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

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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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This week's Arcade Archives release is... Space Invaders (Taito, 1978)

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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... Midnight Landing (Taito, 1987)

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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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Arcade Archives (previous-gen consoles)
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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!
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This week's Arcade Archives release is... Field Day (Taito, 1984)

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Only the JP ROM (The Undoukai) is included. Preference Settings allows players to adjust game speed.

"... Can the band stop playing for a second, this microphone isn't... OK, have we fixed the feedback? Ahem, ahem, test one-two, test one-two... Right, we're on. Welcome, everyone, to Some Womens' Dorm's Sports Day, or Field Day, or The Undoukai, the kids at the local elementary school made signs for all three names, it's confusing. Let's hear it for our athletes, everyone! (Pause for applause) So, we've got a lot of events today! We'll start with the Ball Toss (get the angle right to dunk the balls, please don't throw the balls at each other), the 3-Legged Race (timing and being in-sync with your partner is key), the Bell Ringer (get the timing right to ring that bell), the Obstacle Race (get over the pommel horse, grab the food with your mouth and more), the Softball Toss (throw that sucker as far as you can, but only the first bounce counts), the 120-Meter Relay Race (pass the baton to the next person along) and of course, the grand finale, the Tug of War (don't give up, get that rope over the line). Let's cheer on our competitors without getting too rowdy, because they've got to hit the qualifying time to move on to the next event! And let's all stay hydrated as well, there's water stands all around and it's a warm one today, so be careful everyone. Let's also thank our sponsor, Taito, who supplied... What the hell is a Chack'n? You're making that up,that's not re- oh, balls, we're still live, ahem, ahem, let's all have fun, everyone!"

Oh this is great, my job's way easier this week- I've written about this game at length before! Yes, go and visit Gaming Hell for all your Field Day needs! I'll still give a little summary here though. This is of course a multi-event sports game very much in the vein of Track & Field, but themed around a traditional Japanese sports day or undoukai which you can learn more about here or consult this concise video guide so the events are a little different. The buttons are the standard for a game like this- two power-building buttons and one action button- and it works pretty well, with a nice variety of events and some that are probably easier than some of the Track & Field events (looking at you, High Jump). The qualifying times are also fairly lenient if you're decent at mashing and timing, and there's a lot of cute details in the presentation, like the band playing notes wrong in the intro, hidden bonuses like Chack'n appearing and the vibrant colours, that make this one of my favourites of the genre from this point in time. Another Taito charmer, as expected~
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This week's Arcade Archives release is... Crazy Balloon (Taito, 1980)

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Only the one ROM version here. Preference Settings allow players to lower the volume of the popping sound of the balloon, in case you get jumpscared easily.

A real vintage Taito classic this week! Crazy Balloon is an example of Taito being ahead of the curve and trying out new concepts in arcade games way before anyone else- this is a maze game quite unlike any other from the era. As the titular Crazy Balloon, you've got to make your way through the mazes of deadly spikes- oh, wait, I mean rose bushes according to the manual. The balloon sways to the left and right, so it's not just a simple case of rushing to the exit, you have to carefully move, taking into account the swaying, to squeeze through crevices and safely make it to the goal. Hang around (or should that be float around?) in the same spot for too long though, and a horrible face will appear to blow your balloon into motion (it even laughs at you if it kills you, which is a nice impish touch) so don't dawdle. While there's only three courses, variations keep getting added- the balloon will sway faster, some rose bushes will start moving, even the maze itself will start shifiting direction in an effort to pop your balloon. Attack as many mazes as you can! Well, the stages all start with the text LET'S ATTACK! so I'm just going with what they're saying.

I quite like Crazy Balloon, and I promise it's nothing to do with the fact that The NewZealand Story, my favourite Taito game of all time, started life as a proposed sequel to it (that's probably why it has that mysterious 'this game is dedicated to all maze game fans' message- it's referring to Crazy Balloon). It's a very simple concept but it's effective at what it does, and there's a lot of tension when you have to make a tight move taking the balloon's swaying into account. You might think digital controls would make it difficult to be as precise as you need to be, but I think they work well enough for what the game asks of you, and it's easy to get sucked in- it says a lot that I actively jump whenever I die, just like when you pop a real balloon! If you don't like high-tension arcade games, this might not be for you, but if you live dangerously, give it a try. There were a few home computer ports but otherwise this has only shown up on some of the Taito collections on PS2 and PSP (and a remake both on the PSP set, Crazy Balloon 2005, and a PS1 remake I didn't even know existed until this week, Crazy Balloon 2000) so it's nice to see it get a modern rerelease. I particularly recommend LordBBh's Push to Reject segment on Crazy Balloon just so you can see how tense and stressful it is.
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This week's Arcade Archives release is... Land Sea Air Squad (Taito, 1986)

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Switch browser eShop links aren't live just yet, but it is on there, I promise.

The Japanese (Riku Kai Kuu Saizensen- currently undumped for MAME!), US L(and Sea Aur Squad) and International (Storming Party) ROMs are included. Preference Settings allow you to display the number of shots you've fired and number of successful hits in the current area, allowing for easier tracking of your accuracy (not available in Hi-Score Mode).

... I repeat, come in, Sergeant Sarge! The situation is desperate, so I'll be brief: the enemy army has seized eight key strategic areas and fortified their position therein, installing 40mm cannons in each of them. We have to reclaim these areas but reinforcements will take too long to get here, and we've lost enough time already. This is where you come in: as a lone commando unit, you must infiltrate these areas and destroy those cannons! We've got you a simple gun and a somehow-infinite supply of grenades, but not even this will be enough, so with a little OSP (that's on-site procurement, remember) you can commandeer the Super Mecha vehicles strewn across the battlefield. Boats, tanks, helicopters and even a train, use 'em to protect yourself against enemy fire but remember to bail if they start to explode. We're counting on you, Sarge, don't let us down, over!
 
Released a year after Capcom's Commando and just a month before SNK's Ikari Warriors (arcade-history's dates come from this book which is generally a trusted source), you can source at least one of the big ideas from Taito's own Front Line from 1982- that game had tanks you could jump into along the way too! There's definitely a big Commando influence here especially in terms of visuals, but it emphasises careful, well-placed shots instead of spraying and praying, making it feel like a very different game from Capcom's classic. That's because, if you fire constantly and shower the battlefield with bullets, you're gonna struggle. Instead, you really need to make each shot count and try and kill multiple enemies with single shots (or run enemies over in your tank) so that you get the Super Bonus at the end of each area, which gives you a points bonus, a power-up bonus and guarantees you'll get a helicopter in the next area. That helps a lot- Sarge can only take one hit and dying will often make things spiral and you'll just never be able to recover. I find it a pretty tough game (then again, I'm not good at Commando either) but it's very moreish and deeply satisfying once you get into it, and it's also got some Taito-esque secrets including hidden messages, power-ups based on your score and even a weird angel that can appear! Oh, and of course, it has an amazing, catchy main theme that has a harsh, unique sound to it that'll get stuck in your head. Highly recommend you check this one out!
 
If you'd like to see an expert play the game, I highly recommend LordBBH's counterstop run where he maxes out the score and makes it look easy! He also explains a lot of the mechanics here, so it was very instructive and helpful in putting this post together, definitely give it a look if you want to challenge the game yourself!
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This week's Arcade Archives release is... Dead Connection (Taito, 1992)

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This game is also included in Taito Milestones 3 (this is the final 'exclusive' game from that set to get an individual ACA release) but while that release only has the Japanese ROM, here both the Japanese and International ROMs are included. This is important because the intro and cutscene text is only in English in the International version, and it's a really big part of the charm. Anyway, Preference Settings include displaying the number of remaining bullets in special weapons and allowing solo players to play on the Player 2 side.

Dateline, The Big City! Nerozzia's crime syndicate has seeped into every part of the city, but four untouchable cops from the Criminal Department- Philip, James, Eddie and Gary- start striking back. Enraged, Nerozzia's message to them is simple- "You can regret it in Hell!"- and orders a hit on the beloved Christine. Keeping anger in their hearts, the four trecnhcoats refuse to give up in the face of tragedy, and go all-out in crushing out the crime in the city, with Nerozzia at the top of their list. From the opulent Restaurant Campanula to the Nerozzia crime family garden party and even the grand opera house, each single-screen stage sees the quartet gunning down a quota of gangsters and can grab machine guns and shotguns to even the odds, as well as duck for cover and dive to avoid shots (and take out bad guys at the same time). Evil power steals on, but nothing will stop their quest for vengeance!

Oh hell yes, Dead Connection. One of my favourite discoveries through emulation, this is an action-packed arena shooter that eschews the twin-sticks of the likes of Roboton: 2084 and Smash T.V. and goes for a single stick with two buttons layout. The controls might be an issue for some, as there's a sort-of auto-aim mechanic- bullets will fire slightly to the left or right if there's enemies in those directions- but it doesn't take long to get used to it, plus the dive can save you in a pinch as it will kill enemies. It also makes up for potential control shortcomings by taking cues from crosshair shooters like Cabal with its focus on environmental destruction. It goes a step further even, as these finely-detailed dioramas have environmental hazards that can be used against the enemy like statues you can kick down stairs, tables you can knock the candles off of to start fires and even machinery to turn the warehouse stage into a raging inferno. The later stages do perhaps go on a bit too long and slowly get less and less interactive elements, but the game overall is pretty short, so as I said about 10 years ago in my short review, at least it wears thin near the end rather than halfway through.



So it plays very well, but the presentation really puts Dead Connection over the top. You've got hugely-detailed dioramas for stages, great character and enemy animation, and some of the most bonkers stage intros and environmental destruction in a game of the time. This does come at a bit of a cost, especially in co-op mode as there can be some rough slowdown, which is a shame, but that's the price of fighting crime. The story really helps as well- the intro has stone-cold classic lines like "MEN MAKING A STAND AGAINST A GIGANTIC CRIME" and "EVIL POWER STEALS ON", this continues throughout the game with diary entries before each stage explaining the story, voice clips throughout like "NEROZZIA... I'LL CHASE YOU TO HELL AND BACK" and "DON'T DIE, ANDY! PLEASE, OPEN YOUR EYES!" and even inserting a coin gets you "WE'RE COUNTING ON YOU, DON'T LET US DOWN". It's incredible, and the ending really leaves an impact, like a good Taito ending should. If you want more info, my very very old Gaming Hell playthrough hasn't aged as badly as I thought- probably needs a rewritten intro but generally it's got some good tips, if I do say so myself. In summary, play Dead Connection.

 
Also! This week's ACA2NEOGEO release is... The King of Fighters '98 (SNK, 1998), and unlike the normal Arcade Archives releases, these are only on Playstation 5 and Xbox Series S / X.

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So, I won't have quite as much to say about these Neo Geo reissues, as they most likely won't be adding any new games to the lineup, but these new versions include 15 newly-added special features detailed here including online play, time attack mode, rewind, more save states, variable refresh rate settings and more... However, a big caveat at the moment is on PS5, these releases are not compatible with PS4 arcade sticks like the HORI RAP4 which just so happens to be the one I use. That's very unfortunate. I might've sent an email to Hamster to ask about it. So, just keep that in mind, it seems to be a fine version otherwise, even if you can get KOF '98 like, four other times on PS4 alone~
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This week's Arcade Archives release is... Thunder Fox (Taito, 1990)

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This game is included in Taito Milestones 3 on the Switch. Only one ROM is included but all of the game's text is in English. Preference Settings allow players to fix scrolling misalignment glitches that occur in some stages.

The year is 199X, and the world is in crisis. A wave of terrorist activities are sweeping the globe, bringing fear over land and sea and air. There is hope, though, in the anti-terrorism team codenamed Thunder Fox. This elite unit consists of just two brave men, Thunder (P1, blue trousers) and Fox (P2, orange trousers) who enter the battlefield armed only with knives (all other weapons must be OSP- that's on-site procurement) and their close-quarters combat training that allows them to perform feats such as flying leg kicks, vertical somersaults and mid-air rolling. They can also steal enemy vehicles like jeeps, gyrocopters and jet skis to bring the fight to the enemy wherever they hide. Go, Thunder Fox, and save the world!

Thunder Fox is... It's a lot. I've seen a fair few people consider this a predecessor to Crime City, and I can see that- this is very much in the style of Rolling Thunder and even has Crime City's famous rolling attack, although here it can only be done in mid-air. It's a pretty fast game for the genre at this point in time as all your attacks can be done while you're still moving, although the controls might take a little adjustment as, unusually, this is a three-button game (weapons like handguns and rocket launchers use a separate button, as using the standard attack button swings them for a melee attack instead). It does feel a bit loose and weird at times, and figuring out how not to die to some things will take practice (although it can be done in one credit, as shown by LordBBH). What this game definitely does well, though, is be as silly as possible- this is a goofy, shlocky action movie (said affectionately) in arcade form and it goes all-in. From the first stage where lightning strikes constantly hit street lights in the foreground to blow them up, kicking robots with your vertical somersault until they explode, fighting a stick-combat master on top of a submarine where he tells you "THE TIME WHEN I WILL MEET YOU NEXT IS THE TIME YOU WILL DIE" when you beat him, the constant, unending screams of enemies as you plough through them... This is one of Taito's goofiest action games, and definitely worth a co-op playthrough if you have a partner willing to play something very silly.



If you have the time, definitely check out the Hamster livestream for this one, as it's got a lot of really interesting development documents. In particular, it shows some proposals to change the game early in development, and the changes at 57:30 are especially interesting- at one point there was a complete pivot considered, replacing all the humans with cute animals! Needless to say, a lot of people I showed this to really wish the game came out like this! Oh well~
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This week's Arcade Archives release is... Warrior Blade: Rastan Saga Episode III (Taito, 1992)

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Although there are no Preference Settings, you can alter settings for the two monitors in Screen Settings to replicate little differences between the monitors as you'd see on original hardware, and you can set the Joystick Attack (mashing Left and Right for a health-sapping desperation attack) to a single button, although this is disabled in Hi-Score and Caravan modes.

The barbarian who dared to challenge, Rastan, has too many stories to tell for one night, but here is just one of them, presented in TAITOVISION. In the furthest reaches there lies the land of Depon, said to have magical treasures with amazing powers. With his mighty sword in hand, Rastan journeys there with two new companions- the whip-wielding Sophia and the ninja-trained Dewey- and meets the mysterious magician Mahadidekaradi who aids them in their quest with powerful spells to defeat those who stand in their way. By foot, ship, horse and even winged beast, two will stand against many (in the co-op mode, sorry three-player fans) until the adventure is over, but just hope that luck is on your side and bad fortune does not bedevil you!

The final proper Rastan game (we don't count Warrior Blade: Rastan vs. Barbarian, that's just a reskinned Saffire / Titus game), this ditches the single-plane platforming in favour of a scrolling brawler format, as was the style at the time. Not just any kind of scrolling though, this is TAITOVISION scrolling! It's just two screens instead of the three used for The Ninja Warriors, but this still means the artists had a lot more room to work with, resulting in some finely-detailed sprites and impressive-looking pixel art for just about everything in the game, and combined with the incredible Zuntata soundtrack (with my personal favourite being Rising), you have a game with excellent and striking presentation that really makes an impression.

The game plays pretty well too- certainly the most mechanically-interesting brawler Taito made for the arcades, there's not a huge amount of moves but the characters feel distinct enough, there's some variety with the auto-scrolling creature-riding segments and your magician friend (either always with you or summoned via a crystal depending on the dip switch settings) can be struck to cast different magic spells similar to the ones from Golden Axe. The stage select feature may seem like a minor addition, but each stage you clear has a different treasure with an effect like increasing the strength of Mahadidekaradi's magic or making your movement faster, so picking the right order could be helpful. There's even an element of luck as 'bad fortune' events may make you play an extra stage (although this too can be changed with the dip switches, forcing you to play all stages). It's a pretty solid end to Rastan's run in arcades, and it's a bit of a shame we didn't get any more stories of the days of hgh adventure with him!

Anyway, be sure to try some of the high score name secrets if you get this one!



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This week's Arcade Archives release is... Final Blow (Taito, 1989)

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Both the Japanese and English ROMs are included. No Preference Settings are here, but you can assign Light Punch + Medium Punch to a single button for easy access to Heavy Punch.
 
Live from the Dr. Toppel Memorial Stadium and brought to you in association with Roy Adam's Power Drink, it's Taito's World of Boxing! Five of the most pugnacious pugilists in the world- Detroi Kid, Dynamite Joe, Kim Nang, King Jason and Fernando Gomez- are here for the coveted Taito Championship Belt, and it's anyone's game. Jabs, hooks, uppercuts, ducking, it's all here, but keep an eye out when someone hits the mat, as they might just make that comeback with the special Final Blow (see what we did there?) and drain that opponent's life bar like no-one's business! We're even accepting entries until the first bell, allowing for two players to fight against each other and see who's mastered the sweet science! Please take all your belongings with you after the fight ends, tomorrow the stadium's being renovated for use in the Power Wheels tournament, that's gonna get messy.
 
If this game looks familiar, then you might've already played it on the Mega Drive where, in the US and Europe, it was slightly retooled to become James "Buster" Douglas Knockout Boxing (with Douglas replacing Detroit Kid as well as a new final boss, Iron Face, being added). This arcade version looks a bit nicer (the Mega Drive did a pretty impressive job with the sprites, albeit with a much darker and less detailed colour palette) and has far more voices and realistic sound effects (although I won't lie, I miss the weird sound effects of the MD port). The main thing with this one is the impressive size of the spirtes for the time, covering a huge amount of the screen! The animation is pretty good too, with plenty of frames for the punches, even if some of it looks a bit awkward. Gameplay-wise, this takes its cues from the likes of Urban Champion with its high-low blocking system and movement meaning you'll never switch sides, but it adds a few things like ducking, extra moves via direction and button combos, back-dashes and the ref breaking up fights, so it does a decent job at a bit of arcade-based boxing. It even has proper two-player versus which wasn't the norm just yet (and even has Here Comes a New Challenger text!) so if you remember the Mega Drive port, maybe you could give this a look too.
tepidsnake: (Default)

This week's Arcade Archives release is... Violence Fight (Taito, 1989)

PSN
EU
US

Switch
EU
US

Only the Japanese ROM is included, although I don't think there's any regional differences anyway beyond the Winners Don't Do Drugs screen, the intro is still in English. No Preference Settings this time!

Rather than explain the plot myself, I will simply give you the game's introductory text verbatim:

In the early part of 1950's in the USA, a game called "Violence Fight"was in vogue among mafia, reckless drivers and general businessmen.
T
he "Violence Fight" was the game to struggle for "No. 1 Quarreler" with fighters who were gathered from all parts of the USA, speaking boastingly of their strength.
And of course a lot of winning money as well as the honor were given to the "Winner".
Here in a downtown in L.A., a young fighter "Bat" and his manager "Blinks" seek for the winning money eagerly.
As a matter of fact, can Bat take the No. 1 place of the USA?

Did you get all that? Good.

Released a bit before Atari's similar Pit-Fighter, Violence Fight is a one-on-one fighter that adds in scrolling brawler-style movement, letting you move in and out of the screen (well, in the arenas that let you- some are strictly on a 2D plane!) as you and your opponent try to knock seven bells out of each other. There's no rules here, so grab crates and barrels and lob them at your enemy, do whatever it takes to win! You've got three buttons- Punch, Kick and Jump- with mashing P or K for extra attacks, P+J and K+J for even more moves and P+K to duck and avoid your enemy's blows. There's even bonus rounds where you fight a tiger (good luck with that, that tiger's got your number). Can you become the No. 1 Quarreler?!

Violence Fight is a lot. it's not the most graceful video game ever made- movement is odd and stiff, hit boxes are more of a suggestion than anything else, and the computer begins to get real rough with you about three stages in- but it's one of those Taito games that tries to be more 'serious' than their cutesy games but ends up being unintentionally hilarious. The intro is one thing, but you have fighters with names like LICK JOE and BAD BLUE (yes, they spell his name wrong in the intro), comic-style onomatopoeia during the fight that you've never seen like DOGON and GOGOON, post-fight victory screens with goofy music and phrases like SAMMY YOU! and CAMON BOY!... It's very silly and charming. It's also a funny game to play in two-player as you just wail on each other with impunity. It's not a game I'm like a massive fan of- it's from that awkward teething phase of fighting games where the standards hadn't been set just yet- but it has its fans and, a bit like Growl, it's got a lot of personality, and that's not something you can say about every arcade game!

The main thing I have to point out here is that an updated version of this game, Solitary Fighter, has already been out via Arcade Archives for a good while now, and while there are many differences between the two- a completely different UI, a knife lady who can run into the arena to cause problems and more pointed out in the Hamster stream at 3:16:20, plus Solitary Fighter has a Preference Setting to tighten up the controls missing from this version of Violence Fight- I imagine Violence Fight was released for completeness, it's weird to have one and not the other. Also, Solitary Fighter was not officially released in Japanese arcades, and so remained a Western exclusive until the ACA version, so perhaps Hamster wanted to make sure Japanese players could play the Violence Fight they remember from the arcades? As a result, you might want to try that one before you go looking for more quarrels.

January 2026

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