tepidsnake: (Default)

This week's Arcade Archives release is... Cameltry (Taito, 1990)

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

This game is not recommended for people with motion sickness. It's not over-the-top like Mohawk & Headphone Jack, but it does rotate a lot.

Only the Japanese F2 Expanded System ROM is included- there was a B System version with worse music but that's not here, and both the Training tutorials and endings are all in English anyway, so there's no language barrier from playing the Japanese version (you can find more detail on the slight differences on The Cutting Room Floor). As with other spinner / paddle games released via Arcade Archives, you can adjust the sensitivity of the analogue controls and play with a USB mouse or, on Switch 2, use the mouse mode of rthe Joy Con 2 for finer control. No special Preference Settings otherwise this time.

This game is also included in Taito Milestones 4 for the Switch and is the same as this version. However, both versions have problems with the attract mode where it spins out of control and doesn't finish the course.

In the vastness of space and time... There exist the many labyrinths. Cameltry is a maze game with a difference, you control the maze itself! Originally utilising a spinner device, you turn the maze left or right to lead the marble (or Chack'n, or Space Invader, or the disembodied head of Roy Adams from Operation Wolf... Hold Start when starting any course except Training to select your marble) to the goal before time runs out, Breakable blocks, time-sapping tiles that laugh at you, bumpers, one-way paths and twisting, turning paths lie between your marble and freedom. Your only other available action is to hold the one (1) button to speed up your marble that also increases the recoil when you bash into walls and helps get enough velocity to smash blocks (smash multiple blocks quickly to score bonus points!). It's a pretty simple game but feels really satisfying with the right control setup (I'd recommend a USB mouse for maximum spinning action, but an analogue stick works OK) and the presentation is very strange and dreamlike, giving it a weird vibe that I very much enjoy. The backgrounds are usually unrelated to the task at hand and have things like Taito logos and penguins floating around them, the music is often unusual but really catchy, and the endings for each course are bizarre, including one where it's literally a dream the marble is having and, of course, one where they meet Yurika Cery, the Goddess of Space Time (who also hosts the tutorial). There's even weird little secrets like Taito cameos that give you extra points if you're super-fast, the slot machine that appears if you're slow and the pinball-style final chance where you might be able to keep going if you match the numbers... It's a really cool game, and if you've never played it before, you really should give it a try, it's one of those games that personifies 'Taito' to me. Play Taito games, and play Cameltry.

One nice thing about this rerelease is that a few mysteries have already been solved- for years it was assumed that graphics in the ROM showing a camel saying "I'm trying" were unused, but with the work of multiple people, it's been found it'll appear in the desert background if you finish the rounds Space Walker (Beginner Course) or Magician's Escape (Expert Course) with 1 second or less on the clock. Similarly, hidden expressions of Yurika Cery in the Special Course ending have also been rediscovered. Arcade games still hold their secrets, 30+ years later...
tepidsnake: (Default)

This week's Arcade Archives release is... Ace Driver (Namco, 1994)

Arcade Archives (previous-gen consoles)
PSN

 
Switch

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

 
Switch 2
US

Xbox

Both the Japanese and English ROMs are included. No special Preference Settings here (similar to Rave Racer, there's a car colour selection option but this was available as-standard on the Service Menu) but ACA2 versions include support for local split-screen for either two or four players (complete with race queens to entice players to enter a race that's about to begin!). Analogue control options are available to tinker with as in previous racing game rerelases, but as a warning from GSK, the Switch and Switch 2 versions don't have the usual option of allowing for analogue accelerator pedal controls with the right analogue stick, and you're stuck with digital only, which is very unfortunate for this game as more precise control of the accelerator is essential for the higher difficulties. Hopefully they can get this patched, otherwise you're best sticking with the PS and Xbox versions for full control.

Back to the racetrack once again! If Final Lap was a reminder that it wasn't just 3D racers that Namco was known for, then Ace Driver is a reminder that it's not all Ridge Racer. Namco did a lot of work in the Formula 1 racing field in the arcade, with Winning Run, Driver's Eyes and Ace Driver all keeping that flag flying, with Ace Driver being contemporary with the Ridge Racer games. As with Final Lap and Pole Position, this comes a tiny bit closer to the reality of driving a Formula 1 car, something bolstered by the three different difficulty settings not equating to different tracks (there's only one this time) but more like how realistic the handling is. Beginner lets you go hog-wild with acceleration and turning while Expert (Pro) is significantly more punishing, requiring very careful use of the accelerator, brake and steering to stop yourself from spinning out all over the shop. You certainly won't be drifting with the smoothness of Ridge Racer here, but just like Final Lap, while I'm definitely struggling with this one (I can at least make it to the finish line on Beginner and Expert, but dreams of hitting first place are beyond me), I can appreciate its approach, and it helps that the game looks stunning, with the cleanest textured polygons 1994 can offer, a blistering pace and even little details like dirt getting caught in the wheels then disappearing once the wheels spin for long enough! Not that you want to hit the dirt, or the walls, if you want the true ending. In any case, it's great to see this one finally come home (no, GameFan saying that there was a PS1 port on the way doesn't count as it 'nearly' getting a home port, years of sourcing video game magazines has given me trust issues and I think they just made that shit up.)

Oh, and if you want to play as one of the CPU cars (no stat changes, just a fresh coat of paint), then ohfivepro has the cheat for you, explained in their Caravan Mode upload- hold down the brake and gear shifter (either up or down) after selecting your gear type until you get control of your car for a magical makeover!
 
... Hold it! We're not done yet!






Tatakae! Big Fighter (Nichibutsu, 1989) got a surprise Arcade Archives 2 release!

PSN
 
Switch 2
 
Xbox
US

This is what you'd expect- the same game but with the modern ACA options like rewind and save states. Notably, the Xbox version also supports Play Anywhere which I'm pretty sure means you can play it on Windows. I wouldn't know, the only modern Xbox I've got is an Xbox One that was dragged backwards through a hedge. This does, however, mark the first Windows-compatible ACA release that isn't a Neo Geo game! I wouldn't expect this treatment for every ACA game, mind you- as explained by GSK, they'd probably have to relicense stuff from external licensors like Konami and Taito- but other Hamster-owned games like the Nichibutsu and Video System library might happen. We'll have to wait and see~
 
tepidsnake: (Default)

This week's Arcade Archives release is... Well, it's listed as Tag Team Wrestling but for clarity's sake, we're calling it The Big Pro Wrestling! (Technōs, 1983)

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

Despite using the Data East-distributed English name for the game on digital storefronts (Tag Team Wrestling), only the Japanese ROM (The Big Pro Wrestling!) is included. There's two slight edits to the game- the text under the wrestlers on the team name entry screen, which read "New Japan Pro Wrestling and All Japan Pro Wrestling Approved" is gone, and the intro jingle that plays after you start a game is missing, as it was based on Micheal Masser and Mandrill's Ali Bombaye, a song from the 1977 film The Greatest that was used as Antonio Inoki's entrance theme (he had his own version too!) . No special Preference Settings for this one either, but the manual lists how many button presses it takes to select each of your grapple moves, which will be important. One dip switch setting is of note- the screen will invert in two-player mode when you tag to the second player if Screen Inversion is switch on, so if you're on Switch, you can play this as a cocktail cabinet game and get the real experience!
 
Oh no, an arcade wrestling game! I'm so out of my league here! I'll do my best though. Believe it or not, this is often cited as one of the first wrestling video games ever made, and as pointed out by ohfivepro, the game's planner, Takashi Yoneda, loved pro wrestling and was a newcomer in the industry, who wanted to make a wrestling game because none existed at the time, and not only was it a hit, but Technōs would also make bank with more arcade wrestling games many years later, so this pioneering work paid off. Sunny and Terry, the underdog player team, must face off against the heel team Bloody Mask and Mad Bull Giant (who's immune to some moves because he's so big) in a tag team match, complete with getting out of the ring (watch out, Volence Caesar Sr. might show up if you're outside the ring to cause trouble), tagging in and out and all the hits, grapples and throws you can handle.

As for how it plays, it's quite strange at first, and a lot of people are flummoxed by the move selection system- once you get into a favourable clinch (as a hint, the position of you and your opponent's hands is important!), a little menu will pop up and you have to press the Select button to cycle through moves like headlocks, body slams and piledrivers, with more powerful moves near the end of the list requiring more mashing- but all things considered, it kinda works! You only get a few seconds to select your move, so it's not sometihng that massively slows things down, and you eventually get the hang of it. As this is a tag match, you can also switch to your other character which is essential to stay in the match, as you'll eventually wear out, becoming slower and more prone to getting pinned. I'm not a huge wrestling person (Ring of Destruction is more my scene) but even I gave this more than a few goes, and there's obviously a lot of love for the sport here, with an impressive amount of detail for 1983 like the audience moving around, the little intro with the referee and managers and the crunched-down voices that are really charming.

This rerelease does have a big problem though- as mentioned, this is the Japanese ROM, which actually matters here. The moves you select are in Japanese with no English in sight. The manual does try and help you out here, as it lists every move as well as how many button presses it takes to execute it. You'll eventually learn what wach move is but this is really unfortunate for a wider audience who might be expecting the old English Data East release given the game's storefront title. This has happened in the past- Liquid Kids and Tecmo Stackers use their English names but don't include the English ROMs- but this is definitely more affected by the lack of an English mode than most. There is at least one case where the English version was patched in later- Ninja Emaki- but if I understand it right, getting different versions of games in these ACA rereleases is contingent on finding a PCB and also making sure there's no legal hurdles (which is why there's no Midway or Atari versions of many Namco games on ACA) so while I am a little hopeful this can be updated to add the English ROM, I wouldn't hold my breath.

... By the way, it's the NES port that has the heel team called the Strong Bads, not this arcade version. Sorry!

If you want more information, Retro-Wres has a rather long write-up on this game, so I'd better defer to the experts on this one.
tepidsnake: (Default)


Wow, Gaming Hell is 18! Can you imagine being on the internet for that long? Try not to think about it, it will cause distress. Instead, why not take a look at the latest article, all about VIC Tokai's action platformer Magical Doropie. This is a real heartbreaker, 'cause it's one of those games where i beat it, wasn't sure what to think about it, then when I went back, played it some more, looked at my notes and really thought about it... It really hit me just how much I didn't like it. Not even a cute witch could sway me here, but hopefully I was even-handed with it and you can see where I'm coming from. I didn't even dismiss it as a Mega Man knock-off right away, that's a big ask if you look at the rest of the internet! Anyway, please enjoy, and look forward to 18 more years of Gaming Hell! Probably~
tepidsnake: (Default)

This week's Arcade Archives release is... Mr. Do! (Universal, 1982)

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

Three ROM versions are included- Oldest is an early version that has a snowman instead of the traditional clown with some gameplay changes (the blue monsters that appear when you grab the bonus target aren't implemented yet, for instance); Old is a version with the familiar clown but a famous lives rollover glitch; and New is a bugfixed version. You can see a list of the changes over on The Cutting Room Floor if you want more info. The Old version is also slightly edited as it removes the Taito copyright string on the title screen (as spotted by Eonstro on the Lord BBH Discord, they missed the Taito string on the 1-Up screen!) but everything else is kept, even the 1-Up jingle taken from the Astro Boy anime.

Here comes a new licensor! Universal, a company who's still around but primarily in the gambling and pachinko business these days, joins the Arcade Archives lineup with their most famous game, Mr. Do!, and it won't be a one-off either, so hopefully we'll soon see more of their games via Arcade Archives, like the rest of the Mr. Do! games, Devil Zone and my personal favourite, Lady Bug. As for Mr. Do! itself, in the past I was never a big fan of this one- entirely a personal thing, I don't like clowns- but after studyig it a bit more and trying to learn how to play it, I've warmed up to it. The comparisons ot Dig Dug are pretty obvious, of course- not a coincidence, the designer Kazutoshi Ueda was specifically told "our next game really should be made with Dig Dug in mind"- but there's more to it than that. There's a lot of meaningful additions to the formula, like being able to push apples (the equivalent of Dig Dug's rocks) to move them to strategically-useful positions, the bonus item freezing enemies in place for a brief moment of time (but also adding extra monsters to chase you) and the EXTRA monsters that can earn you an extra life. I think the main thing I struggle with in this game is that your defensive options are much more limited than in Dig Dug, as you only have the POWER BALL that takes time to recharge (gradually getting longer the more you use it) and the apples which the enemies can also push around. I also find myself tempted to grab the cherries to clear each board, but this becomes less of an option over time as the enemies will completely overwhelm you if you try to ignore them. It's a tricky game! It's one of those 'golden age' arcade games I'd definitely like to get better at, so I'm glad there's an official modern option more widely available now (before this, it was on one of the Taito Egret II Mini expansion packs and, uh, the Wii Virtual Console in Japan?) and maybe I'll finally get good at it!
tepidsnake: (Default)

This week's Arcade Archives release is... Arkanoid (Taito, 1986)

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



Only the Japanese ROM is included, and while it's missing the manual level select of the later revised Japanese version (as explained on The Cutting Room Floor), Preference Settings allow you to select a starting round before you begin (up to Round 32). Preference Settings also let players speed up the hardware check that appears when you boot up the game or reset it, 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, 3 and 14 have been changed so they no longer resemble Atari's Breakout. This is, presumably, something to do with the time that 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.

This game is also included in Taito Milestones 4 for the Switch and is the same as this version.

The era and time of this story is unknown. The Mothership, ARKANOID, has been destroyed, with only a single escape vessel, VAUS, scrambling away from it in the nick of time. However, the tiny ship has found itself trapped in a warped part of space... Who is responsible for this? Right now, the crew of the VAUS does not know, but these are the machinations of DOH, a gigantic Moai head and his HARMFUL ARMY of strange space creatures. This warped and twisted space zone is covered in giant bricks blocking the path of the VAUS. Only by using the ball can the bricks be destroyed, one by one. Perhaps, hiding in the bricks, the VAUS can uncover useful items such as round skips, lasers, multi-ball, size increases and more, but this is indeed a disturbing part of the universe. Maybe the answers lie at the end of Round 33, but who can say for sure...?

If you're a block-breaker fan, you must be absolutely thriving right now, there's been so many paddle games on Arcade Archives lately! Not a complaint, mind you, it's nice to see games with specialised control schemes like this get proper home releases with a few different ways to simulate the paddle. Arkanoid is a classic of the genre, with it adding lots of different patterns to clear out and, probably most importantly, a multitude of items to help you out in a few different ways. The presentation is also very stark but neat, with the ball making different pinging noises depending on what it hits and the little jingle that starts every life or round getting you ready for a bit of bat and ball action. Unfortunately... I am uniquely terrible at Arkanoid. Like, almost unbelievably bad. Once the ball bounces off a few things (especially once it hits the ceiling) it gets way, way too fast for me to keep up, even when playing on the Egret II Mini with the proper paddle and even on a real cabinet with original controls! So, I'm absolutely the last person you should ask about for this game, but it's a Taito classic that spawned a lot of sequels across the years, so it definitely deserves a place on modern consoles. I think I prefer Plump Pop, but that's just me!

 
tepidsnake: (Default)

This week's Arcade Archives release is... Cyber Commando (Namco, 1994)

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. No special Preference Settings this time, but the ACA2 versions include (local only) split-screen multiplayer for two players, and all versions of the game have been slightly edited- the flashing that happens when your vehicle is hit has been toned down, using lighter grey and red colours to make it less intense. Finally, as with other 3D Namco games, this is twice the price of normal Arcade Archives titles.

Accessing UGSF Timeline files... Opening Operation Recording #C3:1533, codename: CYBER COMMANDO... "This is not an exercise, this is not a drill, we have a situation on our hands. A rebel unit has taken over G.A.LO.F. Corporation's space colony, Uranusu, and reprogammed its AI to alter the colony's trajectory, planning to send it crashing to Earth. Your mission is to infiltrate the colony, destroy any rebels that block your path and destroy the RAMA security computer to stop the potential colony drop. For this mission, you'll be supplied with a cyberised tank- official designation, VEHICLE- from a range of six, including the balanced Persuader and Peace Keeper, slow but sturdy Murasame and Wild Bear and the fast but light Voodoo and Andromeda units. Each comes equipped with both a missile launcher and a rapid-fire weapon, but each model uses something different, so be sure to check out the dossier and pick the one you think is most suited to your combat style. You'll have to make your way through three areas- East City, Civic Park and Main Factory- each with at least three confirmed enemy units. I'm sure I don't have to impress upon you the stakes of this mission, so we're all counting on you. Good luck, Cyber Commando, over."

It's 3D Namco game time again, and this one's a great pick! Running on System 22, this is the sequel to 1993's Cyber Sled (similar to Air Combat 22, I imagine we're getting this sequel first as System 21 is still tricky to emulate), this changes the format slightly from a vehicular combat tournament to an infiltration mission, but the basics are pretty much the same. Using a twinstick control setup and the ability to turn and strafe with the correct movements (which works great in this ACA version with analogue sticks, by the way) you need to take out the enemy vehicles on each stage with your guns and missiles before they blow you up. You'll run out of gun ammo as well as missile ammo this time (unless you're using the Muramasa, which has a slowly-charging laser for its machine gun instead) so keeping an eye on where the pick-ups are (and shooting them to double what you get from them) via the radar is essential, especially since the radar frequently jams so you can't always rely on it. This one goes at a pretty rapid pace so you'll be blasting through those opponents pretty quick (especially as they appear one after another in each arena which are much bigger than the ones in Cyber Sled) but the game does get difficult fast as well, so you'll have to master your vehicle, dodging and neutralising missiles and taking cover to wait for your opportunity to strike back. Combine this with the excellent visuals and incredible Shinji Hosoe soundtrack and you have an excellent 3D combat game that feels really satisfying once you get a handle on the controls! This is also the game's first and only home release, so that makes it a pretty easy recommendation from me~ 
 

tepidsnake: (Default)

This week's Arcade Archives release is... Street Smart (SNK, 1989)

No Switch 2 version for this game!

As a remnder, this game is also available on SNK 40th Anniversary Collection by Digital Eclipse on PS4, Xbox One, Switch and Steam, with the PS4 and Switch versions also getting physical releases that you can get second-hand.

Only the Japanese ROM is included, although as far as I can tell the only differences are the Winners Don't Do Drugs screen and removal of Japanese text on the title screen. Preference Settings allow players to play on the Player 2 side, allowing easy access to Wrestler as a solo player.

Across the USA, street-fightin' men are getting ready for the big championship! 8 cities are hosting the bouts with their own fight queens to congratulate the winner, with two of the top contenders, Karate Man (P1) and Wrestler (P2), in fighting form! These pugilists know what they're doing, with powerful punches, crushing kicks and even backlips and somersaults to get out of harm's way quickly! They even move up and down the boxed-in arena to keep their opponents on their toes! As promising as they are, the competition is fierce, with some hulking competitors out there, waiting to become the king of the hill, and this year the action's even hotter as Karate Man and Wrestler can work together to fight two opponents at once, a real tag match! They'll even fight each other afterwards to see who's the toughest of the two! Only one can be the champion, though... Can they prove that they're really... Street Smart?! Medical services provided by SNK Ambulance Services, Co., with Dr. Nak Oruru and Nurse Rim Ururu tending to the wounded (well, they can't help with wounded pride!)

The SNK fighting game lineage begins with this game, one of their final releases alongside games like Beast Busters and SAR - Search & Rescue before the launch of the Neo Geo. Combining the one-on-one (or two-on-two with two players fighting two opponents) fighting of Street Fighter with the belt-scroll movement of Double Dragon, you've got a bit more freedom of movement than in later fighting games, allowing you to escape a little, plus the backflip helps you get out of a sticky situation quickly. That said, the way your character moves forward with most moves performed far away from your opponent is very strange and takes some getting used to, but if you're close enough, you'll throw out different moves that keep your stationary. The conventions of fighting games hadn't been set in stone just yet, so this is more of a boss rush with lives, non-recovering health between matches and unique opponents to fight.

To be honest, it's one I've never really been able to get into because of the strange way it feels, but there are definitely ways to play the game better than me! It certainly has charm though, with that distinctive '80s SNK look to it, an energetic soundtrack, some extremely loud and satisfying sound effects and the SNK AMBULANCE showing up to pick up the loser after bouts! Contrary to popular belief, there's no story ties to other SNK games, so no, you're not playing as Takuma Sakazaki. There are some connective threads though, as the first stage theme from Street Smart is remixed for the two-player battle theme in Fatal Fury, and the strange two player system- where players fight against the computer first then against each other- appears in both games (although in Fatal Fury, both players fight one opponent at once). One for those who want to explore the history of early fighting games for sure, although again, it's on SNK 40th Anniversary Collection- this version does have the advantage of being able to play as Wrestler easier, though.

tepidsnake: (Default)





April is the month of idol birthdays, which means we have You Watanabe (17/04) from Love Live! Sunshine!! and Maki Nishikino (19/04) from Love Live! School idol project. These two are real favourites so it's always nice to draw them this time each year, and I try to find costumes that have some kind of similarity. This year, it was short hair! Sadly, I'll never get any good at drawing characters to-scale with one another- once I start drawing, the scale is just whatever I'm feeling that day. Just imagine the camera's a little closer on Maki this year.
tepidsnake: (Default)

This week's Arcade Archives release is... Konami GT (Konami, 1985)

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

Despite the title, only the Japanese version, Konami RF2 - Red Fighter, is included. As explained in two posts by ohfivepro, this game was originally released as a Bubble System game (using Bubble Memory that requires literal heating-up before it starts) before later receiving a faster-loading EPROM release that introduces a few errors due to loading data too fast. While the Bubble System version is currently undumped, It seems that Hamster fixed up the errors in the EPROM version to create a better experience than the one currently available in MAME. The ROM release still has a 'warming up' screen though, and the Preference Settings here allow you to skip this if you like.
 
Yet another Konami game saved from having its only home port on the Microsoft Game Room! This is a pretty interesting one too, a first-person perspective driving game with impressive scaling and presentation (I'm a big fan of the car hood overlay, a bit Road Blaster-esque) and a good sense of speed to it. You're not worried about your position in the race though, it's more about your fuel gauge which constantly draining and empties even faster if you crash into another car or something on the side of the road and explode. You can top up your fuel gauge by driving into the giant orbs littered across the the course, and you also get a full refill once you reach a checkpoint, so a bit like Full Throttle, you're always given a good chance of clearing the next stage rather than having to rely on being good at the previous one. The steering takes a little getting used to (you might want to try adjusting the analogue settings a little) but it reminds me in a way of the turning controls in Pole Position, and funnily enough, Konami and Namco made a deal to sell the game as a conversion kit for old Pole Position cabs! Quite a fun racer, this one, but don't let the Japanese title fool you, it's definitely not a sequel to Road Fighter (although it totally is).
 
Now that I think about it, we've had this, Final Lap, Rave Racer, Full Throttle... Arcade racing game fans have been eating pretty well lately. Good, good.
tepidsnake: (Default)


From Fushigi Mahou Fun Fun Pharmacy, it's Potpourri the little witch and her magical friends, Pinch, Laluu, Shibu, Grim, Garu and Rick! A short-form anime series (with 11-minute episodes and the occasional 23-minute special) that originall aired as part of an anime block, Anime Shūken DX! Mi-Pha-Pu, it's an excellent mahō shōjo series with a great protagonist, Potpourri, an energetic girl who learns she can be a witch from Miss Fukiko of the titular pharmacy and gets into all sorts of mishaps and adventures in the Smiling Ginza, with Miss Fukiko keeping an eye on her but only involving herself if Potpourri gets really in over her head. It's brilliant, you should all watch it, and Potpourri's outfit design is absolutely peak, bless her (her mom made her outfit and one episode shows she has an entire drawer of the exact same outfit, good). After watching the full series, of course I had to draw her!

tepidsnake: (Default)

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

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

Both the Old and New versions are included- the Old version only has four-way movement and no name entry for a high score, while the New version has eight-way movement and proper name entry for a high score. As pointed out by ohfivepro, the last time this one was rereleased (on Taito Memories II Gekan on Playstation 2, only in Japan) it was just the New version, so this is the first time the Old version's ever been rereleased. No specific Preference Settings this time though.

Alright, captain, here's your briefing. Our nuclear sub, the Polaris, is in a bit of a sticky situation. The enemy has us completely surrounded in a small underwater valley- fighter jets and anti-submarine aircraft in the skies, warships and submarines in the depths. They're bombarding us with missiles, homing missiles, depth charges and mines from every angle! Things aren't completely hopeless though- we've got our own missiles we can fire straight up for taking out the enemies and can at least destroy the normal missiles and depth charges (the homing missiles and mines are a bit too strong for us to deal with) and the Polaris is the fastest sub in the sea so we can dodge enemy projectiles pretty well. Just don't crash it into the sea bed, and watch out, as we won't be able to surface as high the longer the fight goes on. Good luck, captain, we're all counting on you.

Ooh, a Taito game I'm completely unfamiliar with! Somehow I completely skipped past this one on the Taito Memories set it's in and I really regret that now- this game is excellent! It's a gallery shooter set in the ocean where, unlike Space Invaders and Galaxian, you have full horizontal and vertical movement across the sea bed and the game absolutely expects you to use all that space available to you, because threats are everywhere. You're constantly surrounded by hostiles and their projectiles and the game goes at a fast pace, not giving you a chance to take a breath at all. Keeping track of what's happening under the sea and in the skies is really intense, especially with elements like the homing missiles (scary but not too tough to outsmart) and you have less space to work with the longer you survive as the highest point you can reach gradually goes lower and lower (it'll reset when you die or clear a round). The constant sonar ping adds to the tension too, a bit like the heartbeat of something like Asteroids or Space Invaders. I don't have too much else to say on this one, it's a great gallery shooter, definitely give it a try! 
 
tepidsnake: (Default)

This week's Arcade Archives release is... Surprise, another Neo Geo game! It's Master of Syougi (SNK / ADK, 1995)

PSN
EU
US

Switch
EU
US

No ACA2 version for this one, so just Playstation 4 and Switch versions this time. In a rarity for the Neo Geo, there is no English version either, which makes sense given this is an arcade shōgi game from the 1990s. However, this release includes a full breakdown of the pre-match menus in the manual so you can consult that to navigate the game. There's no real Preference Settings either, but like the other Neo Geo rereleases, you can extend the screen display for pixels to the left and right of the image that are usually cut off.

... Well, folks, this is it, maybe the most "I have absolutely no hope of saying anything useful about this game" Arcade Archives release ever! This was even joked about in the Pop'n Bounce post where this game sat all on its lonesome at the bottom of the 'Neo Geo games awaiting ACA rereleases" list! Board games like this aren't my area I'm afraid, but at the very least this has a few options- you can play shōgi by standard (chess-like, get your opponent's king in check to win) or hasami (sandwich opponent pawns to capture them and get the target number) rules, there's a setting for a move guide to let you know what moves you can do with what pieces, different play conditions like removing certain pieces, and the manual contains a fairly robust listing of the actual rules of shōgi (although it does say this version may differ from the real-life game). I'm at least glad that they've managed to squeeze out a few more Neo Geo rereleases, even if this one isn't for me (don't expect any of the mahjong games though, they used a special controller, although look forward to this sentence blowing up in my stupid face in a few months' time) but that's all I can tell you, I'm afraid!

Anyway, here's a video showing my full understanding of shōgi.


tepidsnake: (Default)

This week's Arcade Archives release is... Final Lap (Namco, 1987)

Arcade Archives (previous-gen consoles)
PSN
Switch
US

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

Only a Japanese ROM is included. The only Preference Setting worth mentioning outside of the obvious analogue controls is the Car Type setting, allowing you to pick one of four cars (this is normally done across two dipswitches but it's been made a single setting here). Sadly, even on the ACA2 version, there's no support for split screen or any sort of emulation of the link play feature, which was a major selling point for the original arcade game, being the first to allow up to eight players at once via linked-up cabinets. I'm not sure why they weren't able to include it here, but it might be an emulation hurdle (don't assume older tech is necessarily easier to emulate!) so while I'm a bit disappointed, I won't hold it against Hamster too much.

... Oh, yeah, something else notable about this rerelease is it had to be heavily edited for legal reasons. A 2019 BMJ Journals research paper (you can read it over here) has a lot of info on the use of tobacco company imagery in racing games from the '80s to the 2010s, but to keep it relevant to what we're talking about, in late 1989 Philip Morris' PM Barry Krivisky noticed Sega's Super Monaco GP in a New York arcade using Marlboro's racing livery without permission (coincidentally after PM CEC was brought to discuss the use of tobacco imagery in video games with Ohio Representative Tom Luken) and sent a cease and desist, which they eventually settled and Sega edited the arcade game to remove all infringing banners and liveries (inclding HOSTER'S which is very, very funny). Philip Morris would ask the same of Atari Games and Namco for Final Lap's inclusion of Marlboro livery and other cigarette company ads, and they came to an agreement too, with Namco editing Final Lap too to remove tobacco ads and liveries and Atari offering a $100 discount on dedicated Final Lap 2 cabinets to arcade operators who complied and changed the ROM chips on their boards. You can see shots of the edited version on this blog (it's currently undumped). The point is, all of this stuff is gone from the Arcade Archives version as well as other company signs like Dunlop and Pirelli, which weren't originally edited out, disappearing too (most signs are either blanked or replaced with Namco logos) as well as the car liveries changed but the obvious F1 driver names in the high score table kept (they were taken out of Namco Collection Vol. 1 on PC). Phew!

Actually talking about the game now... It's easy to be wowed by the 3D Namco racing games we've been seeing on Arcade Archives lately, but before Ridge Racer and Rave Racer (and even contemporary with them), Namco were making strides on the 2D, sprite scaling racing track too, and Final Lap was their next big step after Pole Position. We're on the Suzuka Circuit once again with beefed-up hardware meaning much smoother sprite rotation and more detail across the board as well as extra touches like a bridge you pass under, side mirrors that show what's happening behind you (especially impressive in 2D!) and race queens that start and end the race (complete with a little mischief of the wind) and your car tilting slightly as you hit the side of the road. Praised for its realism at the time, much like Pole Position it takes a bit of time to get used to the steering controls and how to handle corners, as you really have to use the brakes and shifting gears to tackle them at speed but it's got that 'just one more try' feel to it. I started playing this one at a real disadvantage and felt I wasn't getting anywhere with it, but then about 10 tries later I was hooked, it's just the one track but you learn exactly where to lean into the corners and how to maintain speed to reach the finish line under the pretty strict time limit. The analogue controls are also pretty solid by default in this rerelease, and while it won't quite be the same as playing on a real cabinet (which I must admit, I don't think I've ever seen- Suzuka 8 Hours seemed to be more popular in the UK from what I remember), I think anyone with a passing interest in arcade racers definitely needs to give this a try, especially since this is its first rerelease since a PC version several decades ago! I imagine we'll see the other Final Lap games on ACA in the future which is an exciting prospect!
tepidsnake: (Default)


OOPS!! GUESS WHO'S A BIG DUMMY WHO FORGOT TO POST THEIR MS PAINT ART TO THEIR DREAMWIDTH?? Me. It's me. There's, like, extra steps to putting art on here, so I just forget, sorry!! Ahem. From the top, then, we have...

* UFO-co from Space Invaders Extreme! this was a warm-up both for the UFO-co navigator I was adding to my stream that week and the next drawing, I really love her design so I've drawn her a lot!
* Ellen Joe from Zenless Zone Zero! Ellen Joe is one of my favourite ZZZ characters but it's always intimidating to draw characters like this as there's so much detail to her that it takes a long time for me to draw everything out. Still, I'm really happy with how she turned out, capturing her lazy, sleepy vibe quite well.
* Cat Girl from Catrap! No, really, check the manual, her name is just Cat Girl. She's just called Pit Girl in the Japanese version, Pitman. One of my favourite Game Boy puzzle games, she design is very simple but very cute.
* Anne from Gekirindan! I went through a bit of a Taito phase here, although really, there's always time to draw a Taito cute. Anne's the pilot of the P1-side space helicopter in time-travel shmup Gekirindan, and I get the feeling there's not that much art of her, which is a shame.
* Woolen from Puzzle Bobble 2! More Taito cutes? Yes please. Woolen is one I really like from the early Puzzle Bobbles.
* Cleon from Puzzle Bobble 4! Definitely not my favourite Puzzle Bobble game (that's a mild understatement), but Cleon is absolutely one of my very favourite character designs from the series, she's very tepidsnake-core as she's a sassy little imp. This has both her 1P and 2P palettes because the 2P palette is my favourite.
* Arle Nadja from Puyo Puyo / Madou Monogatari! Did you know Arle's coming to Sonic Racing CrossWorlds? She is! So, I had to draw her, obviously.
* Haruka Amami from THE iDOLM@STER! I've only drawn Haruka once before, which definitely seems like some kind of crime. She really grew on me after watching the anime series, so I decided to draw her in her Namassuka!? Sunday uniform as that's one of my favourite episodes. It's the one where she gets bopped by the box, something that's based on a true story!

I promise I won't leave it so long next time, the writer lied.
tepidsnake: (Default)

This week's Arcade Archives release is... Devastators (Konami, 1988)

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

Both the Japanese (Garuka- similar to Contra, the title is written in Ateji) and English (Devastators) ROMs are included, with a few differences noted in the digital manual- in particular, you have to beat three loops of the game in the Japanese version before you can see an ending, and it also has more weapons than the English version. No Preference Settings this time, and no edits either, which is notable for three reasons. First, the Microsoft Game Room version edited the title screen to remove the Sylvester Stallone-esque heroes and this version keeps it, it also keeps the "MOVE ALONG!" (or is it "MOVE IT ON?") soundclip from Aliens and, somewhat unexpectedly, the flashing has not been edied either. As far as I can remember, the flashing isn't too intense, but it is there (specifically on the title screen and the boss sprites flashing multiple colours upon destruction) so you might want to keep this in mind before playing it in the dark.

Alright, DEVASTATORS, listen up! You two are the best, most efficient, ruthless, disciplined... And most expensive 2-man team of freedom fighters in the world! That's what your flyer says, anyway. You've been hired at the request of a small country who've been subjected to a brutal takeover by a fanatical dictator and your mission is simple: annihilate their armed forces, rescue the prisoners and overthrow the corrupt government. You only start with a rile and a limited amount of grenades, so the rest of your armaments are OSP (on-site procurement) including rocket launchers for high-priority targets, flamethrowers and even grenade launchers, so grab 'em as soon as you see 'em. Each area you liberate has a boss vehicle at the end, so blow it to bits and move on to the next area- your time is very limited, and if you fail to complete your mission, you will perish! Parachute drop is at 1000 hours, so get ready, and remember, you're doing this for the glory, the money, and to feed the beast inside your bodies! Again, just reading from the flyer. I think you should go with the other one, it's a bit more convincing.

Devastators is a pretty fascinating game, an into-the-screen action game that feels like a massive expansion of the base sequences from Contra that came out the year before, but this has a lot more freedom of movement and forces you to play quite differently due to the incluson of bullet drop, where your rifle shots have a limited range before they hit the dirt. As a result, you have to be more aggressive and get closer than you'd think to shoot enemies, but you still have grenades if you want to keep a little distance and you can also back off a little if you want (you can't scroll the screen backwards, but you do have a bit o an area to move around it). Another interesting addition is the rocket launcher which can only be fired when it locks on to a big target like a sniper tower, helicopter or boss fight, but using it locks you in place for a second, so you need to be sure it's safe. There's also two-player co-op so you and a buddy can overthrow the government together! I really like this one- the presentation is nice with some great scaling and punchy sound effects, there's not many games that have this kind of control system for going into the screen and it's fun and challenging! I'm not wild on the game cutting off continues on the final level (and limiting the number of continues in general, but this can be circumvented according to the Hamster stream as it's determined by how many times the continue screen appears, so having another player join in can prevent that from happening) but it's a Konami game from the late '80s, you have to be expecting that kind of thing. The main thing you hear about this is that it feels like a first draft of a later Konami arcade game, 1992's G.I. Joe which switches to forced scrolling, adds four-player support and runs on much better hardware... But I dunno, I think I prefer Devastators for having its own take on this kind of game. Don't pay attention to me, I'm just a little arcade game sicko~

Speaking of the Microsoft Game Room, as a little bonus... With this release, that means there's only 10 Konami arcade games included in that service that don't have Arcade Archives releases yet, so here they are:

Amidar (1981)
Gyruss (1983)
Scooter Shooter (1985)
Konami GT (1985)
Iron Horse (1986)
Rack 'Em Up (1987)
Hyper Crash (1987)
Blades of Steel (1987)
The Main Event (1988)
M.I.A. (1989)

tepidsnake: (Default)


This week's Arcade Archives release is... Actually, it's a Neo Geo game this time! It's Pop'n Bounce (Video System, 1997)

PSN
 
Switch

Yes, this is just an ACA release with no ACA2 version, which means no PS5, Switch 2 or Xbox Series reelase. Also, despite the other ACA Neo Geo games showing up on Xbox One in the past, this one hasn't. Don't be too down though, Xbox owners, in this week's Hamster stream they announced that almost all of the Xbox One ACA Neo Geo games have been added to the Xbox Play Anywhere service, meaning you can play them on Xbox, PC or compatible handheld devices, and they've had their UI updated to the ACA2 style. They said not all games have been added to it, and I think this refers to the ACA2 version of The King of Fighters '98 and the delisted football games, so it's basically all of them. Anyway, Pop'n Bounce does have a feature not seen in any other Neo Geo game, paddle support, so you can play with with either a normal joystick setup or with a USB mouse for analogue control

You thought the Neo Geo was finished on Arcade Archives? Not a chance, pal! An ACA version of Pop'n Bounce was included as an exclusive game in ACA Neo Geo Selection Vol. 10 that released at the end of last year for the Switch exclusively in Japan, but now here's the game on its own, This is a strange one, as it didn't release in Japan when it was new- as explained by ohfivepro on Bluesky, around 1997 Video System and Visco (whose credit is found on the Pop'n Bounce and Sonic Wings Limited flyers) ran into difficulties and cancelled or delayed many of their arcade games, with Pop'n Bounce in particular releasing in the West instead (others, like Captain Tomaday and Ganryu getting released a few years later instead). It still has a Japanese language option (under the name Gapporin) but this is standard for Neo Geo releases, as the game's region is picked by what BIOS you're using, so that's included here too, but what a strange situation! The game itself is even stranger- this is the only paddle-and-ball game on the Neo Geo, so it has support for a paddle controller, but unlike The Irritating Maze which used a trackball and I know exists because I've played a cabinet myself, I can't find a photo of any Pop'n Bounce cabinet using a paddle. I imagine it was probably an option to convert an old paddle game, but as Lord BBH pointed out in his Neo Rank Masters episode on the game, to have this setup you've have to dedicate a cabinet to it, so if you have a multi-slot MVS, you'll be limited to this one game 'cause no other Neo Geo games use a paddle. Not a great situation for an arcade operator to be in!

... Oh, right, I'd better talk about the game, huh? It's a Breakout / Arkanoid-style game where you have to clear the playing field of blocks (the field only takes up half the screen to allow for two-player battles) but with a few interesting twists. For one thing, depending on your settings, blocks (represented by different creatures in ever round, with Rabio from Rabio Lepus appearing in the final round!) can move down the playfield when there's a gap, and this can lead to blocks of the same colour fusing together, becoming larger and eventually dropping power-ups for you depending on their colour (mostly typical of the genre like a larger paddle and the ability to shoot lasers). There's also a decent bit of variety in the level designs, with bombs that blow up small areas of blocks and items that blow up all blocks of a particular colour, but what's interesting is the layouts are randomised- each round has a few different layouts that they can be that's picked at random in each playthrough, so you'll have to play a few times to see them all. Finally, there's the ultimate technique, the ATTACK- if you hit the letters at the top of the playfield spelling out this word, then your paddle extends to almost the entire bottom of the field and a load of ultra-fast balls show up to decimate all the blocks! Hitting the top does speed up the ball though, so you'll have to be skilled to pull this off. There's even a versus mode where you battle against another player to clear your board before they do, while sending nuisance enemies over to their side of the screen. This is definitely best played with something simulating the paddle though, the joystick isn't ideal for this kind of game, but it's nice to see this one get reissued as it's pretty cute. And hey, Breakout / Arkanoid fans have been eating pretty well with ACA lately, haven't they? Good for them, good for them.

Now, you might be wondering, is this a sign that more ACA Neo Geo games are in our future? Well, don't get too far ahead of yourself there, sport. The remaining Neo Geo games that don't have an ACA equivalent are mostly games that have some kind of obstacle to overcome before a rerelease can happen, so just for fun, here's an organised list of those remaining Neo Geo games, divided into groups based on the most likely reason they haven't shown up yet:

Ironclad / Chōtetsu Brikin'ger (Saurus / SNK, 1996)
Thanks for Wotter16 on Bluesky for reminding me about this! Although initially unreleased on Neo Geo MVS, it was given a Neo Geo CD release in Japan, and the prototype arcade ROM was later released on Wii Virtual Console (running in AES mode)  and GOG  and Humble Bundle (running in MVS mode). IIRC Hamster only tends to release arcade games that actually came out, but SNK has repeatedly rereleased this one, so maybe...

Viewpoint (Aicom / Sammy, 1992)
Fight Fever (Viccom, 1994)
Bomberman: Panic Bomber (Hudson Soft, 1995)
Double Dragon (Technōs, 1995)
Voltage Fighter Gowcaizer (Technōs, 1995)
Far East of Eden: Kabuki Klash (Racjin / Red Entertainment, 1995)
Tecmo World Soccer '96 (Tecmo, 1996)
Neo Bomberman (Hudson Soft, 1997)
Nightmare in the Dark (AM Factory / Paon / Eleven / Gavaking, 2000)
Matrimelee (Noise Factory, 2003)
Pochi and Nyaa (Taito / Aiky, 2003)
These are all third-party games from different developers and publishers. If any games are likely to show up on ACA NeoGeo, it's these ones, but Hamster would need to talk to the rights-holders involved (most of these have obvious owners outside of maybe Nightmare in the Dark and Fight Fever, although considering The Eye of Typhoon got a Piko-branded rerelease, maybe they have Fight Fever?)

Windjammers (Data East, 1994)
Super Dodge Ball (Technōs, 1996)
Rage of the Dragons (Evoga / Noise Factory / Brezzasoft, 2002)
These are also third-party games from different developers and publishers, the difference is they have modern rereleases elsewhere- Windjammers was released standalone by DotEmu, Super Dodge Ball was included in Super Technōs World: River City & Technōs Arcade Classics and Rage of the Dragons was released standalone as Rage of the Dragons NEO. Thanks to electricboogaloofunk for reminding me about Windjammers!

Mahjong-kyō Retsuden: Nishi Nihon Hen (SNK, 1990)
Bakatono-sama Mahjong Manyūki (Monolith / SNK, 1991)
These are all mahjong games that all require a special mahjong control panel.

Quiz Daisōsasen: The Last Countdown (SNK, 1991)
Quiz Meitantei Neo & Geo: Quiz Daisōsasen Part 2 (SNK, 1992)
Quiz King of Fighters (Saurus / SNK, 1995)
These are all quiz games with contemporary question sets and, in the case of the two Daisōsasen games, litigation-worthy parodies of celebrities and movie stars like Sean Connery and Marlon Brando.

Eight Man (Pallas / SNK, 1991)
Legend of Success Joe (Wave, 1991)
Minnasan no Okagesama Desu! Dai Sugoroku Taikai (Monolith / SNK, 1991)
Chibi Maruko-chan: Maruko Deluxe Quiz (Betop, 1995)
The Irritating Maze (Saurus / SNK, 1997)
These are all based on outside licensed properties such as manga / anime (Eight Man, Legend of Success Joe, Chibi Maruko-chan which is also a quiz game), celebrities (Minasan no Okage Desu! which also requires a mahjong control panel) and game shows (The Irritating Maze is based on the Japanese variety show Ucchan Nanchan no Honō no Challenger: Kore ga Dekitara 100 Man-en!!).

Andro Dunos (Visco, 1992)
Goal! Goal! Goal! (Visco, 1995)
Puzzle de Pon! (Visco, 1995)
Neo Drift Out: New Technology (Visco, 1996)
Breakers (Visco, 1996)
Puzzle de Pon! R (Visco, 1997)
Neo Mr. Do! (Visco, 1997)
Breakers Revenge (Visco, 1998)
Battle Flip Shot (Visco, 1998)
Captain Tomaday (Visco, 1999)
Ganryu (Visco, 1999)
Bang Bead (Visco, 2000)
These are all Visco games whose back catalogue was purchased by PixelHeart in 2020, and they've been rereleasing them in various forms by themselves since then, including the Visco Collection and Breakers Collection on modern home consoles. The exceptions are Neo Mr. Do! (rebranded as Punky Circus for its Neo Geo CD rerelease, not on modern consoles) and Puzzle de Pon! and Puzzle de Pon! R (Visco licensed out the Puzzle Bobble mechanics from Taito so presumably they'd need to OK it too).

Shōgi no Tatsujin: Master of Syougi (ADK, 1995)
This is just a lonely shōgi game that doesn't fit anywhere else. Poor thing.

And that's it.
tepidsnake: (Default)

This week's Arcade Archives release is... Plump Pop (Taito, 1987)

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


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

Just the one ROM this time, which makes sense as you can only get different regions by messing around with region flags (as documented on The Cutting Room Floor) and there's no World or US arcade boards out there. Button Settings allow players to use a USB mouse and adjust the analogue settings, while Preference Settings allow players to toggle a score display glitch caused by the Round 3 boss on or off. This rerelease is also slightly edited- the Red Cross on the flag that appears when you get a Game Over is changd to a heart (in the Taito Egret II Mini version, it was just a blank white flag, so this is an improvement).

I always mentally filed Plump Pop (which was the final name after others were considered like Plump Tramp and NYANPOLINE) away as an Arkanoid variant, but after reading The Cutting Room Floor's article... It's Taito's take on Circus, isn't it? You know, Breakout but usually with balloon targets and a human in place of the ball, adhering to gravity and all that. Silly old me! Anyway, this is a very cute take on the concept, with you in charge of one of three adorable animal teams- dogs, cats or pigs, your choice- as they have to destroy all the balloons cluttering the skies, with two animals manning the trampoline and a little baby animal as the ball, which is perfectly safe, honest, don't think about it too much. As more complex patterns of balloons appear, so do hazards like clouds the baby animal slides across (press the jump button and they'll jump too) or just bounce off of and the sun itself being an obstacle (destroy it and the time of day changes). This even has boss fights every four rounds (after the suppertime bonus round, of course) where you need to keep up with balloons being spawned with every successfully bonk on the enemy!

This originally used a paddle controller, and while an analogue stick does a decent jon (when playing on pad, a speed-up button is added to let you move faster), this is best played with a mouse for fine control, and you'll need it- your hapless baby animal starts bouncing slowly, but almost immediately reaches terrifying air-speeds as they smash the balloons, so be careful with them. You can also jump to put a little more oomph into your bounce which you'll also need to avoid various creatures that appear to pester you on the ground. The game becomes even more chaotic in two-player mode where a ledge is added that you can hop up to, because otherwise, the trampolines have collision so you can push against each other, and you can also bounce the other team's baby! Be careful not to screw each other over out there, you're meant to be working together! The original Arkanoid is due for an Arcade Archives release in the future (it's on Taito Milestones 4) so there's yet more Taito paddle games on the horizon, but I have a particular soft spot for this one. It's got that cutesy Taito presentation and also has strange secrets like increasing the point value of bonus items by not letting a single one drop and cute details like the trampoline-holder's head squishing if the baby lands on it (it even launches them at a different angle) so definitely give this one a look, especially if you have a mouse!
tepidsnake: (Default)

This week's Arcade Archives release is... Rave Racer (Namco, 1995)

Arcade Archives (previous-gen consoles)
PSN
Switch
Arcade Archives 2 (current-gen consoles)
PSN
Switch 2
EU
Xbox
Four versions are included here, with Japanese and English versions of the Standard /SD (simple up-down gear shift) and Deluxe / DX (six-gear shifter and clutch) cabinets. The main regional differences are the language and the silhouetted dancer (whose actual model is naked! NSFW, of course) on the City course being replaced with a lit-up arrow sign in the English release. That's why I went with the Japanese version of the Hamster trailer this time, that silhouette is important. No exclusive Preference Settings here (I thought the car selection was, but nope, that's in the Service Mode menu) but you do have plenty of analogue control options and, on ACA2, there's Split Screen Mode with support for up to four players at once so you can see the exclusive 'waiting for entry' screens at your leisure. As with other 3D Namco games, this is double the price of normal Arcade Archives releases. Worth it, though.

This is Radio 765 comin' at you live from Rave City for the Rave Racer competition, the engines sound like they're ready to go! We've got twelve revving roadsters out there ready to take on four exciting racetracks- the City with its elevated highways and the famous hilly descent, the Mountain with its spotty use of safety barriers (careful out there, or you might have to take a different route) and both the short and long courses in the nearby Ridge City, always a welcome sight on race day, especially since they finally finished that under-construction part of the long course! Whether they're using automatic or manual transmissions, these drivers know they've gotta use every trick they've got to stay on top, from drifting through turns to slipstreaming off other cars, so the action's gonna be flaming hot! Racers, start your engines, and let's get it on!

We're only two months into 2026 and we already have another Namco all-time great hitting Arcade Archives, and about time too- it's taken 31 years for Rave Racer to finally come home. While Namco did release Ridge Racer 2 in 1994, it was more of an upgrade to the original than a follow-up, as while it added the rear view mirror support for up to eight linked cabinets to race against one another and a new soundtrack (and a much ruder version of the announcer), it still used the same course. Rave Racer is a full-blown sequel with the short and long Ridge Racer tracks returning but with the brand new City and Mountain tracks, a new slipstream mechanic (you have to get really close to your rivals to get a boost), a view change button to see from behind the car, altered physics (bumping against opponents feels slightly less like you're getting pinballed around), another new soundtrack with 12 tracks to choose from (and a new set of announcers, including other racers trash-talking you) and a fresh look with a slightly more realistic colour palette. Oh, and I've got to mention the leather jacket-wearing lady shown in the game's title demo- contrary to popular belief, it's not series mascot Reiko Nagase, but instead a woman who was given the name "Rave Reiko" by fans and used in Gamest, but she's earned a place in the heart of gamers who ever saw that attract mode.

Now, I can't speak for everyone because my arcade-going experience was usually limited to going on holiday rather than any local arcades- this is probably why I'm still so enamoured with arcade games to this day, it was always a chance encounter for me- but Rave Racer is one I never saw myself, maybe once or twice but certainly not as much as the earlier Ridge Racer games. I've seen it since (in particular at Arcade Club) and loved it, but the fact that it never got a home port or even had its courses reused for many years (eventually showing up in the two PSP Ridge Racer games) gave this one a certain mystique. Fortunately, it absolutely lives up to the Ridge Racer name. This is essentially a real arcade follow-up and it plays just as beautifully as the original, but with little tweaks and additions and, of course, two brand new courses to get your teeth stuck into. Just like the other 3D Namco games of this era, it's easy to learn but extremely fun to try and master, with that 'just one more try' feel as you learn each course and try to get those times down and, ultimately, aim for first place. Just like the first Ridge Racer, this is an incredible racing game that feels just as fun and fluid now as it did over 30 years ago, so this is maybe the easiest recommendation for any ACA rerelease. It says a lot that I was hoopin' and hollerin' when I took first place on the City course last night after several failed attempts, and it just made me think, damn, arcade games kick ass. Play Rave Racer! Play arcade games!!
tepidsnake: (Default)


Time for the debut of the original Xbox on Gaming Hell with Gunvalkyrie, an early game for the system by Smilebit of Jet Set Radio fame, taking on the 3D action genre with an aerial-focused insect hunt. What chaos awaits Kelly and Saburouta on the planet Tir na Nog? Read on to find out! The MS Paint art for this one shows one of my favourite stages. Naglfar's Pit, which has a huge orb you have to make your way up to. How are Sarah and Sniper breathing in space? Don't worry about it.

June 2026

S M T W T F S
 1234 56
78910111213
14151617181920
21222324252627
282930    
RSS Atom
No cut tags