Arcade Archives: King & Balloon (Review)

Back in January, I reviewed King & Balloon, which is my personal favorite Namco shooter. Sorry Galaga and Galaxian fans. Not only was King & Balloon one of the best games to emerge in the wake of Space Invaders, but it was one of THE most underrated games of the Golden Age of Arcades. Well, a couple weeks ago, Hamster gave it a solo release as part of their Arcade Archives franchise. Everything I said about the game in my original review still applies, but Arcade Archives offers a few extra features for the $7.99 price tag. It also allows players to enjoy the game on their Nintendo Switch. Which might be the best feature of all, but I’ll get to that. First, go click that link and read my original review. Especially since I’m going to ignore the gameplay mechanics here and talk about the package.

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Like EVERY Arcade Archives release, there’s two competitive modes: “hi-score” and “caravan.” Caravan runs on a five minute timer that starts as soon as the enemies spawn for the first time. Hi-score just goes on until you die. Both have strict rules that forbid pausing the game. If you do, game over. You don’t get to upload your score, even if you were kicking ass and taking names. I’ve never understood the ordering there. Shouldn’t you take their names down BEFORE you kick their ass? Personally, I’d be a lot less inclined to give a person who just kicked me in the ass my name. I’d want THEIR name. You know.. for the lawsuit for damaging my beautiful, bony ass. Anyway, pause and you have to start over. There’s no gameplay options for these two modes (however, autofire and any adjustments to the screen you make in the standard mode will be applied here) but there’s also no cheating. You can’t say that about the standard mode. See my review of Arcade Archives: Pinball for more details on that, but needless to say, they don’t make note if you used save states or not in the high scores.

Mind you, everything I love about King & Balloon is still here, and the five minute timer in Caravan further adds to the deceptively complex strategy. You’re best served to avoid this type of swarming attack and allow the balloons to Megazordtogether. They score A LOT MORE points when they do.

You also get the option to run the game at the “original speed” but I really couldn’t notice a difference. The real reason to buy King & Balloon as part of the Arcade Archives series is if you own a Nintendo Switch and want an authentic Golden Age of Arcades release that works perfect as a portable game. King & Balloon is wonderful for short play sessions. It provides the type of thrilling, white-knuckle gallery shooting that would be jammed-up today with loud visuals and too much downtime, and it’s challenging enough that you’d be lucky to last ten minutes. That makes it ideal for handheld devices, as far as forty-three year old coin-ops go. It’s still beyond ridiculous that only three Namco Museums have ever included it, one of which never came out in America and one of which was the weird à la carte Namco Museum on Xbox back in the day. But, King & Balloon finally has a chance now to be appreciated as its own thing. Sure, I wish the game had more sophisticated scoring. Perhaps one that rewards players for consecutive made shots. But, I still adore this charming little gallery shooter. It’s one gaming tragedy that now has a legit shot a happy ending.

Arcade Archives: King & Balloon is Chick-Approved

King & Balloon was developed by Namco
Published by Hamster
Point of Sale: Nintendo Switch, PlayStation Store

$7.99 was full of hot air in the making of this review.

Alien vs. Predator (1994 Arcade Review)

Continuing my run of arcade games that haven’t seen the light of day in decades, only this time it’s not 100% accurate. Because, technically, Alien vs. Predator has been re-released as part of the ugliest plug-and-play arcade device I’ve ever seen. One of the most “Huh?” and “Wha?” releases I’ve ever seen, and that’s before you even see what the plug and play looks like. Because, seriously, it looks like this..

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Yes, that’s real. BUT, it does have a hell of a lineup. Sixteen heavy-hitters are there, including some of my favorites. Puzzle Fighter? There. 1944: Loop Master? There. Even stuff I hate like Strider or Ghosts ‘n Goblins are there. Most importantly: this is the only OFFICIAL home release of Alien vs. Predator.. as in the actual 1994 Capcom arcade brawler, to ever happen. Yea, it’s true. Weird. Random. I believe it only came out in the UK, so check Amazon or a local retailer near you to see if they have it in stock (they likely don’t). I think it looks dumb, but I’ve heard it’s a very good build quality. Meanwhile, us yanks have been S.O.L. when it comes to re-releases of Alien vs. Predator. BUT, I’m very optimistic we’ll see a re-release soon. PROBABLY as an Arcade1Up, but, I’m guessing a solo release too. Either way, I’m getting ahead of the curve. Because Alien vs. Predator is probably the best brawler Capcom ever put out. It’s f’n Capcom, so that’s saying something.

Two of the playable characters are Predators and both are fun to use. One is a human male who is slow and clunky but packs a punch. Then there’s the chick, and she turned out to be pretty dang good. Honestly, I know people expect to play an Alien vs. Predator game for the Predators, but actually, the humans are fun to use as well.

Believe in the hype on this one. Probably the weakest aspect is that the seven levels couldn’t be more generic if they were actively trying. But, the combat, variety of enemies, and the difference between the four main characters couldn’t be more startling.. or awesome. This is especially helped by having some of the best OOMPH of any brawler, ever. OOMPH is my pet term for violence in video games having authentic weight and inertia to it. When you hit something in AvP, it just SEEMS like you’re causing to pain to whatever you just smacked. Capcom were the masters of this and had this down to a science by this point of their existence, so that shouldn’t be a surprise. What really impressed me was that even the bullets and weapons had this correct. That’s something that is often lacking from your Final Fights or Knights of the Round or even later with your Armored Warriors. Cadillacs and Dinosaurs came close, but AvP is the most Oomphful brawler I’ve played, and that makes it a joy to play.

FYI, this time around, I did play AvP co-op. Just not on the typical platform I use for this feature. When I tried, it refused to recognize two different controllers. We actually have a dedicated MAME cabinet, but it’s not hooked-up online and it’s not convenient to transfer screen-caps from platform to platform. Rest assured, my father and I had an absolute blast. Old man Oscar isn’t the biggest brawler fan, but the full experienced only took about 45 minutes to finish and it just never gets a chance to get old.

My father didn’t even mind the set pieces. Oh I did. Actually, let me rephrase that: there were NO set pieces. If you’re going to give us seven levels of AvP, come on, go nuts. Be wacky. Get weird. Mix in some different gameplay to break-up the fisticuffs. While this brawler has a lot more personality than most games in the genre, it also doesn’t experiment or do anything at all to change-up the core gameplay. There’s an elevator level, because of course there is. I’m convinced at this point that if you wanted to make a side-scrolling beat-em-up in the 90s, you had to include an elevator level, or else you had to pay a fine or something. Or maybe you had to eat turkey you found in a garbage can. That’d be a fitting punishment. “What’s for dinner?” “GARBAGE TURKEY!” “Do I have to?” “We warned you to include an elevator.” “You did, but.. everybody has an elevator.” “AND EVERYBODY GOT TO AVOID EATING GARBAGE TURKEY…….. until you.” Then came the tears and begging. This happened.

The Alien Queen also shows up twice and doubles as the last boss, though it attacks differently the second time around. Eh, okay, fine, the bosses are a let-down too.

My father asked me if anyone actually pays attention to the backgrounds during these games. Well.. yea, Daddio. That’s what makes them feel real. If it was the same background over and over again, I’d think we’d notice. Say what you will about The Simpsons arcade game, but I’ll never forget that Moe’s Tavern is basically the size of an airport runway. Turtles in Time’s Neon Night Riders is one of THE most memorable aspects of the game. It’s not just a Hanna-Barbera-like wallpaper that repeats the same three backgrounds. These games work best when there’s a memorable setting. It’s part of what allows our suspension of disbelief that we’re not just manipulating a series of 1s and 0s shaped vaguely like characters from movies and comic books. It does matter, and Capcom was really bad at creating memorable set-pieces. Sorry, fans, but it’s true. Don’t get me wrong: I’m happy they focused on gameplay, but I think if Alien vs. Predator isn’t considered one of the all-time greats of arcades, it’s because it’s really generic outside of the character designs.

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I suppose I do have to call out the bosses as well. They weren’t crappy, per se. But, yea, they also lacked personality. I mean, the Xenomorphs aren’t exactly generic movie monsters, are they? Yet, they’re sort of reduced to that in Alien vs. Predator. Perhaps too much of a good thing. You do fight a rogue Predator at one point, but it’s probably the most dull battle in the game. You also slay plenty of humans and also fight a giant mech twice, and both times my father wondered out-loud if it inspired the mech suit from Avatar (it IS really close!). I don’t know what could have broken up this. Maybe the Xenomorphs should have been used more sparingly. Maybe it was the opposite problem as Cadillacs and Dinosaurs, which had not enough dinosaurs. Maybe this had too many Aliens, and it took the starch out of them when they were used as bosses. I don’t know what the answer is, but I do know that I don’t think this could have lasted even one more level before it started to wear out its welcome. Seven levels was the perfect length. Just spot-on perfect. I played this twice today. Once alone. Once with my father. I never got bored, but I think I was right on the cusp of it both times before the ending. Good call, Capcom. You absolutely nailed the length. You’re rarely perfect, but when you are, golly, you pick the right things to be perfect about.

Actually, THERE IS a section that breaks up the monotony: the convoy level. Do you know what the problem is? It happens too soon in the game. This should have happened around level five. Instead, it’s the third level, and it doesn’t have a memorable finale to it. It just.. ends. Oh, and your gun is always fully-charged and doesn’t “overheat” on this stage. I mean.. it’s nice but it ain’t all that.

If it seems like I’m being hard on Alien vs. Predator, it’s only because I really enjoyed it a lot. At the same time, it’s hardly perfect. There’s lessons to be learned in the flaws the truly great games make, and I’d say AvP crosses that threshold. It’s just under an hour of semi-mindless punchy perfection. The three-button gameplay is really nicely done. There’s punching, jumping, and there’s also a permanent projectile weapon. You can’t just spam the projectile. It overheats if you overdo it. My Dad couldn’t grasp this concept, whereas I spent most of my second game trying to pace it out. There’s also a massive variety of weapons that enemies drop, and in massive quantities too. I can’t remember a game that drops THIS many weapons. Credit where it’s due to designers Tetsuya Iijima, Toshihiko Uda, and Jun Matsumura: they figured out the “fun stuff” of previous brawlers and put a high premium on them. Picking up weapons the enemies drop and using them on other enemies? That’s fun. Well, hell.. let’s just go bonkers with that! WHY NOT? It doesn’t effect the difficulty at all. The game still presents a fair and frisky challenge for those seeking it. But, it also assures nobody can get bored. And you don’t. This is really spectacular.

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So, let it be said: sometimes a legend gets that status for a reason. Even when it was just me playing alone, Alien vs. Predator sealed its status as probably the best forty-five minutes of digital punching and kicking you can find. Well, if you can find it. Yea, you can emulate it, but a lot of people aren’t down with that. As much fun as I’ve had in 2023 finding these games that haven’t been re-released in forever, there’s something heartbreaking about it. An urgency that indie games don’t have. Because, there’s a strong chance that most licensed games couldn’t be re-released even if the studio wanted to.

We NEED to reform licensing in video games. Right now, it’s done the same way you’d license a toy to a toy manufacturer to do an action figure. You’re basically agreeing that, for a window of time, you have the right to make game, and when that window shuts, you don’t have that right anymore. Even though games take bigger teams and cost more money to develop than an action figure does, they’re more or less agreeing to the same basic terms and conditions. We need to change this. There should be a public outcry to change it. A game studio who makes a licensed game should ask for.. maybe even demand.. the right to re-release that specific game the license was written for.. FOREVER, without approval or renegotiating, with an agreement that the royalty will always be paid at the same rate. Companies don’t want to do this and will cite that a studio could re-release old games that eat into the profits of new games.

Imagine going to all the cost and effort of making a Three Stooges game and not being able to just re-release it without having to be at the mercy of the licensor. A licensor who has.. (checks notes) ah yes, ALL THE LEVERAGE! The basic language of a game license is almost unchanged since the days of Atari. Well, let’s reform that. The thing is, it only takes one studio to create a new standard. Just one. It’s not asking for the world. It’s not asking for an unlimited license FOREVER. It’s asking that, on specific projects, for the right to monetize and re-release THAT project on all future platforms. Does that sound totally unreasonable? Of course not. It sounds pretty similar to the types of deals a licensor would make for a motion picture. It only takes one studio to have the balls to step up and say “we’re spending millions making this game. Why are we taking all this massive risk on with only a small window.. maybe a couple years, maybe a full generation, but maybe not even that?” In fact, I dare say this will make licensed games more valuable and maybe even get the bidding up, especially if studios can re-release the project on all future generations. So, who’s going to step up? Because it’s time. YOU’RE NOT MAKING ACTION FIGURES! Stop making licensing deals like you are, because then we all suffer for it.

Well, we now have actual verifiable proof that’s bullcrap. In 2022, Teenage Mutant Ninja Turtles got both a classic collection AND a brand new release, within just a few months of each-other. FROM TWO DIFFERENT STUDIOS, NONETHELESS! Think about how unlikely that specific sequence of events is in gaming. Well, I’ve seen no evidence the audience for one cannibalized the audience for the other. They both did really well, and why wouldn’t they? It’s illogical to think one hurts the other. Fan bases don’t work that way. If anything, people are more likely to re-buy old games on new platforms just for the convenience, and the hype for the re-release of an old game will complement and even combine, Voltron-style, with the hype for a new game. Someone has to be the first to do this. I know that my audience is made up mostly of game developers, including many AAA execs. So, to you, my suited friend reading this, let me ask you something: someone is going to be the first to do this. Why not have it be you? If I devoted this site to nothing but lost licensed games, I will NEVER run out of material. This has to end. Now.

Alien vs. Predator is Chick-Approved


Alien vs. Predator was developed by Capcom

Bucky O’Hare (Arcade Review)

Bucky O’Hare was slightly before my time, though I did have a few VHS tapes of it as a child. It wasn’t my favorite, and besides the slappin’ theme song, I honestly don’t remember anything about it. It must have had a following, since when I played the NES game a few years ago, people said “oh yea, Bucky O’Hare! I remember that!” Konami had rotten luck betting on other cartoons that could have been as successful as Ninja Turtles or Simpsons. I already looked at Moo Mesa, but Bucky O’Hare was even less successful. It ultimately only had one season of thirteen episodes. Ouch. I have no idea how successful Moo Mesa or Bucky O’Hare were as arcade games. I just know that neither seems likely to ever see the light of day again. Or, maybe not. I mean, how much can it cost to license these failed properties. Because that’s what they are, right? Cynical, soulless attempts to ride another scorching-hot property’s coattails.

It LOOKS like it’s going to be fun. Oh, it’s not. It’s really, really not.

Bucky O’Hare: the NES game is a poor man’s Mega Man and very overrated itself. Bucky O’Hare the coin-op keeps the pew-pewing, but instead, it’s structured like a brawler (and probably used the same engine as Simpsons or Turtles in Time) except fisticuffs are replaced by shooting. It’s a run and gun game, but not like popular run & gunners such as Contra. No, the levels and pacing are still engineered exactly like TMNT or even Capcom’s brawlers. Waves of cannon-fodder enemies walk in and, instead of drilling them with your fists, you shoot them with your laser guns. And it’s boring. So incredibly mind-numbingly boring that I ain’t surprised they didn’t bother bringing this home.

Bucky isn’t very generous with health or hit points, but, the quick deaths allow you to bank the powerful bombs faster. When you lose a life, you get two more bombs every time, regardless of whether you used the bombs previously.

The issue is there’s no OOMPH at all to the combat. Neither the death animations or the sound design are built around making the laser escapades a fun and satisfying experience. At least in a brawler, you have the satisfaction of imagining yourself shattering the bones of the poor SOB you’re blasting the face of with an uppercut. You don’t have anything resembling that here. In fact, when you DO physically swing your arms at someone (if they’re in close range) it still underwhelms. All that’s left is to shooting with the four characters (and if there’s a difference between the four, I really couldn’t tell) and the guns just feel really weak and pathetic, even when you upgrade them.

Bosses are ultra-generic. If these come from the TV show, well, suddenly it makes a lot of sense why this never found an audience. On the plus side, they’re significantly less a chore to fight than I figured they would be.

Oddly enough, baddies aren’t as spongy as you would think. The one thing I can give Bucky credit for is the game skips along at a surprisingly blistering speed. Enemies might take as little as one shot to finish, and bosses don’t just suck up bullets either. I wasn’t expecting that. There’s also a much wider variety of moves than I figured. Like a brawler, you can jump and do jump kicks.. sometimes. I couldn’t consistently pull this off. But, I could do the “special attack” every single time with minimal issue. It’s done just like TMNT and other brawlers where you hit the jump and attack buttons at the same time. There’s no penalty for it and you can spam it as much as you want. Maybe that wasn’t so wise, as I kept doing this over and over. Bucky does very little to encourage you to play with finesse.

Don’t let the big, flashy set-pieces fool you: this is a complete chore to get through.

I was kind of peeved by Bucky O’Hare. It’s competent but so bland and vanilla that it feels like a game nobody wanted to make. And, no, I didn’t play it co-op. Co-op is NOT a cure-all for uninspired gameplay. Saying that co-op improves an experience like Bucky O’Hare is like saying turning a couch into to downhill street racer and then crashing it in spectacular fashion is better if you do it with friends or family. Of course it, because everything is better with friends. Yet, I bet if you tried telling these chucklef*cks they had a better time because at least they mangled their bodies with their friends, they might object to your definition of a “better time.”

Then, my annoyance with Bucky O’Hare, a complete nothing of a game, really went into overdrive. After five levels of pure nothingness, something happened. You hop into a spaceship and the game begins to scroll quickly, and.. hey wait, is Bucky O’Hare suddenly a space shmup oriented like a brawler? That’s new and different. And even worse.. holy crap.. IT WAS FUN! Like, very fun! That’s so frustrating because to get to the one section that’s worth playing, you have to slog through five miserable stages. Yet, that one level is one of the better times I’ve had in gaming in 2023. And it made me kind of angry.

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That should have been the whole game! Why not? At least it would have been original. Sadly, that’s the one and only level you can say that about. Thankfully, that level does last a lot longer than the car sequence from that automobile and prehistoric giant chicken game I reviewed earlier this year. But, once it’s over, it’s back to the same old walking and shooting with one pitiful upgrade to your gun. Bucky O’Hare is really a cartoony version of the 1990 Konami Aliens arcade game that was trying to appeal to the TMNT fanbase. It failed. Unlike Simpsons or Ninja Turtles, Bucky O’Hare didn’t have the slobbering fanbase that was starving for content. Yet, this game has fans. Some people just really like their games to be bland and lazy, I suppose. Imagine walking into an arcade in 1992 and the best time you have is playing Bucky O’Hare. How boring a person are you? I can’t believe such a thing happened. Especially since I figure such a person would be the type who got their lunch money taken.

Bucky O’Hare is not Chick Approved.

Bucky O’Hare was developed by Konami