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This week's Arcade Archives release is...Roc'n Rope (Konami, 1983)

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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... Galactic Warriors (Konami, 1985)

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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... Battlantis (Konami, 1987)

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

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

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

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This week's Arcade Archives release is... Video Hustler (Konami, 1981)
 
 
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Just the one ROM and no Preference Settings this week, sorry, only the basics!
 
On the subject of basic...This week's game is an arcade adaptation of pool (sort-of) from 1981, so if you go in expecting Pocket Gal then you're going to be disappointed, try and keep those expectations realistic. You've got a joystick and a single button, with shot power controlled by a three-block bar that flashes between the different shot strengths and direction controller by a target that you move around the edge of the table, so there's no guideline to show where a rebound might go, you'll have to figure that out yourself. Of all things, this system reminds me of Champion Golf from a couple of years later in1983 on the SG-1000 which has the exact same targetting mechanics and it goes to show you that back in this era, developers were still in the process of figuring out how to adapt traditional sports like this into digital form. The way this game works as an arcade title is pretty fair though- each time you pocket a ball, you get given a number of shots to pot the next one before you sacrifice a life (you also lose a life outright if you pocket the cueball) rather than an overall shot limit which is nice. The scoring system is also novel, with higher multipliers for different pockets that change on each shot so you might be tempted to go for a trickier shot if it'll get you close to an extend. Konami would follow up on this many years later with Rack 'Em Up (The Hustler in Japan, making the title inspiration a bit more obvious) so you might want to wait for that game to get a rerelease instead, but this is doing its best for 1981.
 
On the plus side, this is another Konami arcade game saved from the Microsoft Game Room, we're now down to only 15 games left on there! Well, some of them have ports elsewhere like Gyruss but then there's games like The Main Event and M.I.A. with no home releases anywhere else. I think Galactic Warriors deserves better than that, wouldn't you agree?
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This week's Arcade Archives release is... Super Basketball (Konami, 1984)

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Just the one version for this game, and the almost-standard-at-this-point 'adjust game speed' option in the Preference Settings.

It's been a minute since we've had a sports game, but this is perhaps more conventional than Punk Shot. We're on a regulation court with five players on each team, and we're working our way from the juniour high school leagues all the way to the world championships. This also does something pretty clever that I've seen only a handful of sports games do- rather than play a full game, you start every game in the middle of it, and your team is losing. Close the gap before you run out of time, and a draw doesn't count! You can earn extra time by scoring baskets to reach the target score, but mistakes will cost you a few seconds (thanks for the reminder, ohfivepro!) Its other innovation is perhaps a bit weirder, as this is a three-button game- pass and shoot are on their own buttons as you'd expect (with the passing working quite nicely, as the team member you're free to pass to is highlighted) but the third button is dribble and you have to mash it to move with the ball. It's a bit strange at first but if you're OK with mashing, it works pretty alright and tries to simulate the physical act of dribbling, although it might be a bit of a strain for some, but that's what the rapid fire function of all ACA rereleases is for. Double Dribble would also keep this unusual dribbling system, but scrapped it for the NES home version (only having two buttons there didn't help, I imagine).  

I found myself pretty charmed by this one- it's not a super-advancecd basketball simulation by any means and it does stop and start a lot as it keeps as many of the rules and fouls of basketball as it can, but there's neat touches like a penalty shot system that plays like a micro Track & Field game (get the angle and position right!) and the synthesized voices, a staple of Konami games in the '80s, are really charming, they're doing their best. There's even a bonus shoot-out round from a slightly different perspective where you try to score as many baskets as possible before time runs out! A bonus round in a sports game, can you imagine? 
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This week's Arcade Archives release is.... Strategy X (Konami, 1981)

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Only the one ROM this time. Three control schemes are offered- one for normal controllers using the right analogue stick or buttons to aim, one for arcade sticks that just uses buttons to aim, and one approximating the arcade cabinet where you have to click in the analogue stick to fire. Preference Settings allow players to adjust game speed.

The evil IMMORTALIAN lurks at the end of this battlefield crawling with their rotary cannons, attack jeeps and sturdy tanks. Are you going to keep them waiting? Your highly-advanced tank has a fully-rotatable turret with shells strong enough to blast through brick walls, but it's a little slow and doesn't exactly get great gas mileage. There's fuel depots littered across the theatre of conflict, so be sure to dock in and refill your tanks, but be careful they don't get caught in the crossfire, they can be destroyed! Your tank's also a little delicate, so don't go crashing into any walls or no-go zones. And, er, we forgot to put any traction on those treads, so watch out for ice. Get to the enemy base and complete your mission!

Oh nice, another Konami arcade game previously trapped in the hellscape known as the Microsoft Game Room has been saved! This is a really early example of what would eventually be classified as a twinstick shooter, even earlier than Taito's Front Line, but this uses an unusual control scheme seen on the hilarious Stern flyer ("even Patton would spend all his quarters" indeed)- a joystick with a button on top for firing, and two buttons for rotating your cannon's turrets. It's not as immediate as something like Robotron: 2084 for changing direction, but that kind-of works well in this game- you have to balance advancing, taking out enemy threats and keeping your fuel topped up all at once, so it really does require a bit of strategy and so having slower but more deliberate aiming works in its favour. I quite like this game, it's one of my favourite early Konami games- it feels very satisfying to nail targets from far away (the crunchy sound effects definitely help) and there's enough terrain variety to keep you going forward. Definitely recommended if you haven't played it before!
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This week's Arcade Archives release is... Punk Shot (Konami, 1990)

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The Japanese, International (two-player) and International (four-player) ROMs are included. Preference Settings allow players to adjust game speed and, for all versions except International (two-player), select which player side they want to use.

Only one rule on this court- no rules! It's just a little two-on-two street basketball with Stallion (1P) and Basher (2P) as the Ramblers versus their hated rivals, Hair (3P) and Spike (4P) as the Slammers on courts across the city. While it looks like normal basketball with all the long-shots and slam-dunks you can handle and has a fairly-simple control scheme that changes depending on whether you're on offense or defense, there's a few wrinkles here for something a little more violent. For a start, when you don't have the ball, there's no fouls, so you can punch and even suplex your opponent to get possession back! Each of the courts- from the park to the harbour to downtown- also has obstacles like brooms, banana peels and fires, and you can even fall in the drink and get stuck in a shipping crate!

At this point in time, Konami had a few basketball games under their belt- 1984's Super Basketball and 1988's Double Dribble- but they were pretty traditional aside from using a 'dribble' button to actually move with the ball. Punk Shot, though, is definitely more inspired by Midway's 1989 basket-brawl Arch Rivals (Punk Shot was a late 1990 release according to arcade-history, so this makes sense) with a focus on hazard-littered courts and player-on-player violence. It's mostly fine, I think I prefer Arch Rivals but this has its own charm with really great presentation and some funny touches like the crowd and the way you leap forward to suplex opponents. The main complaint I've got is that there's a few things that slow the game down, especially in the harbour court where a shipping crate can completely stop play until it's destroyed (as well as squashing the player, it traps the ball inside) which somewhat ruins the flow you might be in. Otherwise, this is a neat little variant on basketball, although everything I've said here only really applies to the Japanese version.

... That's because the International version might be one of the most over-the-top Konami 'adjustments' to an arcade game I've ever seen, even more extreme than XEXEX. The manual of this version fortunately goes over the differences in a lot of detail, but in a nutshell, the International version divides the game into quarters like traditional basketball, meaning one 'game' will go on for a lot longer... In theory. In practice, each human player now has a health meter that slowly drains as you play and also decreases when your opponent hits you or scores points, but can be very slightly refilled when you score points yourself. There is absolutely no way to play well enough to keep this ever-draining health topped up to last a quarter, let alone an entire match. Arcade sports games are a bit tricky to balance right- some games like Arch Rivals and Baseball Stars 2 just have a timer letting you buy money, but Punk Shot is especially mean about it because it pretends that you have a chance of playing a little longer, but you get so little health back from scoring that inevitably your meter will empty, and when that happens..



... Your player keels over and dies on the court (you can only see this if you're in a multiplayer game, though, otherwise the game abruptly stops to ask for more money). If you don't continue, you get taken off the screen on a stretcher and replaced with a CPU player.

Told you this was a rough court!
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This week's Arcade Archives release is... Gang Busters (Konami, 1988)

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Both the Japanese (Crazy Cop) and International (Gang Busters) ROMs are included. Preference Settings

"... And we'll keep you posted on the restoration efforts of the Lord British ship in the coming months. Meanwhile, in local news, the Dagrus Gang, lead by Mr. Soul, have just pulled off a daring bank heist, snatching a million dollars from the Main Street bank. Reports from the scene indicate the gang is heavily armed but, in a sign of the heist being a little rushed, some of them are still counting the money on the street! Ah, wait, I'm being told just now that two officers from the police station, Smith & Wesson, have been assigned to the case to catch the burglars and retrieve the money, with officials stating they're taking the job on 'with a sense of grim determination'. It seems they're at the scene right now, arresting any gang members they find with dollar bags and sending them to the nearest police wagon to get massive fire power upgrades. There's a giant rock on the scene as well? (Are you sure about th- you are? OK, whatever) We'll have more on this story as it develops, but coming up next on 573 News, Reiko Hinomoto is in the studio to talk about her long-storied wrestling career, stay tuned!"

A top-down shooter with a cops-and-robbers theme, Gang Busters has a lighter tone than something like Jail Break, with more exagerrated, silly character designs (especially the player characters themselves who, yes, really are called Smith & Wesson) and some light touches of humour like comic book-style sound effects and squid you can pick up and put on your head in the dock area. There's also a hostage mechanic similar to Jackal but this time, it's burglars you're capturing to send them to be arrested- each one you pick up gives you upgrades in a specific order like speed boosts and better weapons, and sending them on their way gives you limited super shots to blow enemies away. The strangest mechanic has to be the giant boulder that usually shows up during mob fights at the end of each area, this can be pushed to block shots and eventually explodes but if you can keep it until the next area, you'll get a massive score bonus and an extra life and can keep doing this! LordBBH's 1CC shows this mechanic off and it's such an odd fit for the theming of the game- I wonder if it was made for a completely different game and just shoved into this one? In any case, this one feels a little strange- it has that Contra and Jail Break thing where shooting while moving from a diagonal to a cardinal direction will mean your aim is slightly off until you fully reach the cardinal direction and vice versa, the scrolling is slow so you frequently have to stop and start when moving the screen along, and it can often feel a little cramped and awkward, but it's not a bad game and it has a goofy charm to it. Just watch out though- continues eventually get cut off, a classic Konami move! 
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This week;s Arcde Archives release is.. Juno First (Konami, 1983)

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Just one revision this time, nothing fancy. Preference Settings allow players to display an eight-digit score in-game (the normal score display only shows six digits) and adjust game speed.

At last, Juno First escapes from Game Room jail! Aside from some contemporary home computer ports including C64, Atari 800, DOS and MSX, the only arcade-accurate (sort-of) version of this one was Microsoft's Game Room which is real and can still hurt you so it's nice to have an Arcade Archives release for this. As for the game itself, this really doesn't look like a Konami game of the era- this seems really inspired, especially in terms of visuals and sounds, by American arcade games by the likes of Williams, especially Defender and Stargate, and it actually plays a little like that too, albeit with vertical scrolling, a vanishing-point (similar to something like Radarscope) and you save aliens for bonus points instead of humans. It takes a little time to get used to the idea of moving freely since your movement can be slightly slow, but once you adjust to it, this is a fun little shooter with impressive presentation (the starfield background really sells the perspective well), tense shootout gameplay as you try and wipe out all the hostiles without getting blown up and a rather neat warp button, limited to three uses per wave, that can get you out of a tight spot. If you're sore that there's no Western arcade games from the Golden Era on Arcade Archives, this might scratch that itch.

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

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Both the Japanese (Nyan Nyan Panic) and English (Kitten Kaboodle) ROMs are included. The manual has a full guide with pictures of all 50 (!) stages showing the secret entrances for the shops, casinos and bonus games. Preference Settings allow players to adjust game speed, add an extra digit to the score display and show the current round number at all times.

Two adorable kittens find themselves stuck in 50 challenging mazes! This is a late '80s take on Sega's Pengo with a fresh coat of paint and a few bells and whistles added. Taking an older arcade game and dressing it up a bit is actually a bit of a trend with Konami arcade games around this time- there was also Fast Lane which updated Head On and Battlantis which is Space Invaders if you made it terrible. Ahem. Anyway, here you have the block-pushing of Pengo used to defeat the constantly-spawning enemies, but rather than have a set number of enemies to wipe out, each enemy you defeat drops a key, so grab four and the door to the next round opens! There's also a jump button used for dodging enemies and destroying blocks if you want them out the way, and special blocks strewn around each round can be matched up in sets of three for special effects like invincibility, time stop and screen-clearing bombs. It's a decent Pengo variation for what it is, plus it shows off some of Konami's scaling effects, just like City Bomber!

Probably the most interesting wrinkle here is the plethora of secret screens, found by destroying specific blocks on every round- these can take you to a bonus stage or, more intriguingly, a shop with helpful items and a casino where you can gamble your score! See, your score is actually money, which can be exchanged for goods and services or gambled away on a slot machine. This makes it one of those arcade games where you can actively bring your score down, even back to zero if you want. There's also boss sections that are basically Penguin-kun Wars where the computer is very difficult to defeat. To be honest, I've never actually beaten this game because 50 stages is a lot for a game like this, but the presentation is definitely very cute, and there's something pretty funny about losing a good chunk of your score to a slot machine run by a rabbit in a Playboy bunny outfit. Well, I found it funny anyway.

As an addendum, Kitten Kaboodle is something of a milestone release for Arcade Archives if you're the type of person who looks to the sky when they hear the name 'the Microsoft Game Room', as it's the 19th Konami arcade gamethat was included on that service to make it over to Arcade Archives. There's also only 19 games left, some of which like Devastators and Galactic Warriors have had no other home ports before or since. So, for fun, here's those games still stranded in the Game Room, let's hope they get free someday...
Strategy X (1981)
Video Hustler (1981)
Amidar (1981)
Mega Zone (1983)
Gyruss (1983)
Juno First (1983)
Super Basketball (1984)
Scooter Shooter (1985)
Galactic Warriors (1985)
Konami GT (1985)
Iron Horse (1986)
Battlantis (1987)
Rack 'Em Up (1987)
Hyper Crash (1987)
Blades of Steel (1987)
Trick Trap / Labyrinth Runner (1987)
Devastators (1988)
The Main Event (1988)
M.I.A. - Missing in Action (1989)
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This week's Arcade Archives release is... City Bomber (Konami, 1987)

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Both the Japanese and International ROMs are included, with different factory settings for the time limit. Preference Settings allow players to adjust game speed.

"... Which, if true, means doom for us all. In local news, the legendary cat burglar known only as '305' has pulled off another one of their daring heists, this time stealing an unknown amount of money from a corrupt casino just outside the city limits. As we understand it, they're making a break for it right now in their customised jalopy. Reports from previous heists indicate this is no ordinary car, with a mounted gun that some also claim can be upgraded with cannon fire, the ability to jump complete with wings for extra height and even wilder, gigantic sawblades mounted to the front to rip through oncoming traffic. Outlandish as it seems, this bandits making a break for it, with the police and local legitimate businessmen in hot pursuit. Whether they can make it out in time is anyone's guess, but maybe some of you at home are rooting for this plucky would-be Robin Hood! Coming up next on 573 News, we interview Ninja from USA Racheal on what it's like being a kunoichi in the modern day, stay tuned!"

(Yes, you are a criminal in this game, don't listen to the flyer!)

Oh hell yes, this is a real favourite of mine- I first played it on the infamous Microsoft Game Room where the sound emulation was terrible, but this finally has a good home emulation now! At first glance, City Bomber looks like it should be something like Spy Hunter, and there's certainly similarities, but it plays quite a bit differently. Instead of lasting as long as you can on a limited number of lives, you actually have no life limit, but instead have a strict time limit to deal with. Make it to the gate at the end of each stage before time's up! At first, your car's a little slow and only has a weak shot to defend itself with as well as a jump for avoiding things, but destroying coloured cars gives you power-ups to improve your shot, jump and speed (plus time-limited sawblades for maximum damage) and destroying any car will, at the end of a stage, give you extra time for the next level. You might think a driving game would be trickty to play with a joystick, but it works pretty well- hold Up to accelerate and then let go to maintain that speed (this is useful for making sharp turns) or hold Down to slow down, which is important for not falling off the road in later stages. It's extremely fast-paced and challenging, and while there's definitely a lot of memorisation involved (mostly where environmental hazards are like trees and lava pools), it's an absolute blast to play and has some really great presentation, using a lot of scaling to really sell the action like when you shoot down helicopters from above and the bouncing power-ups! I must admit, the game gets really difficult once you reach Stage 4, but runs are so quick that you'll be compelled to have just one more try... Perfect to play on Switch with a Flip Grip to see how far you can get!

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

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Although referred to on EU / US digital storefronts as Konami's Table Tennis, in-game it's still called Konami's Ping-Pong (Ping-Pong is a trademarked name). Preference Settings allow players to set serving tosses / smashes to Up on the D-Pad to allow almost complete control of the game via directional inputs (you still need to hold a button to switch to your backhand stance, or hold Down and use the face buttons).

Here we are, folks, an exciting game of table tennis is about to begin! Sure, it may look like a typical tennis game from the 1980s and players are represented by disembodied hands, but the play is simple and lightning-fast! Either against the computer or a second player, it's the first to eleven points to win, but you don't have to worry about moving left or right to line up your shot or anything like that- your paddle automatically follows the ball, so it's just a case of picking the right type of shot (drives, chops and smashes, all with backhand variants- forehand strokes lean to the left and backhand strokes lean to the right, so use this to keep the ball on the table) and getting the timing just right. Be sure to keep an eye out for Konami's beloved penguin Pentarou in the crowd!

You might already know this game for its Famicom Disk System port where Pentarou gets replaced with Diskun, or perhaps one of the European microcomputer ports with the Martin Galway title screen music, but here's the arcade version for you. I'm not much of a table tennis expert (my table sport of choice is air hockey) but this is a pretty neat and fast-paced interpretation of it, and the fact you don't have to line up shots means timing is everything, so it can be quite challenging! I was a little surprised this supported two players to be honest- the perspective means that the player on the far end of the table is going to have a bit of a different experience from the player at the near end (this is why Nintendo's own Tennis for NES doesn't have two-player versus, you'd need the double-screen arcade Vs. System version for that) but it might be worth a try if you're looking for a good table tennis game.

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This week's Arcade Archives release is... Metamorphic Force (Konami, 1993)

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The Japanese, World and US versions are all included, and the manual lists most of the differences between all three (although they manage to forget that the World and US versions' health number will tick down slowly, Gauntlet-style). Button Settings allow you to assign macros for both jumping attacks (for short and long jumps). Preference Settings allow you to 'adjust game speed'.

In the year 199X... The peace of the world is shattered by the return of the Evil King and his Empire of Horror. His island fortress rises from the sea as he prepares to take over the world. BUT!! The Goddess (identified on the US flyer as Athena, although that thing makes up so much stuff you might not want to take it too seriously) has bestowed upon four humans- Ban the karateka, Claude the fencer, Max the boxer and Ivan the lumber-wielding tough-guy- the souls and powers of the warriors that sealed away The Evil King the last time he tried to take over the world. They now wield the power of the Metamorphic Force, allowing them to transform into powerful were-beasts, strong enough to take on the Empire of Horror's legions of minions and boss creatures across six stages! Now, as the attract mode says, one of the most fierce and desperate battles ever is about to begin...

Well here it is, probably the biggest Konami release for Arcade Archives we'll see in 2024, and it's a doozy. 1993 was the last year Konami would release scrolling brawlers in the arcade, with this game and Violent Storm serving as their last entries in the genre in arcades, and Metamorphic Force is probably (from what I've seen, anyway) one of the most requested Konami Arcade Archives releases, so here it is! The big feature here is in the title, of course, the metamorphosis element, In human form, your characters can handle themselves fine (they even have back-attacks for when you're surrounded and pursuit attacks to kick enemies while they're down) but they're not particularly strong against the wild foes you'll be facing. Grab a Goddess Statue though, and you'll transform into a powerful were-beast (Ban becomes a minotaur, Claude becomes a wolf, Max becomes a panther and Ivan becomes a bear) which enhances your strength, movement speed and jump height plus allows you to grapple enemies (Ivan can even bring them along with him, Haggar-style) and, if you grab another Goddess Statue when transformed, perform a super move to damage anything on-screen. However, take too much damage in beast form and you'll revert back to a puny human, so find another Goddess Statue and get back in the fight!

There's a lot of fans of this game, and it's easy to see why. The mechanics feel a hell of a lot tighter than other Konami brawlers (X-Men especially) and while there's no weapons to pick up, you are the weapon and it feels super-satisfying to lay into goons in your were-form. The pace is pretty frantic too and there's bits of variety like the bonus stages peppered throughout, and it doesn't feel like it overstays its welcome The presentation is also top of the range, with a vivid colour palette, transparency effects all over the place (including some that didn't work in MAME now fully working here), gnarly creature designs and that phenomenal soundtrack (with the Stage 1 theme, The Ruins of Bakyaros, being a perfect song to kick the game off). It's so well-presented that I can almost guarantee that whenever this game comes up, someone will either mention they could imagine this being a Saturday morning cartoon from the era or express surprise that it wasn't. This is the game's first and only home port, and while it's been a long time coming, it's worth it, and hopefully this introduces this one to a wider audience, it's great! Just do yourself a favour and play the Japanese version included here- you'll miss out on some minor expository text, but all the speech samples (yes, this has speech, it's a Konami brawler of course it does) are still in English and you don't have to deal with a health meter that ticks down constantly and reduced health pickups (that last one is apparently a US-exclusive 'feature').

January 2026

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