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This week's Arcade Archives release is... Space Invaders Part II (Taito, 1979)

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

Just one version this time. Preference Settings allow players to display the number shots (officially caled BEAMS) fired and the current value of the UFO (the relationship between the number of shots fired and the UFO score value is explained in the manual, as well as the rainbow effect, the Nagoya Attack and various other secrets included in this sequel) and select your starting stage. The Sound Settings also have some extra options- Custom Audio Settings lets you reproduce white noise and adjust the individual volume levels for every single sound effect in the game.
 
One day, in 1979, Earth was suddenly attacked by alien life forms known as the Space Invaders. Vast numbers of them enveloped the- wait a minute, haven't we heard this before? No, not the time the Invaders got even, I mean last week! Yes, this is Space Invaders Part II which is from a time when the concept of a video game sequel was pretty new. How do you follow up from Space Invaders, the worldwide phenomenon? More of it, of course. This means we're in a situation like Rally-X / New Rally-X and Sky Kid / Sky Kid DX where it might've been preferable to bundle both together, but here at least the lack of a black & white version means there's no Pepper's ghost effect available here. This has a few visual changes- it's all in living colour from the off, the invaders storm in from the top of the screen at the start of each wave, the bunkers all have the current wave number on them and there's cute little cutscenes of an Invader making an escape on a UFO between stages (sometimes they even have engine trouble). There's even a fancy new title screen!

However, it's not just visual, this adds some new game elements with scoring opportunities being something of a focus- flashing UFOs with temporary invincibility that are worth a lot more points, a special points bonus for achieving the rainbow effect, UFOs being able to add new Invaders as reinforcements and gaps in the formation that allow some Crab Invaders to split after being shot for even more points. I must confess, even though I'm a big Invaders fan, I never really spent much time with Part II and assumed it was just a visual improvement, but that's partly because many of the new features only appear a few stages in- Invader reinforcements only start in the third stage, and splitters only show up in the fourth stage. Fortunately, this version lets you pick your starting stage (and for Caravan Mode, you can start from the first or fourth stage) so even if you struggle with this game, you can skip ahead to try the new mechanics for yourself. The manual is also realy useful for explaining the secrets they added (beat the first, second or third stage without missing a shot and you'll get an extra life!) and the extra settings make this a better option than Space Invaders Invincible Collection (for both this and the first game, honestly) and, well, I think Space Invaders is an addictive little game (going for the trophies in these rereleases did take up more time than I expected!) so I'm glad they're available on modern systems. Try Space Invaders! Enjoy arcade games!!
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Just for a bit of fun, I thought it'd be nice to highlight five Arcade Archives releases we got this year. Not the best or the most notable necessarily, and they're only in year of release order, but five games I think you should check out if you haven't. This is the joy of Arcade Archives, I feel, finding out about games you wouldn't have seen otherwise!

Dacholer (Nichibutsu, 1983)

There's not that many Nichibutsu titles left for Hamster to rerelease, but this is the one I was waiting for, DACHOLER. At last, you can experience True Ostrich Gaming at home where you kick turtles around simple mazes and try not to hurt yourself in the process, and you even get the Kick Boy version as well!


Roc'n Rope (Konami, 1983)

An early Tokuro Fujiwara joint where you can see an early implementation of rope-climbing that would show up in Capcom's Bionic Commando years a few years later, this is probably my favourite 'golden era' game from this year, a solid Donkey Kong-esque scale-em-up with nicely-implemented rope mechanics.

Land Sea Air Squad (Taito, 1987)

Taito started strong this year with Dead Connection, and ended it strong with Space Invaders as Game #500, but I'd like to highlight this one, a Commando-style top-down run-and-gun with very satisfying accuracy-based score mechanics, a variety of vehicles to hop into and an infectious military-style beat to back the action.

Spinal Breakers (Video System, 1991)

Video System are another company with not that many games left to rerelease (looking forward to Lethal Crash Race in 2026) but Spinal Breakers was probably the funniest game Hamster could pick to release straight after Ridge Racer, the bizarre and bloody tale of Captain Waffle fighting robot Nazis and dinosaurs, with no spines actually being broken.

Mach Breakers: Numan Athletics 2 (Namco, 1995)

And to wrap things up, Namco has had an absolutely incredible year on Arcade Archives, and not just because their 3D games like Ridge Racer and Tokyo Wars have started to get proper home releases. High-spec 2D titles like The Outfoxies and Nebulasray have also been rereleased, so you're spoiled for choice. I've decided to highlight Mach Breakers as it's a favourite of mine, one of the best multi-event sports games ever made with only its prequel, Numan Athletics, getting close. You can read more about it on Gaming Hell!

The first Arcade Archives title of 2026 will be Space Invaders Part II, so let's see where the year takes us from them. I hope you continue to enjoy the masterpieces that built a generation for video games, have a happy new year, and we'll see you next time! (Unless I can get another drawing out before the year closes, we'll see)
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This week's Arcade Archives release is... Space Invaders (Taito, 1978)

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

Both the black & white and colour versions are included. Preference Settings allow players to display the number shots (officially caled BEAMS) fired, the current value of the UFO (the relationship between the number of shots fired and the UFO score value is explained in the manual, as well as the rainbow effect and the Nagoya Attack) and the current stage on the side of the screen. The Display and Sound Audio also have some extra options- Custom Screen Settings has three different cellophane settings and three different lunar backgrounds available (only in the black & white version) and Custom Audio Settings lets you switch between two different UFO flight sounds, reproduce white noise and adjust the individual volume levels for every single sound effect in the game.

One day, in 1978, Earth was suddenly attacked by alien life forms known as the Space Invaders. Vast numbers of them enveloped the planet like a cloud. The future of humanty looked bleak. But working in secret, Earth scientists developed a weapon that turned the tide- the Core Cannon. Equipped with a laser beam that could oblirate the Invader in one shot, could the cannon drive off the invasion, one alien at a time...? (Hey, have I heard this intro somewhere before?) Even with such a powerful weapon on our side, as well as defensive barricades that slowly get destroyed by laser fire, the Invaders will keep marching on, closer and closer, and faster and faster as you take them out... In black & white, in living colour, amongst the darkness of space or on the surface of our moon, the battle wages on, unendingly, relentlessly, and maybe it's still going to this day...
 
... I don't have to explain Space Invaders to you, do I? This is like, one of the video games, one of the most successful and popular arcade games ever, with the Crab Invader going on to become a symbol of video gaming itself. I know some people were disappointed that this is the 500th Arcade Archives release (mostly because they were setting themselves up for disappointment by maybe being a bit too out there with their guesses) but to that I say, if you're going to mark the occasion, isn't a symbolic game like this a good pick, really? This was actually one of my guesses for what the 500th game was (my other guess was Mobile Suit Gundam, the Allumer game- wish I'd emailed my guess in now!) to keep my expectations in check.

In any case, this is actually quite a bit more feature-rich than the version included in Space Invaders Invincible Collection, with cellaphane and lunar backdrops included which were missing from Invincible as well as more screen and audio options in general. The sound does seem a little strange at first, but it's been a good few years since I've played an actual Space Invaders cabinet (there used to be an antique store / museum place called Botany Bay that had a few Invaders cabs, I was kinda nice at it) and so maybe all the other rereleases have the sound just a smidge wrong, but it's not my pace to say. Anyway, I'm one of those freaks who still enjoys a round of Space Invaders now and then, If it's not to your liking, there's like 499 other ACA games to pick from, try one of those!
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This week's Arcade Archives release is... The Outfoxies (Namco, 1995)

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

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

Well, well, well. I didn't think this would happen- I, like others, figured that the violence against children would mean it'd never get rereleased- but here it is. Thirty years after its arcade release, The Outfoxies is finally at home. Probably the most requested Namco game for Arcade Archives, maybe even the most requested game full-stop, if you know about this game, then you know what the deal is. It's tempting to call it a Smash Bros. progenitor, but it plays quite a bit differently, with a much larger focus on stages that are either constantly changing or adding new hazards or just throwing you off your feet. Is it balanced? Oh hell no. Is it fun? Oh hell yes, it's a game you can pick up immediately and have fun playing whether against the CPU (who does, admittedly, start to cheat but the Acme Mansion stage is worth it) or a friend, and the presentation is immaculate. There are two issues worth pointing out though. First, the camera moves around a lot and this can induce motion sickness in some people, but there's no real way around that unfortunately (I'm lucky that it doesn't affect me even though I can't use VR for more than 5 seconds without wanting to throw up, but I know not everyone is so lucky). Second, there's no online play, which is disappointing but expected. I'm just happy we have a version of this at home at long last. If you want to know more, this Bluesky thread translates parts of the Hamster stream with the revelation that the game was partly inspired by Ghosts 'n Goblins (!) and was made after the director had to work on a string of quiz games (!!). Also, I wrote about The Outfoxies in 2008 (I got to it first, give me retro gamer cred please) and while this article is very, very old, I've updated it a little to bring it up more up to code, but it's more a playthrough than more usual long articles, so it'll be a bit different. Anyway, play The Outfoxies.
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This week's Arcade Archives release is...Roc'n Rope (Konami, 1983)

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

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

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

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

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

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

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

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



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

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

Just the one ROM this week (so, predictably, no Bomb Bee N, as amusing as that would've been). No special Preference Settings this time, but like with Gee Bee, if you have a USB mouse, you can plug it into your console to use as a replacement for the spinner control (this feature is mentioned on every storefront but I've only tested it on the Switch release) or use the JoyCon 2's mouse function on Switch 2, otherwise you can adjust the speed of the paddle in the Controls Settings.

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

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

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

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

Each robot has three normal attacks- a kick, a punch and their special weapon- as well as a shield that blocks incoming attacks for less health lost, but fitting all that onto three buttons is tricky so you have to press a button to switch between the three attacks, with shield on its own button. It's awkward to say the least- a bit like playing Street Fighter II on the Mega Drive with a three-button pad- and there's a lot of other weird things like how it has Street Fighter 1-esque movement (you sort of step forward in increments rather than smoothly), projectiles being removed from the field if you get hit while launching them (fortunately, the same applies to the enemies), there's a stage where you can float around freely and skid across the screen... Still, it does allow you to play player vs. player, the opponent variety is neat (the fourth enemy is really tough for me though, that laser is too good!) and completing the first loop earns you a new weapon for your warrior which is a pretty unusual feature. The execution is understandably ropey given its vintage, but it's a fascinating thing to study for those interested in the early days of the one-on-one fighter.
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This week's Arcade Archives release is... Tokyo Wars (Namco, 1996)

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

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

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

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


For a bit of fun, here's a real Tokyo Wars cabinet I saw once! I can't remember where, but it was a pretty popular game, so I saw it a few times when on holiday.
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This week's Arcade Archives release is... Scion (Seibu Kaihatsu, 1984)

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

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

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

... By the way, they're selling the Dacholer shirt now. It's real. Here's the UK link, here's the US link. Dacholer.
tepidsnake: (Default)

This week's Arcade Archives release is... Midnight Landing (Taito, 1987)

Arcade Archives (previous-gen consoles)
PSN
 
Switch

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

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

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

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


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

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This week's Arcade Archives release is... Munch Mobile (SNK, 1983)

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

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

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

tepidsnake: (Default)

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

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

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

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

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

tepidsnake: (Default)

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

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

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

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

This week's Arcade Archives release is... Dacholer (Nichibutsu, 1983)

PSN
EU
US

Switch
EU
US

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

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

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

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


This is true art.
tepidsnake: (Default)

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

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

"OSHA violation? The hell you talkin' about, pally? Look, we've got a bit of a problem on the job site, so maybe you can help. Ol' Workman over there- long story how he got that name- is a lil' stranded on one of the parts of the building we ain't finished yet. We got a whole bunch of spare girders to place over there though- straight ones, ones that let 'im walk down to go lower and walk up to go higher, that sorta thing. So, you place the girders and he'll walk across 'em to get to safety on the other side. We only got 15 pieces to spare though, you go over and we ain't gonna be able to build this orphanage we're workin' on. Workman really needs to work on his walk though, 'cause he'll change his walking speed constantly. Yell at him to reverse course and he'll double-back, but he ain't so good at listenin' to instructions so he'll only do that so many times. Oh, and watch out for those cranes, we don't wanna knock the poor guy out. Alright buddy, get to it, I gotta go grab my lunch, good luck!"
 
Oh yes, a vintage Taito sickos classic! Steel Worker is a fascinating early puzzle game, which brings to mind Lemmings of all things, even though this predates it by over a decade, although it doesn't play like it at all. Place the pieces to direct Workman to where he needs to go, being careful not to build into the pillars on the far left and far right or in the middle without connecting them to the walkway properly, and get him safely to the other side. It's that simple, and while the random elements will screw you over at points- when Workman speeds up, he absolutely books it so you need to react quickly, and the two cranes in the middle will be a huge pain to navigate unless you time things very carefully and maybe use a Reverse or two- you kinda want to go straight back in and play it again, just one more try, you can get further next time. This is one I hadn't heard of before it was dumped for MAME and it's a really interesting look at early arcade puzzle design, plus the presentation is pretty charming (a lot of people noting it looks like a ZX Spectrum game, and I mean they're not wrong) so I'd definitely recommend this one!
tepidsnake: (Default)

This week's Arcade Archives release is... Video Hustler (Konami, 1981)
 
 
Arcade Archives (previous-gen consoles)
PSN
Switch
EU
US
 
 
Arcade Archives 2 (current-gen consoles)
PSN
Switch 2
EU
Xbox

Just the one ROM and no Preference Settings this week, sorry, only the basics!
 
On the subject of basic...This week's game is an arcade adaptation of pool (sort-of) from 1981, so if you go in expecting Pocket Gal then you're going to be disappointed, try and keep those expectations realistic. You've got a joystick and a single button, with shot power controlled by a three-block bar that flashes between the different shot strengths and direction controller by a target that you move around the edge of the table, so there's no guideline to show where a rebound might go, you'll have to figure that out yourself. Of all things, this system reminds me of Champion Golf from a couple of years later in1983 on the SG-1000 which has the exact same targetting mechanics and it goes to show you that back in this era, developers were still in the process of figuring out how to adapt traditional sports like this into digital form. The way this game works as an arcade title is pretty fair though- each time you pocket a ball, you get given a number of shots to pot the next one before you sacrifice a life (you also lose a life outright if you pocket the cueball) rather than an overall shot limit which is nice. The scoring system is also novel, with higher multipliers for different pockets that change on each shot so you might be tempted to go for a trickier shot if it'll get you close to an extend. Konami would follow up on this many years later with Rack 'Em Up (The Hustler in Japan, making the title inspiration a bit more obvious) so you might want to wait for that game to get a rerelease instead, but this is doing its best for 1981.
 
On the plus side, this is another Konami arcade game saved from the Microsoft Game Room, we're now down to only 15 games left on there! Well, some of them have ports elsewhere like Gyruss but then there's games like The Main Event and M.I.A. with no home releases anywhere else. I think Galactic Warriors deserves better than that, wouldn't you agree?
tepidsnake: (Default)

This week's Arcade Archives release is... Mach Breakers (Namco, 1995)

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

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

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

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

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

As pointed out by gosokkyu, uper fans of the game will definitely want to check out the Hamster livestream for the game's release, sharing lots of production materials and behind-the-scenes stuff, they got a lot of staff from the game to chime in on this one!
tepidsnake: (Default)

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

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

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

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

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

I won't lie, on my first few credits I didn't get anywhere with this game and was ready to write it off, but I decided to persist and it does take a little getting used to, but it's pretty fun! The movement in particular is a little strange, it works on a grid system but since there's more open spaces than something like Pac-Man, it can be hard to see where one tile stops and another starts at times, so I found myself not quite moving where i wanted to. I haven't gotten much better at it, but you sort-of adjust to it in time. The main habit you have to stop yourself from indulging in is hanging around on the outer edges of the maze- Tuna Head will spend most of its time circling it, and you can't attack it from there. Instead, you're better off sticking inside the maze, taking potshots at Tuna Head when the opportunity presents itself and dealing with the Sukiyaki Bros. using your eyes while using chain reactions to work on as many eggs as you can at once. The egg patterns eventually become more complex and more Sukiyaki Bros. show up, so it starts challenging and only gets more so as you get through the boards. It'll take a few credits for you to start to 'get' it, but I think this is a neat little game! A few gameplay elements would show up in another Technōs game a year later, Mysterious Stones: Dr. John's Adventure although that game's a lot more elabarote with way more going on, but I suppose it shows just how quickly arcade games were advancing at that time, eh~

January 2026

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