games of the time though, with the overwhelming size of the Syvalion itself making stages feel especially cramped, but with the trackball, you have a certain degree of fine movement to weave past things, and being able to deflect enemy projectiles (or at least hold them in place as with some boss encounters) makes you feel pretty powerful and able to defend yourself even if you're the biggest target in the known solar system. Add some strong presentation with highly-detailed spritework and an incredible ZUNTATA soundtrack (favourites of mine include Main Theme and Confusion) and you've got the basics of another Taito arcade classic.

That's just to prepare you for the real thing though, the Real Combat Series. Here, the game randomly selects a plotline at the start, and the game changes depending on your performance (factors like earning extends, collecting consecutive bonus items and clearing chapters increases the difficulty, dying repeatedly lowers it) and actions within chapters (for example, if the pre-chapter screen tells you to defeat as many enemies as you can and you miss too many, the enemy commander will escape and send you down a different path). This can mean different enemy formations, different stages, different music, power-ups like invincibility and gigantic rotating buzzsawa to help you out and one hundred (!!) different endings to the various plots, some of which can involve characters from previous Taito games Raimais and Darius (the latter of which can even bestow you golden option ships based on the Silver Hawk from that series). MTJ talked about the design behind Syvalion in a 1989 interview translated by shmuplations which I highly recommend you read, as he wanted to move away from 'pattern' based design and create something where the player and the game would engage in a 'battle of wits', where both sides improve as the game goes on. You can certainly see elements of modern rogue-like games in Syvalion albeit in a less direct way that's not as obvious to the player, but it does mean you can keep playing this one and you'll still be seeing new things and having a whale of a time while you're doing it. Admittedly, this does play best with a trackball- using traditional controls makes it more likely you'll bumble into walls a lot- and the game is pretty unrelenting and a little awkward to get used to... But I think it says a lot that when I fired up the ACA version to refresh my memory, I ended up doing quite a few runs and having a blast. Definitely play with a USB mouse if you can, but this one comes highly, highly recommended.

Read more about Syvalion over on gaming.moe! Play Taito games!!
tepidsnake: (Default)

This week's Arcade Archives release is... Hyper Crash (Konami, 1987)

Arcade Archives (previous-gen consoles)
PSN
 
Switch
 
 
Arcade Archives 2 (current-gen consoles)
PSN
 
Switch 2
 
Xbox
 
Just the one ROM (Ver. D) is included. Button Settings allow you to play with motion controls, adjust analogue settings and use the right stick for jumping (Preference Settings lets you change whether you press Down only or either Up or Down on the right stick to jump). One of the other Preference Settings was something you could do on the original cab, but it's pretty interesting- you can choose whether the game is in a Konami GT or WEC Le Mans cabinet, which slightly changes the controls.

Alright, one of the few remaining Konami arcade games with its only prior home port being the Microsoft Game Room comes to Arcade Archives, and it's one of my favourites I discovered through that disastrous service, Hyper Crash! What we've got here is a driving game with a difference- like OutRun you need to just reach the checkpoint for a time extension without worrying about your race position, but like Konami GT your fuel gauge is constantly depleting. There's nothing as convenient as fuel orbs to pick up here though, so your only way of topping the gauge up is to crush your opponents mid-race! You can either slam into them from the side and into the walls or use your jump to slam on top of them (although this also takes up fuel), with a bit of risk-reward thrown in here- attacking from the side takes longer but chaining them together gets you more and more points (up to 5000 per car!) while jumping breaks your score chain but works quicker to get you out of a tight spot or quickly top up on fuel. There's other hazards on the road too like oil drums that'll blow you up and puddles to make you skid, plus the further you get into the course, the tougher the enemies get with some who even drop oilslicks to send you all over the place, plus 'gimmick' parts of the course like a section where cars stay in formation the entire time or a speed section with no enemy cars (meaning no way to refuel). This is a real favourite of mine- it's easy to get to grps with, extremely satisfying when you smash enemy cars thanks to the crunchy sound effects and car parts that fly around plus the risk-reward of having to balance scoring big and keeping your fuel levels healthy... Although this is somewhat undermined by a rather silly ending sequence where you have to drive through the right icon at the end- time it right and you get a ridiculous amount of points added to your score, time it wrong and your score is reset to zero which is one of the silliest things I've ever seen in an arcade game. You can drive between the two gates if you don't want to risk it though. Even so, it's still a fun one, highly recommended!
tepidsnake: (Default)

This week's Arcade Archives release is... Lady Bug (Universal, 1981)

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

As far as I'm aware, there's only one ROM for Lady Bug outside of bootlegs (including, of course, one on Galaxian hardware) so there's just the one here too. No special Preference Settings this time either. There's also a slight edit- the jingles for starting a game / life, spelling EXTRA and spelling SPECIAL (I'm assuming, I can't play well enough to get SPECIAL's letters) were all originally based on Ladybug Samba by CHERISH, so they've been altered just enough to be legally distinct. That said, the music notation on the EXTRA screen is unedited, so if you can read music...

When Universal joined Arcade Archives, there was one game I was the most excited about getting the ACA treatement, and here it is, Lady Bug! Although the flyer promises a yuri maze-chase, it's all insects here- as the Lady Bug of the title, you have to gobble up all the tiny flowers in the maze while avoiding the nasty insects that spawn from the middle of the maze one by one. As with Mr. Do!, this is Universal having a stab at an established winner- in this case, Pac-Man- but just like with their famous clown game, it also makes a lot of meaningful additions to the format that give it an extra bit of complexity. The main thing here is you don't have any defensive options like Power Pellets, except for a very brief time-stop from grabbing the bonus vegetable that only appears once all the insects are out. Instead, you have to rely on the trap doors littered around the maze. These rotate when you move through them- approach one from below, for instance, and it'll swing to either the left or right, forming a vertical wall- and can not only be used to stop enemies from chasing you, they can also be used to corrall enemies to where you want them and even trick them into heading into the skulls that kill you if you grab them but send enemy insects back to the pen to wait to respawn (and if all the insects are out, the vegetable item will respawn, a sure-fire way to get massive poitns!). There's an element of timing added with the bonus items, as they cycle blue, yellow and red and need to be the right colour to get the proper benefits- blue for score multipliers, yellow for EXTRA letters for an extra life and red (which stay active for the shortest time) for SPECIAL letters for a bonus credit. As you clear each rack (referred to as Parts like it's a horror movie series), the insect designs change (eventually having multiple types per stage) and get way faster than you, so you'd better have mastered using those doors to get them off your tail. This is a real favourite of mine (it's one I saw in person, a cocktail cabinet of it at a hotel in Blackpool many years ago), and it's a very nice take on the maze-chase style with that trademark Universal spice added, so it comes highly recommended!
 

tepidsnake: (Default)
 
This week's Arcade Archives release is... Tekken (Namco, 1994)

PSN
 
Switch 2
EU
 
Xbox
US

As pointed out by EONOSTRO on the LordBBH Discord server, System 11 games will be ACA2 only, meaning no PS4 or Switch 1 releases, but Hamster will continue releasing other games on the older systems for as long as possible.

Only the Japanese ROM is included but Original Mode also gets an extra game mode, Practice, where you can fight against a dummy opponent that stands still and, more importantly, gets back up quickly (if you've ever tried to practice the original Tekken, you'll know the mild inconvenience of having to make your training partner stand up over and over. There's no other special Preference Settings, but this version does address a strange omission from an earlier rerelease- PS2 Tekken 5's Arcade History version of Tekken removed some names from the credits, specifically Seiichi Ishii (Director & Main Designer) of Virtua Fighter fame, Masamichi Abe (Coordinator) and Kunihiko Nakata (Character Design). These have not been edited for the ACA version, so they're all back in.

The King of Iron First Tournament. Funded by the Mishima Zaibatsu, this martial arts tournament promised the victor the glory of being known as the Iron Fist across the globe and a ludicrous cash prize. Of all the competitors in the world, eight have made it to the final- Kazuya Mishima, estranged son of the Zaibatsu's head; Paul Phoenix, the self-proclaimed strongest man in the universe; King, a mysterious luchador in a jaguar mask; Nina Williams, an Irish assassin; Jack, a Russian automaton running on plutonium; Marshall Law, master of high kicks sometimes called the Dragon; Michelle Chang, a Native American wielder of the Chinese fighting arts; and Yoshimitsu, a Manji clan swordsman. What are their reasons for participating in the tournament? Is it for the glory, the money, or somthing more personal? Get ready for the next battle!

A new type of hardware debuts on Arcade Archives, and it's one people have been waiting for. Tekken is the first ACA release running on Namco System 11, which famously ran on a vaiant of Playstation hardware. While this meant that the games didn't look quite as cutting-edge as contemporaries on Sega's Model 2 or Namco's own System 22, it meant that Namco could sell these games to smaller arcade locations and, more importantly, ensure a expedient and accurate home port to the Playstation. Everyone wins! 

In the case of the first Tekken, it established a few of the series' basics- the four-button, one-for-each-limb setup, using combinations of buttons and directions for moves, Paul's hair- but there's also a lot of elements not here just yet that'd be introduced in the sequels such as 10-hit combos, reversals and 3D movement. It's also a bit busted in some aspects, like King's Down-Forward + LP stunning the opponent for 93 frames (!) when blocked and damage being all over the place (hey, it was the '90s, the time for big damage) and, of course, this original arcade version is missing extras from the PS1 home port (did you know the sub-bosses and Heihachi weren't playable in the arcade version? You do now) which is something that's a problem for arcade games around this time. Try not to be too upset about it missing stuff from the home port, this is Arcade Archives after all. Still, establishing the basics for a fighting game series that's still going today is impressive even if it's mostly the control scheme, and it certainly has its own charm with its chunky polygons and excellent music and, considering it was initially designed as an experiment in making moving polygonal people, it does the job pretty well. The Caravan Mode in this one is also pretty novel, having you win as many rounds as you can before time runs out, with matches set to five rounds to stretch it out! I imagine most people will be more interested in the second game in the series on the same hardware, but Tekken as the first System 11 games on ACA is a fitting choice- it couldn't be anything else, really!

... Hold it! We're not done yet!

Moon Shuttle (Nichibutsu, 1981) got a surprise Arcade Archives 2 release too!

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Again, EONOSTRO on the LordBBH Discord pointed out that there is a little upgrade here- the first ACA release only had the International ROM, but now the Japanese ROM is included too. As a nice bonus, the first ACA release has also been updated to add this ROM, so even if you don't want to upgrade, you can get that extra version! Isn't that nice. This is also the game's debut on Xbox One and Play Anywhere. I still don't know what Play Anywhere really is. 
tepidsnake: (Default)

This week's Arcade Archives release is... Space Cyclone (Taito, 1980)

Arcade Archives (previous-gen consoles)
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Arcade Archives 2 (current-gen consoles)
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Only the Japanese ROM is included, which is a bit of a shame as the English version does have unique English voices for the aliens similar to King & Balloon, but this is also included in Space Invaders Invincible Collection with the English voices in-tact, so you can always try it there if you need to hear WE'RE COMING over and over.

It's the anniversary of Space Invaders this week, so we're getting a Space Invaders adjacent-game to celebrate, as well as discounts on Space Invaders games such as Space Invaders '90 (previously an Amazon Day exclusive bonus). This is a really cool one too- the invaders this time (called BEMS, what does it mean? Don't worry about it) don't attack in formation, but instead hop along meteors that move across the screen, sometimes warping to avoid your shots but usually dropping down and spinning wildly to either land on another meteor or hit the ground. If they make it to terra firma, fortunately they don't instantly end your game (although some of them move slowly once they're on the ground, so don't crash into them) but instead contribute to the building of a rocket ship. Once it's complete, it'll start flying around and firing huge lasers aimed at your last position, but letting it spawn isn't all bad as you can get bonus points from shooting it down. There's more things to worry about though, like the BEMS firing standard Invader-style shots at you, spaceships that lob fireballs at you that linger on the ground, and gigantic UFOs that launch massive lightning bolts at you...

This is a really intense gallery shooter with a lot going on at once, a little bit like Polaris just without the eight-way movement and it goes to show that in this particular era of arcade games, Taito were the best at making these small, tightly-packed but addictive and engaging gallery shooters. The presentation is also really nice, with lots of colour, some excellent touches like the huge lightning bolts, a few break time sequences teaching you the constellations (with a bit of humour in there too, like when the alien can't find the stars) and voices from the BEMS themselves like YATTA! when they successfully destroy you. This is one I'd never heard of until the Invincible Collection (and the MAME emulation apparently isn't really 100%) and it's become a quick favourite, like Lunar Rescue. Highly recommended!
tepidsnake: (Default)
 
This week's Arcade Archives release is... The Hustler (Konami, 1987), also known as Rack'Em Up.

Arcade Archives (previous-gen consoles)
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Arcade Archives 2 (current-gen consoles)
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Only the Japanese ROM (The Hustler) is included despite the the Western digital storefronts using the English ROM's Rack'Em Up title. For this reason, whenever this happens now, we'll primarily refer to the game with the Japanese title so you're not confused as to which game you're actually getting. No special Preference Settings this time either, and the very obvious Paul Newman and Tom Cruise stand-ins haven't been edited at all (thanks to electricboogaloofunk for pointing this out and also providing a clear shot of the two that The Hustler clearly based its graphics off! There's also this tweet from blast68k highlighted by ohfivepro that points out The Color of Money was called The Hustler 2 in Japan, making it even more blatant) 

Oh hey, remember when Video Hustler hit Arcade Archives and I said you should probably wait for the 1987 follow-up, The Hustler? Well, here it is! This is very much in the same vein, an arcade adaptation of pool with both nine ball and rotation games available, and it shares a lot in common with its 1981 counterpart- the aiming technique similar to Champion Golf on the SG-1000 where you aim at the corners of the table so knowing where rebounds will go is much trickier than something like Side Pocket or Pocket Gal and having three shots to pocket the next ball each time you pocket one before you lose a life. However, as well as being closer to real pool rules (albeit with the disclaimer in the manual that it may not be 100% accurate to the rules in real life!), the presentation has been given a huge boost. Massively improved graphics and sound,, little cutaways to your player taking the shot (and not just the same angle every time either, and even different characters for both players), a jazzy soundtrack that perfectly sets the atmosphere... It's not just for show either, there's a 3D behind-the-cue-ball view to the side as well which is very helpful for lining up your shots and it's visually impressive for the time. This won't be a release for everyone, and I think I generally prefer Data East's billiards games, but I was quite surprised by this one, especially the presentation side of things, so give it a look if you want an arcade-style pool game and Video Hustler's a bit too basic for you.

October 2026

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