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This week's Arcade Archives release is... Bomb Jack Twin (Tecmo, 1993)

Arcade Archives (previous-gen consoles)
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Arcade Archives 2 (current-gen consoles)
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Regarding the publisher, this was originally released by NMK as, similar to Riot, they picked it up after Tecmo didn't see much success in location testing but NMK had more luck by cranking up the difficulty for a loketest in Berlin (this is all mentioned in the Hamster stream for the game as pointed out and translated by Eonstro on the LordBBH Discord, thanks). However, Hamster themselves point out that while they own the NMK library nowadays, this game belongs to Tecmo, so I've listed them as the publisher for consistency. Anyway, we have the JP ROM here and no special Preference Settings (you can select the starting round, but this was a dip switch setting anyway).

Remember Bomb Jack? He's back! In Twin form. This is an update / sequel to one of Tecmo's earliest hits, so early it was back when they were called Tehkan, where you jump through single-screen stages trying to grab every bomb (preferably the lit bombs, which follow a set pattern but only one bomb is lit at a time so you have to be careful) while avoiding the many enemies on the field (only picking up a power coin can stop them). Of course, this is 1993 so we get a fresh coat of paint (and a soundtrack by Manabu Namiki, his very first) and some new features added. Chief among them is the 'Twin' part of the title, allowing for co-op play with a girl Bomb Jack as Player 2! The controls have also been tightened up with more flowing movement (you move faster, there's less of a stop when you land, you no longer have to hold Up to do your max-height jump), you no longer have to pick up a non-lit bomb to restart the lit bomb chain after losing a life, and there's also a new timed bonus stage every other world with no enemies to bother you. 

Despite these additions made to smooth the gameplay over a little, this game is hard. As mentioned in the Hamster stream, the location test results indicated that setting the difficulty as high as possible was the way to go, and this really goes all-in on that with numerous and relentless enemies that will not stop, ever, until you are dead. The original Bomb Jack gets a little cramped with its enemy numbers but this feels even more calustrophobic, with more of them appearing at once and them all being faster and more aggressive. The fact that the game is generally faster too makes this something akin to Bomb Jack for Super Players, so if you felt the original was just too easy, this is the one for you. The really cute presentation definitely helps too (Bomb Jack himself has a really cute set of animations) but get ready for a challenge!

(Oh, and if you were waiting for Touchdown Fever on PSN, it's out now in all regions. Why was there a delay? I dunno, don't ask me.)

 
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This week's Arcade Archives release is... Pinball Action (Tecmo, 1985)

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Just the one ROM this time, and no Preference Settings either.

Here's an interesting one, a video pinball arcade game! While there's a lot of examples of these in the home (I'd personally recommend Devil's Crush and The Pinball of the Dead), there's not a whole lot of arcade games of this type out there, probably because if you're in an arcade, there's a high chance there's going to be pinball there anyway, but pinball tables are bulky, expensive and don't let you nudge them too much before they tilt and lock you out! Video pinball, on the other hand, lets you have tables that defy the laws of space and time with multiple tables and more elements that can change dynamically, and having an arcade game in this style lets you do a lot more graphically than home consoles at the time. Pinball Action has the one main table with three sets of drop targets- hit them all then sink the ball in the appropriate hole and you'll move onto a whole new layout with different tricks for scoring big! There's some neat visual touches too, like the giant face on the playfield winking at you and the ability to nudge the table to influence the ball's trajectory to your heart's content. Sadly, I'm very bad at pinball but I'm trying (oh yes, very trying) and so I've never been able to get high scores on ths. In fact, when I streamed it, I was so bad I didn't even make it to the extra layouts! It's a bit of a shame we almost certainly won't see the follow-up, Super Pinball Action, on Arcade Archives, as that has nude images throughout, unless Hamster's willing to draw on a lot of bikinis... Oh well.



In other Arcade Archives news, the yearly-tradition of Namco Month is coming back with three titles across May and a teaser as to what they might be. The first game is 'super difficult', the second is 'first port to a home console' and the third is 'sports'. I'm almost always wrong with predicting stuff like this, but my predictions are Super Xevious, Blazer and World Stadium. Prove me wrong, Namco, prove me wrong!
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This week's Arcade Archives release is... Final Star Force (Tecmo, 1992)

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Just a single ROM for this release. Preference Settings allow solo players to play as the player two side ship without swapping controls, alter whether rapid fire shot inputs are enabled or disabled when using a bomb, change the speed of enemies in order to prevent endless loops in boss fights, reduce (but not remove) the processing lag and improve responsiveness and alter in-game text from the original to correct typos.

We're once again outside of my wheelhouse, as shmups really aren't my area of expertise (if you can say I have one- general action, maybe? Multi-event sports games? Just The NewZealand Story and nothing else?) but I'll do my best with this one. After the arcade Star Force and the Famicom-exclusive Super Star Force, this is the third Star Force game and while it has a few things in common with the previous games, like an enemy that forms itself in the middle of the screen and some ground targets reminiscent of the original in later stages, you can probably treat this as its own thing. The weapon system is pretty interesting though- you power up by simple surviving, as a bar in the corner fills up as long as you don't die, powering up your main weapon when it fills up to a maximum of seven levels, but you change weapons by grabbing PULSATOR Capsules (which also changes the music!), with each having a distinct shot, missile and bomb. Dying usually reduces the power meter by just one, so don't worry, you can still die a lot and get reduced to nothing, but you'll (eventually) get back your power back up. No speed-up items in this one though, so get used to the movement of your ship!  

Again, shmups are not something I'm particularly good at articulating about, so I hope you'll forgive the brief nature of this post, but I think it goes to show how much of a force (a-ha) they were in the arcades in the period that Arcade Archives covers that there's so many of them. On the plus side, I believe unless you count Back Fire!, there's only Eight Forces left from the Tecmo side of arcade shmups, so maybe we'll get that in the future~
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This week's Arcade Archives release is... Riot (Tecmo, 1992)

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An organisation using strange weapons and sorcery... THE MAGIC TIGERS.Their evil ways have begun to spread across the world, and there's only one man (or two in co-op) bold enough to stand up against them. This soldier's name? Unknown. His mission? Certain. He must destroy every enemy that crosses his path, be they soldier, robot, gorilla, Yoda-like psychic, mummies, wolfmen, trees that he keeps falling into for some reason, it doesn't matter. Our hero is attacked from all sides, but he can shoot into both the background and the foreground, so nothing will stop his mission. Failure is not an option as our brave soldier heads into the heart of the... RIOT! See what I did there?

Oh my goodness this game is a lot. I always assumed this was an NMK game- that's the only company mentioned on the title screen and there's no in-game credits- but it was actually developed by Tecmo (the game's soundtrack was included in the 2014 OST box TECMO ARCADE GAME CHRONICLE) and, well, if you take a look at it, it kinda feels aesthetically similar to the arcade Ninja Gaiden and Wild Fang / Tecmo Knight, so it all makes a bit more sense. Fortunately, the Hamster stream for this game had a lot of developer documentation and some behind-the-scenes stories, so this otherwise-obscure arcade game suddenly has a second life. It needed one too, the game was unreleased in Japan originally- there's this location test report from a Japanese player that was found by LordBBH on his old Riot page, but I guess it didn't do well enough for Tecmo to justify releasing it- and NMK were the ones to pick it up for distribution overeseas where it disappeared, until eventually dumped for use in MAME. This is exactly the kind of game Arcade Archives is perfect for- something you might never have played or even seen otherwise!

Riot is worth seeing too, it's a very interesting crosshair shooter that has your character in the middle of the action, with enemies appearing in the background and the forehround. You have two shot buttons, one firing into the back and one firing into the front, so you're constantly surrounded by threats. It's a little tricky to get used to at first, but once it clicks, it's great fun! It's also completely off-the-wall with its presentation and story- the MAGIC TIGERS have sorcery on their side after all, which means boss fights take place in an alternate dimension with mummies and wolfmen and gigantic dragons fighting your lone soldier dude, plus there's a recurring joke of the player being knocked off tall ledges (sometimes by a giant industrial fan that appears out of nowhere) to land head-first into tree branches and later glass, then there's the cutscenes with classic lines like "A department store? They've gone too far...?" (it's the question mark that makes it work), the fact you have to fight multiple gorillas, the amazing ending... If you've never played it before, play RIOT. That's what Gaming Hell says!

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