Parasol Stars: The Story of Bubble Bobble III (Review)

Parasol Stars: The Story of Bubble Bobble III
Platforms: Nintendo Switch, Xbox, PlayStation

Original Platform: TurboGrafx-16
Released February 15, 1991
Designed by Kataru Uchimura
Developed by Taito
Re-Release Port by
Ratalaika Games
$9.99 opened an umbrella indoors in the making of this review.

Unlike Bubble Bobble, this isn’t a split decision based on co-op. But seriously, if you get a chance, play this co-op.

One part I missed in the Rainbow Islands review (as featured in Taito Milestones 3: The Definitive Review) is how it really doesn’t feel all that much like a sequel. The Bubble Bobble connection feels forced. Something added after the fact, even if that’s not the case. It doesn’t have enemy-based end-goals and it doesn’t even have co-op. Weirdly, the shoe item, AKA the thing that I hated, is the one and only aspect that feels tied to the first game. But, in the case of Parasol Stars, it’s unambiguously a Bubble Bobble sequel/spin-off. We’re back to room-based, enemy-eliminating gameplay and it’s actually really good. Before I get to the gameplay, the package by ININ and Ratalaika is pretty dang solid, with five out of the six gems in the Infinity Gauntlet of Emulation. The only thing missing is a full tool-assisted gameplay video with optional jump-in. Every other feature is there. Button mapping? Check. Save states? Six slots available (though no quick save/quick load). Rewind? Yep. Hell, Parasol Stars includes some of the more impressive screen filter options I’ve seen. I don’t award “bonus value” for single reviews, but I would be VERY happy with these options if I saw them in a compilation. There’s also an Arcade Archives-like online scoring mode that prevents cheating. I’m 22nd in the world as of this writing. Go me.

There’s also a few quality of life features (which I consider “hardware enhancements, the 5th gem), including cheat toggles and a “fix” for the umbrella. If you play with the toggle off and hold the umbrella out, you walk backwards instead of turning around. It’s much more difficult than it sounds because it’s not really intuitive. An outstretched umbrella basically acts as a shield, and if you’re playing a game and something is shooting you from behind, it’s not instinctive to let go of the button, turn around, then push the button again. I tried Parasol Stars the original way back when the TurboGrafx-16 Mini came out (has it really already been almost five years? Jeez!) and it really is unintuitive. Good call, everyone involved in this release.

I only have one question: where’s the instruction book? This is a pretty abstract game, especially getting the secret doors if you want to play without the cheat codes on, but as far as I could tell, there’s no instruction manual. Again, I don’t do bonus value for single releases, but this is the type of oversight that would earn a game a fine that negates probably around half the bonus value. I can’t stress this enough to developers of commercial emulation releases: DO NOT assume we can find the stuff online! EVER! Neither of my two go-to sites for this type of thing, GameFAQs and StrategyWiki, had anything substantive on the TurboGrafx-16 build of Parasol Stars featured in this release.

And there’s extensive cheat codes. When I played with Angela, I used infinite lives and automatically getting the doors. We weren’t looking for a challenge. We already knew we’d mostly be throwing each-other with the umbrellas. That’s challenge enough. And I didn’t use multi-jump out of respect for Rainbow Islands, which I murdered with it.

So, in Parasol Stars, the object is to use your umbrella to defeat enemies, and as silly as it sounds, it’s one of the most versatile gaming weapons ever created. Like Bubble Bobble, defeating enemies is a two-step process. First, you must stun them, then you can either pick them up and throw them to ultimately defeat them, or throw other enemies into them for more points. Smaller enemies can be stunned directly with the umbrella, but there’s a wide variety of larger enemies (including an entire world based around them) that need to be defeated either by throwing multiple enemies at them or by using special bubbles. Oh, and in co-op, if there’s no downed enemy to use as your projectile, you can always use the other player.

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And, I’m still not done with the umbrella’s abilities. As I said earlier, it acts as a shield, but it also slows your fall in the classic gaming tradition. But, the main thing you need to learn to do is catch little droplets that appear on most of the stages. You need five droplets to create a giant bubble that provides an extra weapon. There’s four, three of which are the old school Bubble Bobble elemental bubbles of fire (that sticks to the floor), water (that cascades down the playfield and sweeps up everything in its path) and lightning (which travels in a straight line across the full length of the playfield). A new element, the star, sends a spiral of death out that’s hard to aim but it takes care of enemies all over the screen and is a little too overpowered in my opinion. In addition to all that, the droplets themselves can be used as weapons. And I haven’t even mentioned all the level-clearing items. Parasol Stars is one of the most flexible combative games ever made. None of that would matter if the combat was no fun, but actually, I liked it so much more than Bubble Bobble, and by a big margin.

The new addition to the formula is enemies that generate other enemies. By the way, this was the level that took Angela and me the longest to defeat, and our accidental ruining of each-other’s attacks was only half the reason.

Parasol Stars just plays better in every way, and I think that’s largely because it’s not an arcade game. It didn’t have to ever be cruel just for the sake of making money. Which isn’t to say that it’s sunshine and hugs. Like Bubble Bobble, some stages are based around figuring out how to reach certain enemies at all, let alone kill them. But, I think the formula works a little better here as the environments of Parasol Stars usually offer many more options, or if not options, clues to the solutions. The most I ever got frustrated was when sometimes the drips of the power bubbles just stopped, seemingly for no reason. I think it was because too many drips were lingering that hadn’t been picked-up. Other times, Parasol Stars becomes absurdly busy, with so much stuff on the screen that it’s hard to keep track of. As more and more enemies start firing projectiles, it can become almost like a mosh pit of a game. Absolute chaos, but it never stops being fun.

Bosses all play out similar to the Super Drunk battle at the end of Bubble Bobble. Hell, Super Drunk is a boss in this game. Grab a bottle to grant you the ability to generate the elemental bubbles. Since you’re not blowing bubbles, you have to hold the umbrella up, which magically conjures the droplets. You can either charge-up for the full elemental attack or you can just throw the droplets themselves. Really, either way works. I don’t think the difficulty of the bosses scales right, and some of them are really tough (and seem like they take more hits than others) but they’re all fun to do battle with, and that’s all I ever cared about.

In the original Bubble Bobble, co-op was transformative, turning a mediocre and over-aggressive experience into a much more enjoyable one. What makes Parasol Stars unique is the game was already a good one, but the co-op is still transformative in a different way. This time around, most of the levels are bigger than the screen itself. But, Parasol Stars is not a split-screen game. Moreover, no one player is “the main player” that controls how or when the screen scrolls. Whoever moves to the edges first scrolls the screen. But, the level design presents roughly the same kind of challenges (only significantly toned-back) as Bubble Bobble, with the same “hold the button to hop on the droplets” gameplay as the first. Oh, and this time you can use each-other as platforms. This turns Parasol Stars into a game where communication and teamwork is absolutely required, especially late in levels. You can be cutthroat with each-other if you wish, but it won’t get you anywhere. On the other hand, having two players flinging enemies often results in levels being beaten without even realizing it. Several times we had to work together to scroll the screen only to see that the enemies were already knocked-out and waiting to be finished-off.

I didn’t remember to get a picture of a level that was bigger than the screen that we got the bottle on. Maybe because we lost and who needs the reminder?

Unlike Bubble Bobble, Parasol Stars’ chaotic nature makes the whole experience inelegant. Even when you really try to work well together, there’s no way of assuring that you can’t interfere with each-other’s work. You can accidentally shoot a player with an item, which will knock the droplets off their umbrella. You can accidentally prevent them from climbing by hitting them with your umbrella. In the heat of battle, you can accidentally stop someone who’s trying to collect an item that will clear the screen. Like my sister did to me. Many, many times, in fact. This wasn’t a situation like Vs. Balloon Fight where we were deliberately betraying each-other. It’s just a very intense action game. It doesn’t look like it, but it doesn’t take long for the screen to become totally full of items, enemies, and droplets. “Move towards me” must have been shouted dozens of times in the hour or so it took us to beat it.

Which isn’t to say we didn’t work well together. For a non-regular gamer, Angela’s score isn’t too far below mine, and we were able to quickly do things like have her help me bounce up to get this bomb here with minimal attempts needed.

That picture there tells you everything you need to know about Parasol Stars. Much like Bubble Bobble, the fact that the non-hardcore gamers in my family could pick-up and play this game, even with its plethora of offensive options, says it all! Maybe we wouldn’t have had as much fun if eating game overs was on the table, but that’s why they put those cheat options as toggles to begin with. They also included options to forgo needing the secret items to get the doors at the end of stages, and I’m all for that. Angela and I played a full session of Parasol Stars and finished it in roughly the same time or maybe even a little sooner than we did Bubble Bobble, and we had a great time. Again.

I’ve decided not to do the European exclusive NES port of Parasol Stars. Oof.

And we both agreed that Parasol Stars stood head and shoulders above Bubble Bobble. Seriously, it’s going to be difficult for the other games in this franchise to defeat it. As much fun as I had playing with my family and especially Angela, Bubble Bobble has some bullsh*t level design that occasionally leads to moments where the fun is gone and frustration and/or annoyance is all there is. But that’s almost never the case with Parasol Stars. Even the tricky stages are typically exciting until you clear them. This is a game that makes very few mistakes, and a game that shines whether you play solo or with friends and family. Parasol Stars is the first Bubble Bobble game I outright love.
Verdict: YES!

Taito Milestones 3: The Definitive Review – Full Reviews of All 10 Included Games + Full Ranking of ALL Taito Milestones Games

From what I’ve seen, this is one of the most hyped releases of 2024 for my readers, and there are two main reasons: Bubble Bobble and Rastan. Over half the games in Taito Milestones 3 belong to those franchises (assuming you count Cadash as a Rastan spin-off, and I do). So, let’s get to this review. Taito Milestones 3 retails for $39.99 (digital pre-order price of $35.99) and contains ten games, and so it has to create $40 in value to get my seal of approval. Since all ten games are all sold separately for $7.99 via Arcade Archives, each YES! verdict has a fixed value of $8, meaning Taito Milestones 3 must score five YES! votes out of ten games to break-even and earn my seal. Following the ten games, I’ll tally-up the numbers and render my final verdict. Originally, I had plans for bonus reviews following the ten included games. I’m going to post those separately over the course of this week, including my review of ININ and Ratalaika Games’ re-release of Parasol Stars.

Update: At the time of Taito Milestone 3’s release, Dead Connection, Thunder Fox, and Warrior Blade were exclusive to this collection, but each game has since been released separately for $7.99 with all the bells & whistles of a solo Arcade Archives release. This development does NOT affect my ultimate verdict or the YES!/NO! status of any game in this feature.

You can remap the buttons if you wish. For all my bitching about Arcade Archives, they do handle controls pretty well.

EMULATION & FEATURES

Taito Milestones 3 is the latest collection of somewhat stripped-down versions of Arcade Archives releases from ININ and developer Hamster. The games themselves aren’t the stripped-down part, only the Arcade Archives side of things. If you buy these piece-by-piece, you get two extra modes with each game, at least with most of their releases. This is kind of a big deal, since Hi-Score Mode and Caravan Mode are cheating-proof. In those modes, if you so much as pause the game, the entire run is scrubbed. Taito Milestones 1 – 3 only includes the basic, normal mode for each game. While the games have the full assortment of dip-switches and difficulty settings, and also allow for gaming’s most roundabout save states, Taito 3’s online leaderboards don’t factor any of that stuff in. In my opinion, since the leaderboards never take into account how those scores came about, that makes them completely worthless.

I did create a ton of save states using the interrupt feature, and I did use them to refight a couple bosses I’d already beaten. But otherwise, my 20th is a pretty legit score. I did game over multiple times leading to it, so I was really spared from NEEDING save states, even though I kept generating new save points, I never needed them. I just didn’t die. Actually, come to think of it, all my scores except Bubble Bobble are legit.

I have already reviewed both Taito Milestones 1 and Taito Milestones 2, but this one feels different in terms of star power. Without exaggeration, I heard from some readers they were more excited for Taito 3 than they were Tetris Forever. Whoa. That speaks to how fondly these games are remembered. But, it’s 2024 and we’re still using the same outdated Arcade Archives emulator. There is NO rewind. There is NO quick save or quick load. The effort just isn’t here. I’m a big fan of the Taito Milestones franchise because of the convenience of having ten games in one package, most of which are under-the-radar stuff that you wouldn’t expect to be part of relatively small retro collections. For all my whining for the lack of features, I want to make it clear: I admire ININ’s lineups a hell of a lot more than I do Namco Museum with its endless recycling of Pac-Man and Galaxian. Seemingly no consideration is given for a game’s level of fame, and I admire that. It paid off, too. Volume 2’s most famous game was either Darius II or NewZealand Story, neither of which are exactly globally famous releases. The best game in that set, Liquid Kids, I’d never even heard of before, but it succeeded in being an anchor game good enough to be the star of a ten game coin-op collection. That’s how these things should work, right? Hidden gems become hidden no more if given the chance to shine in a collection. Taito Milestones excels at that idea, and Taito 3 is no different. The best game in THIS collection has never been in a globally-released retro set before. Neato.

Dead Connection allows players to toggle a secondary display for their ammo. I didn’t find it useful.

But, given the fact that these are mostly under-the-radar games, you really want the publisher to put forth their best potential package. Games are NOT made to be timeless. They’re meant to commercially appeal to gamers at the time of release, and if they end up holding up to the test of time, that’s a bonus. But, things can be done to enhance their chances. Coin-ops are often brutally difficult, so giving options like save states or rewind take the edge off. Bubble Bobble doesn’t offer unlimited continues.. or ANY continues, in single player. There’s nothing inherently sacred about the decisions made regarding Bubble Bobble. It’s the way it is because it’s trying to earn $0.25 per play and it needs players to lose in five to ten minutes or less, in order to be profitable by the standards of 1986. But save states would fix that. Rewind would fix it better. But that’s not here. Hamster’s save state methodology is the worst I’ve ever seen, requiring you to exit the game entirely and return to the main Taito Milestones menu. It takes forever.

There are some screen filters, such as scan lines, but there’s no artwork from the original cabinets for wallpaper, with one exception that I’ll get to. For 9 out of the 10 games, the only wallpaper is functionally useless. It’s on right now, in this screenshot. A bland ass gray ribbon. Did you even notice it? I mean come on, Hamster. Once more with feeling, please.

And the weird thing is, they’re NOT lazy! Some of the games have tons of features. I don’t always like using the dip-switch options in MAME, but the menus for what each option does are clear in Hamster’s emulators, so checking the options and applying them is super easy. But, because of the individual release nature of Arcade Archives, not every build in Taito Milestones 3 is given equal consideration. Even something like autofire isn’t consistently an option in every game. Most have it, but Bubble Bobble doesn’t, and I would have liked to have had it. Thankfully, most games do have all the options you absolutely need. Every game supports full button mapping and plenty of display options. This is especially important for a game many consider to be the true crown jewel of Taito Milestones 3, including myself. I’m talking about Warrior Blade: Rastan Saga III, a double-screened release.

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While not as impressive as the triple-screened Darius II from Volume 2, they included a ton of options unique to this title. Do you want arcade-like jankiness to the two-screen effect, which was done using mirrors? Or maybe you want one screen to have more color than the other? If that’s something you’re nostalgic for, you’re weird, but you can do that. It’s also the only game in Taito Milestones 3 that includes the original bezel. For $40, you’d really hope for more bezels than 1 out of 10 games. The wallpaper the other 9 games use is pathetic. Why is it barely better than no wallpaper at all? These games had art assets, flyers, and logos. Couldn’t you cobble something, ANYTHING together? In general, the quality of the options depends on how far back the original Arcade Archives title was released. Bubble Bobble was released way back in 2016, so it doesn’t get a very inspired set of options. However, Rainbow Islands just came out this year, and it’s loaded, and so are the three exclusives to Taito Milestones 3. This is why I’ve decided to note the original Arcade Archives release date of each game. It does matter.

There’s also instruction screens, and like with the options for each game, the more recent the release, the more clear and thorough the instructions are. Bubble Bobble gets six pages that glosses over lots of stuff. Like, it literally doesn’t tell you a single thing about any item. Hamster has gotten MUCH better at their instruction manuals over the years. Rainbow Islands has more pages devoted to the items than Bubble Bobble has pages altogether. Seven pages just for the items, including the conditions you need to meet to spawn them. I give Hamster a lot of crap for what I feel is an outdated emulator, but in recent years, I honestly think they’re better at instruction screens than Digital Eclipse. I don’t take statements like that lightly. They’re currently the cream of the crop for detailed instructions, and that makes the inconsistent quality from game to game that much more frustrating. Well, except for the three exclusive games, all three of which get really tiny and not so helpful instruction books. I had a LOT of Warrior Blade questions and the instruction book answered almost none of them.

For the price you’re paying and the fact that you’re getting significantly less content (a full two modes missing per release), would it have really killed Hamster to update the options for every game included for ININ’s compilations? Treat every game included like it’s a 2024 release! Either way, Taito Milestones continues to leave a LOT to be desired, but there are some quality of life options, so I’m awarding at least $5 in bonus value for all the options included, the most important of which is button mapping and the nearly full range of dip switches. That’s $0.50 per game, times ten games. That seems fair to me for what this offers. If any of these games offered quick save/quick load, I’d probably go $7.50 to the max $10. Taito Milestones 3 has a chance to earn a couple more bucks in bonus value via Rainbow Islands, which has a pretty impressive quality of life menu, including buffing up the game’s responsiveness over the arcade build. If the game gets a YES!, I will add more bonus value.

Having tried Rainbow Islands with the “Improve Game Operation” toggle off (which is the default), honestly, I couldn’t tell the difference. The second line is very cool. Both Bubble Bobble and Rainbow Island are the rare coin-ops that have console-like cheat codes that you can input in the title screen. In Taito Milestones 3, you have to manually put in Bubble Bobble’s cheat codes, but they do work. In Rainbow Islands, the “Preference Settings” menu allows you to auto-input the cheat codes. Very, very cool. I opted to play with the unlimited continues and turning food into money bags.

GAME REVIEWS

For those not familiar with my way of thinking of how retro games should be reviewed, I take NO historical context into account. I don’t care how important a game was to the industry, because that doesn’t make a game worth playing today. The test of time is the cruelest test of all, but every video game must face it. I might not be here if not for Pong’s success, but I wouldn’t want to play it today. Not when there’s better options. Therefore, when I review retro games, every game gets either a YES! or a NO!

YES! means the game is still fun and has actual gameplay value when played today and is worth seeking out.

NO! means the game didn’t age gracefully and is not worth seeking out, and certainly not worth spending money on.

IN ALPHABETICAL ORDER

Bubble Bobble
Platform: Arcade
Released June 16, 1986
Arcade Archives Debut: January 29, 2016

Designed by Fukio Mitsuji
Developed by Taito
Also Included in Bubble Bobble 4 Friends: The Baron is Back!

This is one of my most requested reviews EVER, and I’m so happy to finally do it.

What is the second most famous Taito game? Obviously Space Invaders is first, but what’s #2? It’s probably either Arkanoid or Bubble Bobble, with Jungle Hunt, Darius, Rastan, or Elevator Action FAR behind them. Between Arkanoid and Bubble Bobble, I think the edge goes to Bubble Bobble, a game I’m declaring to be “King of the B-Listers.” It’s a game everyone knows in the same way everyone knows who Billy Zane or Kato Kaelin are. Were it a person, it’d be the biggest name on any given season of Dancing with the Stars, but it’s still only that famous. Center square on Hollywood Squares level of famous. The very definition of a gaming B-Lister. Games like that thrive on retro collections like Taito Milestone 3, because the unstated part of the classic gaming B-list is that their best days are behind them. Every Bubble Bobble game released in my gaming lifetime, IE 1998 onward? “Eh, it’s okay. I guess.” Yet, when Taito Milestones 3 was announced with Bubble Bobble being the anchor game? People got excited. Maybe Bubble Bobble is washed-up, but there’s still love for it out there. And yet, it didn’t take long for me to realize why Bubble Bobble never lasted as an elite gaming franchise.

I want to say that Bubble Bobble would have made a better home game than an arcade game. Removed from the pressure of having to earn $0.25 every five minutes or so, this might have been one of the all time greats. When Bubble Bobble cooks, it REALLY cooks. But when it’s trying too hard to kick players off the cabinet or make them drop another quarter? It becomes one of the most unlikable games out there.

I thought Bubble Bobble was held in high esteem in the same way Battletoads is: an impossibly difficult game built specifically for two players that’s legitimately fun when it’s still warming-up. But, once it gets warmed up, it actually becomes an actively bad game. At least when you’re playing by yourself. It turns out that, unlike Battletoads, co-op will save the day here, but I’m getting ahead of myself. The core gameplay is positively inspired. Spitting bubbles at enemies, then bursting them for the kill (presumably via decompression) is one of the most satisfying combat methods of the era. Moreover, Bubble Bobble does a fantastic job of incentivizing bursting enemies in clusters with the E-X-T-DIFFERENT E-N-D letters. When you actually spell EXTEND, the over-the-top animation that follows is nothing short of breathtaking.

And it’s an automatic warp to the next level, a fact that bailed me out at least twice in my full solo 100 level run.

Then you take into account how far ahead of its time Bubble Bobble is. Each room has its own “physics” for lack of a better term. There’s an invisible air current in every level that affects the drift of the bubbles. Being invisible, it’s something you have to discover and ultimately use. Your bubbles can act as platforms if you hold down the jump button, and about one-third of the way through Bubble Bobble, the game completely shifts in its tone and turns into a jumping puzzle/escape room game where the challenge isn’t generally the enemies, but rather how you reach them at all. The first stage indicative of tonal shift being level 35. It looks like this:

The stage only has a few of the most basic enemies, but they’re not the problem. Getting to them without accidentally jumping into them is. From this point onward, Bubble Bobble will regularly drop you off in stages that are genuine puzzles when it comes to how to make progress at all. And in those rare stages that are still entirely combat focused, the combat isn’t anything like how things were when the game started. In early stages, when you trapped enemies in bubbles, you had time to burst them before the enemies “hatched” and reemerged in ultra-fast “pissed-off mode.” But, that doesn’t last long.

I get why the coin-op is stingy with fun items like the “spit fire” cross, but once or twice in 100 levels just isn’t enough.

For the midway point of the game to 99th and final “normal” level, most stages see the enemies almost immediately hatch from trapped bubbles. Most of my deaths were from attempting to burst an enemy I just caught, only the physics don’t cooperate. Instead of the bubbles reliably popping, they might recoil ever so slightly, which gives the baddie trapped within enough time to hatch, meaning I’m dead since I’m still mid-jump and right next to the bubble. That would be annoying enough, but combined with level design that feels optimized to kill you by either timing-out or funneling you directly into the bad guys, it sure seems like Bubble Bobble is done with the fun and is now doing everything in its power to get you off the machine so the next person drops a quarter in it. There are NO continues if you’re playing solo, meaning if you lose all your lives, it’s game over no matter how far you’ve made it.

It was Thanksgiving Day when I played this level, and after an hour trying to beat it and god knows how many times quitting to the title screen and reloading the “Interrupt Save” that I’d generated, I slapped a $20 bill on the table and said if anyone could get this, the money was theirs. But, nobody did because nobody had played Bubble Bobble yet. I did eventually climb up.. and overshot the landing, ending up in the letters where I couldn’t get down. Twice. After about four or five rage quits, I finally wiggled up and out of the starting box. The secret is to just spam the bubbles while changing directions as fast as you can. It’s also easier to do it without the shoes. I’m pretty sure they just doubled the movement values for your character instead of making elegant, logical speed-up. Oh, and the shoes make jumping weirdly heavy. I hated them.

Again, this would make for a great home game, but this Bubble Bobble isn’t a home game. In fact, the home games tried to copy the arcade design, so even most home versions aren’t much better. Eventually, Bubble Bobble’s level design and cheap tactics had almost completely drained the fun out of the experience. I think when people say they adore Bubble Bobble, they’re either talking about the first thirty stages or they played co-op. Famously, you can only get the “happy ending” in co-op, but I got it playing 100% solo just by hitting Player 2 start when I knew the death of the final boss was imminent. It worked, but the ending I got wasn’t even the legitimate real good ending. It turns out that Bubble Bobble shares a lot of DNA with Tower of Druaga and features tons of hidden secrets. Like, if you don’t die once for the first 20, 30, and finally 40 levels, the special items in those stages are replaced by doors that take you to hidden rooms. I didn’t get any in my first play-through, but I did during a second run.

But, I didn’t actually beat the game twice, at least by myself. Actually, I was pretty miserable by the time I finished the game for the first time. If Bubble Bobble had kept the same core gameplay from the first couple dozen levels but just upped the movement speed of the enemies, I probably would have liked the game a whole lot more. I probably rage quit a dozen times when I played with the attitude that Bubble Bobble ought to be a cutesy game about dinosaurs blowing spit bubbles at enemies. But, when I looked at the levels like 8-bit miniature escape rooms, well.. I won’t say I had more fun, because I wasn’t having any fun at all. Instead, I was less annoyed, mostly because I was too preoccupied with the escape room mentality to be annoyed. Even then, when I see levels like this one:

I think the line is crossed from “genuinely trying to be fun” to “trying to trigger a game over by any and all means necessary, including outright underhanded tactics.” By the time you reach the last ten levels, Bubble Bobble is one the most shamelessly money grubbing in terms of its level design and punishing anyone not playing with a second player. It’s actually not a surprise that the franchise didn’t have staying power given the shift from quirky, novel fun to wanton cruelty. The concept of Bubble Bobble works, but the game is so mean-spirited by the end. When the difficulty started ramping-up, I was cheering every time I beat a tough stage, but after a while, cheers were replaced with sighs of relief. 100 levels is too much, too, especially since the back half of them are so brutal that they feel like a sadistic ROM hack of the game you had been playing. Imagine Super Mario Bros. if the Lost Levels were just the back half of the game. Yea, you’re doubling the level content, but it’s not fun, so who cares? The most annoying thing of all is it didn’t have to be this way. EVERYTHING I’ve written about would have been fixed by modern emulation options. Quick save/quick load and/or rewind would have been transformative of Bubble Bobble while not in any way hurting it. Some games don’t need crutches, but Bubble Bobble does. Or, at least it does if you’re flying solo.

SPLIT DECISION – SINGLE PLAYER BUBBLE BOBBLE

Since I beat this ten days before Taito Milestones 3 released, I assume this leaderboard must be the standard Arcade Archives leaderboard. That or they sent out TONS of review copies. Either way, I wasn’t exactly collecting every item and I still finished 59th all-time, on a leaderboard that you can absolutely cheat on and still make it.

Sadly, Taito 3’s inconvenient save state method means Bubble Bobble has to stand on its own, with no help. As a single player game, it doesn’t do it. And honestly, I think I’m the easiest game critic out there, because I have the lowest threshold to earn a positive review. The rule to getting a YES! is “I have to have more fun than not.” 50.01% fun to 49.99% awful? That’s a YESBubble Bobble wasn’t even close to the line. In my single-player run, it was about 30% lots of fun and 70% pain and suffering. Really, the only good thing I can say about Bubble Bobble’s endgame is the final boss is pretty dang good. It makes me wonder why they didn’t have more bosses? But, that was the lone shining highlight for the back half of the game. So, at this point, I’m going to do something unusual. I’m going to render two separate verdicts for one game. If you have NOBODY to play with..
Verdict: NO! But this review is not over.

SPLIT DECISION: CO-OP BUBBLE BOBBLE

The “MTJ” here is the initials of Bubble Bobble designer Fukio Mitsuji, who tragically died at only 48 years of age in 2008. For all my whining about the solo-mode, there’s no question that Mitsuji made a sublime multiplayer game. So, I’d like everyone to lift a glass. 🍺 To Fukio Mitsuji, a real one, taken too soon, who left an indelible mark in gaming. Thank you for the creation of Bubble Bobble & Rainbow Islands. Cheers to you! 🍻

Let’s talk about co-op. Bubble Bobble’s two player game is clearly its strongest aspect. How strong? I played three multiplayer sessions. In the first session, my playing partner was Sasha, my 9 year old niece who is not versed in classic gaming beyond what she’s seen me play. She’d never even heard of Bubble Bobble when I told her a few months ago I’d need someone to play this with. After giving me the runaround for a couple days, probably due to my annoyance at the single player experience, she finally sat down to play this with me and.. she loved it. Not only did she enjoy the game, but she became really excited when she found out there’s a bunch of Bubble Bobble games out there. “Are you doing those too? Can I play too?” And, even though I was “grouchy” while playing in single player, yeah, I had a great time too. My unofficial motto at IGC is “find the fun” and Bubble Bobble is one of those games where I absolutely NEEDED a second person to help me with that.

Even with 100 levels, it’s not a long game with a second player. Angela and I did a complete 100% playthrough, and even with a couple breaks, we didn’t make it through two episodes of Angela’s new favorite show, Boardwalk Empire. Good show, by the way. No clue why I kept starting it and stopping it. Finally watched it all the way through. For sure worth a look. (Happy, Sis?)

Even funnier is that once the rest of my family saw how much fun we were having, we started over and played a second time, where players who ate a game over passed the controller to the next in line in a way where everyone got paired with everyone else at least once. The last time we did that with a game in our house, it was Three Stooges on December 6 of last year, and it was one of the most memorable and joyous days of my gaming life. Almost exactly a year later, Bubble Bobble did that for us. Tis the season, I guess?! But, to be clear, everything I wrote above in the single player section is still true, with two exceptions. The first, and most important, is that you get unlimited continues in co-op, provided both players are on-the-ball and immediately come back to life upon dying. If you both game over at the same time, I’m pretty sure there’s no grace period and the game truly is over, so don’t mess around. If you want to be extra certain, just lay down save states once in a while between stages.

I actively wondered if we broke the game here. The HURRY UP!! warning never came, and neither did the lightning bolts that I figured you needed. We never made it this far when the whole family was playing because the difficulty spike led to levels designed for pain and not pleasure. We made it into level 72 as a family, aka HI-TECH with the jails in the corner pictured above. I made it roughly the same distance with Sasha, and the fun stopped when we got stuck on some of the more, ahem, ridiculous designs. But, when it was just me and Angela, without the chaos of family yelping and hollering, we could better coordinate. I recommend that, when possible, you designate one player the bubble blower and one the jumper. I was the jumper since my sister couldn’t seem to grasp the concept of holding down on the jump button to ride the bubbles. It didn’t help for HI-TECH, but wouldn’t you know it? I got out in like five seconds that time. Weird. It’s also worth noting that level 99 is so ridiculous that I had to use my controller and hers and beat the stage all by myself since it’s not tailored to novice gamers.

Like the single player game, the fun still has a chance of eventually trickling away, but there’s also a lot more moments that shine very bright thanks completely to co-op. Levels that I was breathing out a sigh of relief in single player saw us cheering and slapping high-fives in co-op. More often than not, it’s based on climbing. It’s hard to both spit a bubble, then turn around and climb it. It’s so much easier when one player is designated the jumper and the other is the bubble maker. There’s so much more flexibility you have, depending on the stage and the current. There’s also a LOT more stage-clearing items. It’s very noticeable and it absolutely made a difference for the first, oh, 90 levels in my run with Angela. But, the home stretch started giving us shoes or candy instead of the valuable bombs. We still got very frustrated on a few of the levels. The stage pictured above? #97? That took us about ten minutes by itself to get those last two enemies. We really thought we broke the game.

The “race to get the most items” bottles REALLY appeared more frequently. Which was fine with us since you automatically win the stage whether you collect all the items or not.

Bubble Bobble’s endgame isn’t cheerful or friendly at all, and that doesn’t change in co-op. BUT, without exaggeration, this feels completely different with a second player. Remember the family session I talked about above? That speaks to the greatest strength of the game: anyone can learn it really quick. Some players weren’t getting turns until we were dozens of levels into the game, but when it was their turn, they were up to speed and contributing REALLY fast. And that says it all. Usually, the only co-op games where someone can jump in with no experience and not be a drag are brawlers. Bubble Bobble is in a unique class. For all the sloppiness, and all the jank, its reputation as one of the greatest co-op games of all time is completely legit. So yea, if you’re playing by yourself and there’s little to no chance of finding a playing partner, I don’t recommend Bubble Bobble. It’s pure gaming agony solo. But in co-op? It’s easy now for me to understand why it’s considered one of the greats that came at the end of the Golden Age of Arcades. I don’t think it’s “great” and hell, I’d still call Bubble Bobble “overrated.” But, it’s still a solid co-op game nearly forty years later, and yes, still worth a look in 2024 and beyond.
Verdict: YES! – $8 in value added to Taito Milestones 3

Cadash
Platform: Arcade
Released September 4, 1989
Arcade Archives Debut: August 31, 2023

Directed by Hiroshi Tsujino
Developed by Taito

There’s a lot to like about Cadash, including some damn good combat. It’s a good looking game, too.

I was very skeptical of Cadash. Of all the coin-ops I’ve reviewed, or even console ports of coin-ops, it’s easily the one that goes the deepest into full-fledged RPG mechanics. Forget Tower of Druaga, which really isn’t an RPG anyway. THIS is the most RPG-like so far. Experience points? Check. Currency and shops? Check. Lots of NPCs to talk to, most of which have nothing of substance to say? Check. Having to purchase weapon upgrades? Check. Magic? Check. This isn’t something vaguely resembling an RPG. This is the real deal. Cadash’s closest kin is probably Zelda II or the Wonder Boy in Monster Land games that I’ve never played (except the third one, a home exclusive). So, how much fun did I have with Cadash? I had such a good time that I bought the Wonder Boy Anniversary Collection with the intention that it’ll get the full IGC Definitive Review treatment in 2025. I’d skipped it because I had no interest in arcade RPGs. I think the greatest possible compliment someone like me can give any game is that it stokes more than a passing interest in its genre. So yea, Cadash is pretty good. Sometimes. Other times, Cadash seems to be trying really hard to be unlikable.

Hell, even the bosses aren’t too spongy. That’s a place anyone would expect a game to be a butthole, but Cadash isn’t at all. Depending on if you do just a little bit of grinding, most can be defeated in just a few seconds.

Cadash is one of the more up and down games I’ve played. When it works the way you want it too, it’s undeniably fun. I’m playing this directly after finishing Rastan Saga II, aka the worst game in this set. THIS should have been Rastan Saga II. There’s four characters you can choose from, and if you play as the fighter, Cadash’s gameplay will feel VERY familiar if you play Rastan first. From the ropes to the stiff movement to the jumping physics and platforming, Cadash is basically Rastan, only with better combat and a better variety of enemies. Oh, it can be frustrating for sure. A lot of the enemies seem like some damage is unavoidable when dealing with them. This applies to indestructible background stuff, like giant hands that smash out of the floor. The safety zone for them is very small, but you simply don’t move fast enough to avoid them without a lot of luck. Later on in the graveyard, lightning strikes with almost no warning. When I fell into fire pits, I found the only way I could climb out was to turn the opposite direction and allow myself to keep getting knocked back from damage in the direction I wanted to go. I had to remind myself constantly that Cadash is trying to suck quarters, and more than a few times, it’s pretty shameless about it.

If you only play as one character, I easily had the most fun with the Priestess, who has a whip-like chain mace that has reach and can attack diagonally. Oh and don’t ask what that little version of me running around is. One of the most silly power-ups I’ve ever seen.

Thankfully, there’s unlimited continues. Plus, the downtime when you need to start a new life is as minimal as I’ve ever seen in a game like this. Almost instantaneous, though that comes at a big cost: no swapping characters between credits. A bigger problem is there’s no map, and I think you need one. There’s some backtracking, especially at the end of the game. I almost feel like I lucked into picking the correct directions more than once. I’m guessing NPCs were supposed to be more clear than they are about where to go. While I never came THAT close to timing-out (a timer is running the whole time, but it resets when you die and come back to life), the backtracking was the closest I came to being bored. Hell, I’m not embarrassed to admit that, even after beating the game with the “Fighter” (I kept calling it the Warrior), I still found myself going around in circles in some areas. Of course, that wasn’t entirely my fault. See, Cadash has a bit of a problem handling talking-based events, and it nearly ruins the entire game.

Fighting the kraken took me FOREVER with the fighter, since I’m pretty sure the down thrust attack won’t reach its body. You have to instead target the tentacles. I beat it in about ten seconds with the Priestess.

The timer never stops when you talk to NPCs, and near the end of my first playthrough, a couple different talking moments were supposed to trigger an event, but it didn’t happen the first time. At one point, I was stuck in a house for several minutes because I didn’t talk to the NPC the “correct way” I guess. I genuinely thought there was a chance I’d soft-locked the game, because I talked to the woman a few times, but it wouldn’t let me leave the house. After listening to her full dialog repeat multiple times, I finally was lined up with her in a way where I got an item that let me out of the house, but over two minutes had been eaten up. Later, it was a headstone that I had to talk to a couple times to activate. In my fourth and final playthrough, it was the gate after beating the first boss that wouldn’t activate, then later the gravestone glitch happened even worse than before. It played the “you got the item” music indicating I’d gotten the item that turns you into Dr. Doolittle. But, when I went to talk to the dog, it didn’t work. I thought I missed something and spent quite a long time going around in circles, talking and re-talking to every single person until I determined that the gravestone “moment” which had already f*cked up once on me had f*cked up again. And I was right. Had I not found a guide that told me I had to strike the grave a few times to force getting the pendant, I’d have never finished my final run.

What’s really infuriating about this is I believe these specific issues were deliberately left in the game in order to squeeze more quarters out of players. This feels like the type of thing that any amount of play testing would eliminate. They’re just too easy to trigger and happen constantly! There’s no way this was a simple oversight. But, it’s always the house that benefits from these “incidents” and I genuinely feel like someone in charge said “leave ’em in! Operators will love us for them!” They eat up time, cause people to run around trying to figure out what they missed, and ultimately shake the player down for more quarters. “You have to listen to ALL the dialog” isn’t good enough. I did listen to all the dialog! But maybe I wasn’t standing in the right spot or maybe I pressed the wrong button. I’ve been playing video games since I was 7 and I’ve never seen a game that f*cks up such a simple mechanic as handing you the key items when you talk to the right people like Cadash does.

Ignore the timer. You’ll die from combat damage long before it runs out.

Given the circumstances and Taito’s track record, yea, I think it’s deliberate. Just having unlimited quarters is the ultimate quality of life improvement. Had I been reviewing a game that cost $0.25 per life, I’d give Cadash the biggest NO! I’ve ever given. This is an arcade game that actively grifts players. But, removed from the arcade environment and given unlimited time and continues, these problems just become massive annoyances. It’s certainly not “charming” or homespun or anything like that. These aspects straight-up suck and there’s nothing redeeming about them. Cadash as a game in Taito Milestones 3 is a good game despite those things, and not because of it. Of all the games in this collection, this is the one I’d love to see a modern remake of the most. Everything that’s fun about Cadash would be more fun with modern gaming conveniences. Take casting spells, for example. In order to activate them with the wizard or priestess, you have to hold down the same button that’s a melee attack. A little word bubble pops up and begins cycling through the spells you’ve learned, and when you see one you want, you let go of the button. I’m sure in 1989 this was a pretty good solution, and I especially like that, the next time you cast a spell, it’s already on the same spell you last used. But, these days you’d have shoulder buttons to scroll with and more face buttons to activate.

I didn’t mind that it scrolled a little too fast when casting a spell. At least that felt like a proper timing-based challenge. I should also note that I died so often that I never ran out of magic points until the end of the game either time I played.

And while I’m on the subject of magic, if you’re going to have a spell-casting character, making too many enemies immune to magic is just a prickish thing to do. I really enjoyed the combat of Cadash, but that’s entirely situational. I didn’t enjoy using the ninja or his throwing stars at all, and the wizard just isn’t fun to play as. If you’re going to try Cadash, and I’m giving it a YES! so obviously I think you should, I recommend you play as the fighter or priestess. With either of those characters, Cadash is a haphazard, deliberately sloppy action-RPG carried by some damn satisfying combat. It’s short. A full run through will take about an hour, even if you stop to grind-up a few levels. Since the combat is enjoyable enough, grinding never feels like a grind. The RPG notes it HAD to do right, IE the weapon upgrades and sense of progress, are well done. It doesn’t always play fair, but since you’re not ponying up a quarter a play, technically you aren’t either. So, Cadash is the rare game that’s better today than it was upon release. It doesn’t happen a lot, but it’s nice to see.
Verdict: YES! – $8 in value added to Taito Milestones 3
And no, you can’t do the linked-cabinet thing. Two players only. Sorry.

Champion Wrestler
Platform: Arcade
Released August, 1989
Arcade Archives Debut: September 8, 2022

Designed by Atsushi Iwaoka
Directed by Takeshi Murata
Developed by Taito

Like most unlicensed wrestling games of the era, Champion Wrestler’s roster is “inspired” by real wrestlers of the mid-to-late 80s. It’s amazing nobody ever sued over their likeness, because a couple of these are uncomfortably close. In order: Rocky Garner is Stan “The Lariat” Hansen, who was the biggest American star in Japanese wrestling. Miracle Rastan (yes, from the Rastan games) is Kerry Von Erich, who was played by “The Bear” star Jeremy Allen White in the film The Iron Claw. Matterhorn Decker is Andre the Giant. The Samurai is Ricky “The Dragon” Steamboat. Nitro Panks is Road Warrior Animal, who shows up in lots of games, even non-wrestling games (like Violent Storm). Black Machine is Tiger Mask, a gimmick based on a famous 1968 Japanese manga and anime that has been used by half-a-dozen wrestlers over the last four decades. Jimmy Carbon is based on Jimmy “Superfly” Snuka, a 70s and 80s WWE star who almost certainly got away with murdering his girlfriend in 1983. Cobra B. Joe is Tiger Jeet Singh. When I was a kid there was a jobber in WWE named Tiger Ali Singh, and I just found out that’s his dad.

I think most wrestling fans my age or older will agree that games that used the AKI Engine, which started in America with WCW vs. nWo: World Tour in 1997 and ended with WWF No Mercy in 2000, was the height of video wrestling. I’ve met the occasional outlier who says Fire Pro Wrestling, but I never really liked those all that much, or really, any wrestling games except AKI developed ones. They felt like they best replicated the give-and-take nature of pro wrestling that makes you build up to the big, strong moves with striking and weaker grapple attacks, leading to matches that looked more like what you saw on TV than any other wrestling game. I bring this up because I suspect the team behind Champion Wrestler was trying really hard to get the little details right without consideration for the big picture. I was immediately amused by seeing wrestlers stomp the mat as they threw punches. I mean, come on! I’ve never seen a wrestling game do that before, and it has the right sound effect and everything! I think it’s safe to say that Taito deliberately leaned into the simulated violence aspect of pro wrestling, as you don’t have to make contact on punches and kicks at all, but in a good “yea, that’s wrestling!” type of way. Not only does it not feel like “bad collision” in the traditional sense, but it also never feels like it’s mocking the source material. To Champion Wrestler’s credit, it’s completely sincere. And it should be, because that’s what makes wrestling fun, right?

Occasionally, managers will throw weapons into the ring, and the referee starts counting against you (or the CPU) when a weapon is used. I tried to deliberately get disqualified, but you automatically drop the weapon on the count of four. There’s also illegal choke holds and even biting that, again, the referee gives you a four count before the move is automatically broken. So, there’s no disqualifications, but there is a 20 count rule outside the ring. Champion Wrestler is really fickle about other rules, like rope breaks. They do happen, but I won a lot of matches when my opponent was practically under the bottom rope. Weirdly, rope breaks happened more during cage matches, where logically there should be no rules.

The in-ring action of Champion Wrestler probably does a better job of feeling like wrestling than any game had up to this point, but there’s still a big limit to that. You can run the ropes by tapping a direction twice, but you can only hit the ropes moving left and right. You can’t hit the ropes up and down, even though you can run up and down. Weird. You can climb the ropes, but in the entire time I was playing, I never hit a move off the top rope on a down opponent, and when I hit one on a standing opponent, it didn’t do enough damage to make it worth the risk. Actually, consistency was a big issue in general. Even with one of the best instruction manuals in Taito Milestones 3, I couldn’t really pull off any specific move with any consistency, including pinning. Sometimes I would just stutter-step around an opponent. Sometimes I instead attacked. Other times, I would perform a diving pinning attack only when the opponent got up. The same goes for grappling, or even just initiating the act of grappling. I ran through the game with each character, plus all the multiplayer we did, and I still never could do anything with any consistency except basic striking moves. The CPU was constantly able to switch from a front grapple to a rear grapple, but I don’t recall me or the kids ever doing that once. I was startled when I saw it was even possible.

When *I* was a kid, unless it was a Hell in a Cell match or a War Games match, cage matches were won by whoever escaped the cage first. If a gigantic wrestler cut a hole in the ring, crawled through it, and threw you into the cage so hard the cage broke and you landed lifelessly outside the ring, you still won the match. Here, it’s functionally a normal match where you just can’t run the ropes. Try to do that, and you’ll brain yourself on the cage. But otherwise, it’s still pins and submission to win. There are a couple little touches to make cage matches stand out, especially if you do a move in a way that the wrestler hits the cage. A few of the wrestlers do the “giant swing” where you grab someone by the feet and spin around, which is apparently a submission hold in this game since you can tap out to it. But, if they’re next to the cage, the same move just bangs you into the cage once. It looks kind of silly when it happens, but again, I mean silly in an authentic pro wrestling way.

So, what I’m saying is that my success or failure in Champion Wrestler came down to good ole’ fashioned button mashing. To my credit, Taito makes it clear this is the object. In addition to a normal health meter, you have a power meter that charges via movement of the stick (or d-pad) and button mashing that increases the damage done by all moves AND increases the likelihood of a pin or submission being successful. The submissions are the game’s weakness. You would think that if someone grabs a submission hold and it doesn’t work, the other person would at least get to stand up. That’s how the AKI games I was raised on work, and it makes sense because that’s proper risk/reward gameplay, right? It discourages spamming those moves, because if you don’t get a submission, your opponent gets a virtual reset and a chance to come back. Unfortunately, Champion Wrestler has no such buffer in place. You can put someone in the same hold three, four, or even more times in a row without giving them a chance to defend themselves. And it has nothing to do with how much life they have, either. It makes sense you can’t scrape yourself off the canvas if you’re completely drained of energy, but what if you still have most of it when this sequence of consecutive submission holds begins? In fact, this is how the CPU often beat me, not just when I had the game on the default difficulty setting, but even on the easy setting in later matches.

There’s also not enough penalty for missing running strikes or diving strikes on downed opponents.

If all that sounds discouraging, don’t let it be, because honestly I had more fun with Champion Wrestler than I have in my limited experience with other 80s/90s arcade wrestling games. I did something a little different with Champion Wrestler than my normal review process. My nieces and nephew, ages 9 to 13, are all big wrestling fans and, the day I played this for review, their friends were coming over for a viewing party for the latest WWE event on Peacock. I thought “getting them to play Bubble Bobble might be like pulling teeth, but I bet they’re all primed for an old school wrestling game!” The kids agreed to give it a shot, and I just watched, curious to see how quickly they all wanted to quit, but that never happened. Instead, Champion Wrestler’s pick-up-and-play action meant that everyone could immediately have fun and not have to ease into the game. The learning curve is nearly non-existent, and at first, they only complained about the time limit after the first couple matches ended with time running out. Thankfully, not only can match time be increased via the dip switches, but the actual speed the clock counts down can be adjusted too. I highly recommend that players do not use the default settings with Champion Wrestler.

I asked the kids if they could guess who each wrestler was supposed to be based on. I was surprised that the kids correctly guessed two of the eight wrestlers, though they had heard of Ricky “The Dragon” Steamboat as well. I’m giving them credit for Road Warrior Animal, even though the kids got into an argument over whether it was Hawk or Animal. It’s Animal. Hawk had a reverse mohawk. The one they unambiguously got right? Andre the Giant, of course!

How did it go after I made the adjustments? Well, I asked the kids for “just a few minutes” and they kept playing it right up until the show started. Hell, their parents wanted to play too. And everyone had so much fun that they asked me to pencil-in doing reviews for other retro arcade wrestling games for Wrestlemania week this next year, even though I couldn’t promise they’d like them as much. “You know, if they’re bad, we still have to play them! That’s how reviews work!” They were down! So, yea, apparently they liked Champion Wrestler a lot, with my nephew saying he thought it was almost as fun as WWE 2K24. I wasn’t sure if that was a good thing for Champion Wrestler or a bad thing for WWE 2K24, and he told me that’s his favorite PS5 game. Mind you, none of these kids had EVER played a 2D wrestling game, but they really liked this one, and when I asked what was their favorite thing, they said they thought it was “like wrestling.” Apparently I wasn’t the only one who thought stomping while punching was a nice touch. “It’s funny” was another common complement, and indeed when any two players got into an extended sequence of missing pin attempts, everyone laughed. It looked exactly like a comedy wrestling match. We also were ALL freaked out by the twisted static screens between rounds, one of which has the words KILL YOU written in blood behind the wrestler, whose manager is handing him a gun. What the hell? Seriously, IS IT IMPLYING WHAT I THINK IT IS?

This feels like the start of an episode of Dark Side of the Ring. Or the ending of one.

The complaints were also pretty universal, and besides the lack of tag team matches, the most common one was there was no finishing move meter. Each wrestler has unique moves, but they’re not necessarily devastating finishers. One of the wrestlers’ big moves is just a small package, which for the unwashed is a fancy type of pin that isn’t supposed to hurt at all. Another complaint was nobody could figure out how to throw a wrestler into the ropes. Not that it mattered, because the wrestler being whipped can still do their flying attack on the rebound. It also became clear really quick that Champion Wrestler doesn’t have the type of balance you want from a fighting game. The running attacks are the easiest to perform, and for one character in particular, the Samurai, the flying attack is a Liu Kang-like flying dropkick. It not only covers the full length of the ring if your power meter is fully charged but it’s also probably the fastest move in the game. It was so annoying that we agreed to ban the character because there’s really no way to block, and it was too easy for someone to spam that move. In general, the kids would have preferred a bigger roster and more ease of grappling, and I agree with all of that. But, we had so much fun that my nieces and nephew wanted to play it again the next day.

Good move. Too bad I couldn’t pull it off with regularity. To Champion Wrestler’s credit, all the wrestlers feel different from each-other. They have varying levels of speed and strength, and different moves. Even their strikes and diving attacks are different. This is impressive for the time period, even with the short roster.

We didn’t have as much fun on the second day. To be clear, we still had fun, but we also were unable to get any better than we were the day before. After we all got sick of button mashing, we tried to actually be able to pull off moves with consistency, and none of us were able to. The two-button gameplay is just too limited and too inconsistent. Even when we played by ourselves against a standing-still second player, it still felt like pure luck when we pulled off a good move twice in a row. As fun as Champion Wrestler can be, you never forget that this was made to be just good enough to keep kids pumping quarters into it for fifteen minutes at an arcade in 1989/1990. It plays the way it does because it needs players to be able to walk up to the machine and play well enough to see moves right away, in your first match. It’s nothing short of remarkable that it holds up as much as it does in 2024. It aged well enough that kids who watch the modern wrestling product and play modern wrestling games couldn’t put it down. But, the lack of refined controls, inconsistent grappling system, and exploitable submission holds will eventually cause the fun to wear off. Champion Wrestler is the rare game where we didn’t have as much fun when we tried to play it “right.” But, in small doses with the right audience? You don’t need to know how to play it right to have a good time. If that’s not the mark of a solid arcade fighter, I don’t know what is.
Verdict: YES! – $8 in Value added to Taito Milestones 3

Dead Connection
Platform: Arcade
Released July/August, 1992
Arcade Archives Debut: February 27, 2025
Directed by Masaki Ogata, Ichiro Fujisue, and Hidehiro Fujiwara
Developed by Taito

I can’t remember playing a game that I had an easier time losing my place on the screen, and that was in single player! When I tried playing this in co-op, I suddenly felt comfortable declaring Dead Connection to be the worst “lose your place” game I’ve ever played.

I’ll give this to Dead Connection: at least it’s totally different from any other Taito coin-op I’ve reviewed so far, and I think that’s probably a good thing. It’s a single-screen at a time action game where you’re dropped off in the middle of the action and have to take out wave after wave of baddies. You really want this to be Taito’s answer to Robotron: 2084, Berzerk, or similar arena blasters. But, even if the core gameplay is like those games, it never feels like it belongs to the same genre. Hell, Dead Connection feels more like a light gun game without the light guns. Five years earlier, Taito had seen great success with Operation Wolf, and it’s a safe bet they always had their eye on further arcade shooters along those lines. I wouldn’t be surprised if Dead Connection started development with that intention, possibly as a hybrid game where you provided cover to the on-screen hero instead of having enemies attack you directly, only Taito abandoned the light guns to turn this into a 360° wave shooter. I hope so, at least. It would explain why this is so bland.

Even with only eight levels, there are some set pieces. Like in this stage, you can set off a bomb by shooting the switch up against the wall. At least, I think it was me doing it. It’s hard to tell. There’s a chance it was just something that happened in regular intervals. Also, it was this game and not Growl/Runark that was the most intense for my epilepsy.

Dead Connection’s biggest problem is the action just isn’t very fun. It is incredibly busy, and while it’s satisfying to pick up a shotgun and blast a huge cluster of enemies, the fun doesn’t last. The presence of bosses who don’t look like gaming “big bosses” takes a tommy gun to immersion. Most enemies are dead in one shot.  You know, like how guns are supposed to work, but then guys who look almost indistinguishable from normal baddies will take a shotgun blast to the body. Then they get up and take another, and another, and another, and MAKE IT STOP! It’s ridiculous looking when it happens, too. It looks like the boss is doing the worm, but eventually they’ll get shots off too. In over half of the eight levels during my first playthrough, I died at the same time as the boss did and pressed start just in time to see the LEVEL CLEAR graphic. There wasn’t a single decent boss fight in this whole game. They’re all lame as hell, and all of them feel like spongy normal enemies.

Honestly, besides the immersion-busting bosses, Dead Connection doesn’t exactly do anything wrong. It even has some aspects I enjoy. The environments are interactive, so if there’s doors somewhere on the screen, you can walk into a building and open fire on any enemies hiding within. It doesn’t change the screen or anything like that when it happens. Actually, you can’t really see what you’re doing, but it’s still a neat idea. My father thinks that I’m wrong about the light gun thing and that the real inspiration was “that game show game.” He’s talking about Smash TV, and perhaps he’s right. But, that’s the thing, you see. That game is a twin stick shooter, and Dead Connection isn’t. If you want to aim, you have to move the way you’re aiming. It’s such an outdated way of handling this type of wave shooter.

This.. totally normal looking person is the final boss. And I’m almost certain he got stuck on the scenery. This was probably the easiest battle in the entire game. The dude couldn’t move! It was fish in a barrel!

I loves me some good twin stick shooting action. Who doesn’t? I think that if Dead Connection had gone that route but changed nothing else, it would have been just good enough to squeak by with a tiny YES! Without twin stick gameplay, Dead Connection is actually a stunningly bland game that relies too heavily on set pieces to make up for some of the most boring enemies I’ve ever seen. Pretty ho-hum weapons too, actually. The best part of its offensive game is a satisfying dodge maneuver, but even that was only really effective against bosses. Weirdly, Dead Connection is the simplest game in Taito Milestones 3, and that’s stunning because it’s the newest game on here, releasing a few months after Warrior Blade. I suspect that it’s a game Taito gave up on, but one that made it too far along in development to outright cancel. Whatever the reasons why this didn’t work, Dead Connection is just not that fun.
Verdict: NO!

Growl
aka Runark (its name in Taito Milestones 3)
Platform: Arcade
Released in 1990
Arcade Archives Debut: July 27, 2023

Directed by Hidehiro Fujiwara
Developed by Taito

Indiana Jones and the Quest for Intellectual Property Protection.

Oh, thank God. Finally, a relatively uncomplicated review. Growl is a mostly boilerplate beat ’em up with the amount of moves and OOMPH you would expect from this era. The big twist is this one has an environmental theme about the evils of poaching attached to it. It’s also a game that I got a ton of potential epilepsy warnings about. Thankfully, the flashes are brief and usually predictable. In fact, the heroes of this game will literally duck and cover when an explosive is thrown. In terms of presentation, Growl/Runark has more personality than almost any brawler had up to this point. It’s genuinely laugh-out-loud funny at times, to the point that it feels like a deadpan satire. You know the trope of scrolling along while playing a brawler and someone breaks through a door to join the fray? When that happens in Growl, the baddie falls through the broken door. How can you not laugh? And then, right before I fought the final boss, get this, the game began to glitch out before freezing entirely. As far as comedic timing goes, it was perfect. For a second, I really thought I broke the.. game.. hey wait, that’s not a joke, is it?

What you’re not seeing after that clip is the game really was frozen solid, and my run was over literally right before the last boss. Couldn’t move. Couldn’t do anything except insert quarters. Actually, it caps you at nine credits, but when I froze the game, I could put in more. So yea, that part wasn’t so funny. Okay, it was a little funny. And, it only happened that one time (I beat it three times total), though that was my only session that would have cracked the leaderboard so I’m slightly annoyed. Otherwise, Runark is fine as a two button brawler that goes just a little beyond the extra mile. As you go along, you get a chance to directly save animals from poachers. If you do so, the animals will help you later on, and it’s genuinely thrilling when it happens. Runark has more enemies on screen than almost any brawler I’ve ever seen, but typically when the game goes nuts with enemies, it pays it off by sending in your animal friends to help. And it’s always exciting when it happens!

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Now, with all that said, the combat is really limited and basic, with all attacks mapped to one button, though this game does the “hit both buttons at the same time for a special move” thing. Is there a name for that? It doesn’t even cost you life to do it, either (apparently the Genesis version added that), but the catch is you have to be close. As long as there’s an ample supply of weapons, Growl’s combat doesn’t get boring, but it’s not amazing, either. The violence isn’t lightweight, but it’s also not always as impactful as it should be. There’s four characters to choose from, but really it feels like two characters who each have their own variant. However, each character has different jumping, strength, and health. You can swap between them each life, but in the case of one of the characters, I ate a game over in about ten seconds or less after using them. Health should not be something that has variables in a brawler. No matter who I was using, I found the jumping attacks to be ineffective and dull to use. The best thing I can say about the jumping is there’s a brief platforming level that comes out of nowhere near the end of Growl, and it’s better than the platforming bits in Double Dragon. Faint praise, perhaps, but it makes for a welcome break even if it just sort of ends unceremoniously.

Let me get this straight: in a game based around fighting poachers, the last boss is an alien worm? So, is it REALLY still poaching if it’s an alien species? If their normal behavior is to journey from planet to planet eating whatever life is on it, that’s not poaching. That’s just, you know, their nature. It’s like accusing a lion of poaching a gazelle. Not only is it a pointless twist just for the sake of a twist, but the last boss isn’t any fun to fight at all. Then again, neither is the evil clown that it’s disguised as.

Whether you call it Runark or Growl, full sessions take maybe thirty minutes, if that. So it doesn’t exactly have enough time to be boring. But, the game also doesn’t stick the landing. The difficulty suddenly spikes during the final level. Growls offers no buffer in the time between getting knocked down to getting back up. In multiple play sessions, this never factored-in until the final stretch, where every game except the one I crashed saw enemies counter every move I made and catch me in a cycle of knocking me down before I could even move. The second-to-last boss, the evil clown form of the alien worm you’re fighting, is one of the cheapest (and most boring) final bosses I’ve seen in a brawler. It’s a slow, tedious grind to get any damage at all on it. The entire final level cost Runark in my rankings, though I think what’s here is still barely good enough to get a YES! It’s not a spectacular game, but there’s just enough here to make it worth playing a couple times and enjoy the gags and some perfectly fine bland brawling.
Verdict: YES! – $8 in value added to Taito Milestones 3

Rainbow Islands: The Story of Bubble Bobble 2
Platform: Arcade
Released in 1987
Arcade Archives Debut: January 25, 2024

Designed by Fukio Mitsuji
Developed by Taito

It’s all fun and games until someone turns on autofire. By the way, I was so disappointed when I found out Rainbow Islands isn’t a co-op game. How the hell do you make a sequel to Bubble Bobble and not have it be co-op?

In my first run on Rainbow Islands, I made it to the first boss and got a game over quickly. I lasted just a few seconds each life. In my second run I, um, beat the entire game without losing a single life, or using save states. I mean, I was laying down save states because I thought I could turn into a pumpkin any second, but it never happened. I couldn’t believe it. If you’re thinking there has to be a catch, well, define “catch.” I turned the setting down to EASY, but hell, I did that for games like Bubble Bobble and I couldn’t play the games perfectly. Maybe because Rainbow Islands offers to let you input cheat codes automatically. You just pick what you want from a menu, and there are some item-based ones. But, I used a code that allowed me to continue after the 5th level (or 8th, I’m hearing conflicting stuff on where is the normal point of no return) instead of permanently giving me a double or triple rainbow. I also toggled on “IMPROVE GAME OPERATION” which is basically “remove input lag” or at least I think it’s supposed to be. At first, I thought it worked, but when I replayed Rainbow Islands with it turned off, I honestly couldn’t tell the difference.

Here’s a neat optional feature that you can toggle on and off in real time. The REAL object of Rainbow Islands is to get the full assortment of seven different colored diamonds in every world. There’s another hidden layer to this, as the real REAL object of Rainbow Islands is getting the diamonds in sequential order. I didn’t even catch-on until nearly the end of the game that what diamonds are dropped isn’t random. It depends on where the dead enemies land when they’re defeated, and it’s a little trickier than it seems. Many levels go extended stretches without platforms in certain positions on the screen, and if there’s nothing for the enemy’s corpse to land on, it means you don’t have opportunities for diamonds.

I don’t know if any of those things factored-in, but there was something in Taito Milestones 3 the original arcade version didn’t offer that was unquestionably responsible for my ability to cheese the game like I did: autofire. Well, autofire combined with a couple in-game items. For the Taito Milestones/Arcade Archives build, you can map jumping and rainbows to one button, then crank up the autofire to the max and basically fly straight up the center to the goal. Well, provided you pick up the wings, which are a permanent upgrade (as long as you don’t game over) that allow you to jump in mid-air. I also got a fairy that spins around you that was so effective. The collision isn’t pixel-perfect, but in a way that benefits you, and as I scrolled the screen up, my first sighting of enemies was often their now dead bodies flying from being hit by the fairy. Enemies were literally dying as soon as the stage turned-on. Who needs save states? This was a cinch!

See the top-center of the screen? That enemy was instakilled the very microsecond the level loaded. By the way, that’s the 8th world, which is based on Fairyland Story, making Rainbow Islands the best thing to come out of that game.

I was curious if it was autofire or all the other options that Hamster/ININ included, so I took a scientific approach and started turning them off and restoring default settings. I *FINALLY* died on easy mode for the first time in the fourth world, and to my astonishment, I basically suffered no penalty at all. When I came back to life, I still had the wings and the fairy. The only penalty was my triple rainbow was downgraded to a double rainbow. After that slap on the wrist, I decided to abandon that run and restore all the default settings except the 10 figure cheat code (hell, if I’m going to keep playing this, I want to try for the leaderboard). Now on the default NORMAL setting with only three starting lives, surely the game will penalize me for dying. Nope. I only had one death going into world 6-4, when I dropped three consecutive lives. And there was no penalty beyond losing my triple rainbow the first time. I still had my shoes, double rainbow, fairy, and wings. Of course, I’d built up a stockpile of lives by this point (you get one every time you get a full set of diamonds, plus a couple scoring-based ones).

There might have been more enemies on NORMAL, or enemies moved faster, or they were more aggressive with their attack patterns, or all of the above. My strategy of “let the fairy take care of what was above me” was clearly less effective this time. It was usually a projectile that got me instead of the enemies directly. Either way, as long as I came back to life with the wings and the fairy, the odds were always in my favor.

In my very first game, the one where Rainbow Islands annihilated me, what killed me more often than not was accidentally walking up a rainbow I just made that took me directly into an enemy. In my unexpected no-death run on EASY, my strategy was initially to keep my distance. Once I had the triple rainbow, I had enough reach to take out almost everything without getting close. Once I got a feel for how the fairy works, my strategy changed to stay low and let the fairy take care of the stuff above me, which changed to “stay high” on the bosses. I figured they would put up a fight, but I beat ALL of them in a few seconds, a feat I repeated once I switched over to the default settings, though in my NORMAL run I did die once. It was the 8th boss, fittingly a devil that spawned basically on top of me. I suppose they were fun while they lasted.

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Actually, that could be said about Rainbow Islands in general. For as breathtakingly overrated as Rainbow Islands difficulty is, I was never bored. There’s a lot of really fun set pieces, including four worlds themed after other Taito games. You know what’s weird? The only stage that didn’t “do it” for me was the one themed around Bubble Bobble that acts as the finale (provided you get the big diamonds in each of the first seven game worlds). The level design was a little too repetitive and boring in that one. Everything else flew by so fast I didn’t really have time to be bored by it. The combat is satisfying. The graphics are really nice and colorful. Collecting the diamonds added just the right amount of nuance, especially once I realized the screen was divided into seven columns. There’s obviously a lot of flexibility for different ways to tackle each stage. Rainbow Islands might be a little too easy with autofire, but it’s never really dull. My biggest complaint is that it feels like it gives you the bum’s rush. Too many stages give you the “hurry up” warning too quickly, which further compounds how difficult getting the diamonds in the correct order can be. Part of that is waiting for the right moment. Or maybe you have to wait for the wrong diamond to vanish, since if you come near it with a rainbow, even a broken and falling one, you collect it. Rainbow Islands might have taken the hidden content a little too far, but eh, I had fun. That’s all I’ve ever cared about.
Verdict: YES! – $8 in value added to Taito Milestones 3
And I’m awarding $2.50 in bonus value for all the extra options that go beyond common emulator options. More of this type of thing, please.

Rastan Saga
aka Rastan
Platform: Arcade
Released March, 1988
Arcade Archives Debut: May 2, 2024

Directed by Yoshinori Kobayashi
Developed by Taito

Do you know what Rastan’s biggest problem is? It’s not the endless cheap shots, because in fact, there IS an end to them. This is a coin-op. It’d be weird if it didn’t have those. I’ll get into what I mean by that, but for me, far and away the #1 problem Rastan has is that the bosses don’t scale right. I died plenty on bosses 1 – 3, but then I started wasting bosses in a few seconds. The last boss took me all of six seconds to defeat. I beat a couple other bosses that quickly.

My friends and I determined that Conan the Barbarian was the property that has had its serial numbers filed off for purposes of gaming the most in the 80s and 90s. The shirtless, beefy barbarian was such a recognizable gaming staple that Ironsword: Wizards & Warriors II, a game based entirely around a fully-armored knight, put a shirtless barbarian beef boy on the cover. Someone at Acclaim’s marketing had to see the gameplay of Ironsword and say “yea, armor is great and all, but do you know what boys really want to see in their gaming heroes? Pecs and glam rock hair!” When I showed my family Ironsword’s cover, they were baffled, but while I played Rastan Saga today, they weren’t anymore. “Was this popular?” they asked. “It’s not NOT popular! Also, Rastan was never on the NES. It was exclusive to Sega’s platforms” was my reply. “That explains (Ironsword).” Hell though, Rastan isn’t even the first of its kind. Namco’s Dragon Buster came out over three years before it, and Rastan feels like it’s an attempt to improve upon that game specifically. Taito made the most of that three years, because Rastan is superior to Dragon Buster in every imaginable way.

After Volume 3, the biggest Taito game that’s part of Arcade Archives that isn’t in one of the Milestone collections yet is probably Jungle Hunt (the Atari 2600 and 5200 versions of which I reviewed in Atari 50: The Games They Couldn’t Include Part Two). It would have fit in perfectly here, because Rastan genuinely feels like someone said “Jungle Hunt was a big hit for us. What if we did that, only as a combative game?”

I think that a lot of people expected Rastan to receive an easy NO! I think the reason so many people were eager for me to play it is because they expected it to be a prime example of games that were fine at the time but aged badly, probably due to cheap shots. After all the things I heard about it, I expected something much harder than this. But really, Bubble Bobble is far worse in terms of dirty pool from a coin-op. I went as far as to call Bubble Bobble “underhanded” and I stand by that, but Rastan is just good old fashioned cheap. Like with Bubble Bobble, after an initial run where I played on the default settings, I upped the lives to six per quarter and set the difficulty to the lowest setting. With that, Rastan was still cheap, BUT, it was cheap within the acceptable parameters.

I’m almost certain enemies are chosen at random and it’s only the amount that’s consistent.

It helps that Rastan only has a handful of tricks up its sleeve that it repeats constantly. For example, when there’s a slope, you’re almost certain to have either rocks falling down on you or instakill gaps with fireballs on the slope. Once I got the timing down (and once my muscle memory got used to holding UP when I jumped for added lift) I never died on another slope. The challenges based around the slopes were really predictable after a certain point, and it was just a matter of where the enemies would be when I got to the bottom. That’s the Rastan experience in a nutshell.

Rastan suffers the same problem SO MANY action games do: it has these terrifying, imaginative enemies that you would drop dead of a massive heart attack if you encountered in real life. So, what is far and away the most dangerous enemy in the game? Why, it’s the smallest, most insignificant creature that’s an actual real life animal, because OF COURSE IT IS! In Rastan’s case, it’s bats. I never clenched my butthole while fighting manticores or skeletons or medusas, but when I saw bats, I was terrified. It’s because they swarm you and end up binding to your sprite, quickly draining your health. They’re hard to shake off, too. The swarms seem to only happen when you wait around too long, but that wasn’t consistent. Either way, with all the fantastical creatures in the game, it wasn’t exactly good for the immersion that a non-imaginary fruit-eating mammal poses the biggest threat. For the love of God, can’t anyone at least make them look like they’re made of fire or something?

Needless to say, Rastan’s difficulty didn’t live up to expectations, but that’s a good thing. The ropes all behave with the same speed, so it’s just a matter of waiting and not rushing through them. The same goes for the fireballs that bounce up and down the fire pits. It’s the same pattern every time, and once you know it, you know when you can move or not. Hell, even the instakill spikes that pop out of the ground have consistent speeds and become predictable. You never feel like the rug is pulled out from underneath you in Rastan. If you pace yourself and don’t just stomp through the levels with reckless abandon, there’s really no GOTCHA! type of stuff. There’s no last-pixel jumps, not even with the ropes. There’s a couple nearly blind jumps, but none that I remember that were legitimately blind luck.

The closest thing to a “GOTCHA” is water seen here. Between where the rocks are? Yea, that’s an instakill. While the collision detection is fine, it’s not perfect, so you do need to make sure you give yourself as much room as possible when jumping. Believe me, it will become second nature before the credits roll.

And the combat isn’t so tough either. Most enemies die in only a hit or two, and your jumping strike does three times the damage. There’s a decent variety of enemies that come out in seemingly random pairings, but they’re not too tough. A few have projectiles, while others are able to initially block you, but jumping attacks work on most the first time. Hell, one time there were so many enemies when I climbed a rope that I climbed down the way I came, then back up and they were gone. Scrolling is practically your secondary weapon in Rastan. Everyone warned me how hard the final level was, especially since the unlimited continues vanish on it. Die on level six, and it’s game over. But, Rastan had run out of ideas before the finale and, since it keeps going back to the same handful of predictable enemy patterns and obstacles, I ran through the final stage making save states I never needed. This isn’t THAT hard. Even better is that, while it does run out of ideas, it doesn’t overstay its welcome. The whole thing should only take you, even if you die a lot, under an hour.

Here’s one quality of life enhancement that Taito Milestones 3 does have: all the games but Bubble Bobble have autofire. At first, I figured “why’d they even bother with Rastan?” Nothing in the game seemed to require it, and I want to actually press the buttons for the repeated sword strikes anyway. But then I came across this puddle of quicksand. I think this might be the only one in the entire game, too, unless there were others I jumped over. Without autofire, I’d certainly have been stuck in it. Even cranking the autofire up to the max, it took me a while to work my way out of it. I think it’s safe to say I would have lost a life without it here, so hey, good inclusion.

Ultimately, Rastan was always going to live and die based on how well the combat was. I’d heard words like “rigid” or “stiff” and even “awkward” used to describe it. I’ll use a different word: ActRaiser. You know, the SNES game. That’s what Rastan reminded me of. If I asked you “what’s the first game you think of with a beefy dude using two-handed broadsword combat while making his way through basic set pieces that were cutting-edge for their time using stiff movement and heavy jumping while fighting a hodge-podge of assorted beasts taken from various mythologies from all around the globe?” what game would YOU think of? You know how I talk about some games sharing DNA? Well, this doesn’t just share. In the case of Rastan, it feels like ActRasier’s long lost gaming sibling. Not even a prototype, but rather a legit prequel. It’s that close, and if you’re a fan of ActRaiser’s 2D segments, I think there’s a chance you’ll really dig Rastan. I really thought I’d get annoyed that enemies chime when defeated (I think it’s supposed to sound like the clink of a sword), but the combat does have a weight to it. I wish it did more than it does. The best thing I can say about Rastan’s combat is they tailored the game to assure plenty of usage out of the vertical attacks, be it above or below you.

I was lucky enough to carry the axe, which does triple damage, into the final boss fight. For a coin-op where you lose weapons after a certain amount of time, Rastan was surprisingly generous with the weapon drops. The three weapons are placed in the levels in strategic locations and often come with some form of risk/reward to get them, like hovering over a pit. Everything else is dropped by enemies. The ring I have in this shot increases my attack speed, while the armor allegedly prevents damage, though I could swear I saw it decrease anyway a couple times. Also, remember not to drink the red potions. I finished 20th on the Rastan leaderboard I think because I was too stupid to realize the red potions were taking away my health. But you get a big scoring bonus for them. Presumably Rastan was the kid in the school yard who would eat bugs if you paid him enough.

Okay, so Rastan is repetitive, lacks dazzling set pieces that I figured a game like this would absolutely need, and the gameplay is basic. But, it doesn’t matter, because I still have fun. Yea, it feels more antiquated than some games. Side scrolling sword & sorcery games have come a long way in the last thirty-five years. But, what makes Rastan work is it has the perfect tempo for a game like this. There’s no down time at all, but never in an overwhelming “this is TOO intense” type of way. Rastan’s greatest triumph isn’t anything it built, but rather the fine tuned balance. It’s equal parts platforming and combat, and the transition from one to the other is seamless. To steal a pinball term, it has good flow. And here’s why that matters: graphics can age badly and advancements in game design theory can turn a once elite game into something too basic to be enjoyable compared to modern games. But, flow is immune to any aging factors. Good flow in 1988 is good flow in 2024 and beyond. I thought Rastan would be lucky to squeak by with a YES! And I was wrong, because this verdict wasn’t even close.
Verdict: YES! – $8 in value added to Taito Milestones 3

Rastan Saga II
aka Nastar or Nastar Warrior
Platform: Arcade
Arcade Archives Debut: June 20, 2024

Released March, 1989
Designed by Hisaya Yabusaki
Developed by Taito

A walking steroid advertisement foiled yet again by a tiny little turtle monster with a spiked shell on its back. That sword should be able to cleave Everest in half, but it can’t kill these things? Then logically shouldn’t the forces of evil have duct-taped these to themselves?

Holy moly, wow. Rastan Saga II is one of the worst sequels in gaming history. Despite having a similar control scheme, limited weapon upgrades, and nearly equal parts combat and platforming segments, it never feels like it’s tied to the first game. So bad is this that, if I didn’t know the story behind it, or its name, I’d think this was a rip-off of Rastan that mandated bigger character models. Instead of sharing DNA with the original, Rastan Saga II’s closest gaming cousin is Haunted Castle. You know, the Konami arcade version of Castlevania that overdid the character sprites, opting for big, detailed models at the cost of everything enjoyable about playing Castlevania. Rastan II is that for Rastan I.

The shame is, these ARE great character models, and the sound design is pretty good too. You hear the elephant’s trumpet, and then a goddamned skeleton riding a war elephant rides in. This should be awesome, and it’s annoying that it’s not.

The first game wasn’t exactly high art, even for its genre. But the combat and platforming bits were just good enough to let the sublime pacing carry it over the finish line with plenty of room to spare. Rastan II is “what if you did that again, only it’s shorter now. And the combat is flimsy and lightweight while being even more stiff than the original. And what if we made the platforming bits unworkable?” People think the first Rastan is stiff? Try this one. THIS is stiff! I think King Rastan lifted one too many weights, because the guy moves like he’s barefoot on a frozen kitchen floor. That doesn’t matter so much for the action bits, but the platforming wants to do things like ducking while jumping. The designers included plenty of tight squeezes to justify adding that mechanic, but they didn’t polish it at all and it’s awful.

The ropes only work if you grab the base this time. I died five times before I beat this by just walking off the ledge at the right time. Oh, and the only ropes are swinging ones. There’s no climbing ropes. The levels are only as big as the screen, and you just scroll right until you reach a boss.

But, it’s the combat that’s the deal breaker for me. While the character sprites are massive, they have limited movement and there’s no sense of weight or impact to anything done by heroes or enemies. Well, with one possible exception. Inexplicably, Rastan II replaced the axe and the mace weapons with Wolverine-like claws. As silly as that is, it’s the only attack that feels like it has OOMPH to it, but not much more. Since there’s limited animation, it doesn’t matter how imaginative things like war elephant-riding skeletons are. They all feel like cardboard cutouts. Even Haunted Castle didn’t have that problem. It’s so bad that all the sprites feel like they exist in their own dimension. I’ve never seen anything like that in a video game before. It’s so weird! Unlike Rastan Saga, the sequel feels stingy with the power-ups. In the entire play session, I got a flaming sword one time and lost it seconds later, while the worthless gigantic sword I got multiple times.

I beat this guy and then went to the bathroom. I returned to the game, satisfied that I staved off peeing on the couch and ready to continue, only for the end credits to roll. I’d been playing maybe twenty minutes and change of total game time. It doesn’t feel climatic. It just feels spongy.

The only improvement over the first game is that Rastan Saga II has unlimited continues. There’s also a quality-of-life toggle that allows you to turn on the ability for enemies to continue to drop items in the fifth world, so hey, the effort was there. Not that it matters. There’s NOTHING fun about Rastan Saga II. Okay, so the first game didn’t exactly have amazing bosses, but I’d prefer flaying them in four seconds and cheering to myself over slashing mindlessly at one for a minute with no end in sight. Suddenly, I realize why Rastan died a miserable death as a franchise. The only value I see in Rastan II is to game design students. I’m not even joking when I say I think there’s value in having them play both games. Because the sequel really does hit most of the same beats as the original, and I’d even argue the pacing is spot-on. The problem is that, this go around, the individual components are terribly done. We need a destroyer for this barbarian.
Verdict: NO!

Thunder Fox
Platform: Arcade
Released June, 1990
Designed by Hiroyuki Maekawa
Arcade Archives Debut: January 30, 2025
Developed by Taito

The hero looks almost exactly like the 1990 version of He-Man. Add a ponytail and it’d be uncanny.

Oof. This was so close to getting a YES! that it was right there, and the bosses threw it away. Thunder Fox is so generic that it feels like a joke. I kind of admire that they wanted to cram as many action tropes as possible into a relatively short game. There’s side-scrolling levels where you can hijack cars. There’s a brief side-shmup segment, and once it’s over, you can continue to ride your hovercraft into the normal part of the level until it’s too damaged to go on. There’s a Metroid-like “escape the base” segment in the middle of the game, and that’s followed by a jet skiing section that ends on a submarine and, Christ, this is starting to sound like a Fast & Furious movie. Thunder Fox is Generic Action Man’s Action Game, and it’s trying so damn hard, but it’s just not good. Like, come on, Taito! You went to all this effort and you couldn’t even include an upward attack?

This lasts maybe a minute and only has one type of enemy. This kind of genre mash-up used to impress me, but the more that I think about it, the more I hate it when games do this. If you’re going to shoehorn a shmup into your non-shmup game, at least have some variety to it! Because here’s the thing, developers: WE ALL PLAY THIS GENRE TOO! If someone has put money up to play Thunder Fox, you can bet that money that we play every other action game. You’re not blowing our minds because one second, we were slashing guys with knives and now we’re flying in the sky. This sh*t is old hat for everyone, so you might as well go all-out for the minute your game is a shmup. Why bother doing this if you’re going to be conservative about it? You’re not impressing us with a single enemy type and one background. Not that I think Thunder Fox needs more bosses, because they were the bad parts of the game, but hell, do a shmup boss! Otherwise, we’re going to walk away from the segment thinking “well, that was boring. I hope it doesn’t do that again.”

If Thunder Fox had controlled more like Contra, it probably could have overcome the ruinous bosses and still squeaked by with a tepid YES! But, the combat is downright bizarre. This is the rare Taito Milestones release with three buttons. One is jump, naturally, while one is the knife/melee attack and the other is firing the guns you pick up. If you pick up a gun but want to save your ammo, you can beat people with the butt of the gun. However, this isn’t as fast as the default weapon: a Rambo-like knife that’s easily more effective than any gun except the flamethrower. I didn’t like using any of the bullet-based guns. Why? Because in Thunder Fox, firing a gun is a slower way of mowing down enemies than swiping with the knife, which allows you to cut through swarms of enemies. Whose bright idea was that?

I got a bit of a chuckle out of the jet ski section, where a helicopter rains enemies down on you who don’t seem to care whether or not they miss. I wonder how that meeting went? “Phil, you’re flying the helicopter. Carl, you’re on a jet ski. Brad, we’re giving you a knife and pushing you out of the chopper. Try to hit the guy before the impact shatters your body. If you do manage to connect, our experts estimate it’ll decrease his life by three full bars!” “And I’ll die?” “Yes, you’ll die.” “On impact?” “I mean, hopefully!” “Well, if it was only two bars of health, I’d probably have more questions, but if it’s three bars, what the hell, I’m in!”

And guns are spectacularly worthless against bosses, assuming you even have one when you enter the battles. A few of the bosses are armed themselves, and they literally hold their weapons as shields to block EVERY shot you fire. Not just some shots. ALL OF THEM. I never hit a single one with a bullet. Not even once. I had to use the knife and accept a ton of damage. That’s where the game falls apart. I’m pretty sure I spent more time fighting bosses than I did playing the game. One in particular was where I drew the line. It’s a wrecking ball where you have to hit a tiny gun that pokes out once in a while for about a second. While this is happening, two lasers shoot you from the ceiling. In previous stages, the same lasers could be destroyed with a few knife whacks, but these two are indestructible and move around, with the left one parking right under the thing you have to hit. And while this is happening, the wrecking ball drops, causing bits of the ceiling to cave in. You can’t get on the structure, then duck and hit it. Your knife goes right over the target, which is where immersion dies. I mean come on, the guy can’t aim a little lower? This is the worst boss I’ve ever seen in a game like this. Even with the game set to give me five lives per credit, I still had to reload five or six times playing this thing. The window to actually cause damage is so small and so covered by crap from all angles. This is a legit quarter shakedown at this point, and it’s beyond shameful.

Not that Generic Action Man was a great game up to this point, but it was okay. The enemies are a little too repetitive, and the guns weren’t worth using with the exception of the flamethrower, mostly because it had coverage and didn’t wear out too fast. I also liked that one boss and one mini-boss required you to use grenades dropped by enemies in order to damage them. There’s some legit good stuff here, but everything that comes after the jet ski section is a slog, especially the bosses. A few of them barely move. They just wait for you to attack so they can counter attack. And hell, if you don’t beat the last boss fast enough, you have to start the fight over from the beginning. When I finally beat him, I did it by dropping any effort at elegance and finesse and just spamming the attack button, hoping to do more damage than he did, and it worked. A lot of times, I get frustrated with bosses but I can look the other way if getting to them is good, but in the case of Thunder Fox, they just took the shameless money grubbing too far. If Taito hadn’t been so f*cking greedy, maybe they would have had their own version of Contra and Thunder Fox would be remembered as one of the more decent games in this oversaturated genre. But, they just had to make the bosses so cheap and boring that it ruins the whole game.
Verdict: NO!

Warrior Blade: Rastan Saga Episode III
Platform: Arcade
Released May, 1992
Arcade Archives Debut:  December 19, 2024
Directed by Kenji Kaido
Developed by Taito
NEVER RELEASED OUTSIDE OF JAPAN

Whoever did this sequence is obviously a big fan of Jason and the Argonauts. I was so impressed. This is a 1992 game, yet these skeletons are animated with a sort of stop-motion-like movement to make it look just like the famous skeleton fight from the movie. It’s wonderful!

Note: I wrote this review before the Arcade Archives release, which happened ten days after the publication of this review.

If I were ININ, I’d fight tooth and nail to keep Warrior Blade from getting an Arcade Archives release. Not only is it the killer app of Taito Milestones 3, but it’s the best game in the entire Taito Milestones franchise. I assume at some point they’re going to do a Taito box set, and this right here is your anchor game. As much fun as I had with Liquid Kids in Volume 2, that had several moments of brutal difficulty spikes. I’m not quite sure that Warrior Blade ever reaches the peaks of Liquid Kids, but I give it the trophy for “best game ever in Taito Milestones” by a pretty big margin because there’s no down time at all. Warrior Blade is always fun, from start to finish. It’s seriously one of the best arcade brawlers I’ve played, and I’ve done quite a few. For a while, Indie Gamer Chick was practically a brawler review-centric website. What can I say? I love a good ole fashioned brawler that puts the focus on wacky fun. Warrior Blade does exactly that. Best of all, the difficulty settings in the dip switches are, you know, accurate! Often, “EASY” in coin-ops means “still so brutal that it’s practically hateful” but not Warrior Blade. In fact, I recommend that beat ’em up veterans leave it on NORMAL, only adjusting to EASY when you play with newcomers to the genre. Even on NORMAL, this is never unfair. No cheap shots. No GOTCHAs. No sponge. I literally can’t believe this is a Taito arcade game.

If Warrior Blade had twelve characters to choose from, I’d have beaten it twelve times and never got bored. Sadly, it only has three. Also, this is two player only, which I made a mistake during my co-op sessions and conscripted Sasha and Angela, only to find out that I only needed one. So awkward.

On the plus side, each character feels COMPLETELY different from the others. It’s not simply a few sliders being adjusted, like with Growl/Runark. I’d go so far as to say they all three characters radically change the feel of the game. Sophia, who uses a whip, was my least favorite of the three. Whips are a brawler stalwart, but they’re usually temporary weapons that you pick up and eventually lose. That’s fine, by the way, because it becomes a big deal when you get one. Sophia’s whip is permanent, and it’s oddly not very satisfying. Either Rastan or the ridiculously named Dewey are much more fun to use. But, even the worst character in Warrior Blade has value. I played with Sasha, who is still getting used to brawlers. Sasha tried playing as both Rastan and Dewey, but she was much more effective with Sophia. That character is excellent for beginners because she has range, making it much easier for a novice to contribute without having to directly enter the mob. And by the way, my biggest knock is that this is a two player game. There’s three characters and a HUGE playfield, but only two players? Lame.

“What’s up with the screen?” Yea, this is one of those wacky Taito widescreen games. Not nearly as big as Darius II’s triple screen. This is only double. ININ and Hamster included a ton of options, including allowing users to add all the true-to-arcades misalignment of the screens or having the colors not match jank that they want. I got asked a few times if there’s a two monitor option. There is not, though hopefully the next Nintendo device uses this.

Rastan himself is the typical side-scrolling beat ’em up character. Cut and paste from any game, really, but obviously the closest comparison is Golden Axe’s main character. Dewey, meanwhile, is like a cross between a Ninja Turtle and a tweaker. He moves super fast and does flippy moves and feels so completely out of place in this sword & sorcery setting, and I love it. I thought I’d hate playing as a ninja in this game and instead I ran through Warrior Blade twice with him, once solo and once in co-op. You can also swap characters between lives. There’s one unique setting I should note: Warrior Blade is normally a branching-paths game. When a game is this good, I hate that. I want to experience EVERYTHING in a single playthrough. When I reviewed Castlevania III: Dracula’s Curse, I used a ROM hack that had every level. I suspect I would get along just fine with the original developers of Warrior Blade, because they actually have a toggle that lets players go through all 14 stages in every session. Turn it on! As soon as you boot it up, go to the options and set “Total Stage No.” to “14.” You’re only adding a couple minutes to the overall runtime, but every single minute of Warrior Blade is sublime, and you don’t want to miss it.

You want set pieces? Here’s your set pieces! I officially want the team who made this to reunite for a Game of Thrones brawler.

I was stunned by how much action they squeezed out of two buttons. The attacks feel nice and OOMPHful, though not quite Capcom-levels of impact. But, there’s lots of little details to make up the difference and some of the best animation I’ve seen for a game from this era. The character models are especially impressive, and even normally generic baddies have attention to detail. During the horseback set piece, I was pretty impressed that they even took the care to have the horses collapse the right way. It’s a violent game, but that’s what I want from this genre anyway. If I’m disappointed about anything, it’s that almost every basic enemy has the same tiny, subtle blood-swipe effect when they blink out of existence. I’d prefer if they collapsed first, then vanished. It’s nit-picky, but it stood out to me. Hey, don’t look at me like that! The game calls attention to it! When most enemies die and vanish, they let out a scream that sounds exactly like Cobra Commander if he stepped on a tack. You think I’m joking, but listen to it!

I seriously looked up to see if it really was Chris Latta‘s voice! I don’t care what anyone says: that is definitely Starscream, and it gets a little distracting that one specific “YAAAHHHH” is heard pretty much continuously throughout the entire game. Well, provided you actually fight the enemies. Yea, that’s Warrior Blade’s big twist: combat is optional. I mean, you have to fight the bosses of course, but before them? If you want to lay waste to their minions, have at it! If not, run! Unlike most brawlers, there’s no invisible crosswalk light that activates as soon as you beat the latest wave of enemies. If you want to just ignore the baddies, you can. And you won’t even have to run that far to get to the boss. Levels are very short. The first stage is maybe thirty seconds long. Forty seconds. Somewhere in that ballpark. In my first couple sessions, I was always caught off guard by how soon bosses appeared in levels. This is one of the fastest-paced brawlers I’ve ever played, easily.

One of my biggest pet-peeves is characters in brawlers lingering to the edge of the screen. Warrior Blade’s ahead-of-its-time widescreen mostly prevents that. Instead, the playfield is a little squashed, and so sometimes you miss seeing stuff because of the status bar. This is especially true of a couple bosses. Kinda annoying but I prefer this to most brawlers, especially since the action flocks to the center of the screen instead of the fringes.

So, why even engage at all? Well, because enemies drop items and currency that you automatically cash in after every stage for a health boost. I’ve never seen a brawler structured like Warrior Blade, but it speaks volumes to how solid the combat is that I never wanted to skip it. It’s fun, plain and simple. Nothing too spongy. Nothing overwhelmingly dangerous. But, if you’re going for a high score (and points don’t carry over between credits), the fight or flight option adds strategic flexibility, which means this is the rare brawler where you can develop your own game plan. Hell, after the quick intro stage, you can even take the four main three-part levels in any order, and each offers a pair of unique permanent buffs for completing. My longtime readers know that, when it comes to coin-ops, I put a LOT of stock in being able to come up with your own strategies. This is the rare brawler that leans heavily into that. It’s refreshing!

Whereas the first two games were equal parts platforming and combat, Warrior Blade is very clearly a brawler. The platforming stuff is kept to a minimum, but when it shows up, I was pretty impressed at how well-timed it was implemented. The segments that are “traditionally Rastan” for lack of a better term, IE hopping over gaps or climbing on ropes, are spaced out when you need something, anything, to break-up gameplay that could devolve into mindless button mashing. It might only be two or three jumps, but I’ll be damned if it doesn’t always happen at the right moment. And, you can incorporate the environment into the combat. Throwing is easy, and I had a lot of fun throwing guys into gaps or timing-based traps. This game slaps.

The weakest link in the game is easily the magic. It’s also the strangest way of handling it I’ve ever experienced. You don’t cast spells yourself. An NPC wizard waddles behind you, sometimes. Actually, it’s even weirder because this is a dip switch setting, where you can make the wizard an item that’s found via a crystal or just have him automatically show up at the beginning of stages. I played most games with him as a crystal because the thought of having him around full-time was nuts to me. When you want to cast a spell you, ahem, hit the wizard. I’m not joking.

“Hey old timer, what are you standing around for? Kill these guys for me!”

It’s so weird, and it gets weirder. For the most part, Warrior Blade isn’t one of those brawlers where the main challenge is getting yourself on the same plane as the enemies. One boss is like that, but otherwise, lining-up with your foes isn’t an issue. But, it is for the wizard. Half the time, when I really needed a spell to bail me out, I swung and missed for my first several attempts at smacking the guy. Even though the same strikes would have hit an enemy with the same alignment, I totally whiffed the wizard. Maybe it’s for the best. His spells are so far beyond over-indulgent. There’s a couple that don’t pause the game, and I only saw him actually hit one of those once. Usually when he shot those, he was facing the wrong direction. But, if you have plenty of magic, he casts spells that come complete with a lingering title card and a dramatic special effect. It’s going to be several seconds before you get to resume playing the game. It’s awful.

Six times. I played this game six times, and this was the only time I cast this spell. If there’s a way to control what he casts, I haven’t figured it out. I know there’s an item that causes the “valuable” meteor show, but I don’t see what’s so valuable about it. The bombs that freeze enemies or put them to sleep are still functionally “clear all” spells, only you have to manually resolve them.

I’d be fine with these spells if they ate up the entire magic bar. That’s how it should be, because they’re basically bombs, right? That’s another brawling staple that’s time-tested, and the reason they work is they’re used sparingly. But, these big spells might only take a quarter of your magic bar, and refills are all over the place. So, when the wizard is around, the game is constantly pausing for the same two or three spells cast over and over. That’s fine, though, right? Just don’t cast spe….. oh wait, that’s right. It’s not a button. It’s a dude in the middle of a battlefield that does this. While I was constantly struggling to hit the guy on purpose in two or fewer swings, the wizard was constantly getting hit by accident, especially in co-op. It’s the worst, and I wish they’d done anything else because it absolutely murders the pace of the game. What were they thinking? Tone back the casting phase, which takes quite a while, to a second or so and this wouldn’t be so bad. Hell, if it was nearly instantaneous, I’d probably have done a paragraph on how much I loved the wizard and what a great idea it was. Instead, it’s the one blemish on an otherwise genuine beat ’em up masterpiece.

This boss wasn’t exactly epilepsy friendly. Looks cool, though.

Again, I think Liquid Kids’ highest highs were greater than Warrior Blade’s. But, few games are as consistently good as it. Remove the wizard and I think we’d be talking “greatest arcade brawler of its time” here. It’s a damn shame this never came out in America. Do you know what’s really funny? The Taito collections of MY childhood were Taito Legends. There were two of them plus another for the PSP, over seventy total Taito games, and Warrior Blade wasn’t one of them. Wild! People are going to be buying Taito Milestones 3 for Bubble Bobble and Rastan, but I really think this is the one that they’ll keep coming back to. I think this is the one they’ll show friends. It’s fantastic. Yea, it’s probably just a more souped-up version of Golden Axe and now I have to review all those in 2025 now to keep the cosmic scales balanced. But, this was the last game I played in Taito Milestones 3, and I couldn’t put it down for a full day. Great controls. Awesome combat. Varied combat, which really surprised me. Tons of personality. It’s a damn good looking game too. Warrior Blade should not be a lost treasure. It should not be a hidden gem. Maybe now, it’ll finally get its due, because folks, this was a truly great video game.
Verdict: YES! – $8 in value added to Taito Milestones 3
Winner: Best game in Taito Milestones 3

And I’ll throw in a $1 bonus for all the video options.

FINAL TALLY

YES! – 7 games totaling $56 in value.
NO! – 3 games
Bonus Value: $8.50
Goal: $40 in value
Actual value of Taito Milestones 3 – $64.50
$39.99 smacked a wizard in the making of this review.
A review copy was supplied by ININ for this feature so it could be up before the release date. I’ve purchased a full physical copy which I’m giving to my niece.

COMPLETE TAITO MILESTONES RANKINGS

  1. Warrior Blade (Taito Milestones 3)
  2. Liquid Kids (Taito Milestones 2)
  3. Metal Black (Taito Milestones 2)
  4. Darius II (Taito Milestones 2)
  5. Elevator Action (Taito Milestones 1)
  6. Rastan (Taito Milestones 3)
  7. Bubble Bobble* (Taito Milestones 3)
  8. Qix (Taito Milestones 1)
  9. Rainbow Island (Taito Milestones 3)
  10. Cadash (Taito Milestones 3)
  11. Kiki KaiKai (Taito Milestones 2)
  12. Champion Wrestler (Taito Milestones 3)
  13. Legend of Kage (Taito Milestones 2)
  14. Runark/Growl (Taito Milestones 3)
  15. Halley’s Comet (Taito Milestones 1)
  16. Alpine Ski (Taito Milestones 1)
    TERMINATOR LINE
  17. Thunder Fox (Taito Milestones 3)
  18. The NewZealand Story (Taito Milestones 2)
    *Single Player Bubble Bobble goes here.
  19. Dead Connection (Taito Milestones 3)
  20. Gun & Frontier (Taito Milestones 2)
  21. The Fairyland Story (Taito Milestones 1)
  22. Chack’n Pop (Taito Milestones 1)
  23. Space Seeker (Taito Milestones 1)
  24. Front Line (Taito Milestones 1)
  25. Rastan Saga II (Taito Milestones 3)
  26. Ben Bero Beh (Taito Milestones 2)
  27. Wild Western (Taito Milestones 1)
  28. Dino Rex (Taito Milestones 2)
  29. The Ninja Warriors (Taito Milestones 1)
  30. Solitary Fighter (Taito Milestones 2)

What is the best Taito Milestones set?
Here are the average rankings for each set!

Taito Milestones 1: 19.0
Taito Milestones 2: 15.5
Taito Milestones 3: 12.0

Pinball M: The Definitive Review & Table Review Guide – UPDATED to include Camp Bloodbrook

Our Pinball FX and Pinball M reviews took a lot of playtime and revisions. If you enjoy what you read, or even if you hate it, please consider making a donation to your local food bank. For my American readers, you can find your closest one by using the search tool at Feeding America. A cash donation to your local food bank buys exponentially more food than donating canned goods. I also support Direct Relief, and in the aftermath of Hurricanes Helene and Milton, they could use some help. They have a page up just to explain their hurricane response. They’re worth it. Thank you, and enjoy the review. Or hate it.

PLEASE NOTE THAT NINTENDO SWITCH’S VERSION OF PINBALL M ISN’T SPECIFICALLY INCLUDED IN THIS FEATURE YET. WE WILL UPDATE BEFORE 2024 IS UP WITH ANY IMPORTANT NOTES ABOUT PINBALL M ON NINTENDO SWITCH. THIS FEATURE WILL BE UPDATED AS MORE MEMBERS OF MY TEAM SUBMIT THEIR RATINGS. THANK YOU FOR YOUR PATIENCE AND ENJOY THIS FULL REVIEW GUIDE TO PINBALL M!

LAST UPDATED – November 5, 2024
Camp Bloodbrook’s review is up!
Jordi’s rating for The Thing and Camp Bloodbrook are in.

A NEW GOLDEN AGE

For all the bitching and whining I’m about to do, we’re sort of in a new golden age of pinball. Pinball tables are probably second only to pool tables in terms of the most desirable high-end furniture-like gaming devices for family rec rooms or man caves. The problem is real pinball tables cost a LOT of money. Thousands and thousands of dollars for a noisy, heavy gaming device that plays one game, and one game only, forever. And that’s before you get to the hidden costs of owning a pinball table. They require maintenance. Waxing. Replacement of the rubber rings. And if something breaks down and you don’t know how to fix it yourself, it could cost quite a lot. They wear out too, and if something happens and the playfield is damaged, you either have to live with the damage or replace it entirely. That’s what our very own Dash had to do with his Swords of Fury table. He picked it up for $3,500, then needed to put an additional $1,500 to restore it. Pinball is a very expensive hobby.

Average cost of repairs for an old table, give or take.

With digital pinball, anyone can afford the fun of pinball without the cost or hassle. You can spend $7,000 to $12,000 to score a mint condition real life Addams Family table, or you can buy the digital version in Pinball FX for $9.99 that has the same playfield, same targets, same call-outs, and same ROM, and the physics are 85% to 90% there, and hopefully climbing (no Christopher Lloyd though, much like Pinball Arcade). To put this in perspective, a rubber ring replacement kit for a real life Addams Family will cost you over three times the cost of Addams Family on Pinball FX by itself. So, how much is that final 10% to 15% difference in realism worth to you? And I’ll sweeten the deal for you. In Pinball FX3, you could only play with true-to-life table dimensions on PC or Nintendo Switch. With Pinball FX and Pinball M, no matter what platform you’re on, vertical screen options are available and so easy to set up. So your $9.99 game of Addams Family goes from looking like this:

To looking like this:

Those screenshots both come from the same copy of Pinball FX on an Xbox Series X. Wow! As of this writing, there’s over 135 tables in Pinball FX and Pinball M, and while we rate five of Pinball FX’s tables OUT OF ORDER (none for Pinball M), every table can be played vertically. You can absolutely feel the difference, especially in shooting accuracy and timing. You don’t need an expensive digital table to do this, either. Just turn any TV or Computer monitor on its side and use any game controller. It works with Steam, Epic, PlayStation, Xbox, and Nintendo Switch and every table can feel like you’re viewing a real pinball table. And, if you want the full DIY digital table with arcade flipper buttons, Pinball FX and Pinball M are excellent starting points. There’s a LOT of problems with Pinball FX and Pinball M, but the addition of universal vertical access overrides all of them and makes Zen’s output our favorite digital pinball experience. I’ll talk more about the problems with Zen’s adaptations of real life tables in the Pinball FX review, but all you need to know is by turning your monitor on its side, this:

Becomes this:

And you don’t have to spend a penny more to do it. Very cool.

WHY PINBALL M?

Zen Studios wanted blood, guts, and swearing in pinball. I mean, those things are already part of pinball when I play.. one way or another. But, adding those things to Pinball FX not only bumps that to an M rating, which I’m guessing almost certainly violates contracts they have with Disney regarding the Marvel/Star Wars licenses, but it would outright prevent release in some countries due to censorship laws. You’ll note that many of Pinball FX3/Pinball FX’s Williams pins have had superficial alterations to the artwork to remove anything risque. If I have to choose between them making changes so minuscule that neither Dad nor Angela could spot changes without being told what they were or not having the Star Wars/Marvel pins, I’ll take the Star Wars/Marvel pins and the “censored” artwork every time. But, making new pins that would potentially breach existing contracts they have AND cut off their ability to sell family-safe tables in some markets wasn’t an option until now. Zen’s solution is an entirely different pinball platform. The advertising and table selection suggests that this is really a horror-themed pinball program. As of this writing, 6 of the 8 available tables are themed around horror, with only Duke Nukem’s Big Shot Pinball and System Shock representing traditional M-rated games (and System Shock is pretty much horror too).

Is this necessary? Probably not, and weirdly enough, it’s Zen that proved that. A sanitized version of Pinball M’s best table, System Shock, is also on Pinball FX and plays identically. Wrath of the Elder Gods is also on both platforms, but.. well, one works and one doesn’t. We’ll get to that. But really, it’s just tables with cussing, boozing, and red paint smeared all around. In the case of a table like The Thing, it isn’t even all that gory and wouldn’t have taken that much modifying to earn a T rating or even E rating on Pinball FX. Just change the B-O-O-Z-E name to T-H-I-N-G, remove the red, beep the cussing, and it’s the same table. Even the Duke Nukem table isn’t that risque. We’re comfortable letting my 9 year old niece Sasha, heir apparent to this very blog, play everything on Pinball M so far. There’s nothing that isn’t too intense for a child to play while supervised by a grown-up. It’s pinball, for god’s sake. So, what other differences make Pinball M worth the download?

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SPRUCE-UP YOUR COLLECTION

As you play and make progress, you earn in-game currency that can be used to buy custom upgrades to tables that have no effect on gameplay. You can change some of the sound effects, the look of the ball, the appearance of the motion trail that follows the ball, the room lighting, and the look of the cabinet housing the table (which only matters in the menu). I was slowly making progress on these until I posted a seventeen-trillion point game of Texas Chainsaw Massacre, which gave me enough currency to buy everything (and level up my profile to the max level of 120) with 1,015 currency points to spare for Camp Bloodbrook later this month. If you’re into customizing pins, you’ll dig this a lot more than me. The only knock I have is that there’s no option to randomize the balls or sound effects. That would be nice.

There’s also power-ups for the arcade and campaign modes that, in a return to how they worked in Pinball FX3, require leveling-up. That means grinding. My family and I agree that we prefer Pinball FX’s way of doing it, where power-ups have a fixed value that doesn’t slowly upgrade as you accomplish menial tasks in the tables. It means we can compete on a fully level playfield right out of the hypothetical box without having to spend what could take over an hour to build up the boosts we want to use. This is one of those things that feels like it’s done to boost “engagement” without thinking of the ramifications that 99.999% of all owners will never bother and some might feel the work required isn’t worth the time or effort and give up on Pinball M altogether. The customization stuff is a good idea, but leveling-up boosts is forcing players to do busy work in order to be competitive on some leaderboards.

Five new challenges, three of which are fine, one of which is silly, and one of which is dumb.

NEW CHALLENGES/FEATURES

In addition to the usual rigmarole of 200 flip challenges or five minute challenges, Pinball M adds a whopping five new challenges to compete on. In Dread, you have one minute to score a benchmark of points. Reaching the benchmark adds a minute to the time and sets a new benchmark. This goes on until you run out of time. This is one of the good ones. So is Rescue, which is a race to see how fast you can reach a lone benchmark. Times, not scores, are posted to the leaderboard. The same goes for Survival, but that’s the worst of the five challenges, easily. In it, you have so much time to start building up your score before you start “bleeding points.” IE your score begins trickling away at an increasingly faster rate. Eventually, you’re bleeding points by the millions and games end in seconds. It’s just not fun. Madness has more going for it. It’s a unique multiball challenge that utilizes whatever the table’s max is, but it’s NOT a quick pass to the wizard mode. Instead, the more lights you shoot, the faster the values of jackpots increase. This is insane, chaotic, and everyone’s favorite new challenge. Yes, even me. And then there’s Shiver, which is “pinball in the dark. Practically blind!” Here’s what it looks like:

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Pretty lame, Millhouse. Now, your mileage may vary depending on how bright your settings are, but since the table’s lights still work, come on, you’re not going to miss much. But hey, three-for-five ain’t bad. The challenges are also part of the new campaign mode. The campaign missions are mostly easy (some can be finished in literally under one second), and they’re not that hard to complete. In fact, we’ve only missed getting one completed on the high level. It’s a Survival challenge for Texas Chainsaw Massacre that requires you to stay alive for four minutes. By time you reach 3:30 – 3:50, you’re bleeding MILLIONS of points every second. I shot the lights out one game and still came four seconds short. Dad and Sasha both put up similar numbers when THEY shot the lights out. Under 20 people in the world have cleared this, according to the leaderboard. We will. We just have to wait for Angela. Anyway, it’s all about the tables.

TABLE REVIEWS

Our system is simple.
MASTERPIECE – Our best score. 5 out of 5.
GREAT – Better than GOOD, not quite a MASTERPIECE.
GOOD – Even though this is the lowest passing grade, it’s still a passing grade.
BAD – A table that particular rater thought wasn’t deserving of an overall positive rating.
THE PITS – The reviewer felt the table has little to no redeeming qualities.
I then average the scores, and if the average is 3.6 to 4.5, the table is awarded a Certificate of Excellence. My team has agreed a Certificate of Excellence winner is worth the price of a $14.99 set by itself. If it’s a stand alone table that costs $14.99, get it, because it’s a very, VERY fun table. A table that scores higher than 4.5 enters the Pantheon of Digital Pinball. These are the cream of the crop. The elite. Very few tables make it in. As of this writing, Zen has only made four non-Williams tables that entered the Pantheon. They are Star Wars: Battle of Mimban, Star Wars: Clone Wars, Epic Quest, and Fear Itself, with Mimban being our near-unanimous choice for Zen’s best table ever. Their versions of Attack from Mars, Medieval Madness, Getaway: High Speed II and the Pinball FX3 build of Monster Bash are also Pantheon Inductees. But, one more Zen creation might enter the Pantheon today, hint hint. A table that receives all positive scores but isn’t good enough to be certified excellent is still awarded a Clean Scorecard, which is pretty hard to get. A Clean Scorecard means we think it’s a safe bet the average player will enjoy the table more than dislike it. And finally, a table that scores an average of under 1.5 is declared a Certified Turd, but as of this writing, no Pinball M table is even that close to it.

Camp Bloodbrook
Coming October 24, 2024
Designed by Daniel “Dolby” Vigh
Stand Alone Release ($4.99)

They should have armed the killer with a nail file because this sucker can file off serial numbers like no other.

I assume that Zen Studios started preliminary work on a Friday the 13th table only to find out they weren’t getting the license. Instead of repurposing it, Police Force style, they just made a generic masked slasher table set at a lake. I’m all for it, and my only question is why didn’t you do that with Jaws? Without the music, hell, it could be ANY shark attack table, right? Anyway, Bloodbrook is Dolby Vigh’s best table yet and one of Pinball M’s best tables. While we currently consider the Pinball FX build to be so busted that we classify it OUT OF ORDER, the Pinball M version works great. The difference is in the mode start locker.

Signature Shot – Mode Start Locker: In Pinball FX, in “realistic physics” mode, this locker will drop the ball straight down the middle, right between the flippers, with alarming consistency. That doesn’t happen in Pinball M. In fact, this is a good shot in Pinball M.

Ignore the name. This IS the Friday the 13th table everyone has expected since Pinball M was announced, and it does a much better job with theme integration than anything in the Death Save Bundle. In fact, as far as horror goes, only Texas Chainsaw Massacre is better at matching a pinball layout to movie theme. The use of two dead end lanes on a single table, one for starting modes and one themed as a lake (it’s so small it looks more like a kiddie pool) adds to a sense of claustrophobia, but in a good way. This layout slaps, as the kids say. A multitude of good to great shots, but the fun stops there. Camp Bloodbrook speaks volumes about how far you can get simply by having a mistake-free layout. Pretty dang far. As if it’s channeling the spirit of 90s Gottlieb, it’s the ROM and the scoring system that nearly takes a machete to Camp Bloodbrook.

Signature Shot – The Lake: I get that the lake shot has to be round for the canoe spinner to work, but how many lakes are perfectly round? Immersion BROKEN. I kid. Actually, it IS satisfying to spin the canoe, though like so many aspects of Camp Bloodbrook, it’s underutilized. It’s just a glorified ball lock that doubles as a lane shot for the various modes. If you’re going to have water on a table, you need a satisfying splash down, or what’s the point? Zen has done it well before, or at least I think so. I personally find Pacific Rim’s splash down satisfying, something my family vehemently disagrees about. We’re all in agreement that Camp Bloodbrook’s water is missing something. Having Not-Jason snatch the ball would be nice for a third ball lock, but I don’t think it works for the first and second. It would be neat if each of the three ball locks did something different. Also, the release for Lake Multiball is lame too, but the actual shot itself is nice. One of the few Zen Studios shots where a backhand is consistently effective.

Bloodbrook’s modes are pretty average and underwhelming overall. This table reminded me a LOT of Chucky’s Killer Pinball. It’s so close that, if it were a cookie, it feels like it was made out of the same batter. It even has the mode where the antagonist walks onto the table and you have to shoot lanes without accidentally shooting him, only it’s a poorer version of it. Unlike Chucky, “the killer” of Camp Bloodbrook takes quite a while to lumber into place before the shot becomes lit. It’s annoying. This happens in the wizard mode too, where the instructions specifically tell you the object is to shoot him, but he’s not, for lack of a better term “lit”, until he waddles to his designated spot. There’s four main modes, one of which is shooting the bad guy, followed by a final mode where you once again shoot the bad guy, followed by a wizard multiball. The modes are NOT balanced, so they probably should have been forced to be played in sequential order. In fact, the fourth mode, Escape Plan, pays off so much and has so many lit shots (where even the false lights are worth a million points) that all four Vices play it first.

Signature Targets – STORM! Targets: Angela said the placement of the live multiplier targets and the ease of use makes these shots “like rewarding bricks.” It’s absolutely true that you can light these mostly via missing the actual lanes themselves. BUT, I like that for a reason. Sometimes I’ll find myself at the end of a mode and I’ll notice that I’m only one or two of the S-T-O-R-M-! targets away from activating the 3x scoring multiplier. It becomes mighty tempting to try and activate the multiplier before completing the mode for a windfall of points. Dolby’s Thing table has a similar set-up, but the table doesn’t blow wind that messes with the ball in Camp Bloodbrook. Also, it’s much easier to activate this multiplier because the lights don’t turn off if you shoot them a second time. We were split on if this was a good choice, or if it’s TOO powerful. Oscar really thinks x3 was too much and a progressive that starts at 1.1 to 1.5 and grows with each new STORM! activated would have been preferable. I agree that x3 throws the balance off too much, especially since the modes themselves aren’t even close to balanced, and would have been fine with it being x2 scoring. But, x3 it is, and I enjoyed the targets more than I disliked them.

The live multiplier is pretty much it for high scoring. There’s no progressive scoring for completing the modes, and doing well in the modes doesn’t enhance scoring in the wizard. In Angela’s Xbox world record-setting game (2,311,291,577), she completed multiple full mode cycles, and was scoring the same throughout, and part of the reason why she started playing recklessly (she had earned four extra balls on her third ball), was she just got bored. The shame is, this is probably the least difficult of any of Dolby’s pins too, but without dynamic scoring mechanics, it gets old. Even x3 scoring gets boring if the modes pay off the same whether you’re on your first cycle or seventh. The only progressive-scoring mode seems to be Lake Multiball. And that mode only consists of two shots: the lake and the ramp directly left of the lake. They probably kept the overall scoring low and non-progressive because the STORM! x3 buff isn’t very hard to trigger. By the way, for all my complaints, we all REALLY liked Camp Bloodbrook. While I didn’t love the rule sheet, there’s no grinding and it doesn’t fundamentally feel like it takes forever to do anything. All the side-modes go super fast. The pace works, if not the scoring itself. I might not consider Bloodbrook to be Dolby’s best, but by scoring average, it easily is.
Cathy: GREAT (4 out of 5)
Angela: GREAT
Oscar: GREAT
Sasha: GREAT
Jordi: MASTERPIECE (5 out of 5)

Scoring Average: 4.2CERTIFIED EXCELLENT

Chucky’s Killer Pinball
Released November 30, 2023
Designed by Zoltan Vari
Set: Death Save Bundle ($19.99)
Links: Pinball FX Wiki

Kickback – Jordi: As Chucky says: “If they don’t let us play, they all go away.” This table doesn’t let me play. The skill shot makes no sense since it’s undervalued and overly risky, but it’s only the first of many killer issues on this table, and I don’t mean that in the “killer, dude! Radical!” way. The central Voodoo targets are designed to return the ball straight down the middle, and the right orbit is absolutely lethal if the ball doesn’t make it all the way up there. So many balls go just over the right flipper and down the drain, and with how unreliable nudging is with the new engines (shared by both Pinball FX and Pinball M) defense is nearly impossible. I really wanted to like this table. When a mode works well, it is not a grind unlike in most of Zen’s new tables, the theming is spot on, and there are so many references here that just work. Sadly, Chucky is let down by a table that refuses to let me play even a single session without stealing a ball or two. “Are we having fun now?” No.

Despite the blood, swearing, and innuendos, Chucky’s Killer Pinball feels like it could have been an ideal trainer table. Chucky is a smooth shooter with multiple satisfying shots, the greatest of which SHOULD have been a humped ramp themed like a roller coaster that’s always a thrill to complete. The problem is it doesn’t always complete, and there’s no rhyme or reason why sometimes it doesn’t make it over the second hump or not. Since it’s the finale of the Tiffany mode, and completing the full circuit is the first jackpot in multiball, it’s kind of important that you can’t count on a shot working every time. The weird thing is, we weren’t 100% sure whether or not the point was to create a ramp circuit that could only be completed off a batted shot or not. If it was deliberate, it’s a very bad idea. If the intent was that the ball should finish the circuit every time, it’s just a run of a mill fail. What a shame. That should have been a historically awesome shot. To make up for it, the sequence shot used to lock balls is one of Zen’s finest ideas. You have to shoot the left side’s locker, which triggers a razor blade flipper that then bats the ball up into the lock. SO satisfying to hit, except it goes back to that circuit that doesn’t always complete. PLEASE fix that, Zen. It needs it!

Signature Mode – Marble Prank: I don’t know what to make of this multiball mode. The concept is unique: after so many bangs of the bumpers, a jar full of marbles rises onto the playfield near the Voodoo targets. When you break the jar, it releases five glass marbles onto the playfield that behave like faster mini-balls. If you can hit the marbles hard enough with the pinball, it breaks them for a million points each plus a million for each marble broken so far. The other extermination method is to use the razor flipper to fling them at the multiball lock, which is 10M + 10M instead. It sounds great, but the problem is the jar hangs directly over the drain, and it’s not rare for several of the marbles to immediately drain. While the pinball has ball save the entire time the mode is going, the marbles don’t. A neat mode but not worth the effort, really.

Originally, the Vices all had Chucky’s Killer Pinball rated at GREAT, but the more we played it, the less we liked it. While the roller coaster not working every time is what sealed Chucky’s fate, all it really did was make all the little annoyances stand out that much more. Like the VOO-DOO targets resetting if you accidentally start another mode. I already hated them anyway. Vari-targets are my least favorite type of pinball shot, and this has not one, not two, but THREE that act as the mode start and hang right over the drain. Yes, there’s a ball save that protects you, but only if you push one in all the way. There’s repetitive callouts galore (we adore Brad Dourif and Jennifer Tilly, but even they become annoying after saying the same stuff over and over) or blood splatter blocks your view during the Marble Prank. Most of all, Chucky’s Killer Pinball features scoring so imbalanced that it assured Oscar cement his rating to GOOD even if they fix the coaster. Jordi was right about the skillshot leaving a lot to be desired. Going off his body of work, I suspect Zoltan Vari isn’t a big fan of skillshots in general. Chucky’s is a difficult to clock, super high-risk skillshot, and when we actually got it, we were stunned by how little value it is for the challenge and risk it involves. It certainly tracks with the rest of the table’s poor factoring-in of risk and reward. Dad ain’t wrong about that.

Signature Mode – Olly Olly Oxen Free: Of the three main modes, this is the worst, easily. In it, Chucky jumps onto the playfield and you have to avoid hitting him. A single hit ends the mode. This is potentially problematic because the game doesn’t just give you the ball to start. It kind of sideswipes it towards players, so that it reaches the flippers as chaotically as possible. Because, say it with me, “Zen Studios’ designers are hostile towards ball control.” Well, sometimes the ball might hit the slingshots and violently fling around the table until the ball pops up and hits Chucky, ending the mode before you even get your first shot. Yea, getting hit by the slingshots counts as “shooting him.” To the game’s credit, this is extremely rare, but it’s a completely unnecessary thing to happen in the first place. Just give players the ball! I’d say half the time the ball ends up in the drain before your first shot, though it doesn’t instantly kill-off the ball save. I have a feeling they realized how badly some aspects of Chucky handle and used ball save as a band aid instead of a feature. System Shock is like that too.

Other than the mode in the caption above, Chucky’s modes are pretty well done. No grinding. They make use of the full table. If there’s a downside, it’s that each of the three main modes is a “tour the table” type of mode, only done slightly differently. “Chucky Says” is just “hit the lit shot” and nothing more. It’s not timed differently. It doesn’t play differently. It’s too simple. I would have preferred the modes play out sequentially like Getaway: High Speed II, but I’m not going to complain too much about a table that does what we want: have fun, non-grindy modes. And the wizard mode is a ton of fun. Spoiler: you hack Chucky up bit by bit, and it’s awesome. Chucky’s table is really well done in many aspects, so we REALLY want to give this table higher scores. But, until the coaster’s fix is in, we really can’t. If it was intentional, GOOD is Chucky’s ceiling (unless you’re Angela. She LOVES that it’s hard to complete the circuit. She insists it makes it more exciting). Also, yea, I’m pretty peeved that this is one of the few tables I put a MAJOR marathon into with a world record pace only to have the game glitch out and start taking away points from me instead of adding them. I wouldn’t have reconsidered my score, but my GOOD would be a very enthusiastic one. Even though this wasn’t our highest-rated pin, we want to make it clear: the lack of grinding and quick modes are a very positive thing. More of THAT please, Zen! The best thing I can say about Chucky’s Killer Pinball is it feels like the prototype that gave us System Shock. Worth it!
Cathy: GOOD
Angela: GREAT
Oscar: GOOD
Jordi: BAD
Dash: GOOD
Sasha: GOOD
Elias: BAD* (Nintendo Switch)

Overall Scoring Average: 3.0 – GOOD
*Nintendo Switch Scores not factored into average. This will be updated at a later time.

Dead by Daylight
Released November 30, 2023
Designed by Gergely “Gary” Vadocz
Set: Death Save Bundle ($19.99)

Is it ironic that this is a pinball table licensed on one of the most license-heavy video games ever made?

Dull by Daylight, according to Angela and Oscar, is the worst Pinball M table so far. Hell, it’s the only table among the original five launch tables that doesn’t have its own Pinball FX Wiki page as of this writing. It’s second-to-last for me. A slog of a pin in desperate need of some spit shine. On literally our first shot ever taken on this table, Angela valleyed the skillshot, and no amount of nudging could free it. Even after patchwork, in the final sweep of tables before we published this feature, we valleyed balls on the tall ramp, and the only difference seemed to be a gentle nudge dislodges the ball now. While it might not break the table, it speaks volumes to how unpolished this one is. Plus it has some of the most frustrating rails and outlanes around. Even when the ball seems like it doesn’t have the energy to carry on, it still manages to crawl across the rails and slither down the outlane. This on a pin where nudging feels especially ineffective. But, none of that matters, because Dead by Daylight has a much, much bigger problem: it’s just a boring table. One of those instances where the shot selection is less than the sum of its parts.

CORRECTION: In the original review, I said the patched table valleyed the skillshot. That was wrong. Originally, we were valleying (coined by Oscar from a term borrowed from roller coaster lingo meaning “gets stuck midway through the circuit” that we’re trying to add to the pinball lexicon) on the skill shot, but that doesn’t happen anymore. Instead, the valleys happen at the top of the tall ramp. Sorry for the mix-up.

Signature Feature – Survivor/Killer Loadouts: Dead by Daylight is one of those tables where you choose a buff before the game starts, just like the video game it’s based on. Survivor mode has four, while Killer has three. Oscar is a big fan of the concept of loadout buffs, provided they’re balanced enough that there’s not one logical choice. The loadouts you can choose for every Pinball M’s arcade mode (IE enhanced multiball, bumpers, ball save, etc.) have this problem. According to Dad’s theory, if you had a 100 different buffs and 98 were weak and only two were beneficial but equally balanced, it’d still be worth it because it means players have a legitimate choice with pros and cons that can be tailored to the player. On the flip side, if you have seven choices, six of which are equally balanced with each-other while one stands out as the no-brainer choice for all players of all skill sets, it wrecks the whole concept. With that in mind, myself, Oscar, and Sasha decided to play a bunch of games with every load out, and all three of us consistently had our best standard games (Classic/Arcade) using KILLER – EASY SACRIFICE as our buff. I should note the one exception to this was I put up the #6 all-time arcade score with SURVIVOR- EASY SKILL CHECKS. This feels like a one-off fluke as my other games were all on the lower side with it. The other exception is the special challenges, where putting up points fast matters, in which case we all scored higher using SURVIVOR – FAST GENERATORS.

Dead by Daylight’s biggest problem is there’s just no good shots on the table and no sense of flow. Maybe that makes sense since the shots mostly represent distance closed in a cat and mouse chase regardless of which side you pick. This is what we call a “pick ‘n flick” because, despite the heavy use of hurry-ups, this is a game where you’ll want to trap the ball and aim carefully, because accuracy and not volume of shots will win the day. But, a pick ‘n flick table absolutely needs thrilling shots to succeed, and that’s not here. The closest it comes is smacking crates to increase your distance if you’re playing as a survivor, while the killer has a giant bear trap that you want to shoot before you start shooting orbits, since it leads to a faster capture. But even the bear trap is a massive let down. It’d be more fun to build a two ball multiball around it where it captures the first ball and then you have to smack it several times to open it back up. Oddly enough, the limited shot selection would make for a better multiball table if not for the aforementioned outlanes and rails. Oh and you have to shoot very bland drop targets that appear in the center of the table to score a capture.

Signature Mode- Survivors: It seems fairly unanimous in my house that playing as the Survivors instead of the Killer turns Dead by Daylight into a more well-rounded pinball game. There’s five generators that require a full table tour. They are (1) the spinner (2) flashing lanes (3) the marked sinkhole (4) the flashing lanes, again (5) the bumpers. What becomes annoying is the video mode “Skill Check” pauses a live ball. The video mode itself is quick. You just have to stop a meter in time, with a zone close to the edge scoring more points. But, the mode can interrupt play, and it’s even happened to us when the ball is on a flipper. When this happens, it can screw with your timing when the mode ends and play resumes. We’re honestly not sure if this was a deliberate choice or something that needs to be patched out, but assuming it’s a bug, it wouldn’t change any of our ratings.

The center loop that acts as the skillshot, the multiplier increase, and sometimes the key shot for modes is just too clunky to be satisfying. We split on whether the tall ramp in the center was too rejection-heavy or not. Actually, the argument was more about whether the rejections were based in reality or if it was just Unreal Engine living up to its name and throwing back shots that had the angle and velocity to complete the ramp. Unlike some faulty ramps in Pinball M or Pinball FX (the teardrop from Texas Chainsaw for example), I didn’t feel it was clear one way or another. I’m open to the possibility that the design is inherently flawed. Either way, this became one of Angela’s least favorite pins and she can’t believe we don’t consider Dead by Daylight to be Han Solo/Safe Cracker levels of bad.

Signature Shot – Bear Trap: Talk about a letdown. When we saw the bear trap for the first time, we were imagining the possibilities of how this could be used as a sick M-rated ball lock. Nope. You just clank it a few times until it opens, then you shoot lanes before it closes. That’s it. It’s not a ball catch. It’s not a decorated cellar. It’s a bland digital target, and nothing more.

The lack of targets and poor flow from shot to shot means that Dead by Daylight was fated to grow old quickly. Our suspicion is the limited shot selection was done to make the differences between Killer and Survivor more pronounced, and to Gary’s credit, the two modes do feel different enough, but Killer offers a lot less flexibility since it makes logical sense to arm the bear trap before shooting any other target. Individual strategy for that side of the equation begins and ends with what loadout you want. We spent the better part of two days playing this and trying to find the fun. Sasha liked it, as she felt the chase aspect worked well regardless of what side you choose, plus she liked the shot selection more than we did. The rest of us were just really bored. Dead by Daylight probably does an admirable job of feeling like the video game, but as a pinball table, it was dead on arrival.
Cathy: BAD
Angela: THE PITS
Oscar: BAD
Jordi: BAD
Sasha: GOOD

Elias: GOOD* (Nintendo Switch)
Scoring Average: 2.0 – BAD
*Nintendo Switch Scores not factored into average. This will be updated at a later time.

Duke Nukem’s Big Shot Pinball
First Released November 30, 2023
Designed by Grego “Rockger” Ezsias
Set: Death Save Bundle ($19.99)
Links: Pinball FX Wiki
Full Review at The Pinball Chick

Angela has dubbed this “Duke of Whirl” because of the merry-go-round. She’s a fan of rotating targets in general and thinks it’s one of the most underused concepts by Zen Studios. I pointed out that it wouldn’t be a big deal if it showed up regularly as a featured target. She said “why would the best type of target stop being fun?” We dueled to settle who was right. She won 4 to 0. She always wins.

Duke was a sort of breaking point for me, where I’d had all I could stand and I could stands no more. Zen has a tendency to go overboard with shot requirements, and they finally crossed the line of reason with Duke Nukem’s Big Shot Pinball. It’s as if someone at Zen is saying “why have a mode require five shots when it could instead require ten? Or hell, why not twenty?” And the answer is “because you also want to have hyperactive slingshots that are aimed right at the outlane and it’s not reasonable to expect someone to keep the ball alive during this.” I think Duke Nukem is a terrible table. Serial killer slingshots with hair triggers aimed right at the outlanes combined with modes that need their shot requirement clipped by 80% at least. A typical game consists of the ball hitting the slingshot and going into the outlane about six times, or possibly ricocheting off one of the many cardboard targets, skipping across the rails and going down the outlane. It’s all defense, all the time and it’s SO exhausting and boring. Every mode is that way.

Signature Mode – Kick Ass and Chew Bubblegum: In this video mode, you have to alternate between four channels and press the launch button three times when a target pops up. Do this twenty times. It’s not exactly a first person shooter, and the novelty of it looking like Duke Nukem 3D wears off pretty quickly. There’s no tension at all. Even when we’ve played it poorly, we’ve never fallen under 60% health. I imagine if someone had a stroke while they were playing this, or if they were attacked by swarms of murder hornets in the middle of a game, they might lose it. Maybe. Some of Zen’s video modes aren’t so bad. This thing is such an unfathomable slog to get through, and it has nothing at all to do with pinball. You know, that thing we’re here to play. I wouldn’t mind this if it lasted only a few seconds and involved shooting one enemy and maybe avoiding its fire, but it’s nothing like that. It’s just a shooting gallery with a generous amount of wiggle room.

By reputation, Duke Nukem is one of the hardest tables Zen has ever made. I have no problem with a hard table if it’s fun, but Duke Nukem also requires a massive grind to accomplish anything. Want to get an extra ball? Hit the NEST targets 100 times, which can only be shot off a toe shot right next to the drain and in which case the ball is likely to go off a slingshot and die, or get into the secret room ten times. How do you get into the secret room? Well, first you need a pipe bomb. How do you get a pipe bomb? You have to complete one of the three side modes. Oh, side modes? That sounds quick. What do you do? Well, for “I’m The Cure” you have to score 6 sinkholes in the merry go around, which has six slots, half of which don’t feed the sinkhole. You then enter an “alien nest” where you have to get 60 spins of the spinner. Then you get the pipe bomb? No, 60 spins spawns four more targets which raise up and down. THEN do you get the pipe bomb? Well, maybe. It’s a random award. Could be the pipe bomb. Could be something else. Doesn’t that sound like boring ass busy work? Uh, yea? And if you want that extra ball from the secret room, you only have to get lucky with the random award for all that work ten times over. You won’t be able to. See, the designer thought it would be hilarious if he aimed the slingshots at the outlanes and gave them a hair trigger. And also have the ball return sometimes come in from the side at a sharp, sideswiping angle that could go down the outlane or onto the slingshots which can also send the ball into the outlane. Having fun for your $19.99 for the Death Save Bundle yet?

Signature Shots – Cardboard Targets: The soldiers in front of the boss targets take multiple shots to kill, then the boss takes a ton of shots to kill. Hypothetical future bosses past the first one are even spongier AND and they have more minions in front of them AND those minions require more shots. Let’s pretend that Duke Nukem doesn’t have extremely lethal slingshots and kickbacks that require five shots each to light. Let’s pretend that you have a ball save lit the entire fight and instead the only factor during the boss fights is your health. That’s a thing that exists on this table, by the way, but don’t worry because you’ll die long before your health runs out anyway. But, pretend that health was the only factor and not the drain or outlanes. Wouldn’t shooting these static cardboard targets get boring anyway? It’s not like it’s two or three hits on each. The bosses can take as many as 18 shots to kill, and that’s after you get through the spongy minions in front of them. No shot on a boss counts until the minions are clear. Didn’t anyone stop and say “wait.. is this fun?” Because it’s not! It’s such a mindless chore that it’s practically a holistic lobotomy.

I’m sure that someone has gotten in the ear of Zen’s design team lineup and told them “making tables harder is good! Making it take as many shots as possible to get anything going is good! It increases engagement!” It actually doesn’t. At all. It just makes your table boring, so that people who aren’t in the pinball bubble like me, my family, and my friends won’t want to spend their time with it. So, how’s Duke Nukem’s ruthless difficulty working out for it? Well, a few minutes ago, I had a game of Duke Nukem’s Big Shot Pinball where I beat the first boss. So basically I finished a single mode. I completed zero side modes and made only one skill shot. That game, where I barely accomplished anything, is the 17th highest score on the Duke Nukem arcade mode leaderboard right now. Not for the week. It’s #1 for the week. It’s #17 all-time. One boss alone got me a top 20 all-time score. That’s engagement? Because to me, that sounds like Duke Nukem is a barren wasteland of non-engagement. BAD was too generous for a table that I’ve honestly never had even a tiny bit of fun on. I can’t rate a table based on the fun I could have had if its designer hadn’t made it such a slog to make anything happen. I can only rate the table as it exists, and I think Duke Nukem is currently the worst Pinball M table. I stand alone in my group on that opinion, but hey, I’m used to it. Just wait until you see the Knight Rider review.
Cathy: THE PITS
Angela: GOOD
Oscar: GREAT
Jordi: GOOD
Dash: GREAT
Sasha: GOOD
Elias: GOOD* (Nintendo Switch)
Scoring Average: 3.0GOOD
*Nintendo Switch Scores not factored into average. This will be updated at a later time.

System Shock
First Released February 15, 2024
Designed by Zoltan Vari
Stand Alone Release ($5.49)
Links: Pinball FX Wiki

If the mark of a truly magnificent licensed pinball table is one that makes non-fans of the featured property interested in finding out more about it, System Shock must be one of the very best digital pins ever. My father, now in his mid 70s, purchased the recent remake based on his experience playing Zen’s tribute to it. Fans will appreciate that they nailed the creepy menace of SHODAN and the sense of isolation, but you absolutely don’t need to be a fan of 1994 PC classic to enjoy the thrilling shots of what is easily Zoltan Vari’s greatest triumph (sorry Fear Itself). While the build we played had that expected launch-window Zen clunkiness, we still couldn’t put down our copies of Pinball FX and Pinball M, playing nearly a full week of duels. Eight months after its release, in October of 2024, we again couldn’t put it down. Few tables from Pinball FX or Pinball M are easily classified as a modern pinball triumph. System Shock is. In fact, there’s only one thing that takes it out of the conversation for best Zen Studios pin ever. So, let’s do a caption and get that out of the way.

Signature Brain Fart – Laser Mode & SHODAN Battle: In the annals of “what were they thinking?” this one is the most peculiar, because it’s so silly that I literally laughed. First off, let’s talk about Laser Mode. It’s one of four checkmarks players must knock out before the final battle with SHODAN. Getting to Laser involves completing the harrowing three-shot journey up the spiral tower (maybe add a fourth shot if you haven’t hit the Serv-Bot yet), at which point you play a brick breaker style video mode. That’s fine. It’s a fun mode. Well, it’s also the wizard mode and the final battle with video game icon SHODAN. The only difference is instead of killing two enemies, you have to hit SHODAN twenty times with the puck before you drop the puck twenty times. Yep, really. That’s the wizard mode. Presumably Zoltan Vari won a bet.

Oof. On a table where every angle, orbit, and ramp is fun to shoot, not having a tour-the-table wizard is almost beyond belief. Zen has a history of bad mini-tables, but given how amazing the layout and the shot selection is for System Shock, it’s a safe bet that ZV was on a roll and he could have pulled off a sick boss fight mini-table for this one. And yea, SHODAN’s value is potentially so high if you hit all nine targets (“collecting items”) on the roto target that it negates the rest of the table. BUT, since the Wizard is easy to get, we’re cool with it. Oddly enough, this might be the most generous Zen table ever. Not only are extra balls plentiful, but so are ball saves. The tower is the obvious center piece, but get this: there’s a target behind the entrance to the tower that activates a magnet that assists in teeing-up the ball for the bat flipper that shoots the tower AND gives you a split-second ball save if you drain within the next second and a half. That feature was hotly debated in the Vice Household regarding whether or not it nerfed the table too much. Oscar was THIS CLOSE to dropping his vote to GREAT. The fact that every Vice ultimately rated System Shock a MASTERPIECE should make it clear it wasn’t a deal breaker even for the challenge-frothing Oscar or Angela.

Signature Shots – The Tower: Actually, every Vice had their own “I almost dropped this from MASTERPIECE” feature. This was mine. Specifically, the second level of the tower. This both doubles as the super jackpot in multiball while also functioning as a crank which rotates the base of the tower. The base features stand-up targets that function as the tools you collect to increase the value of multiball and the final battle with SHODAN. There’s 9 total targets and 3 cellars that are the ball lock. The reason I almost dropped the score from MASTERPIECE is the crank has a tendency to go nuts. In theory, it should only do one quarter rotation when you hit it. But, it frequently goes more than one crank, or sometimes it’ll crank forward and then backwards. When you create experimental targets, things go wrong. It wasn’t a deal breaker by any means, and the more I thought about it, the more I questioned whether I was even frustrated by it. So, while it didn’t factor into my rating, I wouldn’t shed a tear if they fixed it so it was always a quarter-turn of the base. Also, and this is very nit-picky but I wish there was better representation of the nine tools you collect. Better use of lights that tells you which targets you haven’t hit, because you do have to hit all nine specific stand-ups on the roto-target, whereas any of the three sinkholes count towards a ball lock.

System Shock is that rare table where nearly every shot is thrilling. This is further enhanced by the fact that the four “modes” you must complete to open the SHODAN fight require minimum grinding. The one that requires the most work is probably “COMBO” where you have to shoot the front-right ramp several times, which places three unique balls as targets just above the flipper zone. Two are fakes that explode on contact while one is a real “rubber ball” with its own unique physics that must be sunk in the sinkhole above the right flipper. This lights the two front ramps, at which point a single crisscross combo gives you the COMBO light. It’s a lot of work and probably the toughest light to get, but it’s also a light you can get through natural progression instead of grinding. Oddly, after you’ve finished the wizard, you can skip all the steps I listed above except the single crisscross combo to relight it. The second wizard takes a LOT less time to reach. There’s a small but very annoying (not to mention potentially game ruining) glitch attached to it if you’re playing one of the modes that allows you to use the Ball Save buff. If you screw up hitting the real ball before time runs out and you have a maxed-out Ball Save buff, it could take five or more minutes before you get another shot. Another annoyance is sometimes, when shooting the final shot that earns you the “REACTOR” light, the ball begins slowing down as it starts to “complete the shot” only for it to fall back down. In theory, you should be home free once it reaches the point where it slows down since it seems to be something that the game does and not the physics of your hit.

Signature Mode – Cyborg Attack: I have a gut feeling that it didn’t used to be four checkmarks before fighting SHODAN. My hunch tells me it started as five, and this was the fifth. In it, you have to just shoot the same front-left ramp you’ve shot multiple times to activate it. This also happens to be the hardest mode in System Shock. Nothing else is even close. Oscar calls this a Fastest Gun in the West type of mode because you don’t really have time to set-up shots. You have to ready and aim yourself in a split second, because when the cyborg locks onto your ball, it fires a laser at the ball which sends it flying. Try trapping and even if you begin the shot by letting go of the flipper, the Cyborg will hit the ball, which is a big outlane risk at that point, and it also halts all other modes while the attack is going. Cyborg Attack only awards a nominal amount of points. but the real reward for it is it lights valuable magna saves. This is a prime example of well thought out risk/reward. It was wise to have this be separate from the main modes thanks to the difficulty spike, as was attaching a genuinely desirable award to it. You can even earn the right to stack additional magna saves if you complete mode. Fantastic. More of this type of thoughtfulness with side modes, please.

The worst thing most of us accuse System Shock of is being a flawed MASTERPIECE. That still makes it a MASTERPIECE and, statistically speaking, the best table in Pinball M so far. The only other table in Pinball M that has even a MASTERPIECE vote from anyone on my team is Texas Chainsaw Massacre (two of them, in fact). Only System Shock stands tall as a table entering the Pantheon of Digital Pinball. Oscar said that System Shock reminded him of the pace Getaway: High Speed II has, only if the modes were non-linear. He’s not wrong. Not that System Shock shoots as well as Getaway, but what does? I want to stress once more that you certainly don’t have to be a fan of the original game to enjoy this pin. My father had never played System Shock and Angela and Sasha had never even heard of it. If you feel old now, you’re having the right reaction. But, this is exactly the type of licensed table Zen should be doing. Non-punishing. Easy to understand objectives. No grinding. A table even an average player should be able to finish. But also a table with strategic flexibility and options that measure risk and reward. Sure, you can postpone getting multiball until you collect all nine tools, but if you drain, game over. System Shock offers that constantly. It’s Zoltan Vari’s best table and, indeed, the best Pinball M has offered yet. So naturally it’s also on Pinball FX as well. Go figure.
Cathy: MASTERPIECE
Angela: MASTERPIECE
Oscar: MASTERPIECE
Jordi: MASTERPIECE
Dash: GOOD*
Sasha: MASTERPIECE
Elias: MASTERPIECE** (Nintendo Switch)
Scoring Average: 4.71 🏛️PANTHEON INDUCTEE🏛️
*This feature will be updated as soon as Dash gets time to explain his GOOD rating. He’s been swamped with work stuff.
**Nintendo Switch Scores not factored into average. This will be updated at a later time.

Texas Chainsaw Massacre
First Released June 6, 2024
Designed by Zoltan “Hezol” Hegyi
Stand Alone Release ($5.49)
Read the full review at The Pinball Chick

John Larroquette’s opening narration from the original movie is here. They got that, so how come they couldn’t get him to do the callouts, too? Just call his cell and ask “hey, can you say MULTIBALL into the phone and maybe MULTIPLIERS INCREASED? What’s this for? We’re doing a pinball table based on Night Court and you’re the only cast member still alive. No, we’re not counting Karen Austin. Hello? Helllllo?”

Texas Chainsaw is currently the #2 ranked Pinball M table, and it’s certainly worth the $5.49 asking price because it’s not possible to get bored with it. The longest single game of pinball I’ve ever played in my entire life was on Texas Chainsaw Massacre’s arcade mode. I gamed the boost level-up system by maxing-out BALL SAVE, then I reached the wizard mode. With the fully-charged ball save boost, I only needed to convert one shot every ninety seconds or so to keep the ball save lit. After a ten hour long wizard mode (including all the breaks I took to ice my hands, and I’m not even kidding), I was the world champion, and then I laid down the next four balls instead of risking Pinball M crashing. There’s not a lot of tables I would play for ten hours straight. It’d be boring, even if I was on a world record pace. That alone speaks volumes to how amazing Chainsaw’s shot selection is. We were rough on newcomer Hezol’s first table, A Samurai Vengeance, but you could see this guy was going to be legit too. Chainsaw proves it.

Persistent Problem – Physics: When ramps in Pinball M or Pinball FX go bad, it’s usually very bad. For example, the teardrop ramp, which is a pretty big shot on this table. It opens a mode and it’s the skillshot. But, the ramp doesn’t work sometimes. I don’t know if it’s too steep or too tight a curve, but we’ve broken it more than once, and thankfully we got a clip of it. Not only did the ball get stuck when it should have had the speed to clear the ramp, but the ball began wiggling. How does a ball wiggle on an incline? It never stopped, either. The clip doesn’t show it but the ball was stuck wiggling at roughly the same speed for quite a while. The wiggle prevented the ball from resetting, and it was jammed so badly that nudging wouldn’t knock it loose. I almost tilted trying to. In fairness, this happened during a silly challenge in the game’s campaign mode. Had this happened during the (former) world record game, I’m not even sure I would have remembered it.

Besides the teardrop ramp, every shot is well-placed and properly satisfying. The highlight is the subtle but sweet chainsaw ramp. It’s one of the shorter ramps in Pinball FX or Pinball M, but it’s also brilliantly angled and works as both a traditional shot and as a toy. The severed head moves along a diagonal track but never feels like it’s angled in a trollish way. The “set ’em up, knock ’em down” modes where you bank points that you then earn via a “massacre” jackpot is an inspired concept, and the only downside is that they don’t pay off enough. Oscar wasn’t a fan of the score imbalance, as he feels the modes were a little more than checklists to get you to the high scoring multiball and wizard modes. When I countered “so does every table, including System Shock” he said fired back with “the shots aren’t as good as System Shock.” They’re really not, but it’s a safe bet that some people will find the shots too conservative and bland. Thankfully there’s minimal grinding and Chainsaw has one of the easier-to-reach wizards Zen has done. That was very wise, given the lack of value for standard modes. Had the scoring been more balanced, this would be a contender for the Pantheon. I think that Hezol is going to work out just fine.
Cathy: GREAT
Angela: GREAT
Oscar: GOOD
Jordi: GREAT
Sasha: MASTERPIECE
Elias: MASTERPIECE* (Nintendo Switch)

Scoring Average: 4.16 CERTIFIED EXCELLENT
*Nintendo Switch Scores not factored into average. This will be updated at a later time.

The Thing
First Released November 30, 2023
Designed by Daniel “Dolby” Vigh 
Set: Death Save Bundle ($19.99)
Links: Pinball FX Wiki

The weirdest thing is that Zen’s Godzilla table looks colder than this table that’s literally surrounded by ice. Oh and please note that, right now, only the ratings for the main version of Thing are from the four Vices. This review will be updated in late October, 2024 when the review for Camp Bloodbrook is added.

The consensus seems to be that either Thing or Dead by Daylight was the worst table of Pinball M’s launch. Personally, I’d rather play either of those over Duke Nukem, but to each their own. I don’t think Thing is that bad. It’s a very frustrating table, and one I’m not enthused enough with to argue too passionately in favor of, but bad? Nah. My pops and I are in total agreement: Thing has something going for it, though it’s hard to pinpoint exactly what that is. One thing about THE Thing that we all agreed on was the layout didn’t do the movie justice. A traditional Japanese fan layout probably wasn’t the right way to go for a pin based on this specific flick. The 1982 John Carpenter film is one of the most imaginative horror movies of all time. How does it do it? Claustrophobia. What is the Thing pinball table? A vast, wide open playfield where every made shot can be followed-up by almost any other orbit. In pinball terms, that’s the literal opposite of claustrophobia. Hell, the Dead by Daylight table would have been a more accurate representation of The Thing’s tone than this. I get a lot of guff from my friends, family, and readers for not putting more stock into theme integration. I think it’s rarely notable unless a table does exceptionally good or exceptionally bad. Thing is exceptionally bad, at least in terms of replicating the emotions of the film, and I say that while noting that I think it’s an okay pinball table.

Persistent Problem – Bad Mini-Tables: Zen Studios has a mini-table problem, and the only good thing I can say about Thing’s mini is that at least it’s not another bland-ass circular table. I get that Dolby was probably aiming to replicate the tight, claustrophobic vibe of the movie with this mini’s shots, but it’s too tight, too limited, and over too fast. If Zen is going to keep insisting on having mini-tables, they should allow players to practice them off the menu instead of having to play a practice game and grind your way to them. Actually, I wish they overhauled their practice mode altogether. Basketball players looking to improve their free throw shooting don’t have to play entire games for the opportunity. They just go up to the line and shoot during practice. Let us do that for all your modes and shots. Do that and you’ll see scores increase across the board.

The real problem with Thing is basically the same problem all tables by Daniel “Dolby” Vigh have, to the point that I could probably cut and paste this review from any other review of his tables: punishing difficulty to the point that it becomes exhausting instead of exciting. Slingshots with hair triggers that only need a single pop to send the ball flying into outlanes faster than you can nudge to defend against it, not that the nudge is all that effective. A ramp’s wall hover directly over the drain in a way designed to funnel balls from the bumper zone straight down the drain, and since it’s right over the middle, often a nudge can’t save you anyway. Sharp toe shots being too essential to the gameplay. Rails where the ball constantly gets cruel bounces instead of kind ones. Modes that take far too many shots to complete given the extreme difficulty. I’m talking about The Thing, but that could apply to Snoopy, Kong, World War Z, Terraforming Mars, and Princess Pride. All middling tables at best, but in six tables he’s not yet gotten his first Certificate of Excellence, and World War Z we consider one of the worst tables in Pinball FX, and I think Princess Bride is just a boring slog. The shame about all this is I think Dolby has the chops to craft great shots. I think Terraforming Mars is far and away his best pin, but I’m not finishing modes on that either. Going off the leaderboards, not many people are. If players are quitting before accomplishing anything in your pin, that shouldn’t be a badge of honor. They’re not giving up because of the difficulty. It’s because it’s boring.

Persistent Problem – Blocked Shots: The physics engine of Pinball FX and Pinball M is far from perfect. The bounce you get off objects never feels quite natural. Often the ball just goes limp, as if the target was heavily padded. Consequently, it’s unpredictable what even an aimed shot will do. This becomes a problem when any Zen designer creates a table that’s ultra-punishing of missed shots, then has modes where targets block the orbits. When you really think about it, it’s a rejection that counts as make, isn’t it? But, logically wouldn’t the ball be likely to react the same way as the average miss or rejection? Uh, yea! If a table has angles and shot placement designed to increase the likelihood of a near-miss draining or outlaning, it feels like digital targets are artificial difficulty taken to an extreme degree.

The thing with Dolby’s pins is that high scores feel lucky instead of skillful. Like after dozens of games, I finally had one where the bounces fell my way. Maybe if the physics were completely overhauled, this wouldn’t be so bad. But Thing even has a mode where wind pushes the ball left and right. A table like Zen’s own Jaws can get away with that, but not a table like Thing that’s specifically meant to be as punishing as humanly possible. I don’t think Dolby is completely misguided in this stuff. For all the sh*t I’ve given him over this mentality, he’s only made one table that’s unambiguously a trash fire: World War Z (and likely Princess Bride too, but we’re waiting for patches before writing-up the final review). My team has awarded CLEAN SCORECARDS to Kong, Snoopy, and Terraforming Mars, meaning those pins didn’t get a single negative rating. I even gave TM a rating of GREAT, and so did Angela. He’s not a hack. But he has to decide if he wants to be the guy that makes tables so difficult the ceiling of enjoyment is low or if he wants to be elite. Nobody accuses Steve Ritchie of making soft tables, but they didn’t feel like they only exist to ice players right out of the starting gate.

Persistent Problem – Out of Reach Wizards: It’s not hard to figure out how many players have reached the wizard mode in any given pin. You just reach the wizard in the Practice Mode, look at your score, and see how many players are in the ballpark of that score on the leaderboard. The above screenshot is Thing’s Wizard, and you can see I have about 136M, so if you give me 30M to account for extra stuff I did, we’ll say 100M is the “range.” For The Thing exactly 20 players EVER have scored over 100,000,000 points in Classic Mode, and not all of them presumably reached the Wizard unless they both somehow shot VERY efficiently while also losing their balls immediately after completing modes. If I had to guess, I’d say it’s 12 to 15 wizards and 5 more who were close. Out of everyone who has bought the original bundle of table. That shouldn’t be a positive thing for designers. Oh, and you can’t use the achievements as a barometer because they were broken for a long time and didn’t work, but for what it’s worth, 0.02% of all players on Xbox have the achievement for the wizard mode in Thing. We don’t have it. Comparatively, that’s exactly the same percentage for Pinball FX’s Xena: Warrior Princess, Battlestar Galactica, and Knight Rider, all of which we have earned. This should be alarming. Again, I assume their designers had it pounded into their skulls “extreme difficulty and mind-numbing grinding is good for engagement” when all evidence says that’s just not the case and you’re boring players away, and when they’re bored away, they probably ain’t coming back for non-Williams pins no matter what license you guys score. I want Pinball FX and Pinball M to stick around, but stuff like this worries me.

The main modes last so long they become boring, and if you fail them, they don’t stay lit. On a table with so many drain angles, that’s a recipe for a middling pinball experience. The side modes aren’t much better. Like there’s a mode where a fire spreads from lane to lane and hitting shots puts the fire out. Only it might relight less than a second later. I can’t imagine why people are frustrated with Zen Studios pins lately. People like challenges, myself included, but after a while it just becomes demoralizing and a downer to play. I was sure I’d be giving this a score of BAD, but once I moved off the standard CLASSIC mode and onto ARCADE, the table had a lot less lethal angles and the outlanes weren’t so murderous. Was it actually fun? It was okay, and I’ll take okay. Now if Zen Studios is happy with okay, that’s troubling. Also, while stringing together the orbits was satisfying, that’s always satisfying regardless of the pin. Modes are what makes each table unique, and Thing’s modes are just alright. Dolby, you have got it in you to go down in history as one of the best pinball designers of the 21st century. You don’t suck, but some of your tables do, and they didn’t have to. It speaks volumes that a table as unlikable as Thing still won me over because it shoots pretty good. I think you have a gift, Daniel. And if you squander it, it’s on you, because everyone is waiting for you to make a table that cares more about being fun than it does being hard.
Cathy: GOOD
Angela: BAD
Oscar: GOOD
Sasha: BAD
Jordi: GOOD

Elias: BAD* (Nintendo Switch)
Primary Scoring Average: 2.6OKAY AT BEST
*Nintendo Switch Scores not factored into average. This will be updated at a later time.

Wrath of the Elder Gods: Director’s Cut
First Released November 30, 2023
Designed by Gary Vadócz
Links: Pinball FX Wiki

Free to Play with Pinball M Installation

Kickback – Angela: Elder Gods just edges out Chucky to earn my vote for the second best Pinball FX table so far. And it’s free! What’s unique about this pin is that Wrath of the Elder Gods feels much more like a modern Stern-era arcade release in terms of the pace of the modes. Nothing lasts too long, and the table is equal parts offense and defense. Although the left outlane is a touch on the gnarly side, Elder Gods has an effective nudge and kickbacks that aren’t a chore to light, so playing defense isn’t fighting windmills. I really don’t get everyone’s problem with the multiball. So what if it’s a snap-shooter? It’s a shooter’s table! How else would you wizard it? Wrath of the Elder Gods proves Zen can still make fun-for-everyone pinball tables when they don’t go overboard with grinding or shot requirements. It might not be the best table in Pinball M right now, but I think it better represents their potential than System Shock.

The paid version of Wrath of the Elder Gods on Pinball FX has physics and orbits so busted that it’s one of only five tables on Pinball FX we’ve declared to be OUT OF ORDER. Thankfully, the free-to-play, M-rated version of Wrath of the Elder Gods mostly works. And it’s, you know, fine. I think they were aiming for “eerie” and did a good enough job with it. Oddly, you’d expect a Lovecraft-themed table to be a little slower and more deliberate, but the opposite is true. This could have just as easily been themed around the Road Runner because the ball runs so fast. It’s what we call a “Kinetic” pin because the speed and the angles are designed specifically to make snap shots instead of trapping and shooting. In recent years, Zen Studios’ design mandate seems to be that ball control is the absolute worst thing a designer can allow. It’s frustrating as all hell, but in the case of Wrath of the Elder Gods, at least the table makes sense to be anti-ball control.

Signature Shot – Strange Structure: Doesn’t this look like a fun front-and-center target along the lines of something you would expect from Brian Eddy? This COULD have been an all-time great toy target, but it’s too conservative in its design. There’s little to no feedback when you hit it. A moan. A weird chant in an alien language. Something. ANYTHING. Occasionally, it opens up, but even hitting it doesn’t do anything. The eye creepily follows the ball, and that’s fine, but it’s not enough. This table needed its own version of Raul Julia’s callouts from Addams Family. It should have been wickedly over the top. For what it’s worth, the u-turn surrounding the Strange Structure is fine. I like u-turns in pinball. Always fun to shoot.

The biggest problem with Wrath of the Elder Gods is that it wants to both be a multiball-heavy table while also making multiball as difficult to enjoy as humanly possible. In the wizard mode, balls fly onto the playfield at the speed of light, and there’s just so many balls that you can’t possibly hope to juggle them since the auto plunge is tailored specifically to interfere with shooting. The balls are likely to bounce back in the direction they came too, making shots on the left side of the table especially difficult. Five balls total, on a table that runs fast and has fairly dangerous outlanes. Oh, and what lane is one of two lit during the first part of this insane five-ball multiball? The one that the balls are auto-plunged onto, on the left side, which of course prevents the shot from being made if you’re not in complete control of all five balls at once. God, I really hope the giggles Gary had in Zen’s offices when he came up with that outright trollish crap was worth it. I’m sure the excuse was this would come across as chaotic madness in line with the Lovecraft theme. Instead, it’s the total opposite, because when you can’t get a shot off in pinball, the table becomes really boring. Wrath of the Elder God’s wizard mode is basically like a five year old child trying to shoot a basketball, only to have Shaquille O’Neal slap down every attempt and then taunt the child to “git gud.” Well, at least while the ball save is lit. Oddly enough, the best strategy is just flick away while ball save is going, but then settle it down to a two-ball multiball after the protection fades. I should note that Angela LOVES this style of multiball. She’s adopted, in case you couldn’t tell.

Thanks everyone for reading the Pinball M feature here at Indie Gamer Chick or The Pinball Chick. Whichever you’re using!

Wrath of the Elder Gods has the theme, layout and modes to be an all-timer. It’s the mechanics that ruin all the fun. The slingshots are SO violent. The kickbacks are SO violent. The auto-plunge is SO violent. Anytime the table itself takes over the ball movement, the fun stops and the recovery process begins. The end result is a table that’s both fun and a trash fire. Despite what Angela insists, there’s too much defense on Wrath thanks to the fast speed, violent slingshots, and bouncy rails. Balls are so drawn to that area around the left flipper’s lane rails that you’d swear there’s a vortex there from another dimension. I guess I can’t rule out that’s actually the case with this table, but the table isn’t better for it. I’d also like to note that any goodwill this table built up by being the freebie of Pinball M is burned away as long as the paid version on Pinball FX is unplayable. It literally just drops the ball right between the flippers. This does NOT happen on Pinball M’s free to play version. This is weird, Zen! You know, it’s been almost 600 days since Sky Pirates came out and it still hasn’t been patched. Do you really think fans are still angry over Pinball Pass or not getting legacy tables they already paid for once for free on the new platform? Maybe the anger is more about the feeling that you’re giving us a giant middle finger with the lack of urgency to fix stuff people already paid for, or the overall direction your original pins have taken. You recently re-released Super League Football, and it got everyone excited. Maybe it’s because that table comes from an era where your designers weren’t obsessed with trolling players and just wanted to make fun shooting tables. You need to call a meeting of your designers and remind them that you’re making pinball, not Dark Souls.
Cathy: GOOD
Angela: GREAT
Oscar: GOOD
Sasha: GOOD
Elias: BAD* (Nintendo Switch)
Primary Scoring Average: 3.25 🧹CLEAN SCORECARD🧹
*Nintendo Switch Scores not factored into average. This will be updated at a later time.

REVIEW COPIES WERE SUPPLIED FOR SOME MEMBERS OF THE PINBALL CHICK TEAM WHILE SOME TABLES WERE PAID FOR OUT OF POCKET BY THEM OR BY A MEMBER OF THE VICE FAMILY. PINBALL M TABLES PLAYED BY MY FAMILY WERE PAID FOR BY OSCAR, WHO IS VERY CROSS WITH ME FOR MEMORIZING HIS CREDIT CARD NUMBER. FOR BOTH PINBALL FX AND PINBALL M, WE LIKELY PURCHASED BETWEEN 2 TO 3 VERSIONS OF EACH TABLE, IF NOT MORE. WE ALSO PURCHASED A FULL YEAR MEMBERSHIP OF PINBALL PASS. IT TURNS OUT WE SHOULD HAVE SPENT THAT MONEY ON TABLES INSTEAD.

Cash Cow DX (Indie Review)

Cash Cow DX
Platform: Nintendo Switch, Steam
Released February 16, 2024 on Steam
Released September 26, 2024 on Switch

Developed by Pixel Games
Published by Flynn’s Arcade
$4.79 (Normally $5.99) had a cow in the making of this review.

Weeeeeeeeeeeeeeeeeeee.

I sure loved Donut Dodo. Boy, what a fun game that was. Not just one of the best indies I’ve ever played.. not just one of the best neo-retro games I’ve ever played.. one of THE best games I’ve ever played in my entire life. Cash Cow DX is by the same developer (who also developed the middling, decent but bleh Sigi) and.. boy, I sure loved that Donut Dodo. I don’t love Cash Cow DX. Or like it at all, really. It’s just an endless series of cheap shots and dick moves that might work if this was an authentic 80s arcade game trying to earn $0.25 per play. Or would it? If I game-overed twenty seconds into my first play of a coin-op, and had no fun at all during that twenty seconds, I think I’d be unlikely to put a second quarter in it. The biggest mistake developers designing ultra-challenging games make is assuming the challenge is the attraction. It’s not. Do you know why someone in 1980 put a quarter into Defender, lasted only a minute, and then put another quarter in it? Because during that one minute, when they weren’t dying, they were blowing sh*t up and having the time of their life. Cash Cow DX, which mashes up elements from Mappy, Mappy Land, Popeye, and Pac-Man, gives players a high body count and plenty of aggravating moments, but without any dynamic gameplay. It’s just flailing against overpowered enemies with too much to collect and not enough means to defend yourself. It feels like a game that forgot somewhere along the way that it’s supposed to be fun, and consequently it’s one of the most miserable experiences I’ve had reviewing an indie game in recent years. A big reason why I’ve moved away from reviewing indies is I don’t like doing reviews like this. It’s not fun for me to tell someone I respect that I hate their game.

In fact, I wouldn’t have even played enough to go forward with the review if I hadn’t taken a review code weeks ago. I played it for a few minutes, hated it, and thought “okay, maybe I’m not feeling it today.” After a few weeks of this, I thought “oh crap, I really am stuck having to play this thing enough to review it.” I couldn’t even get my niece to play the game with me and she’s been asking to help with an indie review for weeks.

Mind you, all this stuff I have talked about and will talk about is on the mode labeled “EASY.” As opposed to what? What could possibly make this harder? Presumably on NORMAL the enemies have projectiles and on HARD the game lights your hands on fire. How the hell did anyone put this down as an EASY mode? I’m guessing that Cash Cow DX is one of those games where the developer forgot that, while they’re in the process of making their game, they’re the best player in the world at their own game. It happens all the time. Developers don’t realize that it makes perfect sense that YOU, the developer, can easily beat a level YOU created that YOU’VE tested 5,000,000 times. Or maybe they only have one or two play testers and they watch them beat stages too easily during their 50th hour of playing. Because they forget that, they begin upping the stakes to make it harder, as if the game was easy in a vacuum. This continues until your own game is fun for you, the developer, who knows exactly what to do, where to go, and what enemies will do. But, you’re going to eventually hand it off to consumers who haven’t devoted their entire lives to the game, and you expect them to have as much fun as you did? Yea, no.

The deaths happen so quickly and so out of nowhere that it’s hard to learn from them and improve. When you’re about to die in a game like Mappy or Pac-Man, you see it coming, and that gives you a chance to imagine where you went wrong. That anticipation is part of the excitement of the genre. The chase matters most. The “chase” elements of Cash Cow DX are limited to tiny bursts due to the most of the things that you die from having been off screen a second or two before you died. This should be re-themed as a horror game because, without hyperbole, I experienced more jump-scares playing this than I did that Blair Witch game. Other times I had to record a clip to figure out where I could have dodged.

The biggest problem with Cash Cow DX is the cheap enemy placement and abilities. I’m guessing most players will die within the first second or two of their first play session when they’re killed by a green fireball that, like you, has the ability to jump across platforms. Players are wired to move right when they start a level. And what do you know? The first enemy is timed to be synced perfectly with the very first platform 90% of players will jump to, in a way that you can’t anticipate even with an arrow warning of it. It screams of a developer who said “this part is too easy. I’ll fix it” for every square inch of the game. No, you didn’t fix it. You broke it, and immediately set a tone of hostility towards players. This feels like a game that isn’t meant to be fun, but rather simply be as difficult as possible.

I’m on one story. The enemy was down on a different story and can’t jump up to my story. I died anyway because it can jump just high enough to kill me from below, and that blue thing next to me is a wall, so I can’t dodge left. Scratching out distance often isn’t even enough. The rules and mechanics are stacked too much in favor of the enemies. Imagine if Pac-Man’s ghosts or Mappy’s cats could kill you when there’s a literal wall and/or story separating you and them. Popeye does it, but you can always see Bluto and work around him, whereas here, enemies move fast and come from off-screen.

I have nothing positive to say about this one. Even the graphics aren’t a net positive because the character sprites are too big, the visible playfield too cramped, the platforms often too small, and the enemies (and you) too fast, which means that almost every death will be something you couldn’t anticipate. When you fall through the floor, you get a very brief grace period of invincibility, but that hardly matters when enemies (who can jump, mind you) are placed on the shallow platforms you’re going to land on (and they can fall through the floor too) and the level layouts are tailored towards trapping you in situations where avoiding enemies is unlikely. The game counts on springing enemies on you when you’ve already committed yourself to an action. Actually, this game shares a lot of DNA with Sonic The Hedgehog. You might not move Sonic-fast, but you’re pretty fast, and so are the enemies, only there’s nothing like Sonic’s rings that allow you to continue when you run into enemies. You die and get moved back to the starting space. So, this is kind of like Sonic as a maze chase, without rings. That sounds awful, and it is.

The worst part of all of this is I genuinely think Cash Cow DX would have been a lot of fun if the game had eased you in during the first cycle of levels instead of just immediately going for the throat. Imagine any of your favorite maze chase games, only if the first couple cycles of levels never existed. Imagine Donkey Kong starting on the third or fourth cycle of levels, with the barrels coming at a continuous stream, or the springs, or the fireballs. Does Donkey Kong still become an all-time cherished classic? Probably not to the same degree. There was absolutely nothing to gain and everything to lose by making Cash Cow DX so punishing right from the start. It just turns a likely good game into a historically bad one. I’ve been reviewing games for over thirteen years now, and I’ve never played a game with so much potential, with so many seemingly fun ideas that went so far out of its way to prevent fun right out of the starting gate. It made me sad, because it didn’t have to be this way.

And even after factoring-in the fast movement and shallow jumping, Cash Cow DX continued to pile on limitations to further up the challenge. Like, say you’re on a ledge and there’s a ledge below you and you want to, without jumping, just run off the ledge you’re on and fall at an angle to the ledge below you. Well, when you get to the edge, your character will automatically hesitate for a split second, losing most of their forward momentum and preventing you from getting to the platform you wanted. It’s subverting a player’s instinct for the sake of making the game harder, but without adding anything positive to make up for it. Ain’t nobody allowed to have fun on their own terms with this one. It feels like there’s limited potential to craft your own strategies. Again, everything here could have been fun if the difficulty had been toned-down and scaled like a normal coin-op does. Each stage has its own unique gimmick, all of which would normally be a ton of fun, but the enemies have too much of an advantage while you have every conceivable movement disadvantage except the ability to barely jump over an enemy. Frankly, I’m surprised they didn’t work falling deaths into the equation. Because the difficulty is so relentlessly intense, there’s not enough breathing room to actually study and learn the rules to the movement and enemies. This game does not scale. It’s an immediate brick wall that’s presumably followed by taller and thicker brick walls.

Found a bonus stage. Didn’t even realize the game had bonus stages, but it transitioned quickly from the main stage to this before I even realized it happened and then I died in about 0.1 seconds from walking off the edge.

Cash Cow DX is one of the most unlikable indies I’ve ever played in my life. Movement is too loose, jumping too shallow, and there’s not enough “turn the tables” elements to make the chase part fun. One per stage. ONE. Good lord. It’s like the polar opposite of Portal, where its designers used play-testing to fine-tune it to intuitive perfection. Cash Cow feels like it was fine-tuned so that every platform, jump, enemy and obstacle is as mean-spirited as possible. Let’s game this out: what was the benefit to all this? What the f*ck did Cash Cow DX have to gain by making the first series of five levels this ridiculous? Nothing. I have no objection if the second wave of levels was this hard. But the first wave? The best case scenario is that you’ve made a game that fits a VERY small niche market of people who want a Dark Souls-like challenge in every genre. Where “fun” for them is to never be able to relax and smile for a single damn second. If you want an arcade punisher that isn’t specifically enjoyable on its gameplay merits but offers the satisfaction of just surviving, you might actually like this. For everyone else, the GOTCHAs and cheap deaths just make the whole thing pretty boring. I don’t want an arcade game like this where I have to constantly be in a state of caution. Even games that eventually become hard like Pac-Man or Popeye aren’t 100% all intensity all the time right from the start. They ease you into it. There’s no sense of that here. This is like teaching a kid to ride a bike by plopping them on the seat and pushing them into rush hour traffic. Donut Dodo wasn’t easy either, but everything could be seen on screen at once. You were almost never blindsided. This is a game of constant blindsiding, and that’s actually not exciting. It’s just very boring.

I wouldn’t have even seen the last two levels (of five total) if not for the game’s “practice” mode which still uses a life system anyway. Normally I’d keep playing until I finished the whole game, or at least a full cycle, but I actually didn’t feel I was close even after a couple hours of gameplay and I want to be done with this and go back to the projects I’m actually having fun with.

And if I seem mad, I’m really not. I just know Pixel Games is better than this. You can’t make a game as good as Donut Dodo by accident. It has to come from a place of genuine talent. I also know that maze chases are a tougher genre to pull off than people realize. That genre has become such a major part of my gaming existence that, for my site’s 13th birthday, I reviewed 40 different versions of Pac-Man games. I LOVE a good maze chase, but Cash Cow DX violates just about every rule that goes into a fun maze chase. I actually wonder if a Defender-like radar instead of the almost-worthless arrows would have made a difference. Or maybe if the game had utilized a wide screen. Or maybe if the game had not had a confusing “Inertia Mode: Modern/Classic” option. Instead of making two versions of one game, just get one version right, for God’s sake. I don’t know what the difference is between the two. The default is “modern.” I switched to “classic” and it seemed like maybe movement was a little easier, but all the blind jumps and OP enemies were still there. It’s a massive dick move to put an enemy who jumps towards you on a platform with a gap so big that you can’t see what’s on it. The warning arrows were often only indicators I was about to die because they showed up too late. It’s a mean game, and I’m so glad to be done with it. But, for all the hatred I just showed on Cash Cow DX, it was classy that Pixel Games put an option to disable screen flashing. Their next game is a cartoonish tribute to Lunar Lander, one of my all-time favs. Will I be there for it? Yep. Sure, Pixel Games has gone 1 for 3 at IGC, but so what? Do you know what you call someone who bats 1 for 3 in baseball? An all-star. And Pixel Games is an elite developer who made one amazing game and one terrible one. They’ll be back, and I’ll be there when they are.
Verdict: NO!
A Review Copy was supplied for this review. Today, a copy of Cash Cow DX was paid for by me at the discounted launch sale price of $4.79. I also bought my niece Donut Dodo so that she’d have a game that’s fun too.

Space Raft (Nintendo Switch Review)

Space Raft
Platform: Nintendo Switch, Nintendo Entertainment System
Released August 15, 2024
Designed by Jordan Davis
Published by Nami Tentou
Point of Sale: Nintendo Switch, NES

$9.99 wore a Space Life Preserver in the making of this review.

I feel like Alice in Wonderland here, and I don’t mean the Digital Eclipse Game Boy Color game that was published by Nintendo. As in “I’m in a strange place where nothing makes sense and everything is over my head.”

In the interest of full disclosure, I’m friends with Safe Raft designer Jordan Davis and programmer Dale Coop. That doesn’t really help either of us in Space Raft’s case. A game that promises, quote, “recognizable people and places from the Milwaukee independent music scene, including DMR alumni!” I know of Milwaukee, but I honestly have no clue how big its music scene is, and so I have no idea how much inside baseball is being played here. I’m sure there’s a lot of gags that are destined to sail over my head and probably the heads of 99% of the world’s population. But, this isn’t a music game. It probably should be. I know I just said that about the Blues Brothers and in retrospect I should have said it when I reviewed the coin-op based on the band Journey. But, for what it’s worth, this is the best “should have been a music game but isn’t” title I’ve done at IGC. Space Raft is part auto-scrolling shooter (in the form of scenes with the band’s SUV) and part maze chase played without fixed movement. And apparently all the chip tunes are by the band. They’re decent enough.

I could have done without the van segments.

I should point out that if you buy the Nintendo Switch version, you’re getting two very different versions of the game in one. There’s a special arcade cabinet that was created specifically for a legendary arcade, the very famous X-Ray Arcade. I got a giggle because they’re located in a place called Cudahy, Wisconsin. There’s only one other Cudahy in the United States and it’s right here in California as part of the Greater Los Angeles area. The two cities are named after different brothers, too. Small world! Anyway, you get that game too in this package. The games play out quite a bit different, as well. In the NES version, now called “Space Raft Deluxe”, you must collect every chicken sandwich in each stage, and then the game switches genres entirely with a more open-world type of search for missing car keys and roulette tables. The arcade game is only single-screen-at-a-time collecting sessions where you can skip straight to the exit without collecting everything. The catch there is your health is based on the chicken sandwiches you collect and not normal hit points. The NES version has fixed hit points and scrolling through screens. Both games have levels that start with driving segments too, but they’re functionally side-scrolling shmups with the occasional ramp to go off. The bosses of these parts are fine, but overall these go a little too long for my taste and are a bit samey. They’re always scrolling right, too. It’d been neat if each of the driving segments had a different direction you were going. Something to break up the repetitiveness.

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The collecting parts are the highlight of the arcade game, sorta. Sigh, this is where it gets frustrating to review a game like this. I think that a lot of the segments are supposed to be wink-wink nods to famous Wisconsin area hangouts and local celebrities, so it’s okay if the gameplay isn’t the greatest. Well, if you’re from Milwaukee, which I’m not, and there’s no references to Giannis Antetokounmpo or the Bronze Fonz, which means this game excludes everything I know about that city. Oh, and Red Letter Media, but they don’t show up either. What is here is a fairly basic arcade scoop-em-up where you have to collect all the items. There’s usually one antagonist on the screen who spits fireballs at you as you do this, along with what I think are birds. You can switch between any of the four band members on the fly, and here’s where things do get unique: each of the four members has unique movement speed and a unique weapon. But, I only found two useful. The red one can throw bowling balls the full length of the screen, while the blue one only throws a close-range punch, but his attacks are instakills and he has the most accurate play control. Everyone else moves too loosely for my taste, including the bowling ball guy. The other two guys drop bombs and spit fire that I found ineffective, at least at first.

The arcade game. You can tell because it says credits up in the top corner.

The movement can be so touchy that there were multiple times where I walked into the stage exit when I didn’t intend to. The arcade game is short and fine for what it is. It’s not amazing. It’s okay. It’s rough, though. None of the movement is “fixed” and it’s inevitable you’ll get hung-up when attempting to turn corners or walk through gaps that are a single character length. Even the computer AI seems to have problems with it for the enemies. None of the baddies had anything resembling patterns that I could make out. This feels a lot like a prototype that has placeholder algorithms for most NPC movement. I couldn’t decide if my #1 “want” for this game was more elegant enemy attack patterns or better movement parameters, which is probably not the best sign, since those two things are really important to games like this. I’ll settle on “I wish movement was better.” Actually, I kind of wish this moved more like something like, say, The Adventures of Lolo where you move a half-space at a time. But, for all of its faults, I had fun with this. If we’re splitting the two games included apart, I’d give the coin-op a very mild YES! because it’s not boring and I feel there’s just enough intense chase moments to make this worth a play.

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Initially, I liked the coin-op more. I even quit the NES game a little too early to skip over to it, and I’m happy I did. If you end up picking up Space Raft, play the arcade game first, then play the main Space Raft Deluxe game (technically they’re both NES games, but that’s neither here nor there). When I returned to the Deluxe, something I didn’t expect happened: I liked it a lot more now. All the problems of the coin-op are here. The movement sucks, and the enemies can be kind of nonsensical in their behavior. It’s also still “inside baseball” but at least in Space Raft Deluxe, Bernie Sanders and the Green Bay Packers show up, so I’m not completely staring at the screen blankly thinking “I have no idea what’s happening.” But, it’s also clearly the better game. I think the only area where the arcade game is superior is in the driving parts, which are my least favorite sections anyway. Deluxe lives up to the name. The level design is better. The bosses are better. It also does a lot more to change-up the formula. Some rooms might not have you collecting anything at all and instead just clearing a path to the next screen. Hell, the genre itself changes in the third world for two levels and feels more like Legend of Zelda dungeons. Best of all, this more expanded Space Raft made me nostalgic for the type of smaller, more heartfelt personal game that is weird and means more to the developer than it ever could to the player.

See, stuff like this is strange for me. I feel like I’m almost reading a person’s diary or something. This game has a lot of call backs to the good ole days. They’re just not MY good ole days. I’ve always had this belief that if there is such a thing as Heaven, then it’s probably reliving the best, most happy days of your entire life on an endless loop. Space Raft is like someone took that and made a game based loosely on it. By the way, the next graphic is of the Mistreaters standing in front of their burning van. Who are the Mistreaters? (shrug) No clue. In my headcanon, they’re to Space Raft what the Misfits are to Jem and the Holograms.

Space Raft isn’t a fantastic game by any stretch. The movement is frustrating and the enemies feel like they just sort of wander aimlessly. Plus, all the inside jokes were overwhelming for me. Have you ever been to a party where there’s a group of people listening to someone tell a story, and they’re clearly hanging on the person’s every word, but you missed most of it. Then, when everyone laughs at the resolution, you feel awkward but laugh anyway? Yea, that’s where I’m at with Space Raft. I feel like these jokes and references might kill with the right crowd, while I’m just nodding along and feigning a smile. But hell, I used to play games like this ALL THE TIME in my first few years of Indie Gamer Chick. This is exactly the type of personal experience I want to see translated more to games. It’s a quirky game created for the amusement of a small group of people that the developer had the guts to put out for the masses, even if they won’t understand most of the bits. I just wish I felt more invited into this world. Maybe this is the best you can do with 8-bits. A lot of the gags in the game feel like they’d make for a better sitcom than a video game. Something for these guys to think about.

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As a trip down memory lane from the developer’s point of view, I’m not sure it hit the right notes to leave me charmed. All I have is the gameplay stuff, and it’s fine. I can’t say it makes for a convincing NES game because it has swearing and battles against sentient dog sh*t. I always prefer when developers follow the restrictions studios had in the 80s and 90s and see how close they can come to crossing the line without actually crossing it. But the level design is decent enough and there’s an effort to change up the set pieces and create a sense of adventure. The emulation package is decent, too. No rewind, but it’s not exactly the world’s hardest game. Save states are here, along with concept art and the original NES instruction book and box art. Nice.

This is the part I lost the most lives on in the game, by far. All the van parts are auto-scrolling, and it’s too easy to get hung up on the barrels and unable to move unclip yourself before the scrolling kills you.

If I have one last gripe, it’s that they didn’t quite stick the landing on ending the game, as the worst driving sequence in Space Raft is actually the grand finale. They should have recognized the Zelda-like sequences were their bread & butter and finished on one of those. There’s a LOT of room for improvement, but as a 2019/2020 first game from the guys involved, guys who are getting a LOT better at making games, I’ve played a lot worse. Most importantly, what’s here is a little more fun than it is frustrating, and fun is all I’ve ever cared about. But, realistically, this should be a game that’s made as a limited-quantity physical release that’s sold in Wisconsin gift shops. I don’t even mean that as a negative, either. I think it’s wonderful that an indie game can celebrate local culture. Seriously, if *I* were to make a game, I’d probably be something like this, only it’d be about Emperor Norton and you’d only be able to find it in mom & pop shops in the Bay Area. Put that game on the eShop and people would be like “who the f*ck is Emperor Norton and what the f*ck is Original Joe’s?” It’s inside baseball.
Verdict: YES!

Nintendo World Championships: NES Edition (Switch Review)

Nintendo World Championships: NES Edition
Platform: Nintendo Switch
Released July 18, 2024
Directed by Hirotaka Watanabe
Developed by Nintendo EPD and indiezero
Point of Sale: Nintendo Switch

This is one of those games where what’s missing stands out so much more than what’s included.

My brain can’t process that it’s been nearly a decade since I reviewed NES Remix. It feels much longer than ten years ago. Back in those days, I didn’t really review retro stuff a whole lot, and I still don’t review many modern AAA games. In the case of NES Remix, I didn’t grow up with any of the games in it, and I had a very anti-retro streak to me at the time. And yet, the WarioWare-like breakdown of them into micro games, for whatever reason, captured my imagination like few Wii U games did. NES Remix was legitimately one of my favorite games in a year that saw such releases as Grand Theft Auto V and The Last of Us. It just worked for me, even though I didn’t care at all about high scores back then and I’ve never been into speed running. I was totally stoked when NES Remix 2 was announced, but my excitement quickly vanished. It didn’t even do anything wrong, except maybe have a few games that didn’t lend themselves to the concept (Wario Woods, for example). But really, it just wasn’t fresh anymore. I don’t even remember playing Ultimate NES Remix and was actually completely shocked that I have it. But, enough time has passed and I’m old enough now to look back fondly on NES Remix as that big surprise 2013 game that just totally owned me for about a week or two. That’s why I was excited for Nintendo World Championships: NES Edition. Now that I’ve finished all the main game tasks, my final reaction is somewhere between my reactions to NES Remix 1 and 2.

The “8 player” survival challenges are, in fact, single player. You’re competing against the ghosts of other players and not being paired live. In the Silver Cup, the ghosts play mediocre. In the Gold, they’re not too shabby, but I still won every time. This includes one instance where I tied my final opponent, but it gave me credit for the victory. The survival challenges can be played as many times as you want, but the games only change once a week, and you only get credit for one weekly win per cup.

Some people are saying Nintendo World Championships is only for speed runners, but I’m not into that scene at all and I enjoyed NWC enough that I wasn’t bored at all. It sure gave me a better appreciation for what world champion speed runners have to accomplish. I tried to imagine maintaining the tiny fractions of perfection NWC asks of players over the course of a whole game and I gave myself a headache. Nope, I could never do it. There’s a big difference between setting a pinball high score and setting a world record in speed running, where players regularly redefine what a “perfect game” is. I was reminded of that when I took a gander at the previous week of NWC’s online tournament. The big selling point of Nintendo World Championships is weekly competitions in five different micro-contests. I thought I put up some pretty good times. Hey, I got an “S” rating in all five! Then I saw that the winner in the Donkey Kong contest did it by glitching out the game and climbing ladders that weren’t there.

What is it with this game and cheaters? I kid. This person didn’t cheat, because apparently using glitches and tactics like this isn’t against the rules. Weirdly, the results aren’t posted for an hour after the deadline ends, which is Monday at 2AM California time. I figured moderators must have been weeding-out people who did tricks like this. Apparently not.

This wouldn’t bother me, except Nintendo World Championships put the screws to MY attempts to circumvent certain aspects of the game. For example, the big challenge in Super Mario Bros 3 is “finish world 1.” What the game doesn’t tell you is you have to do it the way they want you to. Now, I can understand if the challenge is laid out as “finish level 1 – 1” in Super Mario 1 and taking the pipe to skip the entire middle of the level isn’t allowed. Which, by the way, that’s one of the games. But, “finish World 1” is one of those things where players should be able to come up with their own strategies, something I’m a BIG fan of. I put so much stock in a game’s strategic flexibility that it’s often THE difference between a YES! and a NO! in many of my reviews of high score-driven coin-ops, and I highly prize flexibility in pinball as well. A challenge like “finish World 1” feels pretty open, doesn’t it? I figured “use both warp whistles to skip to level 8, thus TECHNICALLY finishing world 1” would probably have not been allowed. But you don’t have to play any of the optional levels that aren’t on the straightest path to the castle. That’s why, when I reached the dungeon, I decided to skip the fight with Boom Boom by grabbing the warp whistle. “Not so fast!” said the game, literally rewinding it because that was against the rules. Oh NOW you care about the integrity of the game and the spirit of the rules, huh? That’s rich, especially given how people are winning the online tournaments.

Booooooooooo!!

It took me a long time to figure out what my ultimate verdict for NWC would be, because it’s such a bare-bones concept. There’s no leaderboards, so besides finding out how YOU placed (including alternate standings based on your year of birth) and videos of the winning performances for each week’s games, you can’t learn how to do any of the tricks the pros are using. That sucks, since most of the winners involve the type of glitches that aren’t allowed in many speed running communities. Usually, for dedicated competitors in this field, there’s two categories: glitch and non-glitch. Nintendo could have used that kind of consideration, because it was really demoralizing for me to find out that not only were the scores I posted no good, but I wasn’t even close. Or hell, if you’re allowing the glitching, how about instructions on how to do it? Maybe it’d be fun to learn! Except, there are none.

If you’re interested in after-game unlockables, well, this should keep you busy for a while. There’s TONS of icons to purchase, one of which you can make your logo. I opted for Princess Zelda laying down from Zelda II as mine because I too enjoy sleeping and everyone else having to go to hell and back attempting to wake me up.

Advanced tips or instructions for each game would have been helpful, or hell, just more specific guidelines. Rules like “no pipes” or “no warp whistle” are not stated. The level 1-1 example in Super Mario I mentioned above? The rules in their entirety simply say “Grab the Goal Pole.” THAT IS IT, even though there are more rules that punish you for violating them, specifically “no using a pipe.” You’re telling me that they couldn’t have included the words “no using pipes?” Really? The game will automatically rewind any illegal move, but the scoreboard’s timer is still running. That’s not a big deal if the challenge only takes 30 seconds to beat, but in the case of Super Mario 3’s challenge, yea, it sucks to play for a few minutes only to discover that you just broke one of the literally unwritten rules, costing you valuable time.

I should note that, when you play the online feature, any time you post that beats your previous high in single player becomes your new high score. HOWEVER, any time you post in the single-player mode cannot be applied to the online Championships.

Sometimes, NWC isn’t consistent with its rules, especially when it comes to going off the intended pathway. Challenges like “beat Cerberus in Kid Icarus’s first dungeon” and “beat Mario 1” allow players to sometimes go the wrong directions without being rewound. For example, level Mario’s 8-4’s maze will not rewind you for taking the wrong pipe. That’s probably how it should be, right? Except that’s rarely the case. Challenges like getting to Level 1 in Zelda as fast as you can will literally stop you from going in any direction but the shortest route. For the most part, players are not allowed to explore and discover the best routes for themselves and have to follow the exact path taken by the sample video. Wait, really? Wouldn’t that, you know, DEFEAT THE WHOLE POINT OF A CHALLENGE LIKE THAT? I wish they had both ways. Have specific tactical instructions for those who want it, while also leaving it open for people who want to find out on their own. With how they have it, they’ve basically turned the exploration games into digital cross country running trials. While I’m on the subject, the sample videos would be helpful, but those videos show deliberately poor gameplay. So clearly they DO want players to figure some stuff out, but not big picture stuff. Besides the videos and a bluntly-stated goal, there ARE no instructions or even tips for 143 of the 156 challenges. Only the “big challenges” offer tips, though some others LITERALLY OVERLAY ARROWS on top of the gameplay telling you which way to go or for some other happening, like “a warp zone is near!”

Granted, the tips they DID provide are helpful. Like, I would have had to hit GameFAQs or StrategyWiki to know the shortest route in Kid Icarus, a game I’ve only beaten once. I’ll give them slight bonus points for using the same font and style as classic Nintendo Power. They even named the tabs “Classified Information” which is a nod to the tips section in the magazine.

I’m not even a little mad that people know how to cheese these games with glitches. That can be fun! Hell, I liked to get a rise out of family and friends by betting them I could beat Legend of Zelda: A Link to the Past in under an hour or two, then doing it in under five minutes. But, it’s just a parlor trick, right? Even if NWC taught players the glitches the winners are using, I don’t think I’d want an entire game based around learning video game parlor tricks. Now, assuming you’re deeply into that type of speed running, I still think you’ll probably be frustrated with how little competitive value you get with NWC. Out of a pool of 156 challenges, only five are played competitively every week, and then three of those five challenges are used for the two tiers of pseudo-online survival challenges. That’s it. That’s the entire extent of the online play. There’s no leaderboards for individual challenges or viewable ghosts of the record holders. There’s no challenging your friends or seeing ghosts of their games. No-brainer features are just not here.

Each player is supposed to pick their favorite NES or Famicom game from a list. You’d think such a list would only have Nintendo-published stuff, but you’d be wrong. The only games not listed are unlicensed games. Mike Tyson’s Punch-Out!! is listed. UK-only games like Virgin’s Aladdin are listed. Even ultra-rarities like the holy grail for Nintendo collectors, Stadium Events, are listed. I was impressed by it, until I found out all the features that weren’t included in Nintendo World Championships. So let me get this straight: you assigned someone to put a list of every NES cart, filtered out ALL the unlicensed games, but didn’t think players needed the ability to see their friends’ scores online? Good lord. Talk about having the wrong priorities.

There’s also no variety of challenge types in Nintendo World Championships. NES Remix had tasks like “don’t lose a life” or “stay alive for X amount of time.” Those are gone completely. Every challenge is a time attack. All 156 of them. It’s so limiting and uninspired. I imagine at some point a bigger pool of games will be added, but I wouldn’t bet on Nintendo getting creative beyond that. And while I’m on the subject, the game is called Nintendo World Championships, right? So, why is this NOTHING like the original Nintendo World Championships? That contest sandwiched three games together, requiring players to get 50 coins in Super Mario 1, complete a lap in Rad Racer, then with all the time remaining, score as much as you can in Tetris. There is NOTHING like that in the modern Nintendo World Championships! The only thing they have in common is the logo itself! The closest Switch’s NWC comes to that is when you complete all 156 timed challenges with a score of at least A or higher, you unlock “legendary trial.” It’s just a lazy thirteen round marathon of all the final challenges. Mind you, each final challenge is the longest one of that game. I’d be interested in playing shorter versions of such a marathon, but nothing like that is included. In fact, there’s no other mix-and-matching at all outside of survival mode. Oh, I forgot: when I said “five challenges a week” I mean five SEPARATE challenges. Do one or all five, but you only get ranked on each individual challenge and not the group as a whole. So weak.

It’s amazing how much bitching I was able to do before I even got to the games themselves. I’m not sure who outdid themselves: Nintendo or me.

For the purposes of this review, I’ll say that Speedrun Mode is the “main mode.” It’s a series of 156 timed challenges unevenly split between thirteen games. The challenge breakdown is as follows:

My final scorecard before publication.The only one I didn’t get at least an A+ in was the final Kirby challenge. I like the whole “total playtime” of all the scores added-up, even if it’s functionally useless. I wish it kept track of how many attempts you made at each game before reaching certain benchmarks.

  • 14 for Super Mario Bros.
  • 15 for Legend of Zelda
  • 13 for Metroid
  • 8 for Donkey Kong
  • 9 for Kid Icarus
  • 12 for Super Mario Bros. 2
  • 6 for Excitebike
  • 6 for Ice Climber
  • 7 for Balloon Fight
  • 24 for Super Mario Bros. 3
  • 15 for Zelda II: The Adventure of Link
  • 8 for The Lost Levels, aka Super Mario Bros. 2
  • 20 for Kirby’s Adventure
  • Of all the challenges that I worked to get an “S” in, the first challenge of Kid Icarus was by far the one that took me the most attempts. It wasn’t even close. It must have been 200 attempts.

Getting an “A” in every challenge isn’t too hard. Out of 156 games, less than 10 saw me get one of the B rankings on my first successful attempt. Now, getting an “S” is an entirely different story. Sometimes I literally couldn’t believe I got an “S” ranking as I played sloppily and made mistakes, and other times my jaw literally dropped when I didn’t get the perfect rating. I knocked out an “S” in every Zelda 1 challenge in three tries or less, except one where you had to kill three bats. That one took me probably 50 or so attempts. Meanwhile, I couldn’t get A++/S rankings in most Kirby tasks even if I tried, and I did! If the challenges were all short enough that they could be finished in 10 seconds, I’d probably keep playing until my scorecard was nothing but S rankings. But, some take a lot longer, and all the final challenges are the “big ones” of that game. Mario 1’s final challenge is just “beat the game from level 1-1, with warping.” Sure, it can be done in around 4 minutes if you know what to do. I don’t, and it sounds like a big time investment to learn how to get that good. NWC doesn’t tell you the target times for each grade. What’s an A+? Apparently under 8 minutes and 2 seconds, because that was my best time. What’s an S? You’ll know when you get it. A+ is actually the third highest grade, by the way. There’s A++, and I never saw less than a “B+” at any point. This is like one of those “teachers can’t use red ink to grade students anymore” things, isn’t it?

Beating a challenge doesn’t AUTOMATICALLY open the next. You earn coins from completing challenges. The more difficult the challenge and the higher rank you earn, the more coins you get for victory. You also get bonus coins for beating your previous best time. Winning the survival challenges also earns coins, including 500 for the first time you win each week’s gold survival challenge. Again, you only get CREDIT for each survival challenge per a week, but you can grind coins up, if you wish. You just won’t earn as many when you replay them. You also get a nominal bonus for competing in the week’s tournament. When I got sick of going for “S” rankings and started running through the challenges, I never had to grind to open anything, but most players apparently need to grind. The two quickest and easiest “S” rankings are the second Super Mario 2 challenge (pull up a vegetable) and the first Balloon Fight (pop one balloon in Balloon Trip). The challenge unlock system is stupid, but not a deal breaker.

Since the games are emulated, all the problems that come with the originals are here. Kirby’s Adventure has TONS of slowdown, only the clock keeping your time doesn’t slow down at all. Donkey Kong is missing the factory stage. Ice Climber is just the worst, and Nintendo’s continued insistence in celebrating it would be like having an incredible artist regularly hang out in your home, only they keep leaving upper-deckers in your toilet for no apparent reason. I only got all S-rankings for Zelda 1, Donkey Kong, Balloon Fight, and Ice Climber, but except for Zelda, that had more to do with how few challenges were involved. Mario 3 has the most challenges, and each of the seven Koopa Kids gets their own challenge. The only boss missing is Bowser. Come to think of it, the only “last boss” challenges are Mario 1’s “beat the game” finale and Metroid’s “escape the bomb” sequence, and even that is lacking the Mother Brain fight. It’s like Nintendo deliberately avoided spoilers for these literally three-to-four decade-old games. Boss fights work great in NWC, but there’s only three Legend of Zelda bosses, three Zelda II bosses, and three Kirby’s Adventure bosses. Super Mario 2 gets only Birdo and Mouser, and Kid Icarus only gets its first boss. Since boss fights were easily my favorite type of challenge, it sucks that Nintendo excluded so many that would have lent themselves perfectly to this game. I would love for nothing more than this review to be rendered outdated with updates that add more challenges, increase the variety of challenge-types and add more online features. Especially friend-based features (seriously how did THAT get left out?) or leaderboards.

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Sigh. I sort of have to give Nintendo World Championships: NES Edition a YES! because I had enough fun playing it. The worst gameplay aspect is an exceptionally bad automatic-rewind that happens when you die or do one of the FORBIDDEN moves. In theory it resets you to just before whatever you just died from. In practice, in games like Mario 1 or Kid Icarus, I died more from the rewind dropping me off in the middle of a jump than I did from the original deaths. I’m not even exaggerating, it is THAT bad. The rest is, eh, you know, fine. Nintendo World Championships certainly doesn’t rise to the level of “very good.” The online component means absolutely nothing to me because it’s too limited and not very fun. Five challenges a week is not enough for a game focused on online play. I can’t even see myself booting this up every week to play the next five contests. As for local multiplayer, unless every person you get is in roughly the same skill range, you’re not going to have any fun, at least as a group. It only takes one player who is fairly better than the rest to wreck the entire session. I was dis-invited from playing with my nephew and his friends because I was that player, though I probably should note that they were equally matched, more or less, and seemed to have a lot of fun once they booted me. But, be warned: playing eight-player mode means using JoyCons turned on their side, which I personally think is the worst game controller configuration of my entire lifetime.

I’ve been asked “does the cart work?” by every visitor to my house since the game arrived the day after it was released. No, it doesn’t, but it does come with a nice display stand that isn’t pictured here. The kids fought over the pin sets, to the point that a second $59.99 set had to be bought. To Nintendo’s infinite credit, my nieces and nephew and all their friends, ages 8 to 13 or thereabouts, all wanted to compete in this, even though they’re normally not inclined to play retro games. My nephew has literally never opened his NES, SNES, Game Boy, or Genesis libraries that came with his Switch Online subscription. Some of my best friends have children that are in the same boat. But, all the kids REALLY wanted this game. I can’t make sense of it either.

All I had left to base this review on was the 156 challenges. I started them on Sunday. I finished all of them with at least an “A” or better after just a few hours on Monday, with no intent of sticking around long enough to unlock everything. I spent most of Tuesday writing this review and bumping the “easy” ones that I “should” have gotten to an S, while also verifying that some of the challenges are just really boring. Besides the boss fights, my favorites were all 10-seconds-or-less games. That’s when NWC becomes gaming crack. Beating whole levels? Eh, it’s fine, but I really don’t think any of them quite reached that “just one more try” sweet spot, and some of the challenges I enjoyed so little that I don’t think I’ll ever play them again, regardless of how bad my scores might be. In fact, I’m not even sure my NWC cart will ever go back inside my Switch. (UPDATE – August 10, 2024: In the interest of fairness, I did return to Nintendo World Championships even when I thought I wouldn’t. Initially to check my previous week’s results, but I ended up spending time on the week’s five new competitive challenges. This is a game that’s deceptively addictive, but I did have a good time.) Okay, maybe when the inevitable add-ons hit, I’ll reload it to at least play each new challenge enough to get an A ranking on them too. That has to happen, right? Like, I can’t believe Donkey Kong Jr., Wrecking Crew, StarTropics, Punch-Out!!, or none of those early sports games are represented here. No third party games, either, and Super Mario Bros. Lost Levels is the only (former) Japanese exclusive. Ten years after NES Remix, and what could be considered the fourth game in the series feels, well, kind of thin. It IS possible to have fun and still be let-down. Just ask anyone who has ever slept with me.
Verdict: YES! but if you’re on the fence, waiting for a sale wouldn’t be a bad idea.
$59.99 ($29.99 for the standard) was soundly defeated by Jimmy Woods in the making of this review.

The Fall of Elena Temple (Review)

The Fall of Elena Temple
aka Elena Temple 2.

Platform: Nintendo Switch, Xbox, Playdate
Released April 30, 2024
Developed by GrimTalin

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Most games don’t require the most in-depth reviews. Take GrimTalin’s new indie sequel to their cult hit The Adventures of Elena Temple. That game was based on searching a fifty-screen map for treasure. This time around, Elena stars in a single-screen puzzler based mostly around the concept of falling. And it’s a really, really short game at only twenty stages. I don’t know exactly how much time I needed to finish them all, as I knocked out a few stages at a time, then did something else, then turned on the game and knocked out a few more, and so forth. The fact that I played The Fall of Elena Temple like that and still finished the whole experience in a single day says something. All in? It probably took me an hour-and-a-half. A really fun and perfectly acceptable ninety minutes, mind you. I can honestly say I was never bored. Unlike the previous Elena Temple adventure, this is 99% a puzzle game, with only the faintest hint of platforming, making this feel more like a spin-off than a proper sequel.

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This is especially true thanks to the graphics looking a bit like Game Boy and a bit like Playdate. The previous Elena Temple was themed around a game by a hapless game developer who kept making their flagship game for the wrong platforms. This time around, it’s more like “hey, remember Game Boy?” You can zoom as far in or out as you wish. I needed to zoom all the way in, but your mileage may vary. The object is to collect all the coins and then get to the exit. The big twist is that most rooms have an item that grants you the ability to undo your previous fall from a platform, only you get to keep any progress you made towards the whole coin collecting. It’s actually a pretty good twist, but it’s also one that puzzle aficionados should be able to reverse-engineer with only a bit of trial and error. It’s intuitive to use, at least. The amount of falls you’re able to undo varies from room to room, and each fall is numbered so you know where the undo button is sending you. It works wonderfully and it does make for a fun gimmick. In fact, it’s so fun that I was sorry when it wasn’t in a room.

Probably the best thing I can say about Elena 2 is that it successfully creates “THE BIG OVERWHELM” which is my term for puzzle games where, at first, a level seems so vast and multi-dimensional that you initially think “okay, maybe time I’ve met my match.” The beauty of THE BIG OVERWHELM is that it doesn’t require a complex puzzle, but only the appearance of one. Look at Portal, where none of the puzzles are THAT hard, no matter how the scenario is presented. The payoff is, when you actually finish the stage that looked so overwhelming at first glance, it’s that much sweeter. The Fall of Elena Temple pulls that off, which is pretty impressive for a minimalist puzzler. Plus, Elena 2 keeps throwing twists at you the entire length of the game. Crumbling floors. Disappearing/reappearing floors. Boots that let you skip a space. Hearts that let you absorb one hit of damage. Keys. Snakes. Spiders. All of it paced out so that there’s something new in nearly every level, right to the bitter end. Actually, past the bitter end. I couldn’t believe my eyes when a never previously used magnet showed up in one of the three bonus stages, and then even more stuff is added after that. Hey, finally “bonus stages” that live up to the name. I can’t stress enough: this is GrimTalin’s best game and one of the absolute best puzzlers I’ve played in the last few years. The Fall of Elena Temple is really good.

Even with THE BIG OVERWHELM, Elena’s levels are rarely actually as overwhelming as they look. Oh, and it took me about half the game for my brain to stop needing to tell itself “you can’t climb the vines, stupid.”

But, there’s really two big problems with the whole “stay fresh until the end” design mentality. The first is that, when you only have twenty levels, by necessity, the learning curve is going to be more like a gentle slope. You need the difficulty to scale, so you can’t do simple tutorial levels with the new items, but you also can’t really go completely bonkers with them either. Which, don’t get me wrong: I prefer Elena’s scaling to something like Gateways, where the learning curve was more like a straight wall made out of middle fingers (and mind you, that’s a game I liked a lot). But, there were also maybe, at most, only three or four levels that really had me scratching my head, and one of them was a “bonus” stage. The other big problem is that most of the ideas for special items are fun, but with the exception of the undo mechanic, they all feel underutilized. The twenty-three levels combined absolutely does not feel like it stretches the limits of what this puzzle formula can do. I suppose GrimTalin could do DLC, or a special edition later on like they did with the first Elena Temple. Hell, I’d be fine if they released level packs at $1 a pop for, say, ten new stages and just kept releasing new ones for quick cash, since that initial $3 felt underpriced to begin with. $3 for ninety damn fine minutes of puzzle goodness? What else are you going to do with $3? For me, I had to decide on a large lime slushie or this. I’m sure I made the right choice. Pretty sure. No, wait.. yea, I’m sure.
Verdict: YES!
$2.99 was parched in the making of this review.

Atari 50: The Definitive Review – Part One – The Atari Reimagined Games & Yars’ Revenge

Hey, have you heard of Atari 50? Well, I started reviewing it in November of 2022, then I actually read what I’d done and it SUCKED. It was my worst work ever by far, because the joy I felt playing this collection didn’t come across at all in what I was writing. That was late 2022. Now, it’s mid 2024, and I’ve decided to give another crack at it. I really need to, especially since Atari 50: The Games They Couldn’t Include is one of my most popular features. For those games, read Parts One, Two, and Three, and E.T. got its own review! I figure before I do Part Four, I should really talk about the games Atari 50 DID include.

There’s a LOT of games in Atari 50. After a free expansion to the original collection hit, the total became 115, and there’s still a ton of games left they could add that require no license. Hell, they can even add Berzerk now that Atari owns it. Hopefully even more additions will arrive, especially the coin-op games. I’ve decided to break this up into four parts. Doing it this way allows me to take a break between parts if I get worn out.

Atari 50 costs $39.99. That means it has to generate $40 in value. Spoiler: it gets there easily. My usual compilation format is going to be anti-climatic, so let’s make it REALLY fun. Instead of setting a universal value on quality games, like say, $5 for a good game, any game that gets a YES! can be awarded any value. Besides, when I do the Atari 2600 section, I can’t very well say with a straight face that 3D Tic-Tac-Toe, a YES! game (yes, really) is worth $5. I need flexibility with Atari 50. So, any game can be awarded any value up to $40, the cost of Atari 50. And I’m going to start with the original games created by Digital Eclipse for this set.

I already reviewed LED memory tester Touch Me in LCD Games IX. It got a NO! Since it’s counted as one of the 115 games in Atari 50, I have to count it too. It’s just a typical memory game that isn’t remotely fun at all, though I’m happy it’s here to represent Atari’s attempts at handheld gaming before the Lynx. What would have been REALLY cool is if they could have included ports of unreleased Atari LCDs like the Cosmos system or the Super Breakout LCD that was designed by Tod “Pac-Man 2600” Frye. Digital Eclipse, I’m telling you: an LCD collection at $30 or under would probably do pretty good if the popularity of my LCD Games of the 1980s features are any indication. Verdict: NO! Scorecard: 0 YES! 1 NO!

In the interest of full disclosure, I’m friends with several people at Digital Eclipse and some of the designers of the games, old and new, included in Atari 50. That doesn’t factor into my reviews. They wouldn’t want to be my friend if it did.

We’re going alphabetically.

Haunted Houses
Platform: Atari Reimagined
Year: 2022
Designed by Dave Rees

This is cute and everything until you really stop and think about the fact that you’re playing as disembodied eyeballs.

When I review games, I dislike saying “it accomplished everything it set out to do.” It just seems wishy washy, doesn’t it? I’ve had people who are fans of a game I disliked ask me “did the developer accomplish everything they set out to do?” I usually fire back “I don’t know! I wasn’t there! Maybe they set out to make a totally different game and this was the best they could do?!” That’s not the case with Haunted Houses, where “the developer accomplished everything they set out to do” is spot-on. Well, presumably. If Dave Rees set out to climb Everest and this was the end result, fail. If he set out to remake the Atari 2600 classic Haunted House in 3D while retaining the gameplay and feel of the original, good job. It does just that. You’re a pair of eyeballs that can only pick up items if you’re actively using some kind of light. To win, you have to get the three randomly placed pieces of the urn to the front door.

For those not playing on Nintendo Switch, Haunted Houses offers a lot more meat. Stuff like finding all the radios, jump scares, etc, award you achievements. For people playing on Nintendo Switch, such as myself, the existence of all these things not only serve no point, but they actually create confusion. A sense that you’re missing something integral to finishing the game. It wasn’t until a couple hours of gameplay that I bothered looking up why all these things are there. It’s a massive oversight by Digital Eclipse to not include a checklist of all the hidden aspects of Haunted Mansions for Switch players. I have no objection to fake achievements in Nintendo games. You can’t just leave things in a game that make sense on other platforms without creating an alternative for everyone else, unless you want to generate a whole lot of confusion, FOMO, or both.

But, it’s not a one-to-one voxel remake, as there’s just enough modern gameplay mentality to prevent Haunted Houses from feeling like it’s shackled to gaming’s past. The biggest change is in the scoring system. The levels are set on a timer, but it’s not a “do or die” timer. If you run out of time, instead of dying, you just get paid less money at the end of the level. You lose more money if you run into the spiders and bats that knock your light out. Also, every single time you activate your light source, you lose $10. You have unlimited lights, but each one costs you. At the end of a stage, assuming you don’t run out of lives from getting caught by the ghosts, you’re assigned a letter grade based on how you did. The levels themselves are full of references to other Atari games and the occasional jump-scare. Old school, yet distinctly modern. THIS is how you pay tribute to classic games, folks.

Haunted Houses is full of references to all kinds of VCS games, including a few that aren’t in Atari 50. I don’t know if this is clever or cruel. I mean, hey, here’s the sprites from Space Invaders. Look, there they are! Enjoy them, because this is the closest you will come to playing Space Invaders in Atari 50. It’s not one of the 115 games included. I have thoughts on that, mostly based around how other game companies could admit that VCS ports hold little to no value outside a collection like Atari 50 and they could have done the gaming world a solid and come to terms on a cheap ass license for Atari and Digital Eclipse.

In a way, Haunted Houses feels like the type of oddball game that could have been a cult hit on the Nintendo 64. I just wish it had more levels. A dozen would be perfect. I’d settle for eight full-sized stages. How many levels does Haunted Houses actually have? Three. Four if you count the tutorial. Haunted Houses feels almost like a proof of concept (the glass half full point of view) or a novelty appetizer that’s set apart from the classic games main course of Atari 50 (the glass half empty point of view). Taking the glass half empty point of view, Haunted Houses is too married to abstract design. There’s moments where your torch goes out that are seemingly tied to jump scares that serve no purpose on Nintendo Switch, and it’s not always clear what you need to do to trigger them anyway!

For a voxel game, this is actually pretty eerie at times. I feel that deserves extra credit given the absurdity of this whole thing.

There’s also too many bats and spiders that tend to cluster-up with apparently no way to defend against them unless you’re holding the scroll, which causes them to ignore you. But, since you’re limited to carrying one item at a time like you are in the 2600 game, if you’re using the key or retrieving the urn pieces, the scroll doesn’t help you at all. It’s only after you beat the third stage that you gain access to a character that can attack the ghosts, but honestly this guy is so overpowered that it sort of nerfs the game. Level balance is an issue too. Assuming you count the tutorial as level one, I found the fourth and final level to be too easy. I beat it on my second attempt in a way that made it feel like pure luck. The third level is much bigger and more complex, and even level two took me a lot longer to finish. It’s even worse, because as the last stage, it assures that Haunted Houses ends on a massive let-down.

The ghosts are creepy, so mission accomplished there. You can even defeat them with the starting character if you have enough time to charge up your torch to create a temporary ring of magic. If you can lure the ghost into that ring, it dies. Well, I mean.. actually now that I think about it, it’s probably already dead. So you actually purgatorize the ghost.

If you take a glass half full view, Haunted Houses really does feel exactly like someone took Haunted House and cast a spell on it to make it a 3D game. A perfectly decent and quite entertaining 3D game. Nice camera. Good controls. Crisp graphics. It just works well. Not only does the formula feel authentically VCS-if-3D, but all the charm of the original game is retained. The premise is a little bit silly. The settings are a little bit spooky. The ghosts are a little bit frightening. This IS Haunted House, only 3D. And that’s funny because there’s been multiple attempts at creating follow-ups to Haunted House over the years. 2010 saw an Xbox Live version of Haunted House that’s still for sale that got middling-at-best reviews. Last year ANOTHER 3D remake of Haunted House that completely slipped under my radar, this time a roguelike, was unleashed upon the masses. Even indies have gotten in on the action, as 2005 saw a homebrewer create a sequel to Haunted House by doing a ROM hack of Adventure. That was apparently good enough to be included in Atari 50. I’ll be reviewing it when I get to the Atari 2600 games of the collection. I had no idea that Haunted House was so beloved that it would spawn that many remakes. That’s why it’s especially weird that the best remake of it is this throwaway gag game that’s part of a 100+ game collection.

Haunted Houses works really well as a co-op game. Well, assuming your partner remembers they can do something besides soiling themselves when they see a ghost.

I figured it was probably smart to keep Haunted Houses short, as there’s no way the novelty wouldn’t wear off by the time I finished the last level. Not only was I wrong, but I feel like Haunted Houses has so much left on the table that Atari really should commission a full $19.99 – $29.99 game based on this engine. It just works so well. That there’s only three real levels further hammers home the whole “proof of concept” vibe. It feels like there’s so much more you could do with this formula. Haunted hospitals, hedge mazes, schools, bunkers, etc. Increase the levels, make the set pieces just a little more interactive, and maybe add hidden trinkets to find to enhance the replay value, and Haunted Houses has potential to be a flagship game for the new era of Atari. It does one of the best jobs I’ve ever seen of replicating a specific 2D title’s gameplay in a 3D environment. The fact that it’s basically a +1 afterthought for a massive collection of games is heartbreaking enough, but the fact that it’s unlikely to advance beyond the three full levels we got is downright depressing. It would be like finding out the game that provided your favorite demo at E3 got cancelled. A painful punch in the gut. I suppose it’s fitting for a game where you play as a pair of eyeballs, because Haunted Houses has legs that we’re never going to see.
Verdict: YES! – $5 in value added to Atari 50
Scorecard: 1 YES!, 1 NO!
Total Value: $5

Neo Breakout
Platform: Atari Reimagined
Year: 2022
Designed by Jason Cirillo

Spoiler Alert: the classic Breakout games won’t be getting the most glowing of reviews. I respect the franchise’s contribution to gaming, but without authentic paddle controllers, they didn’t have a prayer of winning a YES! from me. That’s why I’m so completely shocked by Neo Breakout.

The first time I played Neo Breakout was the exact moment I couldn’t believe Atari didn’t sell the Reimagined games as their own collection. It runs neck-and-neck with Strikey Sisters as the best brick breaker I’ve ever played, and it does it without the aid of wacky power-ups. That alone is insanely impressive. Instead, the twists are mostly tied to the bricks themselves. The one that matters least to me is that you get bonus points by hitting identical colored bricks in a row. I just don’t have enough skill at aiming the ball to even think about utilizing that strategy deliberately. I will say that it’s really cool how the giant cube in the background changes colors to represent the active color you want to aim at in the chain. There’s also themed bricks. Some of them create new bricks if you hit them from the bottom, while another does the opposite and shatters bricks it shares a column with. There’s also crush bricks, which move in the opposite direction they’re struck and break any brick they run into. This includes the otherwise indestructible iron bricks. I’ll get to those in a little bit.

Playing the two player mode, alone or with family, was about the saddest thing I’ve ever seen. Nobody could keep a ball in play. In it, the object is to create enough bricks to reach the end zone of your opponent. Every time you miss the ball, the center line is moved closer to you, and hitting the center line creates new bricks on your opponent’s side. It’s a clever idea, but games of it tended to last FOREVER even when we did play well. Did I have fun? Not really, but thankfully this is a bonus mode to a bonus game. The single player stuff more than holds its own.

The other twist is that most of the levels in Neo Breakout have one of three kinds of game modifiers added to them. Speed modifiers only apply to rooms with a red ceiling. If the ball hits the ceiling, its speed increases dramatically. It only happens once per ball, but it lasts until the ball dies or you clear the room. Levels with a blue ceiling cause the paddle to shrink if the ball hits the ceiling. Again, it lasts until you die or the room is cleared. Finally, rooms where the wall gradually becomes yellow drop the blocks one row closer to you every time the yellow completely fills-in. Some of the rooms stack multiple modifiers. The concept of special rules for certain levels is well implemented and works to make Neo Breakout feel new and fresh in what should be a very tired genre. The restraint shown by designer Jason Cirillo to forgo even basic Arkanoid style power-ups, let alone the overpowered type of items typical for modern brick breakers, was astonishing. But, the end result is a game that’s better than any games that do.

Mostly fun room themes, too. There’s fifty-one levels, and only maybe three or four stink.

The closest Neo Breakout comes to having power-ups are the “whammy ball” and the “cavity balls.” The whammy ball is completely optional and activated entirely by the player. In fact, I beat Neo Breakout without knowing of its existence because I didn’t read the instructions. You’d think after Fantasia I’d have learned my lesson, but no. If you hit the left trigger just before the ball makes contact with the paddle, the ball becomes a fireball that travels at a very high velocity for the remainder of the stage, or the ball’s life. While the fireball is active, you score double the points. Meanwhile, only some levels feature cavity balls that can be released on the playfield. Once a ball stuck in a cavity enters a clearing where their trajectory is no longer trapped above their starting position, they become playable balls. The one time this failed, on the 41st stage, it was to my benefit. While the ball was technically free, I never once needed my paddle to play it, which I think technically means it should have remained an inactive ball that bounces harmlessly off the bricks. I don’t know what activated it, but it happened near the top of the screen. The downside was the ball kept bouncing at the same leisurely pace it would have if it had remained trapped. So yea, Neo Breakout is a bit glitchy, and I think most of the glitches are tied to the metal blocks. Call it a hunch, but every time something went wrong, they were there. The biggest offender of which was this:

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The gimmick with the iron bricks is that they’re indestructible. In theory, a line of them is a solid line. Except that obviously isn’t the case, as the ball literally bounced itself right through a gap that sure looks smaller than the ball itself. Now, I really, really like Neo Breakout, but hooooo boy did I have a tantrum when this happened. Granted, that was mostly on account of me trying to playfully act like I was going to throw my controller, only my timing was so far off that I popped myself right in the chin with my own controller. And mind you, this wasn’t the only time the ball behaved in weird ways around the iron bricks. It wasn’t rare at all for the ball to ricochet downward off the side of one when it was on an upward trajectory. In fact, that one happened constantly. Also, sometimes I finished a couple levels without breaking every brick. I’m not even sure what happened in those stages. When it happened a second time is when I finally consulted the instruction manual and found out about the Whammy ball. Finishing stages even though there’s still bricks left? Sometimes more than one? I found nothing, so I’m just going to assume the stages surrendered to my awesomeness. Stop snickering.

My hunch tells me the whammy ball was really included as a sneaky.. and clever.. way of helping lessen “last mother f’n brick syndrome” that’s common to the genre. That’s because the activating hit travels upward in a straight angle, making it the easiest shot to aim in the game. It’s not an automatic way of eliminating an annoyingly-placed final brick, as you still have to get the rebound directly under it. But, just having it as an option I found worked well for eliminating the often sloggy end of stage moments that plague brick breakers. Gosh, how I wish I had read the book, as this would have come in handy in the later stages.

Okay, so Neo Breakout is slightly unstable, but hey, so am I and I’m doing pretty good, and so is Neo Breakout! Technically, it’s a bonus throw-in for a retro game collection anyway. But, it’s also my choice for the best of the Digital Eclipse originals in Atari 50. It even has hidden value in the form of Double Neo Breakout. On the second title screen, press the Y button (or presumably the square button on PlayStation) until you hear a chime, and you get a double paddle AND get to play two balls at once. It’s not even a throwaway extra, either. It’s a genuinely fun experience that plays just slightly different enough to be worth everyone checking out once. It’s seriously a lot of fun. All of Neo Breakout is a lot of fun.

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The only part I didn’t enjoy was the versus mode, where my fun was muted by the fact that nobody in my family could keep the ball alive (including myself). Otherwise, Neo Breakout is one of my favorite games in Atari 50. It helps that the controls are some of the most intuitive non-dial controls the genre has ever seen. There’s even dual-stick gameplay, as the left stick moves the paddle at a normal speed while the right stick moves it at super sensitive high speed. If I have to complain about something, it’s that the right stick is too fast and there’s no option to adjust it. Unless I was using it to catch a rebound next to a wall, the right stick was too dangerous for me to use and led to overshooting more than it was actually helpful. Thankfully, all other options are available. You can adjust the main paddle’s sensitivity to find your comfort zone, and if you wish, you can set the paddle to return to the center of the playfield when you release the stick. So, yea, rough and glitchy as it can be, Neo Breakout feels like a true love letter to the Breakout franchise. It’s the rare franchise tribute that’s authentically, no doubt about it tied to the series, but in a way that feels totally new and modern. I literally can’t believe this is part of Atari 50. It could easily have been sold all on its own. Then again, that’s true of most of these Digital Eclipse games.
Verdict: YES! – $15 in value added to Atari 50.
Scorecard: 2 YES!, 1 NO!
Total Value: $20

Quadratank
Platform: Atari Reimagined
Year: 2022
Designed by Mike Mika

You can do any combination of AI or human players. You can even do four AI, but the instruction book says to please not use it for betting. Pssh, you ain’t the boss of me. $20 on ole’ bluey!

I didn’t get the best possible multiplayer experience out of Quadratank. It wasn’t a matter of finding players. I had my nieces and nephew, ages 8 to 12, along with my sister, a couple of her friends, and my parents. Everyone but my dad and I spent the entire game whining about how hard it was to control the tank. If you grew up with an Atari 2600 and put a lot of time into Combat, you probably won’t have any problem steering in Quadratank. For everyone else, yea, this is pretty tough to get the hang of. There’s even three control schemes that you can switch on the fly with the simple press of a button. While that sounds great in theory, when you’re playing with disinterested children or grown-ups who act like children, it’s inevitable they’ll accidentally press the “change controls” button when they don’t mean to and then whine even more about how tough the controls are. Quadratank is also pretty limited in terms of flexibility. Three maps, two gameplay modes (three if you count two-on-two combat and two-on-two capture the flag separately), and two types of terrain: normal and icy. The most important options are the starting weapons, which includes ricochet shots. I highly recommend that mode. In fact, I wish I had turned that on at the start. It was the final mode we tried for this review and it was closest the larger group came to having a good time. But, by that point everyone had already made up their minds that Quandratank wasn’t for them.

There’s only three arenas as far as I can tell, with only two modes. If there’s unlockables, besides being able to unlock Combat Two in the Atari 50 library through highly convoluted means, I ain’t found them.

Back in 2022, *I* had a good time playing Quadratank, but it’s worth noting that it was one of three party games my family played that month, along with indie hits Hidden in Plain Sight and Chompy Chomp Chomp Party. Since then, we’ve played HiPS a dozen or more times. We even broke it out for our Super Bowl party earlier this year, and Chompy has gotten a replay or two. The one Christmas 2022 game nobody wanted to touch again, including me, was Quadratank. In my case, it wasn’t because I disliked the game so much as it’s no fun to play a game where everyone else never stops bitching. When we busted out video games to pass the time this last Christmas Eve, when everyone was both excited and feeling festive, my mother and some of the kids specifically said “not the tank one!” So, you can imagine how everyone reacted on a Friday in 2024 when I all but begged for thirty minutes so that I could write a game review none of them care about for a blog they don’t read.

The only two games that even got the faintest hint of smiles from the heartless jerks I was playing with were ricocheting shots and rockets & lasers.. ON ICE. Of course, those two modes were pure chaos. That’s always fun even if it’s not exactly elegant gameplay. Congratulations are in order to Mike for creating a game where slippery ice improves the game.

Two years later and nothing changed. I enjoyed playing Quadratank. My father had a good time. Everyone else whined about how hard it was to control. It’s not that we didn’t have ANY fun. Again, I made the mistake of starting with the most basic default settings. Bad move on my part. But, even with the settings at their wackiness, the amusement came from the sheer chaos, and not the merits of the gameplay. Sixteen months after the game didn’t go over as well as I expected it would, and even with the kids being almost a year-and-a-half older, history repeated itself. I don’t think it’s entirely on the age group, either. Quadratank DOES have problems, the biggest of which is there’s a very sharp learning curve to the controls for anyone not used to tank games. Another issue is that it’s easy to lose your place in the mayhem. Despite that complaint, it’s a shame this couldn’t be an eight player game. My niece astutely pointed out that the arenas are too big for only four players, and she’s right! Sure, that prevents you from being spawn-killed, but it also causes the action to be too stop-and-go. Either way, *I* still like Quadratank, but it’s got a very specific audience and apparently I don’t have that audience to play with. More than any other Digital Eclipse original in Atari 50, Quadratank feels like a bonus extra instead of a legitimate featured game, and that’s perfectly fine in a set like this.
Verdict: YES! – $1 in value added to Atari 50.
Scorecard: 3 YES!, 1 NO!
Total Value: $21

Swordquest: Airworld
Platform: Atari 2600
Year: 2022
Designed by Dave Rees

For what it’s worth to Dave Rees, this is the hardest game to review in my nearly thirteen years of doing this blog. Remember the whole “achieved what it set out to do?” thing I talked about with Haunted Houses? This is the dark side of that.

Swordquest was meant to be the ultimate video game contest that combined the efforts of three Warner Bros. subsidiaries: Atari, DC Comics, and the newly acquired (as in 1980) Franklin Mint. The plan was to create four action-adventure-puzzle games in the Swordquest series, with each game getting bundled with a DC comic book. Players would find clues in the games that pointed to pages in the comic that contained different clues that players would use to solve an ultimate puzzle. The basic exploration is the same in all four games: a series of interconnected rooms based on mysticism themes. Some of the rooms had mini-games that needed to be completed once. BUT, the real gameplay was basically picking up junk from one room and dropping it in another room. If you dropped the junk in the right room, it would point you at a specific page in the comic book. The gameplay was as abstract as you can get, but if you could sort it all out and mail in the correct answer, you would be invited to come to Atari’s HQ to compete with other correct guessers in a specialized version of the game. The ultimate winner of each individual game’s final contest would win corporeal junk work $25,000. Then, the four winners would come together and compete for a jewel-encrusted, gold-handled sword worth $50,000. Still with me? Okay, here’s where it goes nuts.

Do you know what I think is the strangest part of all of this? The Swordquest comic books are actually pretty dang good. That’s especially surprising, given the fact that other Atari comics, like the one included with Yars’ Revenge, were TERRIBLE. For Swordquest, all three comics that were released are in Atari 50, inside each game’s instruction manual. The writing is on-par with DC’s output from this time, maybe even a little better, and the art is top notch. Even Waterworld (panels of which are pictured above), the one that you’d expect to be phoned-in, is really high quality for this time frame. Sadly, while we got the video game conclusion to this, we never will get the comic book conclusion, as DC comics apparently never even got to the writing/inking part, and creating a new comic from the ground up was a bridge too far for Digital Eclipse. I can’t say I blame them. Unless they hired actual comic artists, it would never live up to the expectations. Strangely, people can make convincing Atari games in the 2020s, but comics that feel distinctly “80s” are a bit of a lost art form.

For the first game, Earthworld, eight people got the correct answer and were flown to Atari. For the second game, Fireworld, so many people got it right that Atari had to issue homework as a tie breaker. I’m not even joking. The seventy-three players who got the right answer were told to write an essay on what they liked about Swordquest: Fireworld. From those essays, Atari selected the fifty entries most likely to be able to afford to lawyer-up who had the best essay on the game, scout’s honor. Then came Waterworld, and much like the Kevin Costner movie of the same name, everything went to hell. By this point, it was 1984, the video game industry had completely collapsed, and one of the guys who helped create the Marlboro Man was now in charge of Atari. That must have been quite the change for him, going from customers dying from his product to the company itself dying because of the product.

I’ll be reviewing the other three Swordquest games when I get to Atari 50’s 2600 games. God help me.

Warner Bros., who was looking to dump Atari, wanted to cancel the contest. But, their lawyers said the Waterworld contest had to go forward because they already advertised for the specific game’s release and accompanying contest. So, Atari sold Waterworld only via mail order to Atari Club members. That’s why it’s a sought-after rarity among collectors today that’s rated a 9 out of 10 in rarity by AtariAge, who will be proud to hear Google’s spell check knew that their name is one word: AtariAge. According to my Atari collector friends (hi Steve!), people whose entire hobby is seeking out finding games at yard sales and junk stores would be considered incredibly lucky to find one game rated a 9 out of 10 without using the internet.. well, ever. So, in the case of Swordquest: Waterworld, we’re talking VERY few copies circulating, then and now. And yet, it somehow got even worse. While the Waterworld contest was considered active, Atari was sold to Commodore founder Jack Tramiel, who again tried to get out of the contest. In fact, apparently people who entered the contest were told they were ineligible, but once again, the lawyers said “NO!” Allegedly, the Waterworld contest was held in secret and a winner secretly crowned.. literally. They won a crown. The remaining contest could legally be cancelled with each of the prior winners and the Waterworld finalists accepting cash buy-outs instead of competing for the grand prize sword. Of the five gaudy prizes created by the Franklin Mint for this epic disaster, only one is still believed to exist. What a fiasco.

If you want to learn more, including the ultimate fate of the prizes, go here or here.

I’m not a lawyer, but TECHNICALLY didn’t they advertise a four game contest? It sure seems like it. I know there were probably disclaimers up the wazoo. Not that it matters, for reasons I’m about to get into.

Apparently the fourth and final Swordquest game was something of an urban legend in Atari circles. Despite being probably the most sought-after prototype of all time, no Swordquest Airworld prototype has ever been found. Given the sheer volume of unreleased Atari 2600 games that have been discovered over the years, combined with all the work-in-progress builds of released games, if Airworld hasn’t been found yet, it’s likely that no prototype exists at all. While Tod Frye says he started work on it, not even so much as a screenshot exists. Only concept art for the box, and nothing more. Knowing Digital Eclipse, if they had anything to work with, they would have said so. They didn’t, so for Atari 50, they created a whole new Swordquest: Airworld from the ground up, keeping only the promised theme of the game. Each of the Swordquest games are based on mysticism. Airworld uses the I Ching, just like how Earthworld used the Zodiac, Fireworld the Tree of Life, and Waterworld chakras. The end result is a monster-sized version of Swordquest that dwarfs the other three combined, with a map that looks like this:

The biggest difference, besides the girth, is that there’s no comic book to reference clues this time. Instead, Airworld gives players a very detailed instruction manual that presents players with sixty-four riddles; one for each room, and fifty-six items, some of which there’s duplicates of. You’ll want a pen & paper when playing this game, or you can open up your phone and take notes like we did. Sometimes, the clues are outright spelled out for you. The clue for Room #25: Innocence is “let simple and natural forces guide you, like a kite on the wind.” One of the items is a kite, so obviously you’re not using the upper jaw bone in that room. To use the items, you really just pick them up when you find them and put them down in the corresponding room. You can hold five items at a time. If you drop the correct item(s) inside the correct room, instead of being told which comic book page to look up, you’re given the hexagram for a different room. It looks like this:

Like previous Swordquest games, sometimes rooms will have minigame challenges that must be completed in order to get all the junk in the room. If a room does have a minigame, once you’ve completed it (and gotten all the coins out of it if there are coins), you don’t have to play it again for that room. There’s four minigames in total, all of which repeat several times with varying degrees of difficulty, and three of which play and control a lot like the 2010s unfathomable fad hit Flappy Bird. In the case of one of the games, Tianma’s Flight, it really is Flappy Bird with what feels like a slightly oversized character sprite. In it, you move horizontally and have to continuously flap your wings while avoiding barriers. A couple of these levels are actually pretty dang tough. The hardest one took us probably close to twenty attempts to finish. If you fall or collide with a barrier, you have to start over.

Tianma’s Flight. Actually, it’s one of the better Flappy Bird-likes (please don’t use the term “clone”) I’ve played. It helps that, by being part of a larger game, this version of Flappy actually feels like it has stakes. Plus, each round of it is kept short.

Another game, Draconic Descent, has you flapping while moving downward, though this time you can drop pegasus pee underneath you. Barriers get in the way that you have to shoot to remove, all while stationary dragons shoot fireballs across the screen. While you can take out the dragons with a single dribble of pee pee, you don’t have to. In fact, many times I accidentally fell several stories, bypassing all the obstacles. Mind you, you actually do have to collect the coins (if there are any) in each stage, so there’s some incentive to keep flapping and not just dive blindly towards the unseen goal.  If you get shot, or if you miss the exit, you have to restart from the beginning.

Draconic Descent was the easiest of the four minigames in Airworld. It’s not even close.

The final of the Flappy-likes, and the bane of my existence, is Atmospheric Ascent. In it, you have to fly upward. If you touch anything, you temporarily lose your ability to flap. It’s really a cross-the-road style game where sometimes you get very little clearance to advance. On top of that, sometimes the channels of obstacles are so close together that it’s hard to keep a rhythm of flapping that keeps you between them while you wait for an opening. If you touch anything, you could get stun-locked by multiple rows of clouds or birds or whatever and end up falling all the way to the bottom. One round of this took me and my father THIRTY MINUTES to finish. That was totally our fault for having the wrong strategy, but by time it was over, my hands were sore and I was in a foul mood. A big part of the problem is that none of the games scale “naturally.” You repeat each of the games multiple times, BUT, the difficulty of each one is tied to the room it’s in, not the order you played it. Or maybe it’s tied to the numerical order of the rooms, which are scrambled up, and I didn’t notice. I could be wrong, but either way, I’d prefer if the first time you played a game, no matter which room it’s tied to, you played the easiest version, then the next one up, etc, etc. None of the three Flappy Bird-like games are particularly fun, but Swordquest isn’t exactly famous for fun minigames so at least it’s true to the source material.

Oh how I hated Atmospheric Ascent. You do want to sort of move along with the scrolling obstacles, but the timing is super hard. It’s akin to trying to thread a moving needle while pumping the fingers holding the thread up and down.

Storm Siege, the best of the four minigames, and indeed the best minigame ever in the Swordquest franchise, is a clever take on Space Invaders. It’s really just Space Invaders, but with a twist that actually works wonderfully for adding stakes and plenty of close calls. As you shoot the targets on the playfield, instead of UFOs scrolling across the top for bonus points, clouds drift from left to right. Every-other cloud is a rain cloud, and if you don’t shoot it fast enough, it shoots lightning. You have a protective barrier, but it can only take so many lightning strikes before it wears off. You have to clear the entire playfield of all the targets before the enemies reach the bottom OR before the lightning strikes the ground. This reminded me a lot of From Below, which is just plain old ordinary Tetris where a tentacle pokes the stacked blocks up sometimes. It’s the smallest of changes, yet that change yields massive gameplay dividends. The same goes for Storm Siege’s cloud/force field formula. That one change amplifies the excitement far beyond what such a small change should do. If Digital Eclipse does further expansions to Atari 50, they should consider expanding this to a full game with scoring.

Oh and you can only shoot one bullet at a time. It makes you kick yourself every time you miss.

So the minigames went 1 for 4, but the overall puzzle in Airworld isn’t bad. It’s also not as good as I remembered from my 2022 play session. I’ve now finished it twice, and by far my biggest complaint is all the red herrings in it. The majority of the items have no purpose, but all sixty-four rooms have riddles, and since we’re using fortune cookie logic, there’s really no way to tell what is a room that requires you to drop items in it and which are just there to distract you. In reality, only a little over a quarter of the sixty-four rooms are part of the item-dropping puzzle. Some of the “red herrings” have gameplay implications if you’re holding them when you enter a minigame, but if you play this blindly, it’s not like you can replay the minigames (I don’t think at least) to experiment. The only way to really do it is to purposely lose levels and fall back to the main puzzle, then swap the item you’re holding one at a time. There’s fifty-six items! It’s not practical.. though I can probably guess one of them in retrospect.

Dear Atari: I want my $25,000 Philosopher Stone. I mean, I did sort of write an essay on all the reasons I like Airworld AND Atari 50. So, do I win? No? Crud. Eh, it was worth a shot.

Like I said at the beginning, this is the hardest review I’ve ever had to do. At its best, Airworld offers the same type of “okay, I get it, ta-da” and high-fives all around enjoyment of escape rooms. But, the actual solution is such a fraction of the bigger game that it might be the least tight puzzle of this type ever made. Yes, the other Swordquest games had false clues and red herrings, but it’s taken to such an extreme here. Going back to the escape room analogy, which isn’t a perfect analogy in Airworld’s case as there’s no time limit, but, if I did an escape room where there were sixty-four puzzles but only sixteen were actually valuable for getting out of the room, me and my whole family would be f*cking furious. That’s not good puzzle design. That’s just dirty pool. Do you know how we beat the game? BOTH TIMES? While trying to find the rooms to drop the stuff in, we accidentally triggered a previously unheard audio cue that you’ve stepped in the room that’s the start of the final pathway to victory. That’s when we stopped trying to find what room the boomerang goes in and checked our notes, and victory happened about 15-20 minutes later. We stumbled upon the final sequence. Twice. At least we have the excuse of the two sessions taking place sixteen months apart, but I could have sworn there weren’t as many red herrings as there were. There’s too many.

UPDATE: So, the 64 riddles thing is legitimately part of the I Ching itself. So, while I still stay firm on the belief that it’s inevitable players will go on wild goose chase, Atari and Digital Eclipse stayed true to the nature of the theme itself. Commendable. Infuriating, but commendable.

For all my bitching, seriously, this was a surreal, almost magical experience. I can’t imagine what this would mean for fans of Swordquest. Airworld proves how much Digital Eclipse loves its audience, because folks, THIS is a love letter.

So, how the heck do I review this? First off, if you’re a genuine, no BS fan of the original Swordquest games.. not someone who played with them for like two minutes after watching the Angry Video Game Nerd’s episode but an actual FAN who got deeply into solving the puzzles.. ignore everything I’ve said. FOR YOU, putting hypothetical value on a priceless experience is pointless. If you really love Swordquest, Atari 50 is worth buying just for Swordquest: Airworld. Even without the comic book, it’s everything you’ve wanted for forty years now. There’s even an option to unsmoothen (I don’t care what my spell check says, because that’s a word, dagnabit) the HD graphics and add VCS jank if you so wish. For everyone else.. eh, it’s a lot better than any of the three Swordquest games Atari put out in the 80s, but beyond that, it’s give a little, take a little. GIVE: you actually can logic-out the riddles. TAKE: only 1 of the 4 minigames is fun. GIVE: that goes up if you’re a big Flappy Birds fan. TAKE: it goes down quite a lot if you hate Flappy Bird. GIVE: All the charm of an authentic Atari-developed VCS game is here and beautiful. TAKE: except there’s no DC comic tie-in. GIVE: My Atari-loving father and I had a good time. TAKE: my non-fan mother and sister thought we were out of our minds. It’s my blog, and while I’m not a fan of Swordquest at all, I enjoyed the experience a little more than the downtime that frustrated me. Airworld is a dream game. Just not my dream game.
Verdict: YES! – $5 in value added to Atari 50
Scorecard: 4 YES!, 1 NO!
Total Value: $26

VCTR-SCTR
Platform: Atari Reimagined
Year: 2022
Designed by Jeremy Williams

This is not a game that lends itself to screenshots.

I have a feeling this is going to be like Undertale, where even though I really like the game, fans of it will be livid with me for not liking it as much as them. VCTR-SCTR is a tribute to Atari’s vector graphics output. It’s also the most arcadey-game in the Atari Reimagined lineup, for better and for worse. The idea is you play a sequence of snippets of Atari vector classics. There’s four games that go in the following sequence: you have to clear a screen in Asteroids, land a Lunar Lander, clear out all the UFOs in a shooter that combines aspects of vector games not included in Atari 50 such as Speed Freaks and Battlezone, then finally clear out all the Flippers (the red x-shaped things) in Tempest. Once you complete a cycle, a new cycle at a higher difficulty immediately begins. Getting the biggest problem out of the way: making Lunar Lander part of this was incredibly misguided. Mind you, I’m a really big Lunar Lander fan. It’s one of my favorite coin-ops ever, but it does not fit-in at all with VCTR-SCTR.

And I’m not even factoring the tethered mode into that statement. VCTR-SCTR can be played two ways: a single ship or two ships tethered. In the solo mode, the sequence of games is spot-on in terms of difficulty: Asteroids first, Lunar second, VCTR-SHMP third, and Tempest fourth. That sequence makes NO sense for the tethered mode, where Lunar Lander is easily the hardest of the four games. The green ship has no thruster. You have to land the dead weight on a separate platform. In the tethered mode, Lunar Lander should have been the fourth game in the sequence. No doubt about it.

Sometimes having games feature a wildly-shifting tone works. It doesn’t work here at all. Having three very intense shooting sections broken up by a game that’s about finesse and conservation is akin to placing a braking section on a roller coaster after the initial 80 mph drop. Then, after thirty seconds doing 10 mph along the ground, following it with a launched 80 mph section to complete the rest of the track. Nobody would do that, because it wouldn’t be fun. The Lunar Lander segment is just plain not compatible with the other games. Even more problematic is that it doesn’t yield enough points to provide any stakes at all. It’s as close to dead air as I’ve seen in any action game. Again, Lunar Lander is one of my favs, but I wouldn’t want it to show up in the middle of a game of Asteroids or Tempest, which is exactly what this does. I’m certain that the huge fanbase of VCTR-SCTR is going to be furious with me for stating that, but sorry, they’re just plain wrong. The third segment, a new game designed just for this, proves that Jeremy has the chops to come up with something that fits-in with the other three games better.

There’s two co-op options, one of which tethers the players together. Ironic for a game that involves shackling players to each-other, it’s bound to drive people apart. Also, worth noting is that the children who I could barely get to play Quadratank *HATED* VCTR-SCTR because of the Lunar Lander section, which they never got past. Not once. I tried to calmly and gently explain the concept of easing on the gas, conserving fuel, and feathering the analog sticks. They didn’t care, got frustrated faster than I thought humanly possible and quit almost immediately. I asked one of them how on Earth he could recreate set pieces from Attack on Titan in Minecraft but he couldn’t grasp the concept of barely touching the analog stick. I’ve never feared for a coming generation more than I did after trying to explain Lunar Lander to kids. Good lord, the planet is so screwed in thirty to forty years.

The rest of the game is brilliant. It works as a homage to an era of gaming that never got its due. This is especially true of the third segment that I’ve dubbed VCTR-SHMP. The blistering speed it cuts, along with the close calls and near misses that comes from dodging enemy fire, made for one of the most exciting games I’ve ever played. So good is the third segment that I’m kind of bummed that it didn’t get further expanded into its own game. Fans of VCTR-SCTR will be REALLY pissed at me for saying that I almost wish it had been the whole game. Seriously! As much as I enjoyed the Asteroids and Tempest segments, I’ve played those games. They’re in Atari 50, along with Lunar Lander. The third segment is one of those “it’s like every arcade game you’ve played and no game you’ve ever played before” type of situations. I haven’t played a game like that since Donut Dodo, which I loved! If the third segment was ALL of VCTR-SCTR, I honestly don’t think I would have missed the other three segments at all. That’s why it’s kind of sad that it’s here in Atari 50, where the concept is likely to never be expanded upon. If you did this same game, with more enemies and obstacles, dare I say it could be an action game of the decade contender.

To be honest, I wasn’t in love with the Tempest or Asteroids segments either. Oh, they’re great here, but that’s because they’re great by themselves. Which anyone would know since they can play them by themselves in Atari 50. At this point, I’ve played Asteroids and Tempest to death, and I’m not even of the Golden Age of Arcades generation. I’m going to be 35 in three months. I missed the arcade era altogether. I imagine people older than me are going to have put even more time into VCTR-SCTR’s inspirations. Even though I love VCTR-SCTR, the only standout sequence is the one created just for it. I want a lot more of it.

As much as I’ll daydream about a game that will likely never exist, I really did have a blast with VCTR-SCTR. The only big thing missing from it is online leaderboards. Yea yea, they didn’t have those in the good ‘ole days. Well, they didn’t have the internet or consoles more powerful than all the world’s Atari 2600s combined, either. If it would have bumped the price of Atari 50 by $10 or even $20, hell, this is the greatest game collection ever, and I have a feeling such a price hike would not have affected the sales at all. Besides, challenging for high scores is the whole point, right? Then again, my best score was just under 100,000. I never got past the fifth wave. Oh, and do you know what else is missing that would be perfect for this type of game? A time attack mode. It’s such a no-brainer that I’m stunned that’s not an option. Not that it NEEDED it, obviously. The best thing I can say about VCTR-SCTR is I told myself I would play this one a couple hours at most. I ended up spending a whole day on it, dying and dying and dying, but trying and trying and trying. And, like so many of these Atari Reimagined games, the passion held by the developer for this type of game is loud and clear.
Verdict: YES! – $10 in value added to Atari 50
Scorecard: 5 YES! 1 NO!
Total Value: $36

Yars’ Revenge: Enhanced
Platform: Atari Reimagined
Year: 2022
Designed by Mike Mika

And hell, I might as well do the original while I’m at it since it’s (almost) the same game.

Yars’ Revenge
Platform: Atari 2600
Year: 1982
Designed by Howard Scott Warshaw

This is one of those situations where I had to merge two separate screenshots in order to make one that represents the appearance of the game. You see, Atari can’t run that many sprites at the same time, so it cheats by having one frame load half the objects and the next frame holding the other half. If an Atari game has flicker, that’s the reason why, and it makes taking screenshots of Atari games a pain in the ass that creates extra work for me to do the review. It’s even worse when you take clips on Nintendo Switch, as it skips every-other frame. That means a video of Atari gameplay taken on Switch looks like half the content is missing.

Atari fans might want to have a paper bag handy to breathe into. Ready? Yars’ Revenge is a teeny tiny bit overrated. STOP! Deep breaths. Calm. It’s okay! We’ll get through this! Listen, Yars’ Revenge is also a lot of fun and certainly one of the best.. if not THE best.. arcade-style games on the 2600. It’s possible to be both fun AND overrated. There’s no game that’s true of more than Yars’ Revenge. Fans talk about it like it arrived on our planet alongside baby Jesus, who was holding the polio vaccine in one hand and the first loaf of sliced bread in the other. Of all the games to get that kind of reverence, why this one? I like Yars’ Revenge a lot, but I also don’t get why it’s practically been deified. It’s a perfectly fine arcade-style shooter. Smack your bug against the force field of the enemy to charge up a cannon. Then, line-up with the enemy and fire the cannon, with the twist being you have to duck out of the way of your own projectile after firing it. It’s a good idea and it works wonderfully. It makes for a relatively intense experience, especially given the hardware limitations at play here. It almost feels like you’re playing a game of chicken with the enemy since you have to run up and dry hump the barrier around it.

The funny thing is, Yars’ Revenge wasn’t even going to exist. It started life as a licensed game based on the Cinematronics (of Dragon’s Lair fame) vector graphics hit Star Castle. The problem was, Howard Scott Warshaw determined the 2600 could never create a port that lived up to the arcade game. Some tinkering later, and a brand new hall of famer was born. Also, the name is a pun on then Atari president Ray Kassar. Y-A-R/R-A-Y, and the instruction manual says the game is set in the Razak system. R-A-Z-A-K/K-A-S-S-A-R. Ray Kassar’s Revenge.. on Activision’s designers. Yes, really, the name and storyline are petty in-jokes because some of Atari’s best game designers left to become millionaires instead of making $26K a year and getting no credit and heartless “bonuses” like a free frozen turkey because your game was a best seller. Let petty vindictiveness rule the day!

There’s only two levels that repeat on harder difficulties each cycle, which is a bit of a bummer, but this was the Atari 2600 era so it’s to be expected. The replay value comes in the form of a couple extra modes. I’d never played mode 6 before, aka Ultimate Yars’. I’m so happy I did, as this is easily the best way to play the game. In it, instead of charging up the cannon just by bouncing off (“eating”) the force field, now the cannon operates on a scoring system. You have to collect five units of power called TRONS by eating the shield (1 unit per cell), touching the enemy, aka the “Qotile” (2 units) or catching your own missed cannon blast when it ricochets off the shield (4 units). Oh, and yea, in this mode, your cannon ricochets off the shield. The fastest way to charge-up unwatchable Jeff Bridges sci-fi movies is by touching the enemy itself. If basic mode Yars’ feels like a game of chicken, Ultimate Yars’ feels like when Bugs Bunny or Daffy Duck plant a big, sloppy, sarcastic kiss on Elmer Fudd before hopping away, taunting him. Even better is you can bank more TRON points than the cannon needs, giving you multiple shots at the Qotile. Finally, to load up a cannon shot, you just have to touch the left border of the screen. I loved this mode. And I really like Yars’ Revenge. It’s fun. One the best ever? I’ll settle for one of the best games from this era, but even playing Ultimate Yars’ in the enhanced version, it got old quickly. In 2024, Yars’ is instead the type of game I’d play with a few minutes to kill. Hey, the world needs those games too.

Now here’s the part where the fans REALLY get angry..

As for the Enhanced edition, it’s literally the same game. No new levels. No new modes. It’s supposed to be a 1 to 1 remake of the 2600 game that even uses the same code. But, it doesn’t feel the same. Maybe it’s just the placebo effect and I’m imagining things, but Yars’ Enhanced sure feels like it plays faster, especially when it comes to the swirly attack of Qotile and your own cannon blasts. Because of this, the gameplay feels much more intense, and I loved it. And that’s hardly the only upgrade. For a game saturated in so much bloom that it’s like playing video games in the middle of a nuclear explosion, oddly enough, I ultimately prefer the enhanced edition to the 2600 original because I found it much easier to see what was happening. In the 2600 version, by far my most common reason for dying.. besides shooting myself in the ass with my own cannon.. was getting killed by the little dot that slowly stalks you. I was constantly losing it when it crawled into the neutral zone in the middle of the screen.

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In Enhanced, the dot is replaced by a galactic space triops that’s just plain easier to track. Visibility matters, and being able to see what’s going to kill you makes games more fun. Plus, the score and your remaining lives are on the screen, and if you play Ultimate Yars’, the amount of cannon shots you have is displayed on the bottom. So, Enhanced is the clear winner for me. Besides, there’s nothing inherently sacred about the original Yars. It’s just the old version. It only looks the way it does not because of artistic merit but because that was the literal best the console was capable of doing in that era. If you like it more, hey, whatever floats your boat. Given that Atari recently put out another remake of Yars’ that offers 30 waves, I’m fine with this upgrade to the 2600 game staying true to the original. In fact, Mike did such a good job that the only real downside is that Atari 50 didn’t have more enhanced 2600 classics like this. Maybe Atari 100 will, and that’s assuming I live to be 83. Finally, an excuse to start doing CrossFit.
Verdict for Yars’ Revenge for the Atari 2600: YES! – $3 in value added to Atari 50.
Verdict for Yars’ Revenge Enhanced: YES! – $10 in value added to Atari 50.
Scorecard: 7 YES!, 1 NO!
Total Value: $49

As I suspected, the original games by themselves are worth more than the price of admission alone. And to think, we’re just getting started. Next time: the coin-ops of Atari 50!

We ♥ Katamari: REROLL (Review)

We Katamari: REROLL
aka We Love Katamari: REROLL
First Released June 2, 2023
We Katamari First Released July 6, 2005
Developed by Namco & Now Production
Published by Namco
Point of Sale: Nintendo Switch, Xbox, PlayStation, Steam
Version Played: Xbox Series X

I needed a break from pinball, saw this was on sale, and bought it. I didn’t expect to do this review, but I have a lot to say.

I think everyone said “I have to play that!” the first time they saw a picture or a video of Katamari Damacy. It wasn’t even originally going to come out in America. Too weird. Too Japanese. But, it got a lot of attention at a workshop at Game Developers Conference and the press was swooning over it, so Namco rolled the dice. The next thing you know, it’s a global hit that has spawned multiple sequels. Granted, sequels that have almost none of the charm of the first one, but as long as you avoided the handheld spin-offs, the sequels all played better and had more to do. So when I played Katamari Damacy REROLL a while back, I remember thinking it wasn’t very good as far as remasters go. I was also perplexed as to why they went with the original game when an HD remastering of Katamari Forever, an all-encompassing tribute to the franchise, would have made a LOT more sense. The first game felt like a proof of concept that was short and limited, while the series started to really get good with We Katamari. Yes, there’s more than just a graphic overhaul, but as a “remastering” that doesn’t remaster gameplay, whatever annoyances were left intact are now especially annoying because gaming has come a long way. It took a while, but the second Katamari game finally got its REROLL, and this one is much better, but only because it feels a tiny bit less lazy. Only a tiny bit, as the problems are still amplified by virtue of age.

We Katamari: REROLL is the first collectathon in forever that I 100%ed. I suppose that says more about its quality than any review I could write. Just make sure to put bandages on your thumbs BEFORE playing instead of waiting for after. Also, 100% doesn’t mean I collected a million roses or got 100% of the items, but rather I found all the cousins and the hidden Namco stickers.

If you’ve somehow never played a Katamari game, the concept is simple: you control a tiny prince who rolls a ball that everything sticks to.. eventually. The catch is that the ball can only roll-up things smaller than it, but as the ball grows, so does the range of stuff you can roll-up. In preset-benchmarks, the ball “levels-up” and the world becomes smaller, giving you all new junk to collect. You start by rolling up things like paperclips and eventually reach the point where you’re pulling up skyscrapers and landmasses (though that really only happens in the final basic level). Using dual stick tank controls, you have to cause the end of the world, more or less. Oh, the world will be fine, as the ball seems pain free. In the first game, the framing device was the King of All Cosmos got drunk and blew up all the stars in the sky, and every ball you rolled up became a replacement star or constellation. The King of All Cosmos is an overbearing asshole who mentally abuses the prince, but it ultimately gave the prince a sense of pluckiness that had a charm to it. That charm is completely gone in the sequels, because they’re far too meta and self-congratulatory, to the point that even staunch fans began to find it obnoxious.

The first game had this “we had to come up with SOME reason for this bananas concept to make sense” vibe that felt authentically kooky. This sequel, and in fact all Katamari sequels, feel like they’re trying too hard.

In this game, fans of the first game and the concept of Katamari Damacy in general essentially pray to the King of All Cosmos to make their Katamari dream scenarios come true. Much like how I’ve never found a person who brags about having a high IQ to be impressive, I’ve never once found a person or entity that fancies itself as charming to be the least bit charming at all. That’s especially true with all the Katamari sequels, where the characters are just annoying. Actually, the King might be the most annoying character in the history of video games. He never shuts up, ever. When you’re in the zone and trying to focus on beating your best times or your best scores, having the King’s dialog block the screen is ridiculous. You have to press A (or X on PlayStation) to make it quick scroll. If you don’t and just let it scroll on its own it could be quite a while before you have a clear screen again. It might be a funny gag if it happened once per a save file, but every time? Blech. There’s no method of turning it off, either. If you find one of the 39 cousins of the prince for the first time in a specific stage, the King will say the same lines every replay about finding that cousin.

My personal idea of Gaming Hell is a Katamari with only the Cowbear level where the King’s dialog can’t be removed from the screen and the catchy soundtracks are replaced with Baby Mario’s crying from Yoshi’s Island. I’d like to believe that’s what OJ Simpson is playing right now. Satan couldn’t give him a football based-hell since he already played for Buffalo.

We Katamari has only five basic stages, each of which has two variants based on making as big a ball as possible within a time limit, or reaching a target size as quickly as possible. Those stages are easily the best parts of the game, as each starts you small and in a confined space, but eventually you work your way up to the point that you’re struggling to find new things to grab onto. There’s a lot of smoke and mirrors involved, as set pieces constantly repeat, only redressed with new materials to roll up. This becomes especially true if you play the three “Eternal” modes of the game, which are a new addition to We Love Katamari REROLL that didn’t start until later games. Each of the Eternal stages has a hard cap in how big you can get and how much stuff there is to gather. By the time you reach the point where you’re rolling up both clouds and the ground underneath you, the game itself is no longer taking into account all the stuff on the ground. You can even get achievements, presents, cousins, and collectables you’ve missed in the Eternal modes. However, you can’t make new planets, so when you quit, your ball will be turned into stardust for the space level. I wish there were a LOT more themes and areas, but what’s here is fine. The themes are mostly fun locations. If I had to complain, I’d say I wish there were a lot more things specific to each stage.

The racing level is probably my favorite of the special modes. It controls like operating a rocket-powered shopping cart after you’ve slammed all the hard liquor in the world, but it’s crazy fun.

The special stages are what differentiate the Katamari games, and most are fun. In the racing mode, you can’t stop the ball, which has one speed: too fast. It crashes into everything and goes flying off even the slightest hill, but the out-of-control rocket vibe works for a game like this (though I can’t stress enough: I would NOT want a whole game like that). You’d also have to be trying to lose deliberately to actually fail at it. There’s three stages where you have to guess how big your ball is and try to get it as close to the target size as possible. Thankfully We Katamari isn’t operating under Price is Right rules, so going over is okay. The most memorable stage is probably the one where you have to roll around an oblong sumo wrestler, where the only items that count are food. It’s a shame rolling up people doesn’t count as edible, as a little implied cannibalism is the type of thing that can put a game on the map. The sumo is really tough to roll since he’s not fully round and has a bad wobble. That is, unless you can maneuver yourself so the sumo is completely horizontal. If you can do that, it’s so satisfying to get a long straightaway. Also, that last sumo level is tough. Easily the stage I lost the most on.

God, how I hated these levels. Also taking the extra 24 seconds here got me a whole mm bigger. Did I mention I hated these levels?

On the flip side, when the special stages are bad, they’re really bad. One of them has you collecting fireflies that just sort of linger without any real rhyme or reason besides a few sections where more than an average amount swarm. One has you build a snowman and it’s SO tedious. The above one has a fire that goes out if you don’t collect items fast enough. And there’s a big river right in the center of the stage with a sloped edge, and if the ball falls into the river, you get punished by the vengeful king, who REALLY never shuts up when you fail a stage. There’s a stage where the items have a numeric price placed on them which is really just the same thing you’ve been doing for several hours, only with items having often arbitrary values. Then there’s the end-game special levels where you have to roll up all the planets you’ve created over the course of the game, and one where you have to roll-up countries and then catch a comet that’s about to hit the earth. They both sound more fun than they are, which is not at all. But, by far the worst stage is the Cowbear stage, which has to be a contender for the worst level in a good game ever. So, of course THAT stage got brought back for Katamari Forever (the finale of the console franchise as of this writing).

You can’t see it, but I’m about to run over a teeny tiny statue of a bear. Trust me, that’s not a good thing.

In the Cowbear stage, the level ends as soon as you roll up your first bear or cow. You don’t get the option to keep rolling with your current ball. And also the game has a very odd definition of what is a cow or a bear. A road cone that has the marking of a dairy cow? That counts and the level is over. A vending machine with the markings of a dairy cow? That counts and the level is over. Teeny tiny little toy bears? Those count, and the level is over. It turns Katamari; one of the most fast paced, frantic, exciting game concepts, into a slow paced, unfriendly bore. You have to literally inch your way around a stage where things that are painted in a way vaguely resembling the patterns of hair on cows are scattered everywhere. Your starting positions in most stages are semi-randomized, and in the Bearcow stages, the designers usually surround your starting ball with the smallest (thus lowest-scoring) bear or cow objects. And mind you, it’s not like you have perfect visibility. Most of the time, the ending of the stage took me by surprise. I usually spent a minute or so staring at the screen while trying to figure out what exactly I touched that counted as a bear or a cow. Since your goal is to create a massive ball that blocks most of the visibility in front of you, this was a VERY dumb idea. So dumb that it should have been killed on the drawing board before development even began, and the person who proposed it should have been fired. By that, I mean they should have been loaded into a cannon and fired out of it, preferably into a brick wall. This is an example of taking the quirk too far.

What did my parents get me? MALIBU KAT-A-MARI!! I’m a ballerina! GRACEFUL!

Along for the ride in this REROLL are five “new” stages, or rather five new challenges that recycle We Katamari’s existing settings, that literally have no consequence: the Royal Reverie stages. While they keep high scores, you’re not creating new planets to roll-up or anything. In terms of quality, I’d rank all these new stages a couple Everests above the Cowbear level but several Matterhorns below the levels that are actually fun. All five, at best, feel like ideas that never made it past spitballing at the initial planning meeting. Besides hiding stickers in them (more on those next), the crappy reward for completing them is costumes for the Prince not good enough to be costumes in the original release. In the screenshot above, you have to find four ballerinas in the zoo. In another, you have to find five hidden musical instruments in the school, with the catch being that the school is full of ghosts that end your round if you touch them. One is a car stage that actually allows you to stop, where the only item that counts towards your score are any tires. One is a quick one minute sprint in the bedroom and HOLY CRAP were they ever stretching for ideas there. The final one recreates the firefly stage that’s already second-to-last in the terrible idea department, only the fireflies are replaced by actual fire that represents your FIGHTING SPIRIT to quickly drain an opponent’s health bar. These levels are AWFUL and not worth a new purchase if you still have your PS2 copy.

I chose to use this pic to show the sticker challenge because it can’t spoil the locations of them for you. Seriously, this was what kept me playing for four straight days.

Easily the coolest addition to We Katamari: REROLL is that nearly every level has between one to three stickers of classic Namco characters. They’re divided into one for each “challenge” in the game for a lack of a better term. Like how each of the five basic stages have a How Large challenge and a How Fast challenge? Well, each of THOSE has a sticker in a different location somewhere on the map. You don’t roll them up. Instead, you have to equip the camera present (it should be the first present you get) and, when you find one, you have to snap a photo of it, which removes it from the stage and adds it to your collection. This is a “just for funsies” thing that has no achievements or practical usage, but holy cowbear, did I ever have a good time finding them! The stickers turn the world of Katamari into a 3D version of a Where’s Waldo book, and I mean that in the most complementary way possible.

This totally makes up for the fact that they took the second worst level in the game, changed it from night to day and pretended it was a new level. The “Fighting Spirit” stage is even worse than the firefly original.

It’s such a thrill to find the stickers, especially in the bigger levels. They’re almost never in an arbitrary spot. By time I got to the bigger levels, I had an understanding for the “logic” of the type of the places they’d be hidden, so it wasn’t like a needle in a haystack. Actually, the difficulty was nearly perfectly balanced, to the point you’d think they were pros at it. Mind you, you have to operate within the rules of each stage while snapping the pictures, which is why the tutorial, car stage, and space levels have no stickers to find. Thankfully, unlike presents and cousins, you keep the stickers you snap pictures of win, lose, or quit. But, like with the fire stages, you have to keep your Katmari fire burning while you search. If there’s a time limit, you have to work with it. Cowbear? You still have to avoid touching cows and bears, which is probably good life advice in general. There is a problem with the sticker search: it seems to have inconsistent stability. I’m going to spoil ONE sticker location for you because it’s one a lot of people are having problems with. Not so much the “finding” part as the “getting credit for finding it” part. It’s this one:

This was the second-to-last sticker I found, in one of the “pick up a million roses” bonus stage that doesn’t actually expect you to pick up a million roses in a single setting. I’m only spoiling this because of how crappy it is to get it.

And yes, that’s the hockey mask from Splatterhouse. You’ll also note I took a picture and didn’t get the sticker. I have no idea why. Several times, I collected stickers from quite a distance away, partially obscured, off-center, and not completely in frame. I still got them. But, in this specific instance, the camera simply didn’t register that I had taken a pic of it and thus collected it. So, how did I get it? I honestly don’t know! The house was out-of-bounds, so I couldn’t get as close as I wanted to. No matter where I stood, it wouldn’t register. This had happened once before with a previous sticker, but then I quit the stage and restarted it and, the next time, the camera worked on the first try and the sticker was collected. Not this time. I was really worried that the game was glitched, and if it didn’t work a year after release, it was likely to never work at all. I know the camera is sensitive enough because on the cowbear level, I collected the sticker by accident when photographing something that turned out to be wrong, but the real sticker was in the frame and I got it anyway even though it wasn’t REALLY visible. Meanwhile, the Jason mask wouldn’t register even though I took several unobstructed photos. I kept bumping up and down against the fence over and over and over and even tried a selfie with it. Finally I found a gap between the fences and, after several attempts to bump myself as close to the invisible barrier as possible, the stupid thing actually registered and I collected it.

This is the tallest you get in this Katamari, or maybe one click higher. But future editions of the series had you transition from the Earth to rolling up continents to rolling up space. This one has the Earth stuff and space in separate levels, and the space one doesn’t tell you how big your Katamari ball is. Instead, it just tells you how many objects you’ve rolled up. Fun fact: in the EU versions of We Love Katamari, and ONLY the EU versions, each of the cousins you found got their own planet for the space section. REROLL is the first time the cousin planets get a global release.

My biggest complaint about the sticker concept besides mechanical issues is that there isn’t more of it. I would love for the photography to be a major part of the Katamari series. In keeping with the Where’s Waldo-like feel of the Namco sticker hunt, they could use the photography feature in the same way the checklists at the end of Waldo books add replay value. “Take a picture of a flying elephant! Of a bear playing the piano! Of a swordfish poking out of a life ring!” That type of stuff. I’d still be playing it, and having the time of my life. Seriously, I kind of want a 3D Waldo game now because of Katamari. It just works, and it’s such a tease that there’s not more of that in the game. Just the cousins and presents, of which there’s nothing new hidden in the stages. No new cousins, and all the new costumes are tied directly to completing the five Reverie stages. They’re not presents hidden inside them. If nothing else, it’d been nice if they changed all the locations of the cousins and presents, or just added more. I say that because they’re so fun to find. If I had just played the levels until they were beat, there’s only a couple hours of content in the game. With the cousins, presents, and especially the stickers, there’s several multiples more.

I came two milliseconds short of having the clock read all 2s and I was so proud I took a picture, even though it means nothing. I think I need help.

For all my whining, I have to admit that I couldn’t put We Katamari down, and I’ll regret it for days to come as the blisters all over my hands heal. Katamari is a fill-in-the-blanks game. Whatever you want out of it, be it a relaxing game to chill out with or a white knuckle high score challenge, this will do. When I wasn’t treating it like a 3D Waldo game, I was challenging my own best times and highest scores, and the only time I ever got bored was on the Cowbear level and the firefly level (and its Reverie rehash), both of which are glaring blemishes on an otherwise pretty dang addictive game. It even has a lame as f*ck versus mode if that’s your thing, but there’s something for everyone here. I didn’t like the remaster of the original game at all, but the additions of the stickers (there’s also two in each of the five new levels), significantly faster load times (at least on Xbox Series X) and less technical hiccups make this a solid $29.99 investment, or in my case, under $10 investment. At the same time, it’s still the same game from 2005.

My favorite of the “mop everything up” type of levels is the Hansel & Gretel level.

The thing about Katamari as a franchise is there’s really only been three console games and one all-star compilation. The handheld games were REALLY bad, which is probably to be expected since those had to make all kinds of concessions based on the hardware. The last console release, Katamari Forever from 2009, was made up almost entirely of older levels and challenges. Touch My Katamari, a game ruined by the rear touch panel on the Vita, was the last non-mobile game, and it was another game made up of older levels. And that was it! This blog is younger than the latest new console Katamari game, and this blog is thirteen years old this year.

The cloud stage is one of the stages that didn’t make the cut for Katamari Forever.

While the existing Katamari games are a ton of fun, this is a frustrating series because it feels like it hasn’t peaked yet. Fans of the franchise, I ask you this: doesn’t it feel like the perfect Katamari video game is still waiting to be released? What I think happened is Keita Takahashi and his team burned out after releasing three Katamari games in a three year span, the last of which had massive production issues. Beautiful Katamari, aka the one where critics started turning on the series, only released on Xbox 360 (it’s still for sale on the Xbox Store), but it was originally going to be on Wii and PS3 too. The PS3 version ran into “porting problems” and, because the PS3 had lower sales, they canned it and focused on a Wii version that also never saw the light of day. Also, the Xbox 360 version was SLAMMED for having DLC levels coded into the disc itself, where the DLC fee was really just to unlock content already on the disc. It felt cheap, because it was. That’s why the PS3 got Katamari Forever, which was mostly a retread of Beautiful Katamari with some content from the first two games sprinkled in.

2024 and I’m still playing new releases (or in this case, remasters) where the camera gets stuck behind a solid object that drowns out your entire field of view. This is a VERY common occurrence in We Love Katamari.

That’s why these re-releases really frustrate me. Games are just better now than they were in 2005. 3D games especially. Do you think a game like Katamari could benefit from, say, a better camera? How about better fluid simulations? Handling more moving objects at once? Being able to give moving objects more elaborate moving parameters? Well, that game doesn’t exist. Even with the visuals now having less jaggyness and real time shadows, this is a 2005 game, and it feels like it. Everything that moves does so using shallow, preset parameters. Objects are CONSTANTLY clipping through surfaces, and the camera is just plain bad at what it does, to the point that you often can’t see what you’re doing. Hey, I had a ton of fun with We Katamari, even if I can’t eat salty foods without searing pain in my fingertips for the next couple days. Needless to say, I’m happy with my purchase, especially since I got it on sale. I’m also happy the first two Katamari games got a modern re-release. I’m all about preservation and legal access to older games, and I have no objection to those older games getting quality of life mods and bonus content. BUT, I really hope they have something better planned for Katamari Damacy. I hope the next Katamari isn’t a REROLL, but a completely modern Katamari that feels modern. I say that because I can’t say I’ve played a game that maximizes the Katamari concept’s potential. I don’t think it exists yet.
Verdict: YES!
$9.89 (normally $29.99) got rolled up in the making of this review.

Colored Effects (Indie Review)

Colored Effects
Platforms: Nintendo Switch, Steam
Developed by TacSou
Published by Flynn’s Arcade

The graphics are nice, clean, and distinctive. TacSou never put the trees in locations that would be distracting. It’s a game that allows you to process everything quickly with no visual loudness.

I’ve had a bitch of a time trying to write this review for Colored Effects, an indie puzzler where you have to dip your character in superpower-granting paints in order to solve logic puzzles. I’ve not been struggling because Colored Effects is bad or boring or anything scandalous like that. Actually, it’s really good. I can’t stress enough how good the controls are. Colored Effects has accurate, intuitive movement physics, effortless jumping physics, and some of the best box-shoving mechanics I’ve seen (with one tiny but annoying exception, see the next caption). Seriously, I hope developer TacSou wrote down the recipe for this (I assume video games are made with recipes) because the controls are gosh darned perfect.

This is the one and only exception to the controls/movement being flawless. Here, a box I wanted to fall through a trapdoor when I activated a lever didn’t fall, instead defiantly balancing on a single pixel. Take that, Newton!

The color concept works great, and it’s largely because of those intuitive controls. You can only be one color at a time, and each color has unique special abilities. Green allows you to clone yourself and claim a carbon tax credit. Yellow gives you a dash move and grants you immunity from Green Lantern’s ring. Turning red lets you throw fireballs and gives you dictatorial authority over all other Power Rangers (unless it’s the Alien Rangers or Time Force squad, where you’re relegated to field command). Purple allows you to warp just far enough to pass through nearby walls and also will make televangelists speculate as to whether you’re supposed to be “the gay one” or not. Dipping yourself in blue gives you a double jump and also assures you’re a shoe-in to win California’s electoral votes. There’s almost no learning curve to any of the superpowers and their limitations. The clones of yourself are lifeless blocks that vanish if you leave the bubble surrounding them. The warping ability is the neatest, because when you’re choosing the direction to warp, the game doesn’t pause, so you can be hovering mid-air. Yes, this is worked into the level design, too! These are really basic platforming/puzzling tropes, but they’re used so cleverly.

There’s a few technical annoyances. There’s checkpoint billboards you can use. See the box with the little character below the two switches on the left of the picture? That’s it, and it’s 100% optional to activate. They’re much appreciated, but they also come with a monkey’s paw-like glitchy drawback. Sometimes I’d activate them only to realize I’d made the wrong move, so I’d pause the game and restart the whole level from scratch. Then I’d go about puzzling, realize I’d made another mistake and hit the quick restart button, which should start the whole level over, right? Only, it wouldn’t. The game would revert back to the previous checkpoint I’d already deliberately erased, which meant I had to pause the game and click the restart level option again. That happened constantly and it was so annoying.

And the puzzles are fun little test chambers that mostly accomplish what I call “The Big Overwhelm.” That’s my term for levels so big and vast and multifaceted that the first time you see the layout, you think “there’s no way I’ll ever make sense of it.” Which is awesome, by the way. The Big Overwhelm is the secret sauce that makes classic puzzlers Portal and Baba is You work. I dare say no logic puzzler can be great without it. Not every level of Colored Effects pulls it off. In general, any puzzle game can usually be sussed out by figuring out what the final move of a level is and reverse-engineering it from there. Well, quite a few stages in Colored Effects suffer from “First Move Syndrome” where a puzzle is too easy because the first move is so obvious that the rest of the design logic instantly reveals itself. Even late in the game this happens. Scaling is super hard to do in a puzzler. You can add extra steps or red herrings till the cows come home, but it’s just so hard to gauge what is going to throw someone off. Scratching your head is an entirely personal experience, and unless a developer is able to use something along the lines of focus testing to reorder levels based on average completion times, you’re going to end up with a difficulty curve that looks like the recordings of a seismograph. It’s kind of inevitable.

This was really the only boss I enjoyed fighting because it was the only one that felt like a PUZZLE in this PUZZLE GAME that ended when you solved the PUZZLE instead of having to redo certain steps because it’s a boss and bosses are supposed to have “hit points.” This boss requires you to actually stop and think. Good stuff.

TacSou’s concept was you’d earn new colors by fighting bosses. Solid idea if the boss battles are true to the rest of the game. But, only the one I pictured above accomplishes that, while the rest don’t feel right for this game at all. And the pacing is truly strange. Colored Effects has 40 levels. Which levels have the bosses? 2, 6, 10, 14, and 40. Yes, really! You go from three levels and a boss fight to a twenty-five level gap between them. And I’m not complaining, by the way, because the levels are fun and the bosses, well, aren’t. The final boss has roughly fifty-thousand goddamned different phases (but who’s counting?) and goes on FOREVER because each color has its own segment, and it never feels puzzley. Not for a single second. Mind you, there are no enemies in the puzzle stages, yet you have to fight airplanes shooting bullet hell-ish projectiles at you to finish the game, and it’s so out of place. None of the bosses are bad in the traditional sense. It’s only by virtue of how wrong they are for Colored Effects that they’re unwelcome speed bumps, with that one exception above. And that one exception is why I can’t overlook this, because TacSou proved they COULD make bosses that combined genuine logic puzzle goodness with traditional game bosses. The rest are so cookie cutter they feel like any generic platformer’s bosses. Shame, because this is NOT a generic game!

In the first few levels, you have to collect gems that open gates to the room exit. Then, Colored Effects adds a twist. Some of the levels require you to reach the exit once with each color available, at which point you come out the starting door and have to do it again as a different color. Once you’ve gone through the door in a color, it’s checked off, but you can’t go through the exit as that color again. It works and it’s unique, but these also tended to be the puzzles that were easiest because either the first move or the last move you’d make became too obvious. Oh, and if you’re curious what color blind mode looks like, here it is.

80% of the bosses being lame aside, Colored Effects is a very good puzzler. I really don’t have too many notes on the puzzle logic itself, because movement and the box shoving physics are so accurate that you don’t even stress them. There’s no pixel-perfect jumping required. I can only think of one single level where I felt the timing of activating switches and special moves at the correct moments was so precise that novice gamers might struggle with performing it even if they figure out the solution. No, this is actually nearly perfect as far as this genre goes because the movement/timing is so fine tuned that it really becomes your wits versus the puzzle design, and the controller isn’t a factor at all. And they’re really good puzzles too. You don’t have to be a brain surgeon to enjoy Colored Effects. In many ways, it’s the ideal Nintendo Switch puzzler. The toughest part of Colored Effects for me was writing this review, really. What can I say? It’s hard to write about a game that does so little wrong.
Verdict: YES!
Colored Effects is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard.
$3.99 (Normally $4.99) were dipped in brown paint and rolled in bread crumbs in the making of this review.
A Review Copy of Colored Effects was supplied by Flynn’s Arcade. Upon release, a copy of it was purchased by a member of the Vice Family. Two, in fact! I bought my nephew one, too. Hopefully he can put down Fortnite long enough to try it.