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.

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.

Dragon’s Lair Trilogy: The Definitive Review (Complete 3 Game Review + Rankings)

2023 marks the 40th Anniversary of Dragon’s Lair, a pioneer of “more fun to watch than play” gaming. I was born in 1989, and while Dragon’s Lair II: Time Warp technically counts as “my lifetime” really, two-year-old me wasn’t playing anything besides peek-a-boo by that point. Fast forward to the 2000s, when we ended up owning Dragon’s Lair on DVD. “Have I got a game for you!” Dad said to teenage me. He threw it in and handed me the remote control (which was NOT a very good controller) and it was just about the worst thing I’d ever experienced in my life. Even Dad admitted that playing it with a DVD remote control was not the smartest idea. We tried it on a game console but it kept clicking-through to the DVD control menu. Fast forward to Christmas morning, 2010, and waiting for me under the Christmas tree, again from Dad, is Dragon’s Lair Trilogy for the Wii. The look on his face was so precious, a look that continued later in the day when I threw the disc in and proceeded to get totally demolished by the games.

Dragon’s Lair, Space Ace, and Dragon’s Lair II: Time Warp are games that never stood a chance against the test of time. They’re famous for three things: being beautiful to look at, being difficult, and barely qualifying as video games. They served as little more than novelties, or “attractions” for arcades. Well, Dragon’s Lair did. In my eleven years on social media, I have never once heard a single person trade a tale of Space Ace in arcades. Not once. On the other hand, I had one reader describe Dragon’s Lair’s reign as king of arcades like a bright, beautiful shooting star. Look away for a moment and you risk missing it completely, but if you saw it, you’ll never forget it. No game that has aged as badly is remembered so fondly by the generation that experienced it in-person in arcades. Sadly, it’s a phenomena I’ll never be able to fully understand no matter how hard I try. When Dragon’s Lair 3D: Return to the Lair released in 2002, to 13-year-old me, it was just another game, and not even a good one. The excitement of actually playing Dragon’s Lair was lost on me and my generation. A “you had to be there” we can’t understand.

Or, maybe not? The only way I can know for sure is to put these games through the wringer.

This is pretty much how my reviewing appears to developers.

Dragon’s Lair Trilogy retails for $19.99 on PlayStation, Nintendo Switch, and Xbox, with each individual game being sold separately on platforms like Steam for $9.99. Since that’s the sold-separately price, we’ll round it up and say a quality game in this set is worth $10 in value. I’ll round up the $19.99 price and say Dragon’s Lair Trilogy must get $20 in value to win my Seal of Approval. But, before I figure up the value of the games, I need to look at the slate of extra features in the set. Oh, before that, I have to mention the menus of Space Ace. Take a look at this screenshot from when you pause the game.

What option do you think is highlighted here? Believe it or not, “Continue” is the highlighted option, while nothing is highlighting the bright “quit” option that stands out a lot more in this screen. This is such an obviously bad choice that I’m convinced it’s an accident. That they MEANT for the brightened option to be the highlighted one, but whoever designed the menu accidentally crossed their 1s with their 0s and got it backwards. By the way, in every menu option where there are only two choices, this problem is there. Why not have an arrow? You know, that time-honored symbol you use to point at something and say THIS ONE! The other menus aren’t that much better. For Dragon’s Lair, is purple THIS ONE, or is it red? You would know from the front menu of the game since there’s more than two options to choose from and only one is a different color. But, if you weren’t paying that close of attention when you started the game, you wouldn’t know. Combined with the distinct lack of options for one of the extra features that I’ll get to and you can tell they just didn’t really care all that much about presentation. I would have looked past it and just called this lazy, but then I keep going back to the gold/faded gold highlighting decision. I’ve been playing games my entire life and that’s the absolute worst menu select choice I’ve ever seen. I’m fining Dragon’s Lair Trilogy $5 in value for this. From here out, this will be the standard Definitive Review fine for bad menu design in classic game collections.

EMULATION EXTRAS

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Dragon’s Lair Trilogy provides a few options for playing the games, though the one I wanted most is notably absent. You can choose three or five lives for each game. It really sucks that there’s no option for unlimited lives and a modern-style death counter for these games. There is every possibility that such an option might have made the difference between winning and losing. The lives system only makes sense if this is trying to suck money from players in $0.50 intervals. These days, the fun is in seeing how many times you croak before reaching the ending. It’s been years since this released, but if Digital Leisure wanted to attempt to appeal to modern gamers (and why wouldn’t they? We spend money too!), you don’t have to lower the difficulty. You just have to, you know, make it fun to die.

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There’s also adjustable difficulty for the first Dragon’s Lair and Space Ace and a cabinet mode for all three games that I didn’t like one bit. Having played a lot of retro collections, there’s something about how this set handled scan lines on a TV screen that I found unconvincing. Dragon’s Lair allows you to play either the “Arcade” or “Home” versions. In the arcade version, you move to another screen if you die, whereas in the home version you have to repeat the stage until you complete it. Also included is a “Director’s Cut” option to play Dragon’s Lair II that changes the second-to-last level, making it shorter and nowhere near as memorable. I’ll talk about that more in the review of that game.

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The most important addition is the “move guide” that you can optionally add to the bottom of every game. This is not the same as the flashing-light indicators the games originally utilized to guide your actions. It’s a directional overlay that tells you the exact button press, and you simply have to be quick on the draw. The cabinet mode also has lights that tell you which direction to press located around the joystick. Unless you have the games memorized, you basically have to play with either the move guide or the cabinet mode turned-on. Especially the first Dragon’s Lair and Space Ace. Take, for example, the very first scene in the entire game. Dirk falls through the rotten wood on the drawbridge and a monster pops out of the moat. You’re supposed to swing your sword at it, but the sword doesn’t flash yellow. You’re just supposed to know to use your sword, I guess. In fact, both Dragon’s Lair and Space Ace don’t always use the yellow indicators for both the action and the movement, and sometimes you just plain have to make an educated guess. By the time Time Warp came around, they had included it with every move, but even with it, I found I couldn’t make progress at all without the move guide.

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Of course, the downside is, they cover up the animation, which is the whole point of playing these. Instead of watching the whole screen, you’ll inevitably stare at the bottom of the screen waiting for the next prompt. I suppose you can think of this as a trainer to memorize which moves you do on what screen, but that’s assuming you actually want to get THAT good at forty-year-old games. Either way, the move guide is a welcome inclusion, but I’m not at all satisfied with the lack of options. Given how you can watch each scene bit by bit in the media extras, why not let people play and practice them? Why not have the option for a death-counter instead of lives? I would hope a modern re-release of a Dragon’s Lair collection (which would hopefully solve licensing issues and include more games) would do more in the future. As for this specific set, for all the emulation extras, I’m crediting no extra value to Dragon’s Lair Trilogy. If they gave you the option to replace the lives system with a death counter, I would award $5 in credit towards the set, and $2.50 for being able to practice individual scenes.

MEDIA EXTRAS

“The fish was about this big..” “That’s not how a big fish story is supposed to go, Rick!”

Dragon’s Lair Trilogy comes with a couple media extras, the highlight of which is an interview with Don Bluth, Gary Goldman, and Rick Dyer. It runs a little over twenty minutes and, if you’re a fan of this stuff like I am, it’ll leave you wanting a lot more. Not because this lacks the good stuff, but because the interview is so well done. Dyer especially comes across as a cool guy. The type of guy you want to see succeed. A mad scientist who, more or less, invented the FMV format as we think of it today. For better and for worse, I suppose. The problem with this interview is that there’s no option to rewind or fast forward. There’s volume issues, and if you mishear something, you have to restart the whole video and watch it again. That really sucks and I have to cut what I would reward this feature by half as a result. I wish it had been broken into separate segments. It makes no sense why they didn’t, especially since the actual feature does have title cards for each different part of the interview.

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Dragon’s Lair Trilogy’s only other notable extra is a deleted scene for Dragon Lair II: Time Warp. It runs under a minute and is a partially voiced storyboard for a level set on a pirate ship, complete with what parts would flash yellow to indicate an action. The scene looks like it would have been dull. What’s frustrating is that the original Dragon’s Lair had many deleted scenes, including a full new “room” where one-eyed gargoyles hurl spears at Dirk. The scene is shown in the interview above, but you can’t watch it separately. Even more disheartening is the scene was apparently completed and colored by Digital Leisure, presumably with the intent of making it playable, but it’s nowhere to be found outside the interview. A quick glance at YouTube also makes it appear that there were multiple unused death animations that never made the game. It sure would have been swell to have all those. Space Ace gets no deleted scenes.

Dirk the Daring: the one hero in gaming who has irrefutable proof that he actually scootilypooped with the damsel he rescued. Of course, this leads into one of the great mysteries of video games: how the hell did Princess Daphne squirt out ten kids in what looks like a span of ten years and still maintain her figure? Clearly she messes around with the dark arts, which would explain why the forces of evil are always trying to kidnap her. They want to know her secret!

In fact, Space Ace feels pretty unloved by this set overall. Right before I finished this feature, I found out that a conversion kit for Dragon’s Lair II: Time Warp was created in 1991 that could turn it into a more difficult version of Space Ace that used diagonal moves. This is not included in this set. Space Ace’s only two “special features” are also included for the other two games: the attract screen and the ability to watch the full game without having to play it. That last one is the best feature, and it really says it all about this set, doesn’t it? The best part about Dragon’s Lair Trilogy is the ability to just watch it without playing it.

They never mentioned which drugs produced the concept for Dragon’s Lair II.

Also, they got the three main guys behind the trilogy together to do a really good interview. Why stop there? DO AN AUDIO COMMENTARY!! Like, duh, right! Angela, future Spielberg of her generation, has helped me to rediscover the greatness of a well done feature film audio commentary. Dragon’s Lair and Space Ace especially could have benefited from hearing how game designer Dyer and animation expert Bluth came together to make one of the most famous games of all time. At one point in the interview, they touch upon how Bluth would interpret Dyer’s storyboards and create animation that didn’t work from a video game perspective (suddenly I have a hunch what went wrong with Dragon’s Lair II). Which scenes? In which ways? We don’t find out, and an audio commentary could have corrected this. Maybe we’ll get one eventually. Anyway, for all the media extras, I’m crediting $2.50 in value to Dragon’s Lair Trilogy. Had they offered more flexibility with how to watch the interview, I’d have called it $5.

THE ULTIMATE VERDICT ON THE COLLECTION

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 Space Invaders’ 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 enough to merit playing today and is not worth seeking out, and certainly not worth spending money on.

For Dragon’s Lair Trilogy, the final score was as follows:

YES!: 1 ($10 in Value)
NO!: 2
$2.50 in Extra Value
$5.00 in Fines
TARGET VALUE: $20

TOTAL VALUE: $7.50

Dragon’s Lair Trilogy does not earn my Seal of Approval. With only one game worth playing today, and a game that you can buy separately on a few platforms, it’s not worth buying the whole set. Frankly, I’m still stunned that I could give any game in Dragon’s Lair Trilogy a YES! at all. I had previously planned to have “I HATE FMV GAMES” etched on my tombstone. But really, there’s no reason to own all three games, one of which isn’t THAT bad but not good enough and one of which is one of the worst coin-ops ever made. I suppose you can still feel free to grab this set REALLY cheap. Like, under $10 cheap. Even then, I’m sure you can get Dragon’s Lair by itself even cheaper.

GAME REVIEWS

Dragon’s Lair
Released June 19, 1983
Designed by Rick Dyer
Directed by Don Bluth

One of the problems with adapting Dragon’s Lair today, in the 2020s, is people would have a cow about a character like Princess Daphne. As if friendly but vapid airheads don’t exist anymore. Or perhaps they wouldn’t if not for portrayals in media, like this? I think that’s the argument. Frankly, I don’t care. Besides, Dirk himself is completely brain dead too. They are gaming’s most fit couple.

Man, did I ever get it wrong about Dragon’s Lair. I got fixated on the whole “it’s really just playing Simon Says with animated cues” aspect. Which, by the way, is still there. As far as elephants in the room go, this is an especially large one that’ll always be around, like a photo-bombing wooly mammoth. But, when you really stop and look at the set pieces and the timing and themes of Dragon’s Lair, you realize that, more than any FMV game ever made, Dragon’s Lair succeeds at creating the illusion of video game-like interactivity. Not only that, but it does so in a way that is practically clairvoyant. That read the tea leaves flawlessly on where video games would go eventually. It’s ironic that the sequel is called Time Warp, when really, it was the original game that saw the future. The type of boss fights and challenges in games that didn’t exist in 1983 but do now. Come to think of it, many were probably inspired by this!

I think one of the aspects that makes Dragon’s Lair stand out is that literally every single character is memorable. It’s such a shame that nobody has managed to make a truly great game based on this franchise in the forty years since the original. All the pieces are certainly in place.

You can’t talk about any of these games without talking about the Don Bluth animation. Before we start, I want to qualify myself: I am NOT an expert at animation. I just watch a lot of it. People talk about Dragon’s Lair like it’s right up there with The Secret of NIMH or An American Tail or The Land Before Time. But, it’s actually not that high of quality. It’s somewhere between a really expensive Saturday morning cartoon and a feature film. Whenever a corner could be cut, chances are it probably was. There’s a lot of reused animation throughout the game. People, including myself, overlook that, but when you’re paying attention, they stand out. Space Ace is worse about it, but it’s there throughout Dragon’s Lair. On the other hand, I love the use of color and I think the backgrounds are just beautiful. I think they went a long way towards making Dragon’s Lair work. It feels like an adventure because it looks like one.

The later Dragon’s Lair 3D tried to recreate set pieces like this to various success. Had Dragon’s Lair 3D featured the smooth controls and lightning-fast responsiveness of a game like Prince of Persia: Sands of Time, for all we know, it might have gone down as one of the all-time greats. But, Dragon’s Lair 3D had sluggish controls, a problematic camera, and this RIDICULOUS recoil whenever you ran into a wall or object. AND YET, it still managed to be just a little bit alright, but nothing special. For a game with that many problems to still step across the “alright” threshold makes me wonder what if? about it. What if it had good play control and didn’t have that absolutely stupid recoil? Would it have been an unprecedented hit and reignited the franchise? We’ll never know, I suppose. I’m sure eventually they’ll re-release it, but I hope they don’t in its present state. Dragon’s Lair 3D turned twenty-years-old in November, and gaming has come a long way. Scrap it and go again with modern technology and maybe, at long last, Dragon’s Lair will be the franchise it deserves to be.

Having said all that, I think the understated part of what makes Dragon’s Lair work, besides the beautiful use of color and the striking backgrounds, is that every room creates the illusion of an interactive video game. The last third of Space Ace and pretty-much all of Dragon’s Lair II come across like watching a movie that someone shoehorned button prompts into. That happens in Dragon’s Lair too, but it’s most rare in this game. The rooms are designed like video game challenges. Swinging left to right (or right to left if the room is mirrored) across flaming ropes. Dodging giant, rolling balls that are set to a pattern. You’re always acutely aware you’re not really controlling Dirk the Daring, but Dyer and Bluth did everything in their power to suspend your disbelief anyway. They even manage to succeed in some rooms, where the framing and directional options are unambiguous: the challenge is right, so move left. The beast is coming at you, so use your sword. It takes proper staging to pull off, but sometimes they did, and suddenly, Dragon’s Lair ain’t too bad a game at all.

The rafting sequence is one such area. The timing of when to press the prompts and the various hazards that take place during this sequence just plain work as a magic trick that makes you feel like you’re in control of an already animated cartoon. I love using the magic trick analogy with Dragon’s Lair, because you never forget what you’re doing isn’t real. It’s not immersive at all. Instead, it becomes okay to allow yourself to play along anyway. That’s what makes stage magic fun, and Dragon’s Lair is basically stage magic as a video game. We know the score, but we’ll pretend we don’t, because we want to have fun.

Dragon’s Lair has more moments like that than any FMV game I’ve ever played. But, that doesn’t always mean the results work. Some of the rooms don’t do enough visual cues to make it predictable what the move will be. Moments where, logically you would think you’re going to press one direction, but really, you’re supposed to press another. Take this moment:

Assuming you weren’t using the move guide, which tells exactly when to press a button and what to press, what way would you press in the above screen shot? The flashing thing is to the left of you, but also in front of you. Hell, in theory, it’s also lower than you, which could imply you have to jump downward towards it, right? Well, the correct answer is you’re supposed to press UP. Even though the flashing target is in the lower left hand of the screen. I can’t imagine how many quarters a person would have needed in 1983 to commit this to memory. One recurring story I keep hearing from people is gathering around to watch someone in an arcade who could run through the entire game effortlessly. I’d not had the patience to get that far at all. I did make a good faith effort to play without the guide, but I couldn’t figure out what moves to do, and frankly I didn’t have any fun trying to figure it out.

In some areas, there’s no way to anticipate what move could possibly be the next move. You have to wait for a cue, or just watch the guide. Well, at least with Dragon’s Lair, I found I could do both.

Oddly, Dragon’s Lair is the only game in the trilogy where you can play with the guide on and still watch the cartoon too. It’s not a visually complex story. There’s not a lot of screen clutter. You don’t have dozens of moving objects, or even if you do, they’re staged correctly to not distract from the point of PLAYING the game. It’s a “clean” presentation that remembers what it’s asking of players: enjoy the show, but also do things based on what the show does. That’s why Dragon’s Lair succeeds even forty years later while Space Ace and especially Dragon’s Lair II: Time Warp crash and burn. It IS an interactive movie, like few attempts at such a thing have been able to pull off. Even with the guide, you won’t miss anything with Dragon’s Lair. It’s something I didn’t appreciate until I played the other two games. How I tested this is I replayed each game a third time in three days and had my father and sister quiz me on details of the games. NOTHING unfair, and they understood what I was aiming for and went for details anyone playing the game should notice. For Dragon’s Lair, I answered six out of seven questions correctly. For Dragon’s Lair II, it was two out of seven. For Space Ace, it was only one out of seven, with the one that I got right being from early in the game.

This memorable scene is an example of “this would be so cool if you could actually play it!” that certainly was NOT cool to play when you really could in Dragon’s Lair 3D. And actually, the scene is a little overrated in the arcade game. The patterns the knight taps out on the floor don’t always seem to make logical sense in terms of which button you’re expected to press.

Let me be clear: Dragon’s Lair isn’t a great game by any stretch. Besides the occasional “why would you press that direction at that moment?” issues, the game also makes you eventually repeat each room, only with the animation mirrored so every left/right move is reversed. Of course, if they didn’t do this, a game of Dragon’s Lair would only take about six minutes to complete. The biggest knock I have is against the historically terrible finale sequence. The rooms are all relatively short, which serve as logical checkpoints if you lose a life. In fact, I consider the smallness of the rooms to be a highlight of the game. It makes it feel like a real castle you’re exploring.

That’s probably the most underrated aspect of what makes Dragon’s Lair work: some rooms can be as short as one action. None of that minute-and-thirty-second short film that you have to replay over and over crap from the sequel.

Except for the final room with Singe the Dragon, which has no checkpoints, and the game grinds to halt and becomes agony. First, Singe nearly wakes from his sleep, which takes a while of just waiting around and doing nothing. AND THEN, FOR NO REASON, Princess Daphne very slowly explains that you need to retrieve a magic sword that’s in the room and use it to get the key around Singe’s neck. And she’s doing stripper poses the entire spiel. Mind you, this explanation was totally unnecessary. If it was a new and unique gameplay method, FINE, but it wasn’t, so what the hell were they thinking? You’re not doing anything different than you were doing leading up to this. You’re still just pressing buttons based on prompts. If you die.. and you probably will since the timing of this room can be brutal.. you have to watch this whole sequence again, from Singe’s nearly waking up to Daphne’s striptease-instructional video. No means to skip it. It’s torturous to sit through even once since a game about constant action-reaction now suddenly has you just standing around waiting for the game part to start again. AND YOU HAVE TO REWATCH IT EVERY TIME YOU DIE! I get they probably wanted this room to feel climatic, but when you’re playing a game called DRAGON’S Lair and you slay a dragon and rescue the girl, that ought to be climatic enough. It’s one of the worst finales to a game I’ve ever seen. It ain’t a deal breaker, but it almost was. I had to think about it.

I actually didn’t kill Singe here. He died of old age after hearing the unskippable dialog for the three-dozenth time.

Okay, so Dragon’s Lair didn’t exactly stick the landing in its final act. But, everything up to that point is a lot better than I’ve ever given it credit for. It’s not fantastic or anything, but I enjoyed my time with it. Just think, all it took was basically creating the perfect FMV game to get me to finally say YES! to one of these things. And yet, I still wasn’t sure why the generation before me holds this up so fondly. Why they still get starry-eyed as they share tales of epic failure and sessions that lasted under a minute, or gathering around to watch that one weirdo who blew his life savings memorizing every sequence. Despite its relatively short window of fame, brutal difficulty, and all the truly-awful games in the franchise that followed, Dragon’s Lair is still a game you want to enjoy. Why is that? I have to believe it’s for more than just the Don Bluth animation, or the hilarious yelps and squeals of Dirk the Daring, or what is just alright gameplay that is ultimately probably the best the format is capable of. So, I again asked myself: what could have possibly made those memories of Dragon’s Lair echo so loudly across the decades?

These two would go on to have ten kids.

I think I have the answer. Because the set pieces and art and characters all came together to make what players in 1983 wanted games to be like, but they weren’t. Not yet. Although it wasn’t their intention, Dragon’s Lair feels like a promise to gamers: this is where the medium is going. One day, games will look and sound this good and have action this exciting, only it will be you in control. Well, we all know what happened over the next forty years. Dragon’s Lair survives through history because it represents the promise of gaming kept.
Verdict: YES! **FLIP**

Dragon’s Lair II: Time Warp
Released June 16, 1991
Designed by Rick Dyer
Directed by Don Bluth

Pictured: Cathy’s brain melting from peeling back all the layers of awfulness from Dragon’s Lair II: Time Warp.

If I was too hard on Dragon’s Lair before, I wasn’t hard enough on Dragon’s Lair II: Time Warp. Talk about losing the plot! This sequel forgot literally everything that made the original game (and some of Space Ace) work. Dragon’s Lair, for all of its FMV-based flaws, still does everything in its power to look like a video game adventure. Time Warp doesn’t at all. It’s a series of disconnected animated vignettes that completely fails in every imaginable way. In the annals of bad games, it’s astonishing that nobody ever brings this one up. Perhaps because it’s an FMV game and that’s too low of a low-hanging fruit. Perhaps because the Don Bluth animation is so beautiful and vibrant. Perhaps because the nine segments of the game are so memorably bonkers that you wonder if the game was co-written by cocaine. But, actually playing Dragon’s Lair II, it’s shocking how many different ways a simple FMV sequel to the FMV game of the Golden Age could be so bad. How could they get it so wrong?

Time Warp starts off with Dirk’s mother-in-law trying to murder the man who rescued her daughter in the first place and is likely the only person capable of rescuing her again. In terms of intelligence, the apple fell about two inches from the tree on that one.

The most obvious problem with Dragon’s Lair II: Time Warp is that it really doesn’t make any effort at all to feel like a video game. In Dragon’s Lair, the game randomized all but the first and last levels of the game. It worked there because they were all short and they all flowed seamlessly into each-other. Time Warp’s nine levels are longer, linear, and with the exception of the first level, have no checkpoints at all. They’re also all, more or less, self-contained animated shorts that don’t fit-in with each-other. The moments where it feels like they were trying to animate some form of a video game trope in order to invoke the expectations of what a game should be like are few and far between. In Dragon’s Lair or Space Ace, whether you were swinging across ropes, timing when to move between spikes, leaping across platforms, or fighting monsters, the designers created the illusion that you were controlling Dirk and Dexter (well, until they forgot to do that in Space Ace too). Time Warp feels like a totally disconnected animated short that someone surgically grafted button prompts onto.

This is Eve. As in Adam & Eve. As in the Garden of Eden, which is the fourth stage of the game. Whereas Dragon’s Lair felt like an actual video game where a knight searches a castle looking for a damsel in distress, Time Warp feels like a series of two-minute-long Silly Symphony clips that someone attached a video game to long after the fact. Which isn’t far off from the truth. The Alice in Wonderland sequence for Dragon’s Lair II debuted on television in 1984 and the game was apparently fully completed between 1984 and 1986. It never came out until 1991 thanks to the bankruptcy of Cinematronics.

They must have realized how poorly flowing this would work as a video game, so in Time Warp, every single move does the yellow flashing prompt. You’d think that would make this the most playable game, but often the actions are too brief and the visuals so loud that you might need a couple lives to see them. Of course, every time you die on a stage, even if it’s the very last move on that level before you finish it, you have to start all the way over at the beginning. These aren’t teeny tiny rooms, like in Dragon’s Lair. These levels last over a minute of basically non-stop quick-time events where one mistake means you have to start over from the beginning. What’s especially annoying is they seem to have animated each level with moments that were clearly meant to be checkpoints. In the first level, you go from being chased by your mother-in-law into entering the castle from the original game, and if you die after the dungeon, you restart from there. Makes sense! Well, even though there’s a moment like that in each of the animated segments that follows, like a turning point in the action, it’s not utilized and you have to start over if you die.

Dragon’s Lair has lots of beautiful art, but it also remembers that players are focused on the game itself. All the stuff happening on the screen is done in service to the gameplay. Dragon’s Lair II is filled with sight-gags and small details that you will die if you watch, because you’re not focusing on the next button prompt. I’m sure this was done in service to the days where people would gather around and watch someone play the game, but it’s a game that constantly forgets it’s game.

It stinks of a game that has no interest in giving players value. Instead, Dragon’s Lair II is completely focused on trying to squeeze as many quarters as possible. But, if you thought the lack of checkpoints was greedy, you ain’t seen nothing yet. Dragon’s Lair II: Time Warp gates players out of the final two levels unless they find all eleven magical items that are hidden throughout the first seven stages. It’s a sleazy move that made me feel unclean as I played it. Imagine playing through this in an arcade in 1991 and being interested in it enough that you spend enough money to GIT GUD and make it past the Ancient Egyptian level (ironically the only level in the entire game that feels remotely like the first game), and then suddenly the game just restarts from the beginning because you didn’t gather all items. In a game where you have a single second to make a decision, and ten times it will flash in two directions at once because one of the choices has the item, and you have to choose correctly, going ten for eleven, or else you.. keep going but actually will now have to replay the whole game from scratch eventually too. What a load of crap. Also, yes, ten times. For the playing card in stage three, they didn’t bother to animate the indicator that it’s one of the items you must get. Even worse: because of the Alice in Wonderland theme of that level, you wouldn’t even think that it’s THE item. It’s just right there and blended seamlessly with the rest of the design. Actually, some of the items that do flash do so in very visually-loud sections. The butterfly in the Beethoven stage is practically invisible!

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I should also note that the arcade game had a scoring system that was removed completely from the home version. I didn’t even know that until I started researching whether the arcade game actually told players anywhere that they HAD to get the treasures to finish the game. It does.. at the bottom of a three-second long instruction screen that is briefly seen during the extended attract mode that runs on an over one-minute long cycle. It’s shamefully greedy on the same level that Ghosts ‘n Goblins forced full-replay was. Even worse: logically the way to not screw players is to make them only replay the levels where they missed an item, right? Well, Dragon Lair II has contempt for its players, so you have to replay the whole game from the start. Wow. Leland Corporation’s bankruptcy was well-deserved after pulling crap like that, and good riddance.

The best scene in the entire game is the eighth level, where Mordroc actually gets the Death Ring on Princess Daphne, who turns into Ganon if Ganon were a drag queen. BUT, if you play the Director’s Cut, this never happens. It starts exactly the same, with Mordroc clearly putting the Death Ring on Daphne and Dirk throwing his sword through his arm. Then, the scene changes from the original, and suddenly Daphne is out of the shot and the Death Ring isn’t on her. In a shorter, more plodding and less fun scene, you dodge Mordroc’s attacks before knocking the ring onto his finger. The one good call this game made was going with the Monster Daphne sequence. Too bad everything leading up to it was an unprecedented disaster.

So, that’s Dragon’s Lair II: Time Warp. I have nothing positive to say about it as a game. Dragon’s Lair wanted you to feel like you were in control of Dirk. Dragon’s Lair II feels like it wants you to appreciate the amazing art of Don Bluth while it shakes you down for quarters. We can do that without this button prompt stuff or the schoolyard bully robbing you of your lunch money routine this game pulls. The on-screen action feels completely disconnected from the controller. The item collecting system and lack of checkpoints practically makes Dragon’s Lair II a mugging. It’s astonishing to me that the same people who crapped all over the Sega CD’s Mighty Morphin Power Rangers game for having absolutely nothing to do with the on-screen prompts rewarded Dragon’s Lair II with raving reviews when it did the exact same thing. If you want to know whether a game critic is shallow or not, see if they did a review of Dragon’s Lair II, and if they did, see how much they focused on the incredible artwork and not on how it factors into video game logic. Because this is BAD. As in I literally can’t believe nobody brought this stuff up in 1991. Dragon’s Lair II: Time Warp should be listed among the worst arcade games ever made. Sure is pretty, though.
Verdict: NO!

Space Ace
Released December 21, 1983
Designed by Rick Dyer
Directed by Don Bluth

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I spent the last three days going back and forth on whether Space Ace would get a YES! or a NO! On one hand, I think it’s the most beautiful game in the trilogy, with a fun theme, an awesome concept, and a white-knuckle pace. On the other hand, like Dragon’s Lair II, it forgets it’s a video game and not an animated short about two-thirds of the way through it. It’s also the most frustrating from a technical point of view, as with-or-without the move guide, the timing of Space Ace in certain aspects feels like it genuinely isn’t lined-up properly with the on-screen action. This game was rushed through production, and it shows.

Fun Fact: Don Bluth himself provides the voice of both the villainous Borf and Dark Dexter, while animator Will Finn (who later worked for Disney during the 90s on basically every one of their good movies from that time period) provides the voice of Ace. I’ve been playing video games my entire life and, trust me, I know how bad things can be when developers grab whoever is handy, be it Sally in Accounting or John from Human Resources to do voice work. For someone who is NOT a professional voice actor by trade, Finn does a dang good job voicing Dexter. I’d genuinely never guessed this wasn’t his actual profession.

As always, the animation is jaw-dropping gorgeous, and the characters are memorable. The story and gameplay also have a tiny bit more going for them. The heroic dude-bro Dexter, aka Space Ace, is emasculated by the villainous Borf and turned into a pathetic weakling. Borf then kidnaps Kimberly and you must go on a daring adventure to rescue her. The twist is that sometimes you can “energize” and turn back into the big, buff, cocky Ace. There are times where, if you don’t do this, you die. But, most of the time, energizing branches the game into different types of sequences. There’s also a lot more “choose a random direction” moments, but since you’ll have to play out every scene anyway, there’s no point in having these. It only creates the illusion of unseen areas. It’s fine, but the problem is that Space Ace doesn’t put it all together properly and sort of ruins the whole experience in the process.

When Space Ace tries to invoke video game tropes like patterns and timing, it might actually be better than Dragon’s Lair. Take this scene in the first “level.” I mean.. look at that! That looks exactly like something you would see in a video game, right? A 2D timing challenge. If you’re going to do a fully-animated FMV video game that aspires to create the illusion that you’re actually controlling the character, yep, that’s the way to do it. But, at some point, it forgot to do these parts.

Like Dragon’s Lair, you have to repeat every major set piece and room once. But, unlike Dragon’s Lair, instead of mixing up the order, in Space Ace (at least on the highest difficulty setting), every sequence that repeats is done back-to-back. You play a room once, and then the screen goes black for a split-second and then it just repeats, only mirrored. It’s so lazy and jarring and it takes the wind right out of Space Ace’s sails. I cringed every single time it happened. Honestly, in Dragon’s Lair, I came to appreciate the mirrored levels. “Alright, I’ve done this room! What was the order?” I’d ask myself. That excitement wasn’t there for Space Ace because I literally just did this section. And, unlike Dragon’s Lair, which is set in a castle that would have many rooms, in Space Ace the narrative doesn’t lend itself at all to the repeating rooms. Not one bit. It’s Dexter running down an identical corridor, being caught in an identical plastic bag, energizing at the exact same moment with the exact same pose.. it’s just so badly done. Not even comically bad, but just sadly bad.

The flashing that was used in Dragon’s Lair and especially Dragon’s Lair II occasionally happens in Space Ace, but sometimes it doesn’t. Like right here, it doesn’t at all. I can’t imagine playing without the move guide, where the timing is totally guesswork. In fact, I’ve heard Space Ace machines had the joysticks wear out a lot from people slamming them in the direction repeatedly. If you were wondering, here you would press LEFT.

And then you get to the areas where the on-screen action stops feeling like a video game and starts feeling like an animated short that someone just super-glued button prompts onto. This is the game I could make the least progress on without the guide. The game just plain quits helping sometimes, and guessing which direction was the correct direction, or WHEN to press the buttons for that matter, was purely luck-based. But, even when the indicator lights do flash, at some point a clear disconnect between controller actions and story narrative happens. The motorcycle sequence and the battle with Borf feel like just an ordinary cartoon where you have to press a button every couple seconds to make it play. It’s no longer directed like a video game. It’s just a cartoon by that point. Which.. I guess that’s what all three of these games are, but what I mean is that it no longer feels like you’re playing Space Ace. You’re just advancing it.

The end sequence sealed the NO! for this one. As an animated short, it’s satisfying, but as a video game, it’s a bit of a nonsensical disaster.

To Space Ace’s credit, it provided one final gaming highlight for me in 2022. I’d partially written these reviews for an abandoned article in 2021, and I needed to replay the games just to make sure I could. With my reaction time fading, it was basically now-or-never for this feature. While playing Space Ace, I game overed fairly quickly. Well, it turned out to be my only game over. To my absolute shock, I ran the table from there, losing a couple lives but still beating the game without needing another continue. What the fudge? ME? Are you kidding me? That felt really amazing. No joke. The lives I lost were of the “something about the button timing and the animation doesn’t seem to match-up at all” variety, but I didn’t mess-up after that. It felt great!

By the way, there’s both a Dragon’s Lair and Space Ace animated series by Ruby-Spears. In the Space Ace cartoon, which unlike Dragon’s Lair was done as part of the Saturday Supercade lineup, Kimberly is voiced by Nancy “Bart Simpson” Cartwright. I tried to watch these cartoons but I found them to be poison for the brain.

On the other hand, I pulled this monster final score off by not even watching the cartoon at all and instead focusing completely on the move guide. That’s what ultimately made the difference with these two games. With Dragon’s Lair, you can both enjoy the spectacle and play the game at the same time. It’s not a visually busy game. Space Ace always has a LOT going on, and if you take even a microsecond to appreciate that, you might find yourself losing a life. And now, it makes sense why nobody trades tales of Space Ace despite looking every bit as visually impressive as Dragon’s Lair. The fact that the first game proves you can get away with a visually nice animated game guided by a series of quick time events means I can’t excuse it for Space Ace. It needed to take a less-is-more approach, and it didn’t. Most telling of all: while I thought Dragon’s Lair II was more distracting, I actually scored lower on Space Ace in my quiz test. This was the game where Dyer and Booth lost their way.
Verdict: NO!

FINAL RANKINGS

How I determined the rankings is simple: I took the full list of games, then I said “I’m forced to play one game. Pick the one I could play the most and not get bored with.” That goes on top of the list. Then I repeat the question again with the remaining games over and over until the list is complete. Based on that simple criteria, here are the final rankings. Games above the Terminator Line received a YES! Games below it received a NO!

  1. Dragon’s Lair
    **TERMINATOR LINE**
  2. Space Ace
  3. Dragon’s Lair II: Time Warp

I seriously can’t believe I did that score though.

Garbage Pail Kids: Mad Mike and the Quest for Stale Gum (Review)

I didn’t grow-up with Garbage Pail Kids. I was born in 1989, and the final set of stickers during the original 80s fad was set to release that year, but it got cancelled. After looking at the archives at the excellent resource site GeePeeKay, yea, good call that was. I mean, Christ! That’s some sick shit in those cards. It feels like, by the end, Garbage Pail Kids became more about being mean-spirited, like they were trying to deliberately bait controversy because that grew the franchise in the first place. Having said that, I wasn’t unfamiliar with the brand. When my Godfather’s son gave me his comic book collection when I was six, the boxes they came in were covered in GPK stickers. Plus Topps occasionally revived them for brief comebacks starting in the 2000s. Hell, for a while, my LaserDisc collecting father had the god awful Garbage Pail Kids movie listed on his “treasure hunt” list of discs he hadn’t added to his collection (in turns out it never even released on LD, maybe. There’s still debate on if it came out in Japan, I think). It’s one of those brands that an outsider looking-in can’t believe was as big as it was at its height. It was easily bigger in the 80s than the 90s fads of MY childhood like Tamagotchi or Furbies. I’m telling you, I would have made a much better child of the 80s than I was as a 90s kid. I mean, have you seen how shitty our Transformers looked? And don’t even get me started on our Voltron!

MIND BLOWN!!

Of course, the one thing missing from Garbage Pail Kids was a video game. 1984 was too late to end up on the Atari 2600, and it never would have been on Colecovision for.. uh.. obvious reasons. Nintendo would never have allowed the brand on the NES because they used to think bodily fluids were the devil’s brew, and Sega didn’t get cool until 1991. Garbage Pail Kids just had shitty timing all around to transition to gaming, really. And that’s why the real story behind Retrotrainment’s Garbage Pail Kids: Mad Mike and the Quest for Stale Gum literally, no joke, brought tears to my eyes. Because kids of the 80s used to spread rumors that they heard a Garbage Pail Kids game was FOR SURE coming to the NES, even claiming they’d seen it listed in game magazines. It never actually happened, because no such game was ever in development. Since kids knew it had to be coming because their friend said their uncle worked at Nintendo and told them it was happening, they assumed Nintendo had put the screws to it. Well, it took 35 years, but someone did something about it! Retrotainment teamed with The Goldbergs writer Adam F. Goldberg and Topps Trading Cards to make that mid-80s elementary school recess fantasy come true. They even created an elaborate meta story behind the game that it WAS developed in the mid-80s, then cancelled and buried until the ROM was unearthed in 2022. The trailer for this was so convincing that my friend Ryan was open to the possibility it was actually true. It’s absolutely criminal this video only has 11K views as of this writing. This just did not find its audience, and that’s heartbreaking.

That’s why I hadn’t even heard of this new Garbage Pail Kids game leading up to this week. Somehow, it just didn’t spread through social media. So, for those who don’t know, this is a 2022 NES game that you can actually pre-order now on cartridge. OR you can buy it right now for all modern platforms, where it plays on the same excellent NES emulator by Digital Eclipse used in collections like Teenage Mutant Ninja Turtles: Cowabunga Collection or SNK 40th Anniversary. If you buy this on Nintendo Switch, Xbox, PlayStation, or Steam, it comes with a boatload of extras. On the emulation side of things, you get a fully-loaded “Infinity Gauntlet of Emulation” which is my term for the six key “Gems” of emulation: save states, rewind, flicker removal, screen filters, button mapping, and a full tool-assisted play-through video that lets you take control of the action any time you want. Media extras include the soundtrack, two short films (including the above trailer), concept art, and more. My favorite feature was the side-by-side comparisons of the real GPK cards and their in-game 8-bit counterparts (48 total characters from the cards are used somewhere in the game). I got a kick out of seeing how close some of the game sprites came to the real cards, while others weren’t even in the ballpark.

And now I want a sequel more than I want to live to be 60.

Of course, if the game itself was no good, all these extras would be downright obnoxious. Which would be fitting for Garbage Pail Kids, and then I could crack jokes like “it belongs in the trash.” But alas, it’s one of the best original NES games of the homebrew era. Seriously, no joke, this is a phenomenal platformer. The meta concept of “lost 1986 – 88 licensed NES game” had me worried. Let’s face it: most licensed games on the NES from that era sucked, with rare exceptions like Goonies II or Capcom’s work on Disney properties. A developer aspiring to pay a mostly-accurate homage to both Garbage Pail Kids and 80s licensed games could have turned in a barely playable LJN-like effort and said “GET IT?” But, instead, Retrotainment gave us a game that feels genuinely true to the GPK license while also serving as a proper tribute to the best licensed 8-bit efforts from companies like Konami and Capcom. Nice graphics. Really good play control. Feels like they weren’t just stuck with the brand as part of a cash grab and they’d rather be doing anything else. No, this is a labor of love, and you feel it every single second of gameplay.

The humongous bosses feature some really impressive graphics. YES, you can sometimes “see the seams” of how they’re really not that big (this one here is a good example, the arms never move) but it feels so gosh-darn true to the time period that you can’t help but be charmed. Most importantly, all six bosses are fun.

You have four player characters, six decently-sized levels, six very fun boss fights, and extras to collect. I’ll start with the one and only major complaint: Garbage Pail Kids is let down by very mediocre sound design. I’ve never been a sound or music person, as I have legitimate physical issues that muck up music for me. But just the sound effects alone really take the punch out of GPK. It’s a really light, overly-conservative set of sound effects that just didn’t work for me, and in fact, it took away greatly from the OOMPH of the combat. In eleven years of doing game reviews, I can count on one hand the amount of times sound effects were so poorly done that they stood out to me, and I’m not happy they happened here, because most everything else is really nice.

Enemies comically fly off-screen when you kill them. That part works, but I just hate how little pizzazz there is to the sound effects. This is one of those games that I hope other developers study, where the whole game is incredibly fun and polished to the point that it makes you wonder how they got the sound so wrong?

There’s also some inconsistencies with collision boxes, especially when using the main Mad Mike character. It’s never a deal breaker, and the collision issues almost universally favor the player, but it also combines with the poor catalog of sound effects (and I don’t think the music is very good either, but again, that I can’t claim expertise in) to take away from the action feeling like it has real-world weight, velocity, and inertia to it. Imagine if you played Super Mario 1 and you went to stop a Goomba, and the stomp happened with visible distance between you and it, AND that famous Mario “WOO BOOP” sound when you do the stomp was instead a subdued “pff.” I’ve always said gameplay is king, but GPK is a prime example of how skimping on sound becomes distracting. In a game as good as this, that one area being really bad sticks out like a sore thumb. Which is probably a GPK card, come to think of it.

Garbage Pail Kids were “Trading Card Stickers” and the “trading” part is worked into the game with a fairly good system. Each stage has a guide character that you’ll encounter throughout the level who offers you tips and then offers to trade cards with you. There’s 39 cards total to collect. 4 of them actually can be used for special abilities in the game, the most valuable of which brings a character you’ve run out of health with back to life. 35 of the cards are for decoration only and can either be acquired via trading or by finding them randomly in garbage cans placed around the stage. When you trade, each card is assigned a 1 – 10 value, and you must trade cards equal to the value (or within one point) to get a trade to happen. Do you know what part of GPK lore they didn’t use? STICKERS! Gotta save something for the sequel, I suppose. (Shakes Fist) AND THERE BETTER BE A SEQUEL!! So help me God, I can’t be responsible for actions if there isn’t one!

Now, let’s get to the great stuff: if Garbage Pail Kids: Mad Mike and the Quest for Stale Gum had really come out in 1988, it would be remembered as a legend of the NES era. The six levels are all incredibly fun to explore, especially so with how they designed the player characters. You swap between the four on the fly with the SELECT button. Each of the four characters has unique abilities, and three of the four are so different that they fundamentally change the sub-genre of the game. Use Mad Mike and GPK feels like a 2D sword game, something like Rastan or Wizards & Warriors where you have to attack enemies directly (the bonus to this is he does the most damage). Use Leaky Lindsay to essentially turn GPK into a gun-based platformer like Mega Man or Contra as she fires snot projectiles at enemies. I used her the most. Use Patty Putty and the gameplay feels really different, as GPK becomes a Mario-like hop ‘n bop style game. The only of the four who feels like he’s not world-altering is Luke Puke, who can vomit out puddles which are effective on enemies below you. I used him the least, BUT, I did find plenty of uses for him. The level design feels like it’s well-suited for all four characters and has sections designed with specific characters in mind. It’s like a very gross, lower-budget Bloodstained: Curse of the Moon, only with just as much vampires.

Hiroshi Yamauchi is doing backflips in his grave.

Each of the six levels (sorry, no finale level or ultimate boss), which can be taken in any order, feel completely unique from each-other and there’s not a stinker in the bunch. None really stand-out, either, but I mean that in a good way. Garbage Pail Kids is that rare game where the level design is consistently fun from start to finish. There’s no weak-links and plenty of surprises. A stage themed around dinosaurs suddenly has a summer camp area. A stage themed around hell suddenly has a cafeteria. The team behind this really stretched their imaginations on this one and created a dazzling variety of settings that you want to see more of. My only real complaint is the rare blind jump, and even then, you actually can sort of circumvent them (or peek at the jump by holding down). There’s a nice assortment of enemies, only one of which I was annoyed by (a girl being struck by lightning, which caused a screen flashing. I don’t have seizures as badly as I used to but that stuff can still make me pretty sick). If I had to complain, I wish they did more with locating buttons to open doors, as I liked the exploration elements most of all. Plus, the difficulty felt just right for me. There’s four adjustable difficulty levels, and you can make your own challenge.

Some “fans” are actually demanding that Retrotainment and Digital Eclipse remove the multiple difficulty settings and emulation options and make GPK “Nintendo Hard.” I’m really not kidding. Can you imagine how full of yourself you have to be to demand a developer not try to make a game for as many people as possible? First off, how fucking insecure must you be in your own ability to just not use those options if you don’t want them? It’d be like an alcoholic going into a bar and demanding they stop selling drinks. So, Mr. MAKE IT NINTENDO HARD, is it that you have no self-control, or is that your way of trying to brag to the world you’re some kind of master player on the down low, because either way is laughable. Also, if you ever used a guide or a cheat code back in the day, or a Game Genie, bitch, you ain’t no more Nintendo Hard than anyone who uses rewind on an emulator. I wonder how many of these people who cry about rewind or save states can recite the Konami Code by heart. Seems like people who demand Nintendo Hard shouldn’t be able to do that, right?

Garbage Pail Kids also never strays from platforming, but given that it can often be disastrous when platformers veer too far off course, that might have been the right call. Instead, there are two mini-games, one of each hidden in every stage. Outhouses take you to a button mashing mini-game that I hated. I can’t mash buttons these days. I even had to have my Dad beat one for me, which is pretty sad. I’m 33, he’s 73, and he got it on his first try. The better mini-game is Buggy Betty’s. She’s hidden in every stage and offers a usable card if you can complete an electric maze without hitting the walls in three tries or less. There’s no bonus for collecting all 39 cards, but I wanted to anyway. It wasn’t that hard to get them all. I figured out that if you enter and exit a stage over and over, you’ll get a chance to trade for different cards every time. I finished the game with 35 cards and only needed maybe two post-credits minutes to get the remaining four.

The controls for the fly girl mazes were perfect, as was the collision detection. There were some tight squeezes too, like the one seen here. Yet, it was never unfair. Side Note: Buggy Betty is also one of the four super-power cards in the game. Pause the game and activate her card and you turn into her for ten seconds. There was only one section in the entire game I needed to use her, and another where I used Adam Bomb’s clear-all-the-enemies power.

Garbage Pail Kids for the NES (and by virtue of emulation, all modern consoles) is maybe the biggest surprise I’ve come across in years at Indie Gamer Chick. I’m stunned by how much I loved my time with it (which was only about two hours of total playtime, maybe). I was NOT this game’s target audience. I’m NOT nostalgic for Garbage Pail Kids. I think Garbage Pail Kids are stupid and gross and I don’t get the appeal in them at all. Transformers I get. G.I. Joe I get. Garbage Pail Kids? What the hell, 80s kids? Garbage Pail Kids are fucking disgusting! Yuck! So, being immune to GPK memberberries, this had to stand entirely on its gameplay merits. Boy, does it. It’s one of 2022’s best games, indie or otherwise. It’s a genuinely great game. Ignoring the sound design issues, everything about this works. As I neared the end of the final level, I didn’t want my time with GPK to be over! The entire time, my enthusiasm to see what came next never dipped even a little bit. The bosses, especially, were both fun to battle and felt like amazing rewards, like proper boss fights should feel. With no a smidge of love for the source material, I walked away from Garbage Pail Kids thinking “you heartless bastards better support this because I WANT MORE! I need a sequel and I need it like five minutes ago!”

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Garbage Pail Kids as an IP means nothing to me. BUT, it meant something to the people who came together to make Garbage Pail Kids: Mad Mike and the Quest for Stale Gum. I’m always mindful when I review games at IGC that whether I love them or hate them, they could very well be something that the developers had in mind from the time they were little kids. My job here is to play and review those dreams. But, it’s rare that the dream in question actually gets to use the actual dream license from the designer’s childhood. Usually, they have to “file the serial number off” it and do their own creation. This is one of those very rare instances where the dream came completely true: working with the license, and making the game they always dreamed of. Imagine how hard it would be to say THAT game sucked. Thankfully, I’m off the hook. Garbage Pail Kids is a wonderful game by an elite indie developer, one of 2022’s best video games, and one of the best indies I’ve ever played. It feels true to the license, true to the time frame it was supposed to have been “lost” from, and most importantly, true to the dream. And it’s a dream come true. How can you not admire that? And now, by virtue of making this game, some kids that talked about how they heard a Garbage Pail Kids game was coming to the NES on a playground at school in the 80s have now become part of that very franchise’s lore.. forever. If that doesn’t bring a tear to your eye, you have no heart. Hell, I bet they even made a GPK card of that, too.

Garbage Pail Kids: Mad Mike and the Quest for Stale Gum is Chick-Approved
Leaderboard Ranking: #16 of 305 Indie Gamer Chick-Approved Indie Games*
Top 97.5 Percentile of All 639 IGC-Reviewed Indie Games
Top 94.8 Percentile of All 305 IGC-Approved Indie Games
*Rankings based on time of publication. Check the Leaderboard for updated standings.

Garbage Pail Kids: Mad Mike and the Quest for Stale Gum was developed by Retrotainment
Point of Sale: Nintendo Switch, Xbox, PlayStation, Steam, NES Cart (Limited Edition)

$9.99 said “there’s only one Cathy with a C card in the history of GPK? OH COME ON TOPPS YOU BUTTHOLES” in the making of this review. I will not stand for this discrimination of Cathys with Cs. Everyone knows the Kathy with a Ks are objectively awful people!

Teenage Mutant Ninja Turtles: The Cowabunga Collection – The Definitive Review (Complete 13 Game Review + Ranking)

Well, everyone liked the Capcom Arcade 2nd Stadium review, and the “definitive review” format has been getting praised. At long last, I finally got the retro collection review style correct. I’ve tried a few styles, but this one seems to be catching on. And what do you know? The perfect collection to test the format out just released.

Teenage Mutant Ninja Turtles: The Cowabunga Collection is a set of thirteen games released between 1989 and 1993. Well, actually, it’s nine different games. You get both the 1989 Konami coin-op Teenage Mutant Ninja Turtles and the NES conversion Teenage Mutant Ninja Turtles II: The Arcade Game. Turtles in Time includes both the SNES and Coin-Op versions, and then there’s THREE versions of Teenage Mutant Ninja Turtles: Tournament Fighters (NES, SNES, and Genesis). So, nine “base” games with four variations are part of this set, right? Actually, it’s even more complicated than that. Hyperstone Heist for the Sega Genesis is really more of a shortened remix of the two arcade games that eliminates the most satisfying attack (throwing the enemies at the screen) from Turtles in Time. And the three Tournament Fighters games are all made by different development teams and aren’t merely variations of one game. While the base concept, a Street Fighter type of game with Ninja Turtles characters remains the same, each of the three games were made by different teams at Konami. They use different engines. They have different rosters. It’s three completely different games that merit their own separate review. Thus, there’s really only two games that are truly variations of the same exact game, and that’s Turtles II for the NES and Turtles IV for the SNES. Like I said, this is a great game to test the Definitive Review format.

Look, Ma! No hands!

The set retails for $39.99. I feel that $4.99 is a fair price for a good retro game from this set, so the target is to score eight YES! verdicts, right? Well, not so fast. Unlike Capcom Arcade 2nd Stadium, The Cowabunga Collection features a wealth of bonus material. I don’t mean like instructions on how to play the games or a couple common emulation features. In my opinion, retro sets have no excuse to not have detailed instructions on how to play the games along with the ability to use save states or rewind. But, Cowabunga Collection goes above and beyond what you’d expect in this type of retro game collection, and thus, I have to put a value on the extras.

EMULATION EXTRAS

Cowabunga Collection features save states and rewind, which are such must-haves that I’m just as likely to penalize a retro collection these days for not including them. That alone would have been enough to satisfy me, even if you can only rewind 30 seconds of gameplay. In my opinion, a minute or longer is optimal. But, they did what they needed to do, and that should have been enough. But the masters of retro gaming, Digital Eclipse, took it a step further with the greatest feature in the history of emulation. Those who remember me drooling over SNK 40th Anniversary Collection’s “watch a full gameplay video that you can stop at any time and join the game at that exact moment” will be happy to hear that feature returns for Cowabunga Collection. I know that it’s actually not that big a deal because of how emulation works, but it’s not as common a feature as I wish it was. To me, it’s practically witchcraft.

Watch the video, which is a perfect no-hit run no matter which game you play. Hit the PLAY GAME button at any time and you take control from there. It’s awesome. I love it.

It came in handy when I played the 1989 NES Teenage Mutant Ninja Turtles and went to upload media right before I started the infamous underwater sequence. After I finished uploading, I was horrified to see that the game didn’t pause from me using the system guide button. Seriously, I was actually close to penalizing the set for that. Dear game makers: whenever the guide button on any console is hit, pausing the game should be a gimmie. Anyway, I put myself in a position where there wasn’t enough time left for me to beat the stage. But, I was able to use the video to return to that exact spot, like nothing happened. Actually, I was in better shape because the video is a perfect run of the game, with no damage taken. All thirteen games include the video play-through with jump-in ability, and that alone is worthy of a bonus, but we’re just getting started.

While the removal of flicker and slowdown doesn’t save the NES version of Teenage Mutant Ninja Turtles from the NO! pile, I’ll note that I played the Technodrome battle with the slowdown/flicker turned on and it was unplayable. I’m VERY happy Digital Eclipse did the right thing and gave people the ability to turn them off. Hell, in my opinion, THAT should have been the default setting and turning them back on should have been the thing that was optional.

In addition to having both the Japanese and US ROMs, all thirteen games have optional “enhancements” of various quality. They’re usually based around cheat codes that required button inputs, and how useful they are isn’t consistent. The NES TMNT offers flicker reduction and slowdown reduction. Neither are 100% perfect, but playing with them turned off, you can easily notice the difference. Turtles 1 is a game that spams the screen with enemies, and bosses like the Technodrome basically have slowdown going non-stop, which also makes the controls less responsive. You can eliminate those issues now in the first TMNT plus the other two NES games. Turtles 2 and 3 on the NES offer other options too, like extra or infinite lives and easier menu navigation. The arcade games offer both “God Mode” (invincibility and one-hit kills) and “Nightmare Mode” (lots more enemies). Turning both God Mode and Nightmare mode on DO make for quite the satisfying brawling experience. The Game Boy games are the least consistent. The first one offers only the ability to practice the bonus game. The second gives you the option for infinite lives and to change which level you start on. The third one offers you only the ability to turn-on a better map. Sure, I wish they had really amazing options for every game, but there’s something helpful that improves the overall quality of every game at least a little bit. Oh, and there’s online play for the two arcade games, Hyperstone Heist on the Genesis, and the SNES version of Tournament Fighters. For all the added emulation extras, I’m crediting $10 to Cowabunga Collection.

EXTRA MEDIA FEATURES

Any licensed game that’s not TMNT-related that appeared alongside a Ninja Turtles game in advertisements is treated like it’s in the witness protection program. Oh and since the LCD games are shown here, WHY DIDN’T WE GET THOSE AS A SUPER DUPER SPECIAL THROWN-IN BONUS? Would have been nice. I did a seven part LCD review series, 100+ games, but apparently nobody emulated the TMNT ones.

There’s a lot of extras in Cowabunga Collection. Hell, there’s so many that Digital Eclipse included the ability to search them in the menu. Dang. There’s boxes and manuals for all the home games from North America and Japan. Regardless of what console you’re on, you’ll see the Nintendo branding and seal of quality in all its glory, along with Sega’s branding on the Genesis game. They even have the arcade schematics too. There’s tons of ads from magazines and catalogs. Those can be weird, because if a Ninja Turtles game shared the space with another game from another IP, the other IP’s game is removed by blacking it out. Also included is every single cover for six different eras of Ninja Turtles comic books and still shots from four different Ninja Turtles TV shows (no Power Rangers crossover, sadly). There’s complete soundtracks and strategy guides for the games, and I actually did use it to help me finish the first NES game. There’s behind-the-scenes documents, and this is where the really good stuff is. Included in this section is stuff the IP’s “style guide” which is what IP holders send to licensees to show them how the characters MUST be drawn. Finally, there’s design documents for seven of the home games that show you concept art, portraits, sprites, storyboards, etc. If you can’t read Japanese, you’ll need to turn on the captions, and I’m not sure why translations weren’t set as a default but I’m happy they’re there. I spent over an hour sorting through the extras and never got bored. For all the media extra features, I’m crediting $10 to Cowabunga Collection.

THE ULTIMATE VERDICT ON THE COLLECTION

Really, only three of the games NEED the built-in strategy guide: Teenage Mutant Ninja Turtles (NES), Radical Rescue (Game Boy, map shown in pic) and the SNES Tournament Fighters (to learn the special moves). But, I’m happy the maps were there. They really went all-out on this set.

Even though I’ve played most of the games in this set before, and in some cases, had already given my complete thoughts on them, I gave all thirteen games a fully clean slate. Only the Cowabunga Collection version of the included games counts for this feature. 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 Space Invaders’ 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.

With $20 in credit earned and the value of a good retro Ninja Turtles game fixed at $4.99, Teenage Mutant Ninja Turtles: The Cowabunga Collection needs to score four YES! votes to win my seal of approval.

YES!: 5
NO!: 8

indie-gamer-chick-approvedTeenage Mutant Ninja Turtles: The Cowabunga Collection is Chick-Approved. Having an official re-release of Turtles in Time for the SNES is a pretty amazing thing, but this collection has a few surprises as well. I didn’t expect to like the original arcade game, and in fact, I enjoyed my time with it a lot. I didn’t expect to like any of the Game Boy games, but two of them were acceptable time wasters. I certainly didn’t expect to enjoy the two hours I spent with Manhattan Project for the NES, yet here we are. Five totally solid Turtles games, emulated to perfection, plus a whole lot of bonus material, makes this a set worthy of purchase.

FINAL RANKINGS

How I determined the rankings is simple: I took the full list of games, then I said “I’m forced to play one game. Pick the one I could play the most and not get bored with.” That goes on top of the list. Then I repeat the question again with the remaining games over and over until the list is complete. Based on that simple criteria, here are the final rankings. Games above the Terminator Line received a YES! Games below it received a NO!

  1. Teenage Mutant Ninja Turtles IV: Turtles in Time (SNES)
  2. Teenage Mutant Ninja Turtles III: The Manhattan Project (NES)
  3. Teenage Mutant Ninja Turtles (Arcade)
  4. Teenage Mutant Ninja Turtles III: Radical Rescue (Game Boy)
  5. Teenage Mutant Ninja Turtles: Fall of the Foot Clan (Game Boy)
    **TERMINATOR LINE**
  6. Teenage Mutant Ninja Turtles: Tournament Fighters (SNES)
  7. Teenage Mutant Ninja Turtles II: The Arcade Game (NES)
  8. Teenage Mutant Ninja Turtles: Turtles in Time (Arcade)
  9. Teenage Mutant Ninja Turtles: The Hyperstone Heist (Genesis)
  10. Teenage Mutant Ninja Turtles (NES)
  11. Teenage Mutant Ninja Turtles: Tournament Fighters (NES)
  12. Teenage Mutant Ninja Turtles II: Back from the Sewers (Game Boy)
  13. Teenage Mutant Ninja Turtles: Tournament Fighters (Genesis)

GAME REVIEWS

Teenage Mutant Ninja Turtles
for Nintendo Entertainment System
Released June 25, 1989

One of my major annoyances with TMNT-NES is how enemies spawn. In this screen, you can see the playfield is spammed with enemies to such a degree that there’s basically no way you won’t take damage. Enemies respawn if you walk off the screen too, which is common on the NES, but TMNT-NES is really weird about how scrolling works, so backing up to have room to fight might scroll the screen more and cause the enemy to respawn before you’ve even killed the original.

By far the most interesting game in Cowabunga Collection is the very first Ninja Turtles game. Don’t mistake that for being “good.” It’s not. TMNT-NES is a complete disaster. But, it’s a compelling disaster. I’ll give it that. Basically, everything that can go wrong does go wrong here. The most important thing is that it feels nothing at all like a Ninja Turtles game. Even with the Turtles and their signature weapons. Even with Bebop, Rocksteady, the Technodrome, and Shredder. I first played Ninja Turtles a couple years ago when I ran through almost the entire NES library, and I walked away with a niggling suspicion that this started development as a completely different game that was converted into TMNT as soon as Konami got the license so they could strike while the IP was red-hot. Apparently, it’s not true. There was no asset flipping or sprites from unused games. They just rushed this through and came up with enemies as fast as possible on the assumption that the Ninja Turtles fad could burn out at any moment. The hurried development shows. The complete lack of polish and unrelenting swarms of enemies that would normally make the NES chug like a freshman at homecoming are things that should never have made it to the final product. The Cowabunga Collection version of TMNT can muffle the slowdown and non-stop flicker (there IS still a bit of both, but nowhere near as noticeable now) but that only makes the terrible design choices of TMNT stand out more.

The Giant Mouser and the Technodrome are the only two boss fights that feel “epic.” The rest feel like fights against normal enemies. If anything, the Mouser fight feels like it’s straight out of Contra.

What annoys me most about TMNT-NES is that there’s a great game buried within this dumpster fire. Not MISSING from the game, but already in the game. Well, actually, this could have used a lot better level design in general, but the basic concept of how the levels work is very solid. I like the idea of traversing an overworld and searching sewers and buildings for the correct pathway to the end of each stage. New York City is maze-like, after all, so why not take advantage of that? I like that part. It’s the only good idea the game had, and even then they bungled it by having too many dead-ends and “red herring” buildings. Sure, there’s pizzas or items in them, but the way enemies respawn often isn’t designed with moving forward and backwards through the levels in mind. Often, you’re better off just running for it and not engaging the enemies at all. If not for the abysmal collision detection.. which is seriously among the worst in the history of video games.. the combat would be pretty satisfying. At least when you use Donatello. His staff is slow but has the most reach and causes the most damage. That’s right: getting poked with a large wooden stick is more lethal in the world of Ninja Turtles than being stabbed or sliced with sharp, pointy metal. If you think of this as Donatello: The Video Game, it works a lot better. With practice, you can even use his unique striking style to damage enemies behind you. Donatello is the man, and I only used the other Turtles if I had acquired a subweapon using them or if I didn’t want to take damage with Donatello. Hell, unless you have the other three Turtles loaded down with sub-weapons, the second-to-last boss, the Technodrome, is pretty much impossible to beat without him. You can’t disable the electric fork in the front with anyone else’s weapon. They don’t have enough range. What was Konami thinking when they green-lit this?

Oh you bastard. You bastard. There’s nothing I can say that others haven’t already said about the infamous underwater sequence. It’s every bit as bad as its reputation suggests. For my money, it’s the worst level in the history of video games. Not even the Speed Bike stage on Battletoads is this bad, because at least there the controls and collision aren’t awful. When you finish this review, go watch this video that explains how the awful collision ruins this stage. It’s truly jaw-dropping how badly coded this game is. You didn’t expect that from Konami games of this era. They were only months away from releasing Castlevania III in Japan when this came out, a contender for the best game on the NES.

For a set that’s loaded with extras, I’m a little more than ticked off that it was never explained anywhere in the game (the original instruction manual or Cowabunga Collection’s built-in strategy guide) that each turtle actually has unique special attributes. Leonardo does the least damage, unless his health falls below four bars, at which point it doubles. Because that’s how swords would work, or something. Raphael has the fastest weapons in the game but can’t do a down-thrust. Michelangelo can’t attack downward either and he has poor range, but like Leonardo, his attack power doubles when he’s under four bars of health. I feel like this is one of the great missed opportunities of the NES era. This isn’t a side-scrolling beat-em-up. It’s a full-fledged platforming adventure with labyrinthine levels. Assigning more unique abilities to each Turtle could have made for a more strategic, enticing game. But that’s not what Konami did. There’s really never a point when you’ll want to use a Turtle besides Donny, and that’s especially damning. Honestly, it feels like everything was put into making level one good, so that kids would rent it and pester their parents to buy it. Pretty much the whole game from level two onward becomes so unfair that I actively wonder why Ghosts ‘n Goblins became the poster child for mean-spirited game design when TMNT outsold it 3 to 1 and is nearly as unfair. For all the crap the dam level gets, that final stretch before you get to Shredder is straight-up bullshit. Then again, most TMNT owners never made it past level three from what I can gather, and 99.9% certainly never made it past the Technodrome.

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After level one, there’s just nothing really enjoyable left to do because TMNT-NES loses all semblance of balance. The enemies can be spongy, cheap, and too quick to respawn. Most of them have literally nothing to do with the Teenage Mutant Ninja Turtles franchise and feel like they’re unused character sprites from horror games or sci-fi games. Not badly designed or ugly character models, but I can’t imagine a child in 1989 understood at all why their TMNT game felt almost nothing like the show or movie or comic they fell in love with. I’m not even a Turtles fan myself, as it had already kind of dried out by time I was the right age for it, and even I’m like “what the hell are all these monsters from?” The answer is not from THE Ninja Turtles franchise. Hell, the Giant Mouser feels like a Contra boss. Speaking of bosses: after a couple hours worth of cheap enemy placement, swarming bosses, and unavoidable damage, I entered the final room with Shredder and beat him without cheating in ten seconds without taking a single hit of damage. If there had been someone in the room with me who had a trumpet, they would have played WOMP WOMP at that moment. Despite all the problems I have with Ninja Turtles, I feel like there really is a potentially great game here. While it never feels like a TMNT game, it always feels distinctly NES Konami-like. If you altered some jumps, tightened the collision detection, eliminated the time limit and changed how swimming works in the underwater area, adjusted the respawning, and gave the empty buildings an actual purpose besides being a wild goose chase for players, TMNT could have been one of THE greats on NES. Of course, what I just said is basically “if you change the whole game, it could have been a masterpiece!” By the way, this was the best-selling 3rd Party NES game of all-time. Go figure, right?
Verdict: NO!
Cowabunga Collection Ranking: #10 of 13

Teenage Mutant Ninja Turtles
for Arcades
Released October 11, 1989

This came out exactly two months after I was born. There’s actually no value to that useless fact, but I figured I would share it.

Being a weirdo, I played the NES port before playing the arcade game. I’m famously not a fan of the Simpsons arcade game, and I thought I wasn’t of the TMNT arcade game. It makes sense, right? Same development team. Same engine. Same sense that the game was rushed to the market to strike while the iron was hot. Now, I’m racking my brain trying to figure out if I ever played the arcade game before. I’m not entirely sure I have, because I had a pretty good time with it. In stark contrast to the slow, plodding, extremely stripped-down NES game that somehow earned a reputation as a really good port, I actually really enjoyed my time playing Teenage Mutant Ninja Turtles: The Arcade Game. A big part of that is that it breezes right on by at an astonishingly fast pace. Compared with the NES port, where after about twenty minutes, I felt like I was going to burst into tears every time I realized I wasn’t on the last level.

Yea yea, you’re supposed to play this multiplayer. Well, my family enjoyed doing the recent indie Shredder’s Revenge with me (yes, it’s an indie) getting them to play retro games is like pulling teeth.

The arcade game has only two major flaws. The first is that the handful of flying enemies feel like they have inaccurate collision boxes compared to the plane of existence you stand on. Lining yourself up to damage them is extremely frustrating. The fight with Baxter Stockman is particularly annoying, and after throwing drop kicks from every angle and hitting around one out of six times, the game gave me a mercy ruling and he just flew away. Wow. Thankfully, the issue with flyers isn’t a deal breaker. The bigger problem with TMNT Arcade is there’s very limited OOMPH! to the fight. Your attacks feel kind of weightless, and that drops this out of the realm of “best brawlers” because you need that sense of violence for immersion. So, it’s remarkable that I still had a good time.

The only truly putrid element of TMNT Arcade is the Baxter Stockman fight. It’s not just lining up to score a hit that’s a pain in the ass. He drops too many mousers, which require you to button mash to escape. It’s a terrible arena for the battle too. I hated everything about this fight. The only thing the NES port did better was this part.

But, I never got bored with the gameplay. Konami stretched a lot satisfying combat out of two button gameplay. Satisfying enough, in fact, that I opted not to simply spam the special attack that kills foot soldiers in one hit. This is before those type of attacks came at the price of a sliver of health, but I enjoyed using my basic attacks, and often did. That’s something that’s completely gone from the NES game. The moments where the bad guys attack from every angle don’t even frustrate, because it feels true to the spirit of the property. As far as licensed games from this era go, the original arcade TMNT has to be among the best at making the game feel like the IP. The bosses, especially early ones, aren’t the total sponges. TMNT Arcade’s bosses are basically the prototype for the “Konami Style Brawler Boss” that I adore. The last couple do get borderline spongy, but it feels climatic. Shredder’s one-hit instakill felt a bit “quick! Wring every last quarter out of the little bastards” cynical, but otherwise, I had a lot of fun with the 1989 TMNT arcade game, and I didn’t expect to at all.
Verdict: YES!
Cowabunga Collection Ranking: #3 of 13

Teenage Mutant Ninja Turtles II: The Arcade Game
for the Nintendo Entertainment System
Released December 14, 1990

The Shredder fight is especially tedious. He clones himself, and you can only tell which is the real one by knocking his helmet off. At this point, the fake one usually hangs out close by the real one so that you accidently kill it, at which point another spawns. Oh and the instakill death ray is bullshit. At least here, it’s doesn’t feel like it’s trying to squeeze as many last-second quarters out of players as possible, I guess. Oh, and play the JP version if you insist on playing this, where the dropkick causes as much damage as the special attack, and the SP attack is easier to do.

Calling the NES port of the arcade Ninja Turtles “boring” is sacrilege to an entire generation that came before me, but I’ll proudly wear the blasphemer tag before I say anything nice about Teenage Mutant Ninja Turtles II: The Arcade Game. It’s boring. Like, really boring. This is NOT a good port of the arcade game. I was stunned when I played the arcade game after playing this and saw how many more moves just hitting the attack button could do. In addition to the normal attack, Donatello could lift enemies up over his head and throw them, a fairly satisfying move. That’s gone here. In fact, I didn’t want to use basic attacks at all because the enemies tended to counter attack them too quickly. That left only two other options: the lone type of drop kick you get (the arcade version gives multiple) and the power attack that kills all the foot soldiers in one hit. Levels take a lot longer to slog through, and to really add insult to injury, they added two more levels that have some fairly cheap GOTCHA! type of hits. They also changed the fight against both Bebop & Rocksteady to a fight against the fly version of Baxter. Okay, fine, there IS one positive thing I can say: it’s easier to kill flying enemies in this version, but that’s on account of some very generous collision with them. TMNT 2-NES has overall bad collision detection, spongier bosses, and levels so long they could be called eras. You kids from generations before were far too easy to impress, because they turned a fun, fast-paced romp into a slow, plodding, padded slog.
Verdict: NO!
Cowabunga Collection Ranking: #7 of 13

Teenage Mutant Ninja Turtles: Fall of the Foot Clan
for the Game Boy
Released August, 1990

I genuinely go into all these games with as open a mind as humanly possible. Having said that, I’m floored I gave a YES! to Fall of the Foot Clan. I figured the second and third Game Boy TMNT games had a shot, but that there was no way in hell a first-gen GB game that was likely rushed through development as fast as possible to cash-in on the Ninja Turtle craze before it stopped being profitable had any chance of being fun.

Fall of the Foot Clan is a pleasant surprise on the same level as when you put your pants on and find a dollar bill in one of the pockets that you didn’t know was there. It’s not exactly cause for celebration but it’ll put a smile on your face. This early Game Boy release is one of the stronger third party GB titles from that early period, easily out-classing Konami’s first attempt at a Castlevania for Game Boy. It’s not exactly the most ambitious title. In fact, it’s so generic that they could have made this any IP and it would have felt the same. The Turtles have no variation between them besides how their weapons look, at least from what I can tell, and it’s not like the Game Boy can show the different colored masks. The gameplay is as basic as it gets. You walk right and enemies jump onto the screen and you whack them with your weapon. Occasionally you have to jump, but mostly, you just walk right. There’s no power-ups besides life-restoring pizzas. There’s an awful lack of variety in both enemies and the way they attack. Fall of the Foot Clan’s gameplay is as shallow as a mud puddle. Honestly, the levels often feel like LCD type action games with better animation.

What gave me the LCD vibe is how the enemies tend to attack in the exact same way. Foot soldiers jump in from the left and the right, slightly out of sync, so that you can smack one, then turn around and smack the other. This attack pattern is repeated almost non-stop throughout the game. Little robot enemies will buzz across the top before lowering down so you can smack them. You’re moving right. You’re jumping over gaps. You’re changing levels. But, the same attack pattern with the same enemies repeats over and over. I’ve never seen a non-LCD action game that mimics the LCD spinning-plate-style like this before.

But, I never got bored with it! It helps that the action is pretty much non-stop, plus this became the first TMNT home game with accurate collision detection. Enemies drop pizza slices in regular intervals, and if you want a little variety, you have an unlimited supply of ninja stars to throw at enemies when you duck, though they do less damage than your sword and I never really needed them. Fall of the Foot Clan is super easy and goes by quick, barely taking thirty minutes to complete the five-level quest on your first play-through. I was stunned that I even lost one life, which happened when I fought Shredder at the end of level four, which was the literally the only part of the game that felt like there was any type of nuanced challenge besides just full-speed-ahead attack. Has Fall of the Foot Clan aged well? Oh god, no. Is it still somewhat fun? Yea. This might be the worst retro game I’ve ever given a YES! to, but I never got bored and wanted to finish it. That counts for something.
Verdict: YES!
Cowabunga Collection Ranking: #5 of 13

Teenage Mutant Ninja Turtles: Turtles in Time
for Arcades
Released March, 1991

A major, game-defining aspect of Turtles in Time on the SNES is how easy it is to pull off the two special moves (throw at the camera and the repeating slam). The arcade game feels like it picks random times to work. Even the “hit both buttons to do a special attack that takes a tick of life off” move is SIGNIFICANTLY harder to do in the arcade version. It’s just not a fun game.

Before playing Cowabunga Collection, I’d already had plenty of experience with Turtles in Time. I had it when it was given a terrible facelift and called Re-Shelled back in the day. Years later, I ran through the SNES game during #IGCvSNES. There was this interesting phenomena while I did the SNES game: a lot of people noted that it far out-classed the arcade counterpart. Now, there’s people who insist the NES port of the original arcade game is better because it has (checks notes) two extra levels. Allow me to wave my hands around my head while saying OOOOOOH sarcastically. They couldn’t have been more wrong, of course. TMNT II: The Arcade Game on NES is terrible. But, when I started Cowabunga Collection, I once again started catching word that Turtles in Time was inferior in arcades. This time around, the buzz was spot-on. If anything, people understated just how bad Turtles in Time arcade is. It has better animation than the SNES game, and it’s also absolutely horrible.

When it comes to arcade games, there’s a difference between “fair hard” and “borderline scam hard.” Turtles in Time has so many cheap shots or enemies that interrupt your attacks that it feels like a scam. Yea, that’s the accurate term. If one of those redemption games that spits out ticket is rigged specifically to make players think they have a better chance to win than they really have, we call that a scam, right? Why not do the same for arcade video games, since the ultimate goal (trick players into paying real money to play) is the same? Turtles in Time has one goal and one only: suck quarters. The faster players die, the better. When you don’t have to put quarters into the game anymore, all it has left is to suck.

This might be Konami’s worst arcade game of the 90s. Talk about a major downgrade from the previous game. The play control often feels unresponsive. As a result, there’s NO oomph. Seriously, this might be the least OOMPHful 90s brawler. The violence feels like feathers doing karate moves on cotton balls. Pulling off the cool special moves is nearly impossible to clock. The swarming enemies interrupt your combos like it ain’t no thing. There is a slightly better variety in enemies in the arcade (and the annoying shield-wielding foot soldiers aren’t that bad here) but with combat that isn’t satisfying at all, what’s the point? The same issues with airborne enemies from the first arcade game return here, along with other issues with what plane you’re on. The out-of-sync enemy attacks that often don’t let you get-up was the final straw for me. Actually, it was the final straw twice, which shouldn’t even be possible! Cowabunga Collection’s “Nightmare Mode” stacked with “God Mode” made Turtles in Time fun. For a while. Then I got to the Neo Night Riders stage and the flying foot soldiers used their guns out of sync, so not only could I not fight back, but I couldn’t even get up. It’s amazing that they turned this piece of crap into what might be the best brawler on the SNES, but this feels like a prototype that wasn’t finished. It does have value as a case study for OOMPH, because the SNES version actually has it.
Verdict: NO!
Cowabunga Collection Ranking: #8 of 13

Teenage Mutant Ninja Turtles II: Back from the Sewers
for Game Boy
Released December 1, 1991

Apologists for the game note that the perfect no-hits run in the video shows you don’t have to heel-toe it. I am so sick of the speed run argument when I complain about a game with pacing issues. The argument is essentially “if you spend enough time to become an expert at a game that already bores you, you can beat it faster.” Well, yeah. That’s usually how it works. But why would anyone want to become an expert at a game they find boring in the first place? There’s like a million games out there. I have better options than a 1991 Game Boy product tie-in that zero effort was put into to actually be fun.

They had more than a year of extra time to work on Back from the Sewers. So, how is it so similar to Fall of the Foot Clan? Actually, change that. How come it’s worse than Fall of the Foot Clan? I’m not going to call Back from the Sewers unplayable. It’s even worse than that. You CAN beat it, but in order to do so, you’re forced to play the game in the most cautionary, plodding, opposite of fun manner I’ve ever seen in any “action” game. Take the same basic enemy attack patterns from the first Game Boy game.. and I mean the EXACT SAME ATTACK PATTERNS, only with different character sprites. Now, have that sequence of attacks happen every time you scroll the screen a half step forward. On “normal” difficulty, the game spawns an absolutely comical amount of enemies that you have to whack with your comically short weapon, then take a step forward and repeat the process. The first game felt like an LCD game that with the limited amount of attack patterns that repeated throughout the game. Well, if that was a Game & Watch, this would be the B mode. The same game, only with the patterns happening at a faster rate. More ambitious level design based on zig-zagging through buildings or aircraft is undermined by enemies or turrets that fire so fast you’re basically forced to take damage. Who on earth wants to play a game where the only way to play well is to essentially crawl your way through it? Back from the Sewers? I think not. This belongs back IN the sewers, because it’s crap.
Verdict: NO!
Cowabunga Collection Ranking: #12 of 13

Teenage Mutant Ninja Turtles III: The Manhattan Project
for the Nintendo Entertainment System
Released February 1, 1992

I’ll get my only knock with Manhattan Project’s controls out of the way: it’s too easy to do the life-draining special move. I know that in previous games I complained that it’s too hard, but here I often went to jump to do a drop kick and ended up doing my special move instead. If I hadn’t had infinite lives on, I’d of game-overed just from accidental special move usage alone.

Dinosaurs do not show up at any point at all in this game. Absolutely shameful cover art. Reprehensible, really. If this was a new release, I’d give this a NO! on principle.

To say that I was completely taken by surprise by Teenage Mutant Ninja Turtles III on the NES is an understatement. Here’s what I knew going into it. (1) It used a modified version of the Turtles II: The Arcade Game’s engine, and I hated that game. (2) It’s still the NES, so gameplay is limited to two buttons and stuff that can be done with 8 bits of horsepower. (3) The full-length gameplay video included was nearly two hours long. I could barely keep my eyes from glazing-over playing TMNT II: The Arcade Game and this was over twenty minutes longer. (4) It had a reputation for being insanely difficult. The most frequent thing I heard from players was that it starts fun but finishes with a thud because of prohibitive difficulty. Granted, they likely didn’t have access to the infinite lives that Cowabunga Collection allows you to apply. (5) Konami opted to save a few bucks by not going with the same special chip they used to make Dracula’s Curse possible. Of course, this set allows you to turn off flicker/slowdown inherit to the NES, but the point is TMNT 3 didn’t aspire to max-out the NES’s 1991/92 potential. That’s five completely valid red flags. For those reasons, I’d been dreading the time I’d have to spend with the Manhattan Project more than any other game in the set.

Given the limitations of the fighting engine and the 8-bit console, they kind of got the bosses perfect. This was especially surprising given how boring the bosses in TMNT II were. A big part of that is none of the bosses in Manhattan Project are too spongy. Just when you think they’re about to get boring, the blinking starts, meaning they’re almost dead. Each has a unique style and twist. Most importantly, they’re all fun to battle. Every single one, which is a feat no Turtles game, NOT EVEN SHREDDER’S REVENGE, has pulled off. Only this late-stage NES game. Well done! Outstanding! And one of the most unexpected, delightful surprises of my now five-year-long retro gaming adventures.

My fears were unfounded. Teenage Mutant Ninja Turtles III: The Manhattan Project was pretty awesome. It cleans up most of the things that killed TMNT II on the NES. Collision detection, first and foremost, is completely fixed. There was a couple weird instances involving Michelangelo where his weapon actually had more range than the graphics let on (specifically the “lift over head” move) but those were limited to him. Beyond that, this has some of the best combat collision of any game of this type on the NES. The controls are much more responsive too, and it makes the combat a lot more satisfactory. Plus, this time around, each turtle has their own unique special move. Raphael, who I usually avoid because of his teeny tiny weapons, actually has the best special move by far, a torpedo-like headbutt, and thus he became my primary character. Michelangelo, another turtle I usually avoid using, has a neat handspring kick that, with proper timing, can cause two hits for the price of one. Of course, they fixed the issue with the power moves coming at no cost. This time, whether you hit the move or not, using the special moves takes a tick of health off, and the game is ultra-stingy with the life-refilling pizza so you’ll want to space the special moves out. But, once you get down to your final sliver health, you get unlimited special moves, and with Raph especially, I was spamming them like crazy.

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Manhattan Project feels like it squeezes as much content out of the formula as two button gameplay on an eight bit console allows. Right up to the eighth and final level, it’s still introducing new enemies. The variety of foot soldiers rivals Shredder’s Revenge, a game released 30 years later. This is a seriously impressive effort. There’s even some unique stage ideas, like an area taking place on a conveyor belt where you have to brawl while jumping over lasers (or not jumping sometimes). I think it went a bit too long. Six levels that had mid-bosses would have worked a lot better, and in fact, the best levels were the ones that had mid-bosses. Two hours is a lot of time to spend with a beat ’em up this limited, though it never becomes fully boring. That’s probably because, unlike Turtles II, TMNT III feels like a labor of love. As for the notorious difficulty, well, some people say that you’re not really beating a game if you cheat and use infinite lives or save states or rewinding. I say, if that’s the only way a game can be enjoyable, so be it. Besides, it’s a brawler and even with one added basic move and unique super moves, it’s still gameplay as shallow as your mother in law’s contempt for you. It’s supposed to be cathartic. Yea, I’m happy I can beat Double Dragon NES if I really put my heart in it, but that also kind of nullifies the fun. You have to buckle down and play efficiently, even if it’s not as fun that way. Without the pressure of playing the game well, I could enjoy TMNT 3 just fine. I could use the basic moves, which are actually FUN to use this time, something the first arcade adaption on the NES completely failed at. Seriously, it’s a chore using the basic moves in TMNT 2, and they don’t feel rewarding when they land. That’s fixed. It’s all fixed. This is as good as an arcade brawler on the NES can be, and kudos to them for pulling it off. Surprise: TMNT 3 is quite fun.
Verdict: YES!
Cowabunga Collection Ranking: #2 of 13
Winner: Biggest Surprise of the Set

Teenage Mutant Ninja Turtles IV: Turtles in Time
for the Super Nintendo Entertainment System
Released August 15, 1992

I think this is my favorite boss in any side-scrolling brawler ever made. Someone at Konami must have realized it was just so satisfying to throw foot soldiers at the screen, so they made it a lot easier to pull off on the SNES, then built a boss fight around it. It’ll take something spectacular to top this battle.

Now this is more like it. Despite the arcade game having more fluid animation and sharper graphics, the Super NES version is better in every imaginable way. It controls better. It sounds better (well, okay fine, it doesn’t have most of the arcade’s voice samples or the Pizza Power rap during the attract screen). It plays better. It’s a kinder, gentler lover, like I imagine Shredder really is deep down♥. Turtles in Time on the SNES is a nearly non-stop joy to experience. The feathery, weightless combat of the arcade is replaced with weighty crunches, bone-breaking slams, and weapons that feel like they would actually hurt to get struck by. Whereas the added levels were not to the benefit of the NES game, which was already thin on gameplay and terminally slow, the added content here is welcome. There’s four new bosses and all of them fun to battle. Levels have either been added or heavily altered, including turning the two “surfing” levels into bonus stages, but ones that still have bosses. The Super NES has a lot of great arcade ports, but few actually improve on the coin-op. Turtles in Time MURDERS its arcade counterpart and was likely the best home-to-arcade port until SoulCalibur in 1999.

A bizarre extra feature exclusive to this port is the time trial mode. There’s three “courses” that take bite-sized segments from the main game, called “laps” here and times how long you take to beat all the enemies. It’s weirdly slow, as you spend as much time waiting for the next lap to finally load as you do actually “racing” the timer. It’s not the worst idea but the execution is frustrating because of the agonizing wait between laps.

Do you know what my only semi-real problem with Turtles in Time is? I object to the name. Really, the “time travel” aspect barely works. Going back to fight foot soldiers in the dinosaur era? Nice. But the train you’re on could be a train from any time period. Same with the pirate ship. Same with the Technodrome, for that matter. Hell, you have to finish about a third of the game before you even start “traveling through time.” So, yea, the time travel stuff outside of the dinosaur stage and the hoverboard stage is weak sauce. Everything else is superb. A big part of that is the OOMPH (my pet term for violence in a video game feeling like it has real, impactful weight to it) is wonderful. When you hit a strike in Turtles in Time, it feels like it inflicts pain. Which it probably doesn’t because you’re mostly fighting robots but my point still stands. In the arcades, it’s like paper dolls fighting. On the SNES, when you grab an enemy by the limb and start slamming them back and forth on the concrete like Hulk does to Loki in Avengers, it might be my favorite brawling game move EVER. It’s just so damn cathartic, especially when you clear out a screen full of enemies while doing it.

Turning Neo Night Riders into a Mode 7 showcase was another smart move. You’ve already done one “Sewer Surfing” stage. In arcades, it’s just more of the same, and futuristic facade feels paper-thin. On the Super NES, the Mode 7 graphics make it feel fresh and kind of novel. The weird thing about Mode 7 is it shouldn’t impress at all in 2022, but it always makes me sit up and take notice whenever I’m playing any SNES game.

The sound design factors into it, but the controls being a lot more responsive than they are in arcades is the real difference maker. That fluid animation that does look so good in arcades seems to also be why doing combos, getting attacks interrupted, and general unresponsiveness is present. On the SNES, it feels like when you give the command to crush an enemy, it’s done. I could almost do the “slam on the concrete” move at will (which really helps in the time trial mode) and when I needed throw enemies at the screen, I could always do so with minimal effort. Of course, unlike the NES arcade game, just using basic attacks is actually satisfying as well. So is the running shoulder block that makes for the perfect set-up for the concrete slamming. Turtles in Time’s move-set is relatively limited, but what moves you have are very satisfying. My wish list would only include more satisfying/effective aerial attacks.

The OOMPH isn’t quite as good against bosses, but hell, even the best Capcom brawlers where you could practically feel the bones shatter also struggled with that too. Boss OOMPH is a tricky balancing act because if you get it wrong, you make the enemy look weak and it takes the stakes out of the fight. One thing Turtles does get right is having all the bosses feel like they’re different. They require different patterns to defeat. You can’t just spam attacks. I like that.

Well, if I’m going to get nit-picky, I guess I wish there was a bigger variety of enemies. It’s mostly just foot soldiers of various colors/weapons. The second most common enemies are these stone guys that aren’t as fun to fight, as when you try to slam them, you just sort of toss them like a sack of potatoes. Rarely, mousers or these giant alien-looking things show up. My hunch is the dev team focused all their energy on the bosses, which was probably wise. The variety of bosses is spectacular and they all feel different, but I’m bummed becuase Turtles in Time was maybe five or six basic enemies away from being the undisputed best brawler of its era. Of course, everything I feel is missing was actually done with the recent Shredder’s Revenge, and probably the best thing I can say about Turtles in Time on the SNES is it set the bar that game had to clear very high indeed. Turtles in Time might not be the best Ninja Turtles game anymore, but that it held that title for twenty years and barely showed any wear from the test of time is a testament to what Konami accomplished here. The SNES port is a truly amazing piece of software and I’m so happy I got to play through it a second time. Let’s leave it here and not re-re-remake it, please. I’d rather have Shredder’s Revenge 2.
Verdict: YES!
Ranking: #1 of 13 **BEST IN SET**

Teenage Mutant Ninja Turtles: The Hyperstone Heist
for Sega Genesis
Released December 11, 1992

They took the Krang Fight from Neo Night Riders in Turtles in Time, same attack patterns, and made him a boss without the cool futuristic facade or the hoverboards. Like so many things with Hyperstone Heist, it feels stripped-down.

I legitimately can’t believe there’s any debate on which is the superior 16-bit home TMNT arcade game. A lot of people seem to really like Hyperstone Heist. I’ve never seen a game this terrible that has so many people falling over to apologize or make excuses for it, or even call it good. I mean legitimate PASSION from fans who stand by Hyperstone Heist as one of the best, if not THE best, TMNT games ever made. YIKES! I’m not just talking fanboys either, but professional game critics! Hyperstone Heist has made lists like “The 20 Best Genesis Games.” I checked, there’s at least twenty-one Genesis games, which means they’re not awarding this by default. They’ll say “the graphics and sound are better!” Who cares? Turtles in Time in the arcade looks a LOT better than the SNES game, especially the fluid, cartoony animation. But, the gameplay is worse, so the SNES game is better. That’s just how it is. If you value a game having better animation or sound at the cost of gameplay, my reviews are not for you. And while we’re at it, what people consider “better” with Hyperstone Heist is very debatable.

I was already miserable playing Hyperstone Heist for reasons I’m going to get into right about now, but at least I wasn’t completely demoralized. Then a boss showed up I already beat, and I was only on the fourth stage. “Uh oh” I thought, a chill coming over me. Then, after beating Leatherhead for the second time, Rocksteady showed up, and I just felt completely dejected. A goddamned boss rush. And since there had only been three bosses up to that point, it was one of the most pathetic boss rushes I’ve ever seen. Unbelievable. Then it ended with the Baxter Stockman fight from the original TMNT arcade game. Hey, wait.. Rocksteady is in the game but Bebop isn’t? That’s like Simon without Garfunkel! ♫GENESIS DOES! YOU CAN’T DO THIS ON NINTENDO (unless it involves a mutant warthog)!♫

A lot of people lead off with “the music is better!” I’ve never understood why anyone would go to music before gameplay, but fine, let’s start with the music. The Wikipedia page describes Hyperstone Heist as having the same music as other TMNT games, only faster. The faster part I’m not entirely sure was deliberate. It has the same music tracks from previous Turtles arcade games, only they’re sped-up. The thing is, the voices of the Turtles when they die (“ohh, shell-shocked!”) sound like Alvin and the Chipmunks, because they’re ALSO sped up. Then you realize the various bonks and baps from the combat also sound kinda similar, but weirdly so, and it’s because they’re the same sound effects sped-up too. Why would you speed up the sound effects too? That makes no sense at all, unless they just screwed up the soundtrack and sound effects and decided to call it a feature instead of a bug. It must work because people cite the soundtrack as a reason this is better than the SNES counterpart that has more levels, more bosses, more moves, more set-pieces, better play control that makes pulling off advanced moves easier, and has heroes that don’t sound like they’re on an all-helium diet.

The Sega Genesis version of TMNT has only five levels and six bosses, three of which you have to fight twice, BUT HEY, it has one boss.. ONE SINGLE, SOLITARY BOSS.. that’s not in any other Turtles game. You can practically see the Genesis fanboys showering themselves with confetti while singing “GENESIS DOES WHAT NINTENDON’T!”

But, it’s the claim that Hyperstone Heist has “more aggressive AI” that I object to the most. Apparently it was Konami’s “selling point” for the game. “More aggressive AI” in this case is the most meaningless buzzword on the Genesis since “Blast Processing™©™®™.” But, people fell for it. Reviewers at the time noted the AI was “more aggressive.” The Wikipedia page notes it. People telling me I’m wrong about Hyperstone Heist have said it to me. I don’t know where this “more aggressive” shit comes from, because when *I* played Hyperstone Heist on Normal Difficulty, the enemies kept backing away from me when I walked towards them. They would back all the way to the far-far-far edge of the screen, so much they often weren’t on the screen at all, before they finally stood still long enough for me to kill them. Of course, that means when I hit my strikes, I could only hear that I was doing it and didn’t get the satisfaction of seeing the enemies die. This was consistent from the start of the game until the end. One of my biggest issues with the beat ’em up genre in general is the action too often migrates to the edges of the playfield, but Hyperstone takes it to a new extreme. “Well Cathy, enemies in a real fight WOULD back away from you!” OH FOR THE LOVE OF GOD, IT’S A VIDEO GAME! In real life, a fire breathing, princess-kidnapping turtle dragon wouldn’t choose to make its final stand on a bridge with an axe that the hero could use to drop it into a lake of fire, either, but in the make-believe world of video games, it’d be weird if it didn’t! And it’s weird that so much action in Hyperstone Heist is against enemies you can’t see!

Might as well have put a giant Pizza Hut advertisement in the the center of the screen. It wouldn’t have blocked the action at all.

I think by “aggressive” fans of the game mean the enemies are complete back-fighting, sucker-punching cowards. The overwhelming majority of enemies don’t swarm you. They sort of fall back, and they only move in to attack when your back is turned to them and you start swinging your weapon to the other side. They also have pitch-perfect timing on counter-attacks. But, combat mostly consists of chasing enemies to the edge of the screen for the kill. Many of the enemies are straight-up programmed to just sit on those edges and throw their projectiles in preset intervals. For a game that’s allegedly “faster-paced”, you sure do take FOREVER to get up when you get knocked down. The dramatic knockdown-rolling-sit-up animation is agonizing every time it happens, and most of the time, the enemies begin their attack animation with perfect timing so that you’re going to get hit again at the very nanosecond you make it to your feet. I don’t care how much fans of this game regurgitate Konami’s 1992 marketing of Hyperstone Heist as “more aggressive” and “faster-paced” because the actual gameplay unfolds a lot slower. It’s stop-and-go gameplay on steroids, and thanks to Cowabunga Collection, you can play this side-by-side with Turtles in Time on the SNES and see that it’s actually the SNES game that’s “fast paced” and has more aggressive enemies, because they don’t run away from you like complete lilly-livered yellow-bellied scaredy-cats. Isn’t the point of a brawler being fed an army of cannon fodder to punch?

The only nice thing I can say about Hyperstone Heist is it had the most playable version of this Baxter Stockman battle. So hey, +1 for having the best version of my least favorite boss from the original arcade game.

While I’m at it, where is all this other “better gameplay” at? You can’t throw the enemies at the screen, which is one of the most satisfying moves from Turtles in Time. It’s much harder to pull off the “slam enemies into concrete” move, and the other foot soldiers you hit doing it take less damage. Your own life bar can be drained too quickly, as the amount of damage caused by environmental traps or even by random hits from bosses or foot soldiers often is several of your health points. The OOMPH isn’t as good as the SNES game. It has less than half the bosses the SNES game does at 13 to 6. If you object to me counting the fights against Bebop & Rocksteady as two different bosses, and the same for Tokka & Rahzar, the tally is still 11 to 6, a not unsubstantial gap, and the SNES game didn’t make you replay bosses you already beat. “The stages are longer!” Yea, but they don’t do anything. They’re not fun set-pieces at all. I was excited for a “haunted ship” because those can be cool, but it had nothing haunted about it. It was just decrepit. Going off this game’s definition of haunted, my Mom is becoming haunted. So, where’s this better game play? Oh, because the dash button is separate? Well dip me in shit and roll me in bread crumbs, Genesis wins! ♫GENESIS DOES! YOU CAN’T DO THIS ON NINTENDO! GENESIS DOES!♫

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When presented side-by-side against the SNES Turtles in Time, I can’t understand why anyone would say Hyperstone Heist is the better game, unless they NEED Hyperstone Heist to be better because they still base their self-esteem on the fact that, thirty years ago, Sega successfully marketed their console to them better than Nintendo did (or their parents saved some money buying a Genesis instead of an SNES and then gaslit the kid into believing they really wanted a Genesis all along). Well, sorry Genny fans. The Genesis library beat the SNES library in many ways, but Hyperstone Heist isn’t just bad compared to Turtles in Time. In fact, on its own, compared to no other game, Hyperstone Heist is just boring. An already short game that feels very heavily padded, with bad enemy AI, a limited moveset, and dull set-pieces. But hey, you were told thirty years ago it was faster-paced than other Turtles games and had “more aggressive” AI, even though the AI clearly spends much of the time backing away from the fighting, and who are you going to believe? The best marketing teams money can buy or your lying eyes?
Verdict: NO!
Cowabunga Collection Ranking: #9 of 13

Teenage Mutant Ninja Turtles III: Radical Rescue
for Game Boy
Released November 25, 1993

Each of the Turtles has a super power that lets you access a previously unacceptable area. For some reason, Leonardo’s is turning into a drill.

Metroidvanias are my favorite genre, and I’m one of those people that has very little problem with short games. The next IGC review will be an indie NES Metroidvania that takes only a few minutes to complete, and I consider it a perfect game in the sense that the only complaint about it is its ultra-short length, which isn’t really a complaint. I’d rather play twenty to thirty minutes of absolute perfection than two hours of great or six hours of good. Perfection is so much rarer. So, I have no problem with the smallish map and brief runtime of Radical Rescue. Even if you get lost, it probably should only take you under two hours to finish, but that’s fine. I wouldn’t want to be stuck with this game longer. It’s a pretty decent, if basic, Metroidvania that has a major issue with enemy placement and boss fights. This is one of those games where the developers fine-tuned the enemy placement specifically for cheap-shots and unavoidable damage. It happens non-stop throughout the runtime, and it’s such a shame because otherwise Radical Rescue might have become my go-to game for baby’s first Metroidvania.

I have a big problem with the bosses. They don’t quite telegraph their moves enough to give you time to dodge, and man, do they blink a LONG time when you hit them.

The game only has a couple environments that are as bland and flavorless as it gets, and it doesn’t really do a great job of teasing “you’re in a place that you can’t access.. yet, hint hint” that Metroidvanias are ideally built around. But, they actually did a good job of building around starting with Michelangelo and needing to rescue the other turtles. The concept of beating bosses for keys to jail cells works wonderfully. Each of the Turtles has a unique ability required for exploration, which is exactly what I wanted TMNT-NES to do, and I’m gratified that I was right to say it needed it. The boss fights are super annoying. I’ve never seen a game of this type that had the bosses blink with invincibility after taking damage as painfully long as Radical Rescue does. Thankfully, with the glory of save states, you can replay them with no penalty (use the save states over rewinding. Each boss takes a minute or two to beat). Ultimately, the #1 thing I want from a Metroidvania is a good map, and Radical Rescue has a very good map with a nice path to victory that requires the exact right amount of backtracking (or lack thereof) that never becomes annoying. I just wish this had been on a platform like the NES, Genesis, or SNES instead.
Verdict: YES!
Cowabunga Collection Ranking: #4 of 13

Teenage Mutant Ninja Turtles: Tournament Fighters
for Sega Genesis, Super Nintendo Entertainment System, and Game Boy
Released September 4, 1993 (SNES/Genesis) February 1994 (NES)

They all have such boring rosters. Oh, and the Genesis version (pictured here) is the only game in all of TMNT Cowabunga Collection that features Casey Jones. That’s an absolute travesty.

I don’t really have a ton to say about the three TMNT Tournament Fighter games. I’ll start by noting the Genesis game is basically unplayable. Of the three buttons they had available, one is used for taunting, which is just stupid. The fighting mechanics are extremely bland and even on the lowest setting, I couldn’t beat the enemy AI. It’s easily the worst game in Cowabunga Collection. If I gave a hypothetical “so bad that it occupies multiple spots in the rankings” for the Genesis version, Back from the Sewers on the Game Boy would be #12, then there would be five to six gaps and the Genesis Tournament Fighters would be #17 or #18. Absolutely abysmal. And you know that Digital Eclipse must have agreed. This is literally the only game in the entire collection that doesn’t have a section in the set’s built-in strategy guide.

It looks like Raph is kneeing Leo in his nardos here.

The NES game is actually better, but still not fun at all. It feels exactly like one of those modern “demakes” that you’ll see indie developers come up with as a cutesy novelty. You can only choose to use the Turtles in the one player mode, and once again, the AI is just too dang good. The big difference in this one is a dodgeball will occasionally be dropped onto the playfield for the players to use. The only nice thing I can say about the NES game is that I’d rather play it than Back from the Sewers on Game Boy.

I don’t understand the whole “Cyber Shredder” thing. That’s what he’s called in Radical Rescue too. Does he have online sex or something. Because I’d totally cyber with him. Damnit, I can change him!

Really, the SNES game is the only one of interest. Four button gameplay for heavy and light punches and kicks, so at least the action has substance and nuance to it besides button mashing. The OOMPH! is decent, there’s a nice variety of special moves, and the super move meter that penalizes usage of the block was ahead of its time and inspired. So, why didn’t I like it? Honestly, this felt to me like one of the more bland entries in SNK’s fighting game franchise. Besides Shredder and the Turtles, I didn’t recognize any of the characters, and the only fun character to play as is Shredder. The weird game show-like theme between stages threw me off, and frankly, I didn’t think the fighting was all that. It felt like they aimed for competent more than spectacular. I think a modern Turtles fighting game with cel-shaded graphics could be interesting, but for its time, this was just a wannabe Street Fighter that might have worked for kids in 1993 who recognized the characters. For a non-TMNT fan in 2022, this wasn’t for me.
Verdict: NO!, NO!, and NO!
Cowabunga Collection Rankings
SNES: #6 of 13 **BEST OF THE WORST**
NES: #11 of 13
Genesis: #13 of 13

A review copy for Teenage Mutant Ninja Turtles: The Cowabunga Collection was provided by Konami for this feature.

Return of the Obra Dinn (Review)

Plot spoilers (but no solutions to the game) ahoy, as this is a four-year-old game and I really want to talk about the plot.

I think a lot of people wanted me to finally get around to reviewing Return of the Obra Dinn because they thought it could contend for the #1 position on the Indie Gamer Chick Leaderboard. Heh. Yea, no. It’s good, but it ain’t that good. Hell, it missed leaderboard’s top 50, which I expect to be controversial even if it just barely missed it. For many journalists and gamers, this was 2018’s game of the year. It’s a major tent pole indie and basically unlike any game that has ever come before it. It came with the pedigree of being from the guy who made Papers, Please. And I missed reviewing it in 2018 and getting those sweet, sweet clicks. Oh, I didn’t deliberately skip it. In fact, I even started playing it on Steam when it came out. It didn’t hold my attention and it just fell off my radar. I’m not entirely sure why, either. I like a good mystery game, and there’s NEVER been a mystery game like Obra Dinn.

“You unlock this door with the key of imagination..”

I’ve been thinking about that a lot this last week. My Dad, an old-school Macintosh fanboy, saw this on the Switch eShop. He wasn’t ever much for gaming, at least until recently, but the graphics style caught his attention. That same style wasn’t for me at all. I kind of think Obra Dinn is ugly looking. Like so many graphics types, old computer games looked the way they did because the of limitations of hardware at that time. There’s nothing inherently sacred about them. Creators of the legendary PC games of the era would have crawled across hot coals on their bellies to have more colors or higher-resolutions.

The chicken did it. NEVER TRUST THE CHICKEN!

I’m also not so much into high seas adventures. In fact, the only nautical game I’ve ever really enjoyed is Legend of Zelda: Wind Waker, and I don’t even know if that counts. Weirdly, it’s my favorite 3D Zelda by a mile. Finally, I’m not huge into nonlinear storytelling. It can be interesting when done right, but when done badly, it can be ruinous. Look at the recent remake of Stephen King’s The Stand on Paramount+. The original made-for-TV mini-series with Gary Sinise and Molly Ringwald was badly acted, had terrible special effects, and was nine-ways of awesome. The 2020 remake (an all-time contender for “Worst Timing Ever” given that it’s a show about a plague that was produced before a real life plague hit) begins with 99.9% of the world’s population already already dead. I mean, come on, that’s the fun part! Each episode cuts between different time periods. The Stand doesn’t work at all as a nonlinear experience and it renders the entire nine-episode limited series unwatchable.

Actually, nonlinear storytelling was only one of many problems. That entire series was one of the most embarrassing dumpster fires I’ve ever seen in my entire life. TERRIBLE performances by actors capable of so much better. Even J.K. Simmons is bad in it. Bryan Cranston is uncredited as the President of the United States, doing a voice over that reminds you the man got his start playing the voices of the monster of the day on Mighty Morphin Power Rangers. Then, there’s the “fresh” takes on characters. Odessa Young’s Frannie is so unlikable that it makes you cheer for the embodiment of all things dark and evil. I have never hated a show I was all set to love more than I hated The Stand 2020.

Obra Dinn leans heavily on nonlinear storytelling. The game opens with the ultimate final fate of the final handful of surviving crew. To its credit, it’s immediately jarring, as you see the captain blow some poor SOB away, which is no doubt the cap to a mutiny. The problem is, Obra Dinn uses the jump-around too much, and not always in service to keeping the player engaged. There’s a moment where most players are like “okay, wait, this isn’t just a ship where a series of random calamities happened” where you see the crew fighting a giant mutant crab monster that looks like something out of John Carpenter’s The Thing. It’s genuinely jaw-dropping, even if my Dad and I both started giggling at how silly the plot was starting to become. By this point in the game, you’d already seen the crew fight a giant squid, but that’s a fairly common nautical trope. Creepy ass giant crab-spider things being rode by spooky, shapeless riders? Not so much.

The design of these is some of the creepiest, most eerie shit I’ve ever seen in a game.

And that element doesn’t have the same impact if Obra Dinn introduced the monsters at any other point. The scene where they’re climbing onto the ship (pictured above) would have still been a “oh shit” moment, but not as startling or meaningful as seeing the crab do its thing. Nonlinear works there. But for the later mermaid attacks, you’re now expecting that type of thing. Seeing that chapter take place at the tail end of the attack (no pun intended) has lost all impact. Once you’ve already seen that the story involves a giant squid and shapeless warriors riding giant spider crabs, it would have been a lot more chilling to see the mermaid attack sequentially. Of course, the game couldn’t do that because of how you see all these events in the first place. The mermaid sequence requires you to go in reverse order, using the “scene within a scene” aspect of the gameplay where you click on freshest carcass in someone else’s moment of death as the go-between of the segments. It’s safe to say that, by the end of Obra Dinn, that sense of awe and foreboding had long since abandoned ship.

You don’t matter, and you don’t matter, and you don’t matter, and you don’t matter..

If Obra Dinn’s plot itself was part of the checklist that you had to solve, the solution would be “RETURN OF THE OBRA DINN was SMOTHERED by TOO LARGE A CAST THAT NEEDED TO BE THINNED OUT BY A PAPER-THIN FANTASY PLOT.” I’m going to go ahead and say it: Obra Dinn’s story absolutely fucking sucks. Once the sci-fi elements and the magical treasure chest that lures the monsters comes into play, the story dies a miserable death. All the intrigue is gone. All the interpersonal dynamics no longer feel like they matter at all. The answer to “cause of death” for around half of the crew was “killed by horrible beast.” And they had to use “horrible beast” as a catch-all for the mermaids, spider crabs, and kraken, because otherwise it would have spoiled that those elements were in the game. I hate that I didn’t like it, or that the game lost a lot of its enjoyment once the treasure/mermaid plot revealed itself, but from that point on, I just didn’t care about the characters anymore. Their lives, their intrigue, and their fates felt arbitrary. I don’t know why it annoys me so much. I guess I thought it was going to play out like I would be Tim Curry in the Clue movie (Cluedo for you non-Yankee types) meticulously explaining that so-and-so set up a booby trap with a barrel of gunpowder and lured someone to their doom with each character, and instead 50% of them were chalked up to death by monster.

And you don’t even need to be EXACT with the cause of death for most of the characters. Hell, for some of them, you don’t even need to get the exact entity that caused the death. This is one of those multiple-outs type of games. So, for example, if a person’s head is shot off with a cannon during the Kraken fight, you can blame the Kraken, or the guy who shot the cannon, and for cause of death, the game accepts “exploded” or “decapitated” or “shot” or many other things. Now, I’m totally cool with having multiple definitions for the same effect, but I thought I was signing up for a tight mystery full of plots and murder most foul. There’s only teeny tiny hints of those things, but most of the solutions come down to “who died during each monster attack?” God, I can’t properly convey how much of a let down that is.

Do you know what I like most about Obra Dinn? I’ve always said “gameplay is king.” It’s been my unofficial motto at Indie Gamer Chick. I can be wowed by incredible stories. I can be dumbfounded by incomprehensible stories. I can be bored by mundane stories. But ultimately, I play video games to be absorbed by compelling gameplay. Return of the Obra Dinn will now forever be the game I point to that shows the power of gameplay to overcome all. For all its flaws, the actual sleuthing in Obra Dinn never gets boring. It works because of the wise decision to only reveal correct answers in groups of three. We got five or six of the characters correct just by guesswork, but always after a process of elimination that left only three or four options. Granted, we did score one group of three where we didn’t have a definitive answer for any of the three, but when the game cut to the WELL DONE screen, we completely lost our minds in celebration, hooting and high-fiving until we were hoarse. It’s never NOT satisfying to see that you’ve correctly guessed the solution, and that’s the hallmark of a great mystery game, shitty story or not.

The zooming in feature was helpful because, a lot of the time, I couldn’t tell the faces apart from each-other. A lot of characters look similar. And the accents really didn’t help me at all. I could NEVER tell those apart, and I’m a stickler for accents in real life. I can’t tell voices apart either, but at least that ruins nothing here, unlike Everybody’s Gone to the Rapture.

Obra Dinn isn’t exactly Sherlock Holmes or Hercule Poirot. It feels more like Columbo, where you’re looking for the teeny tiny details that would never actually hold up in court. Ultimately, you’re just picking faces out of a crowd. The cause of death is the easy part. You’ll see the weapon embedded in their corpse, or dialog will say “yep, that guy sure was sick before he died” or something equally on the nose. In fact, there’s a strong chance you’ll have in the neighborhood of 80% of the checklist filled with the causes of death for each face before you have a name to go with any of them, but the game lets you do that. You have to base the rest on how they dress (there’s a glossary included in the journal that explains different ranks and jobs and where those people would be on a ship) or accents or location. Not every character has a 100% “this is the clue to their identity” moment, and instead you score them by virtue of eliminating all (or most) other options. There’s four members of Asian royalty (who helpfully have their very own picture separate from all other characters), four people from China, and X amount of officers that you can suss out once you have the cause of death listed just by rearranging them. Once the game starts thinning out characters, that becomes even easier. You’ll almost certainly get a few just by plugging a placeholder name into a character. EVEN THEN, you feel like you’ve done a good job when you get it right. Obra Dinn might be one of the most immersive games ever because of that sense of accomplishment.

The “scenes” are like walking around a big diorama, and when you think you’ve gotten every possible clue out of one, chances are you’re going to be forced to return because actually there were characters present you didn’t even realize were there.

Sure, the gameplay isn’t perfect. I hate the whole “see a scene for a minute, then it fades out, then you’re back in it” part. You want that shit to end as fast as you can so you can start inspecting in a productive way. I also wish that you could just click something in the book to let you relieve the scenes instead of having to go back to the original spot in the ship. That especially becomes annoying in the end game, when there’s corpses all over the ship, many of which look kind of samey, and keeping track of which one opens what chapter in the narrative becomes overwhelming. Then, sometimes you have to click on one corpse to enter a scene THEN click on even more corpses over and over until you get to the scene you want. The end game is going to require you to go back and look for the clues you missed. There’s just no way you’re going to be perfect the first time around, but it’s not at all convenient to do so. And don’t say it was for immersion in a game where you use a magical pocket watch to see a freeze-frame of the exact moment of someone’s death. Just let us click something in the book to see the scene again. The way it’s set up now is really just creates busy work. I haven’t seen such obvious padding since that time I wore my Mom’s bra when I was 10 years old.

Competitive marathon running claims another victim.

Finally, I hate that there’s two endings. My Dad left the ship too early because we couldn’t figure out what we were missing and because the journal has a chapter that says you can’t see it until you leave the ship. So, he left the ship, and the game ended and we ended up with the bad ending because we hadn’t solved everything. At this point, I absolutely blew a fucking gasket. Not at him, but that it was even possible to do this. We didn’t know the game would say “okay NOW you’ve solved everything you can do on the ship, so now you can leave the ship and see the final parts you missed.” I mean, it doesn’t say it like that, but that’s the jist of it. If we had to start over at this point, this would be the angriest review I’d ever done in my life, but after seeing the bad ending and credit roll, we got to restart where we were without any loss progress. Thank god. But the game should NEVER have allowed this. It’s unnecessary.

When a new scene reveals itself, you have to watch this trail of smoke or light or whatever fuck around on the ship, sometimes circling back around before settling and turning into a dead body that you can then click on. It’s not bad, I guess, but sometimes I wish it used a compass instead. I can’t tell anything apart of a ship. I don’t even know what side of a ship is the starboard side. Just because I cuss like a sailor doesn’t mean I know shit about fuck in regards to boats.

Presumably this was done so when people say “there’s no replay value” smug asshats can say “well, actually..” NO! There’s no replay value, AND THAT’S FINE! $19.99 is a perfect price.. hell maybe undervalued.. for a one-and-done experience. You can even say that the captain killed everyone and net an achievement for it if you’re especially lazy. No, Obra Dinn’s story didn’t “do it” for me. I don’t think this tapped all the possible sea-going calamities, or high intrigue for that matter. The mutiny that climaxes the story but in reality starts the game off is rendered kind of moot in the grand scheme of things. There was no pirate attacks. No drunken fool hitting the whiskey too hard and falling overboard. Nobody croaking from scurvy. Nobody catching a fatal case of the clap from a gnarly wench. No jealous husband killing the wench because that was HIS clap, dangnabit! I know the message is about the perils of desire and greed, but Jesus, really? Mermaids? Spider crab monsters? Eh, fuck it. Obra Dinn is still an absolute must play experience, because gameplay is king. Long live the king.

Return of the Obra Dinn is Chick-Approved
Leaderboard Ranking: #51 of 302
Top 92.9 Percentile of All 636 IGC Reviews
Top 83.12 Percentile of All 302 IGC-Approved Indie Games
*Rankings based on time of publication. Check the Leaderboard for updated standings.

Return of the Obra Dinn was developed by Lucas Pope
Point of Sale: Steam, Nintendo Switch, Xbox, PlayStation

$19.99 was torn apart by a terrible beast in the making of this review.

Lucas Pope is now officially an Indie Gamer Chick Certified Developer Who Does Not Suck!

Capcom Arcade 2nd Stadium: The Definitive Review (Complete 34 Game Review + Ranking)

This is the complete Indie Gamer Chick review of Capcom Arcade 2nd Stadium! 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 Space Invaders’ 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!

Capcom Arcade 2nd Stadium is identical to the first stadium in terms of engine and layout. I had to remap the controls quite a lot, and I didn’t appreciate how much I needed that until I played the Nintendo 64 collection on Switch Online, which has no such options. For that matter, the simple yet effective manuals that include visual aides that identify power-ups or provide complete move sets for fighters is much appreciated. Capcom has a history of lazy packages, like Capcom Arcade Cabinet for example. This wasn’t some half-assed effort.

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.

There’s 32 games in Capcom Arcade 2nd Stadium, but really, there’s 34. Three Wonders contains three completely different games, and they were so different from each-other that I chose to review them as their own entities. Capcom Sports Club also has three different games, but they all had the same aim (being fast-paced arcade sports games) and play value, so I chose to count it as one game. Also, I didn’t factor in SonSon towards my ultimate verdict, since it’s free-to-download whether you buy the complete set or not. Capcom Arcade 2nd Stadium costs $39.99 for the whole set, while the individual games cost $3.99. Therefore, the set needed to score ten YES! verdicts to win the Indie Gamer Chick seal of approval.

YES!: 20 + SonSon
NO!: 13

Capcom Arcade 2nd Stadium doubled what it needed. Thus, it’s Chick-Approved! This is one of the best arcade compilations available on modern consoles. It’s also an excellent package with tons of options for button mapping, presentation, screen orientation, and picture filters. The only feature missing is the one I fell in love with from SNK 40th Anniversary where a full video play-through is included that allows you to pause the video and take over the gameplay. I LOVE that feature and wish more classic sets included it.

There’s tons of options for presentation, including being able to play vertical screened if games originally used it.

Final Rankings

How I determined the rankings is simple: I took the full list of games, then I said “I’m forced to play one game. Pick the one I could play the most and not get bored with.” That goes on top of the list. Then I repeat the question again with the remaining games over and over until the list is complete. Based on that simple criteria, here are the final rankings. Games above the Terminator Line received a YES! Games below it received a NO!

  1. Vampire Savior: The Lord of Vampire
  2. Street Fighter Alpha 2
  3. Super Puzzle Fighter II: Turbo
  4. Super Gem Fighter Mini Mix
  5. Magic Sword
  6. Midnight Wanderers (Three Wonders)
  7. Night Warriors: Darkstalkers’ Revenge
  8. Darkstalkers: The Night Warriors
  9. Eco Fighters
  10. Chariot (Three Wonders)
  11. Street Fighter Alpha 3
  12. Saturday Night Slam Masters
  13. Hyper Street Fighter II: The Anniversary Edition
  14. Street Fighter Alpha: Warriors’ Dreams
  15. Mega Man 2: The Power Fighters
  16. Rally 2011: LED STORM
  17. Don’t Pull (Three Wonders)
  18. Hyper Dyne Side Arms
  19. 1943 Kai
  20. SonSon*
  21. Capcom Sports Club
    **TERMINATOR LINE**
  22. Black Tiger
  23. Knights of the Round
  24. Gun.Smoke
  25. Mega Man: The Power Battle
  26. The King of Dragons
  27. Pnickies
  28. Tiger Road
  29. Last Duel
  30. Savage Bees (aka Exed Exes)
  31. The Speed Rumbler
  32. Avenger
  33. Block Block
  34. Street Fighter

GAME REVIEWS

1943 Kai: Midway Kaisen (1987)
Designed by Yoshiki Okamoto
Also included in Capcom Arcade Cabinet

Way back in January of 2019, I named 1943 Kai “Best in Set” for Capcom Arcade Cabinet on Xbox 360/PlayStation 3. Now that I’ve played through it a second time, wow, it really speaks to how weak Arcade Cabinet was done that this could walk away with any trophy. Being the best game in Capcom Arcade Cabinet is like being the most edible item on the menu at an Arby’s. Which is not to say 1943 Kai is bad or anything. It’s a perfectly fine bland shmup, just like 1943 was. The differences are this has six fewer stages and one of the weapons is slightly better. Fewer stages is actually a good thing, as it feels like this cuts a lot of 1943’s gristle out. There’s smarter enemy formations too, so even though this is technically harder, it kind of feels like a more fair type of harder. I prefer the later 194X games, but they were really starting to get everything down pat with Kai.
Verdict: YES!
2nd Stadium Ranking: #19 of 34

Avengers (1987)
aka Avenger, aka Hissatsu Buaiken (Deadly Hooligan Fist)
Designed by Takashi Nishiyama
Also included in Capcom Arcade Cabinet

Takashi Nishiyama had two pretty sizable hits at Irem before he joined Capcom. One was Kung Fu Master, aka just plain Kung Fu, a pretty influential game. Even I like Kung Fu, and I hate basically everything according to many retro fans. I bring up Kung Fu Master (aka Spartan X) because Avengers is clearly trying to be exactly that, only from a different camera angle. In this case, Avengers is a top-down game. Otherwise, the same concept: punch and kick your way through a hoard of identical baddies, most of whom just want to hug it out with you, but meanly so. Actually the huggers do headbutt you in the hug, but still, it’s a hugging game, with levels culminating in a boss baddie with a gimmick, usually based around a weapon. And it’s absolutely abysmal. I’m genuinely not trying to be hyperbolic when I say Avengers is one of the worst games I’ve ever played. The actual combat features incredibly piss-poor collision detection. I lost count of how many times I punched right through enemies to no effect. It even happens to the stationary garbage cans you collect items from. Besides that, what punches and kicks you hit don’t feel OOMPHful at all. It does try to one-up Kung Fu by having a teeny bit more variety in enemies, but even this blows up in Avenger’s face. Even on the lowest difficulty setting, enemies who throw projectiles have too much of an advantage over you. The power-ups are weak and wear off too fast. Punching is basically worthless, and you can also spam a spinning kick for no cost that I found more effective than normal attacks. You’ve got to feel bad for Nishiyama, who tried to recreate the magic of Kung Fu Master twice in a row (Trojan was the other) and fail, but when I say “even Trojan didn’t suck this badly” that speaks volumes.
Verdict: NO!
2nd Stadium Ranking: #32 of 34

Black Tiger (1987)
Directed by Yoshiki Okamoto
Also included in Capcom Arcade Cabinet

After suffering a mysterious series of delays, Black Tiger released in 1987 and feels like it’s playing catch-up with Konami’s Castlevania and Taito’s Rastan. An action platformer with a bit of RPG grinding and money collecting thrown in, you have to hop around levels and fight baddies with some of the strangest attacks in history. You have both a whip and a series of daggers, and when I say “both” I mean you throw a barrage of daggers every time you use your whip. It’s so weird. It’s like they wanted to give you the option for one or the other, but they inputted it wrong and wired the game to do both at the same time. The daggers aren’t a finite resource, either. You have unlimited amounts, so much so that they’re often a lot more effective than the whip, since three come out at once and they’re ranged. BUT, even with this, the combat lacks satisfactory OOMPH, and the level design is based around dickish enemy placements and GOTCHA! type booby traps. Capcom seems to have been obsessed with treasure chests that would actually screw the player over, just like in Ghouls ‘n Ghosts. There’s too many whammies in the chests, and even rewinding doesn’t take away the frustration of dealing with them. Grinding up enough money to buy the good items is a slow process. Finally, the jumping is stiff and rigid and leads to many instakill situations. There’s a good game buried in this mess somewhere, but Black Tiger just acts like a total prick too often to be fun.
Verdict: NO!
Second Stadium Ranking: #22 of 34. **TOP OF THE BOTTOM**

Block Block (1991)
Designed by Shinji Sakashita, H.K., and M. Miyao

Simply put, Block Block is one of the worst brick breakers ever made. It’s especially unfit for consoles that lack dial controllers, but that’s just the start of its problems. In my two play sessions with it during Capcom Arcade Stadium 2, I had at least two instances of the ball clipping right through the paddle. In a game where everything depends on the paddle.. you know.. working, that alone is enough to earn it a spot near the bottom of the NO! pile. And I say “at least two times” because I had other instances where the ball was moving so fast that I couldn’t be sure if I barely missed a volley or if the game just stopped working again. It seems to be tied to having bricks underneath the paddle. Blocks underneath the paddle would be a nice twist, but the level design is miserable. I had tons of instances where a ball would travel around unbreakable corridors and then just jam up in the geometry. A funny quirk about Block Block is, if you go too long without breaking any bricks, the game opens an automatic exit to the next level. Of course, the ball has to actually hit the exit. It goes away if the ball bounces too much. There’s neat ideas here, like the paddle breaking into a smaller paddle after so many volleys, but the physics are amateurish and, frankly, brick breakers had existed for fifteen years by time Block Block came out. This SHOULD NOT HAVE BEEN THIS BAD, and it’s awful. The final 8-bit Capcom arcade game is also one of their very worst coin-ops. Just a complete disaster in every way possible, and the only thing keeping it from finishing dead-last is the historic ineptness of Street Fighter 1.
Verdict: NO!
2nd Stadium Ranking: #33 of 34

Capcom Sports Club (1997)
Designed by Yoshifumi Fukuda

Unlike Three Wonders, Capcom Sports Club’s three games don’t deserve their own reviews. They can be summed up by saying “fast-paced arcade sports games of middling entertainment value.” Two of the three are fine. The lone stinker is the basketball game. It’s like a 3-on-3 version of NBA Jam without the “on fire” stuff. Or real players, for that matter. Curiously, the game has no shot clock. Shot clocks exist for a reason, and a basketball video game based around a lightning-fast pace not having one is such an unforgivable omission that I can’t overlook it. Stick to the soccer and tennis games. Soccer features a short field and over-the-top animations, and it can be fun in small doses. I’ll note that the game tends to smarten-up the AI every time you win. If a game ends in a draw, it counts as a game over and you have to re-up on your virtual quarters, at which point the AI becomes more reasonable. I’m on to you, Capcom. Meanwhile, tennis game is just a cartoony game of tennis taken up-tempo. Literally nothing about it stands out. Well, actually sometimes it feels like you can’t cover the court fast enough, but that’s kind of the point of Tennis, right? Either way, there’s hundreds of soccer and tennis options out there, and neither of these will rise to the level of a fan favorite among them, but they’re fine.
Verdict: YES!
2nd Stadium Ranking: #21 of 34 **BOTTOM OF THE TOP**

Chariot (1991)
Game #2 of 3 from Three Wonders
Designed by Shoei Okano

The second of Three Wonders’ offerings, this cute-em-up feels like it was probably meant to be the full-blown game that got a solo release, with Midnight Wanderers and especially Don’t Pull being games that barely rose above proof-of-concept and were shoehorned onto this board as an attempt to test a new business model that they straight-up stole from SNK. At least that’s our new working theory. Chariot feels like the most complete of the trio, though it’s still an all-to-brief experience. This time around, it’s a surreal shmup with a zodiac theme. Despite sharing multiple assets and story elements with Midnight Wanderers, Chariot isn’t remotely generic. Cuphead fans will recognize more than one boss encounter Chariot directly inspired, and shmup fans will appreciate the twists in the formula. You have a tail that causes damage if you can dangle it over enemies and bosses, and it also doubles as the indicator of when your charge shot is ready. It a later level, Chariot even does a camera trick that fools players into thinking they’re going to go one way before quickly moving up or down to another area of a map. I wish there was more variety in weapons and I wish the game was longer, but Chariot is among Capcom’s strongest shmups.
Verdict: YES!
2nd Stadium Ranking: #10 of 34.

Darkstalkers Series (1994 – 1997)

Darkstalkers: The Night Warriors (1994)
Designed by Junichi Ohno
Also included in Capcom Fighting Collection

Night Warriors: Darkstalkers’ Revenge (1995)
Designed by Junichi Ohno
Also included in Capcom Fighting Collection

Vampire Savior: The Lord of Vampire (1997)
Designed by Shinichiro Obata, Hidetoshi Ishizawa, Malachie, Nohah, and Katsuyuki Kanetaka
Also included in Capcom Fighting Collection
Vampire Savior 2 and Night Warriors 2 are paired with this review but not included in Capcom Arcade 2nd Stadium. Those games are only in Capcom Fighting Collection.

Darkstalkers (1994) Verdict: YES!

Darkstalkers is basically Super Street Fighter 2 Turbo crossed with a Halloween costume store. The story goes that Capcom asked Universal Studios for the license to their famous monsters. Universal, savvy businessmen as always, said no. I mean, why would they want to partner with the company who made the hottest fighting game in the world to make a fighting game with their stagnant lineup of old horror movie IPs? To really hammer home what a colossal failure their rejection of the proposal was, according to the legend, Capcom’s artists then turned out the basic concepts for the ten fighters in Darkstalkers in about an hour. It’s almost unbelievable, especially given how overflowing with personality and charm the roster is. There’s no stinkers in the bunch. I played with the full roster of characters, and they each had their own flare and uniqueness and at least one move or animation quirk that put a smile on my face. That’s rare for a fighter, and it continued for the entire run of sequels. Come on, how can you not love a Little Red Riding Hood lookalike who grabs an opponent from behind and slits their throat with a kitchen knife? It’s so dark! Oh wait.. I get the name now.

Night Warriors: Darkstalkers’ Revenge (1995) Verdict: YES!

If you squint, you might not even realize you’re playing a separate franchise from Super Street Fighter 2 Turbo. It’s really close, with the major additions being things like being the first Capcom fighting game with airblocks and the ability to move while ducking. There’s also a chain combo system for those who want a more advance fighter and not a button masher, though you can honestly have fun both ways. I played rounds of Vampire Savior with both fighting game vets and a person playing their very first one-on-one fighter and everyone had fun. This is a series that got better as it went along, and by time I reached Vampire Savior, I actually liked Darkstalker as a series more than I liked Street Fighter 2. A more colorful roster, better themes, surreal backdrops, and some of the most pitch-perfect controls I’ve ever experienced in a 2D fighter. Really, this whole franchise deserves to be regarded higher than it is.

Vampire Savior: The Lord of Vampire (1997) Verdict: YES!

Where it gets weird is Vampire Savior is broken into three different games that switch only a couple fighters out for a couple returning combatants. This was done as an appeasement to series fans due to the limited space in the ROM, though the shady-as-all-hell numbering of these revamps as sequels felt skeezy. People who don’t know the score will see these listed as totally separate games in compilations like Capcom Fighting Collection and be hoodwinked into thinking they’re getting three separate games and not three versions of one game, only one of which is really necessary. Given that it’s 2022 now, you’d think Capcom could use the space age technology of the modern era to just ROM-hack in the missing fighters. Presumably this wasn’t done to appease “purists” but those same purists apparently detested both Night Warriors 2 and Vampire Savior 2 anyway. It’s such a no-brainer and it comes with the bonus of not being intellectually dishonest about how many separate games are included in a compilation. I hate the whole situation because it left a bad taste in my mouth about an otherwise outstanding fighting franchise.
2nd Stadium Rankings
Darkstalkers: #8 of 34
Night Warriors: #7 of 34
Vampire Savior: #1 of 34 **BEST GAME IN CAPCOM ARCADE 2ND STADIUM**

Don’t Pull (1991)
Game #3 of 3 from Three Wonders
Designed by Toshihiko Uda

The shortest and weakest of the Three Wonders trio, Don’t Pull is a 90s remake of Pirate Ship Higemaru, only with the difficulty upped to an extreme. Oh, and will everyone PLEASE stop comparing every single cutesy game that involves shoving boxes to Lolo? Even the Wikipedia page for Three Wonders mentions Lolo as the most similar game. It’s listed first, before Pengo or Pirate Ship Higemaru. This is NOTHING like a Lolo game. Not even a little bit, because Don’t Pull isn’t even a puzzle game. It’s 100% an action game where you run around and shove boxes into enemies. When you shove a box, it slides until it hits another box or leaves the playfield, killing any enemies it makes contact with along the way. If there’s two boxes next to each other and you shove one into the other, the one you shove breaks immediately. The only way this resembles a puzzler is having to strategically break some of the boxes to create a safe space for you that can double as a clear shot at the baddies. If anything, you’ll spend most of your time running away and trying to scratch out enough distance between you and enemies to get a clean shot off. This isn’t made easier by the controls being pretty stiff, and enemies who are tougher to shake than you’d think. Still, this not-puzzler that represents the puzzle genre for Three Wonders can be quite exciting, especially if you manage to shake three or four tails and set up the perfect trap to take them all out with a single box. At only sixteen levels that you can knock-out in barely twenty minutes, Don’t Pull feels like it’s a game that got cancelled halfway through, but it’s fun while it lasts.
Verdict: YES!
2nd Stadium Ranking: #17 of 34

Eco Fighters (1994)
Designed by Keisuke Mori

Eco Fighters caused physical pain in me, and in more than one way. It’s not epilepsy compatible, and even with my seizures under control, I got legitimately nauseated playing it due to unexpected strobe effects after beating the second boss. That type of stuff I could push past or take precautions against, but the cramping of my hands? That part was probably unavoidable. Eco Fighters is a very unconventional shmup where you have a turret that rotates 360° around the ship but NOT like a twin stick shooter (or Capcom’s own Forgotten Worlds). I struggled to find a comfortable button mapping for it, and early on, I kind of hated Eco Fighters. I spent the first twenty minutes wishing it had just been a normal shooter. But, it ultimately grew on me. If you’re using a normal game controller, I recommend slowing the turret rotation speed down in the game’s options for maximum accuracy. Once you get used to the controls, Eco Fighters is a shmup overflowing with personality, excellent set-pieces, wonderful boss battles, and some of the most satisfying guns in the entire genre. I especially liked the arc-welder gun, which allows you to cut through enemies. It’s so cathartic to camp on top of a boss and just lobotomize it with a short laser. I’m not entirely convinced Eco Fighters had a consistent vision, as the later stages dip their toes in lazy bullet hell design. But, even with all these problems, this is probably Capcom’s most underrated 90s coin-op. I only wish it translated better to a standard controller, since dial controllers aren’t an option.
Verdict: YES!
2nd Stadium Ranking: #9 of 34

Gun.Smoke (1985)
Designed by Yoshiki Okamoto
Also included in Capcom Arcade Cabinet

Maybe it’s because I grew-up with a father who loved John Ford and John Wayne movies, but I love cowboy games. I wish there were more of them. Sadly, Gun.Smoke is too hard for its own good. This is a standard auto-scrolling shmup, only with a western theme instead of spaceships. I do like the novel control scheme: there’s three shooting buttons: left, straight, and right. You can slap any of these at the same time to shoot in both those directions. It makes for one of the most unique and intriguing shooters I’ve played. But, even on the lowest setting, the enemy placement is cheap as all hell. This includes enemies that quickly get behind you and thus out of your range, which becomes maddening. Worse yet is how the lives system works: if you die, you go backwards with your items downgraded by one tick, which is especially frustrating if you’re fighting a boss, since you have to cause all the damage in one life. I’d rather have a health meter or just instantly respawn. Weirdly, after I beat the main game with cheating, I became one of only eleven people (as of this writing) to clear Stadium 2’s special challenge for it: scoring 50,000 points on the highest difficulty setting. What’s truly insane is I did it on my very first try. Awesome moment for me, but Gun.Smoke’s difficulty makes the Fun.Broke.
Verdict: NO!
2nd Stadium Ranking: #24 of 34

Hyper Dyne Side Arms (1986)
Designed by Yoshiki Okamoto & Noritaka Funamizu
Also included in Capcom Arcade Cabinet

Remember Capcom Arcade Cabinet? Of the 14 games in that set, I only gave two a YES! One was 1943 Kai. This was the other. Hyper Dyne Side Arms was probably the first good Capcom arcade game, and maybe their first really good game, period, depending on how you feel about their early NES output. Tellingly, it’s also one of their first coin-ops that isn’t stingy with the power-ups. In fact, Side Arms goes the opposite direction: the game is utterly spammed with upgrades, so much so that it’s entirely possible for you to become an unstoppable space tank. I’ve never cared for shmups that do the “shoot both in front of you and behind you” thing all that much, and I was worried that this would be little more than an upgraded version of Section Z. But, the way Side Arms does it works, especially with the wide variety of guns and the fact that you even have reasons to switch between them instead of sticking to just one the entire run. Even the Macross-like robot transformations are fun. There’s a little too much repetition, and the bosses can be obliterated if you choose the right weapons, but otherwise, this is a totally fun and solid shmup, even if it feels like it only exists to be Capcom’s slightly-soulless answer to Gradius.
Verdict: YES!
2nd Stadium Ranking: #18 of 34

Hyper Street Fighter II: The Anniversary Edition (2003)
Directed by Ryota Suzuki
Also included in Capcom Fighting Collection

Hyper Street Fighter II was made to be the ultimate “settle the score” game for the absolute biggest fans and best players of Street Fighter II. It mixes the original five versions of Street Fighter II/Super Street Fighter II together, with players having to choose which version of the game they want from a menu, then selecting their character. So, you can have the Street Fighter II Championship Edition version of Ryu take on the Super Street Fighter II Turbo version of him, and each will play exactly as they did in those games. Like, right down to the amount of frames of animation. That’s apparently a very big deal for professional players, who measure that stuff like scientists. It’s a neat idea for a game. Whether you view this as the ultimate gift to fans or a soulless cash grab is in the eye of the beholder. I’m not so into Street Fighter II that I remotely care about the nuances of what moves can counter what moves based on what frames of animation you’re in, but I guess I’m happy this exists for fans that basically kept arcade afloat in the 90s.
Verdict: YES!
2nd Stadium Ranking: #13 of 34

The King of Dragons (1991)
Directed by Tomoshi Sadamoto
Also included in Capcom Beat ‘Em Up Bundle

The first in a series of four sword-and-sorcery brawlers from Capcom that would eventually carry the Dungeons & Dragons™ label, King of Dragons feels like a proof of concept for better things to come. There’s five fighters to choose from, but the ability to select them between rounds is nulified by the fact that they don’t level-up on par with the fighter you’re using. The characters you don’t select do gain XP, but not at the same rate. So, when my Cleric was a level 11, the other four fighters were levels 5 or 6. Why would I want to swap to them? By this point, the enemies, and especially the bosses, were spongy enough without selecting a character half-as-strong. The King of Dragons is only a three player game too, so some characters will just be stuck trailing the others even if you max-out the co-op potential. That dumb decision was probably the difference between a YES and a NO, because the ultra-repetitive combat could have used the ability to seamlessly swap between characters to take the edge off the monotony. You only get one standard move per character, plus a jump button and a crash attack that eats through your health. Top this off with mostly dull set pieces and underwhelming boss fights and you have the recipe for pure, unadulterated mediocrity. The King of Dragons isn’t a complete wash. There’s a couple decent levels that seem to have been inspired by the works of Ray Harryhausen, but the feathery combat that lacks OOMPH seals the deal. King of Dragons is a gigantic bore.
Verdict: NO!
2nd Stadium Ranking: #26 of 34

Knights of the Round (1991)
Designed by Akira Nishitani
Also Included in Capcom Beat ‘Em Up Bundle

I generally like Arthurian legend retellings, as long as they don’t star Richard Gere as Lancelot. But, Knights of the Round is a bit of a bore. I’ve previously given it a YES for #IGCvSNES, though it’s very close to the bottom of the YES pile and I could honestly go either way at any given time. The issue with Knights of the Round is the same as many Capcom brawlers: being married to two-button combat limits your options greatly. They did try to change it up by having a tilt-the-joystick mechanic where you can do an overhead slash if you attack and then immediately press forward. It makes for fighting normal baddies mostly fun. Then you get to the bosses, who are spongy, don’t play fair, and often just linger at the edge of the screen. Many require you to ping single hits off them with a bob-and-weave attack style, especially since they can cut your health all the way down with just a couple blows landed. They reskin the bosses quite a bit too, with some reappearing as normal baddies over the course of the forty-five minutes it takes to finish this with one player (it feels longer). There’s a horse, but I found actually trying to keep yourself mounted on it is more trouble than it’s worth, especially since I couldn’t line-up with the enemies most of the time while riding it. Like I said, I could see myself going YES or NO at any given time, and this time around, I was just bored the entire time. That tells me that Knights of the Round doesn’t hold up to replays very well. I can only review based on my experience this play through, so I have to go NO! Them’s the rules.
Verdict: NO!
**FLIP!** Previously received a YES! in Capcom Beat ‘Em Up Bundle
2nd Stadium Ranking: #23 of #34

Last Duel (1988)
Designed by Takashi Nishiyama

I wasn’t expecting to run into controversy with Last Duel, a game I’d never heard of before I started this run. There’s apparently multiple different ROM sets, and the one included in Capcom Arcade 2nd Stadium isn’t 100% the definitive version. Either way, I can only count the version of Last Duel that was officially re-released. It’s an interesting premise: a shmup where levels alternate between a futuristic car that you have to manually bring up to speed, and a slow-ass generic space shooter. I wish it had just stuck to the car sections, which manage to feel novel and fresh. Once you charge-up your weapons, you should be able to take out most of the baddies while moving at full speed and leaping over pits. In the space sections, Last Duel becomes a poor man’s Life Force (that’s Salamander anywhere but America). Neither style are particularly bad, but the car sections are too cramped and focused on near-misses (like a driving game) while the space sections are just soulless. The Last Duel got lost to obscurity for a reason.
Verdict: NO!
2nd Stadium Ranking: #29 of 34

Magic Sword (1990)
Designed by Yoshimi Ohnishi, Tomoshi Sadamoto, and Yoshiki Okamoto

Magic Sword is like the black-out drunk version of an ambitious arcade RPG, and I swear to god I mean that in the nicest way. It’s so stupid that it’s endearing for it. Absolutely no finesse is required as you jump around and button mash your way through fifty floors of non-stop side-scrolling sword-and-sorcery action. There’s only one combat button (two if you count the seldom-used-outside-bosses magic attack) and almost all enemies can be killed by waving your sword at them without having to use any strategy. Maybe a couple have weak points that require all the complexity of jumping up to hit them instead of just spamming attacks on the ground. Unlike their early efforts, Capcom was very generous giving out power-ups and the various allies that you can free from jail cells who stand behind you and add boosts to your attack. They’re everywhere with no rhyme or reason in how they were spaced out. You often can free several different ones in a row and have your pick of the litter. But, it’s still a Capcom game, which means booby-trapped treasure chests and cell doors galore. Capcom is like that one asshole friend who keeps giving people the peanut can with spring-loaded snakes every Christmas and laughs until he’s purple in the face every time. That becomes problematic in the final third of the game, when the whammies seem to outnumber the actual items. Even worse is that for a game that’s all-combat, all the time, I kind of wish it felt more impactful. The OOMPH isn’t completely non-existent, but this hardly feels as satisfactorily violent as Capcom games were starting to get during this time period, resulting in attacks being a bit weightless. Still, dumb as Magic Sword is, I’ll be damned if it isn’t fun from start to finish and one of their most underrated arcaders ever. It just never gets slow or boring, which puts it in the upper-echelon of its breed.
Verdict: YES!
2nd Stadium Ranking: #5 of 34

Mega Man: The Power Battle (1995)
Designed by Koji Ohkohara

What a weird idea for an arcade game. Granted, the idea of a Mega Man boss rush is an absolute no-brainer, but it’s the way they did it. Structured somewhere between traditional Mega Man mechanics and a fighting game, Mega Man: The Power Battle features some all-star Robot Masters from the first seven games of the franchise (and some bizarro choices. Who the hell thought fans would be like “OH MY GOD IT’S DUST MAN! TEE HEE!”) and frankly the best versions of the Yellow Devil ever. The issue is the “steal enemy weakness to use on next robot” mechanic feels flimsy and inconsistent, and some enemies (such as Turbo Man) take forever to show vulnerability. This was also one of the rare 90s Capcom arcade games that felt unresponsive, especially pressing the button that switches you to the acquired weapons. I had to press more than once quite often to get it to switch. I actually passed the controller off to my sister to verify I wasn’t imagining it. I wasn’t. Even despite all the problems, I was right on the edge of still enjoying it. But, the Mega Man 4 – 6 and Mega Man 7 levels were so brutally spongy that they crossed the line into boring. Power Battle feels like a prototype that should never have released, especially compared to the sequel that followed this. Hey, getting it wrong the first time seems like a tradition with Mega Man.
Verdict: NO!
2nd Stadium Ranking: #25 of 34

Mega Man 2: The Power Fighters (1996)
Designed by Koji Ohkohara

Mega Man 2: The Power Fighters is a massive improvement over the previous game, a status that bumps it up only to “just alright.” The Robot Master roster is vastly improved and the conventional Mega Man “use weapon acquired from boss X on boss Y” is implemented much better here. Well, sort of. This time, when you find the correct weapon to use, the enemy comically recoils with a little too much pomp, especially the first time you do it each battle. At least you know you got it, I suppose. Plus, it led to one of the most pathetic sequences I’ve ever had in my gaming life where it looked like I was just slapping Cutman down over and over and over and over and over and over and over and over. Anyway, this is exactly the Mega Man boss rush game I’ve always talked about wanting. It turns out, it already existed. So, what’s the problem? Well, it turns out it’s just not a very exciting format. For Power Fighters, my enjoyment level was a steady “okay” with no highs or lows (besides the still somewhat sketchy weapon switching). It’s a big, splashy Mega Man boss rush, and the best thing I can say about it is that it made me appreciate the actual levels in the original Mega Man games more. The fights with Robot Masters in Mega Man games can be really fun and exciting, but they only really work as the topping of an already delicious sundae. As their own thing, it’s like how every kid eats tries eating just sprinkles at least once. After a few bites you realize they only work along with the ice cream and hot fudge. So, thanks Mega Man 2: The Power Fighters for answering a question I always had the franchise. Oh and for not being crappy, of course.
Verdict: YES!
2nd Stadium Ranking: #15 of 34

Midnight Wanderers (1991)
Game #1 of 3 from Three Wonders
Directed by Yoshiki Okamoto

Three Wonders has three different games that, by complete coincidence, appear in the order of their quality. Midnight Wanderers is by far the strongest of the three. It’s sort of like SNK’s Metal Slug games, only swap the military theme for a fantasy one that leans a little harder on platforming tropes. You run and shoot your way through five levels of various themes, taking out Jabba the Hut lookalikes, jack in the boxes, and endless malicious elves. At first, it feels pretty generic, like one of those endless SNES/Genesis mascot platformers by a third-string publisher who so desperately wants to launch a tent-pole franchise. Think Bubsy or Zero the Kamikaze Squirrel. I braced myself for the soullessness to sweep over me. But, Midnight Wanderer’s exaggerated enemy animations, rock-solid controls, and outstanding boss fights won me over. I wish the game had done more with the hanging-mechanic, where close-call jumps that you short are saved by grabbing onto a ledge by your fingers. Hell, I wish the game had relied more heavily on timed-jump sections, since every instance of those featured here was pitch-perfect and make this a surprisingly intense experience. I get why this ended up in a three-for-one arcade board. Midnight Wanderers never feels like an arcade game, and it’s too short to be an early-era 16-bit home game. Thank god for the home release of Three Wonders, where it can finally find its niche. The forgettable player character lacks soul, but Midnight Wanderers is legit.
Verdict: YES!
2nd Stadium Ranking: #6 of 34
Winner: Biggest Surprise of the Set

Pnickies (1994)
Designed by Masanobu Tsukamoto

In the long annals of well-based drop puzzlers, Pnickies is among the dullest. A slower, plodding answer to the Puyo Puyo franchise, here you link pairs of colored blobs, some of which contain a star in them. Once they settle, the blobs merge with all matching colors they’re touching. If the settled blob has two stars in it, no matter how far apart the stars are, the blob is broken and you score points. It’s a boring formula that might have worked with fewer colors. Maybe. Of course, after a little while it begins adding more colors and becomes next to impossible, especially when the speed quickly escelates to ludicrous speed. Plus, there’s no reason to really get too fancy with chains and combos. It doesn’t even really reward you for cascading chains, instead focusing on shattering larger blobs with more than two stars in them. I figured this might be more exciting as a multiplayer game, but this is one of those puzzlers where the first person to land enough garbage blocks is going to have a massive advantage. Capcom would eventually do better with Puzzle Fighter, but their first attempt at this type of puzzler is among their most boring coin-ops.
Verdict: NO!
2nd Stadium Ranking: #27 of 34

Rally 2011 LED Storm (1988)
Designed by Tomoshi Sadamoto

Buzz has it this unreleased prototype was sent back to the shop for retooling because it went unloved during route testing (the practice of placing near-finished prototypes at a prominent location to gauge earnings potential). Assuming it’s true, the practice failed Rally 2011: LED Storm. Having played both the actual game that came out (known as Mad Gear in Japan) and this original build, they got it right the first time. A sort of F-Zero before that was a thing, racing barely factors in. This is more of a bumper cars experience that hugely emphasizes jumping up and crushing opposing cars. The combat is very satisfying, as there’s something viscerally pleasurable about jumping on a car. You can also transform into a motorcycle, which goes slightly faster but corners worse. It’s not a perfect game by any means. Via rewinding, I was able to determine that sometimes the game deliberately places items out-of-bounds, perhaps to tempt you into driving off the track. That’s a crappy way to add difficulty. Also, there was only one moment in the entire game, a huge jump, that I felt the motorcycle was actually necessary. The transformation gimmick is underwhelming. Stick to the car and enjoy a basic but genuinely exciting car combat game. Fun fact: this and the released LED Storm served as the inspiration for the Autopia for Capcom’s Adventures in the Magic Kingdom NES game.
Verdict: YES!
2nd Stadium Ranking: #16 of 34

Savage Bees (1985)
aka Exed Exes
Designed by Yoshiki Okamoto
Also included in Capcom Arcade Cabinet

Sigh. You know, the Capcom Arcade Stadium format can make some of the most basic games exciting, but it’s not a miracle worker. I did enjoy taking-on the challenge scoring 80,000 points, but, I think it was the challenge I enjoyed more than the game itself. Exed Exes was left out of the original Stadium’s lineup for a reason. It’s an ultra-bland shmup where the nicest thing I can say about it is it’s competent, but it’s so generic that there’s nothing to get excited about. Like many early Capcom shmups, Exed Exes is frugal with power-ups, and even the bomb is weak sauce. Instead of clearing the screen of enemies, this time, it only removes only their projectiles. It’s so underwhelming. There’s one idea I like: a scoring zone right before you reach the bosses with items that turn the stationary skulls on the playfield into fruits you can eat. Then again, you can just shoot the skulls a few times as well for the same amount of points they give you as a tomato. Still, that’s a nifty idea that complements Stadium’s score challenge mode perfectly, and that’s the only positive thing about this otherwise mundane shooter.
Verdict: NO!
2nd Stadium Ranking: #30 of 34

Saturday Night Slam Masters (1993)
Designed by Tetsuo Hara
Directed by Takashi Sado

Over the course of my retro gaming adventures, I didn’t find a single 80s or 90s wrestling game that I found to “good” without requiring several “for its time” asterisks. Then I played Saturday Night Slam Masters, and it was fun. There’s no real wrestlers, but Mike Haggar from Final Fight finally got to be in a good game, so there’s that. It’s kind of hard to do a grapple since it’s mapped to the attack button, and pulling off special moves can be a pain in the butt. Oh and there’s no emphasis on finishing moves, which is sort of a hallmark of pro wrestling. Of course, I couldn’t even tell what wrestling moves were being done half the time because they zip by so fast, so having finishers wouldn’t have made all that big a difference. But, the action is fun and violent and feels exactly like what Street Fighter 2 would be if it had fewer buttons and you had to win by pinfall, submission, or even count-out. I didn’t think I’d enjoy any wrestling game that came out before WCW/nWo World Tour for the Nintendo 64, but Saturday Night Slam Masters proved me wrong.
Verdict: YES!
2nd Stadium Ranking: #12 of 34

SonSon (1984)
Directed by Yoshiki Okamoto
Free to Play without purchase of Capcom Arcade Stadium 2
Also included in Capcom Arcade Cabinet

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For Capcom Arcade Cabinet, I didn’t enjoy SonSon at all. I’ve never been a fan of the auto-moving hop-between-platforms style of shooters. But, I’ve had a change of heart with Stadium 2. While I still wouldn’t want to play all the way through this, the format and extra features of this collection actually make SonSon a genuine thrill to play when you go for the challenge modes. Specifically, score challenge, which requires you to put up a minimum score of 100,000 points to get your score listed online. It made me appreciate the simple but elegant scoring system that incentivizes you to kill every enemy in every wave to score bonus points. It’s so fundamental, but it works wonderfully. I genuinely only meant to put about thirty minutes into every release, but right from the first game, I lost almost two hours to trying to hit that damn score. When scoring actually matters, SonSon suddenly becomes an intense, twitchy shooter that heavily weighs risk and reward, especially when chasing down the items, and it’s a lot of fun. I wish movement and controls were a little tighter. I really wish there were power-ups that improved the gun, and I really hate how you don’t blink when you come back to life after dying (SO cheap) but I’ll be damned: I really enjoyed my time with SonSon. Go figure.
Verdict: YES!
**FLIP!** Previously received a NO! in Capcom Arcade Cabinet
2nd Stadium Ranking: #20 of 34

The Speed Rumbler (1986)
Designed by Tokuro Fujiwara & Yoshiki Okamoto
Also included in Capcom Arcade Cabinet

Speed Rumbler is sort of like granddaddy of the original top-down Grand Theft Auto games, but not in a good way. This was my least favorite title when I ran through Capcom Arcade Cabinet, and I wouldn’t have been shocked if it finished dead last again. Even cheating, save states, and Capcom Arcade Stadium 2’s challenge formats can’t save this dumpster fire. Spongy enemies. Small enemies that are hard to line your bullets up with. Enemies a lot more mobile than you. All in a game that claims to be based around speed. The irony is, my best runs in Speed Rumbler involved me heel-toeing my way through levels, where I could start to ping enemies as they entered the screen. When I actually took the title to heart and tried to speed around the courses, I was basically just a bullet magnet. Even worse: I didn’t score any points, because enemies take too many shots to kill. The mechanic of being able to jump out of a car as it’s about to be destroyed sounds great, but I got killed soon after every time but once because you’re usually stuck in the middle of a screenful of enemies. They had a great idea with Speed Rumbler, but how they implemented that idea seemed like it was done specifically to remove everything fun from it. Advertise speed, then penalize you for going fast. Absolutely terrible. The scary thing is, there were three games worse than this in this set alone.
Verdict: NO!
2nd Stadium Ranking: #31 of 34

Street Fighter (1987)
Designed by Hiroshi Matsumoto
Directed by Takashi Nishiyama
Also included in Street Fighter 30th Anniversary Collection

Wow. I had actually never played the original Street Fighter, at least for more than a second. I think I fired it up on MAME on a lark once, and then turned it off when I attempted to throw the first punch. Actually forcing myself to play this for a little over an hour made me realize that the tales of how putrid it is really don’t do it justice. You have to experience Street Fighter 1 to appreciate just how awful it is. Press any button on the controller and the game is like “thanks for the suggestion! It will be taken under advisement!” You only get one fighter in single player mode, Ryu, which is fine, since actually pulling off his special moves is like pulling teeth. In fact, I couldn’t deliberately throw a single fireball or dragon punch. I didn’t pull that off until I just started rotating the control stick and start mashing buttons, at which point I was throwing a dragon punch every other move. The enemy AI becomes next to impossible, even on the easiest setting. Worst of all, in my opinion, is the total lack of OOMPH to the violence. The fights have no weight or inertia to them, as if you’re fighting with paper dolls. It’s nothing sort of astonishing that the people who went on to make this trash fire went to make SNK’s beloved Fatal Fury games, while this particular title itself directly led to the single most important video game of the first half of the 1990s. Street Fighter could very well be the worst fighting game ever made, and no review can fully convey just how ghastly it is. Finally experiencing it reminded me of the difference between hearing about a tonsillectomy and actually receiving one. It’s something you can’t really fathom until you live through it. Fans of this (yes, it has fans, but then again there’s fans of everything. There’s fans serrated dildos) will argue that it’s better in arcades, where it had pressure-sensitive buttons. Okay, fine, but ports of Street Fighter 1 can’t do that, so why even bother?
Verdict: NO!
2nd Stadium Ranking: #34 of 34 **WORST GAME IN CAPCOM ARCADE 2ND STADIUM**

Street Fighter Alpha: Warriors’ Dreams (1995)
Designed by Noritaka Funamizu, Haruo Murata, and Hideaki Itsuno
Also included in Street Fighter 30th Anniversary Collection

I had never played the original Street Fighter Alpha until this project. I didn’t know what to expect. I knew going into it the series is held in high esteem, but right before I began playing this game, I got warnings that the Alpha games get good after the first one. They weren’t just whistling dixie. It’s not that Street Fighter Alpha is bad or anything. It’s fine. It just feels like Capcom was spinning their wheels, completely directionless. The super combo system from Super Street Fighter 2 Turbo is here, along with a super counter-attack that uses your special meter. It’s all fine, but Alpha is nothing special. While I really like the art direction, it also feels a lot less impactful than previous games, and the new fighters are kind of boring. I’ll say this about the new roster: it makes me appreciate the lightning in a bottle they achieved with Street Fighter 2’s lineup. Probably the best thing I can say about Street Fighter Alpha 1 is that it makes an excellent teaser for Street Fighter Alpha 2, a vastly superior game.
Verdict: YES!
2nd Stadium Ranking: #14 of 34

Street Fighter Alpha 2 (1996)
Designed by Noritaka Funamizu, Hidetoshi Ishizawa, Hidetoshi Ishizawa, and Katsuyuki Kanetaka
Also included in Street Fighter 30th Anniversary Collection

Street Fighter Alpha 2 feels like the complete game that Alpha 1 laid the foundation for. Smoother controls and significantly better OOMPH help make this one of the best games in the series. While it has that unshakable sensation of a retread, the strong roster of fighters, excellent character balance, and the new-to-the-franchise custom combos really make this a standout. The only weak links are some of the character designs are outright boring, but Alpha 2 had my favorite versions of fighters like M. Bison and Ryu, which matters more to me. Plus, Street Fighter Alpha 2 is one of the best entry points for the franchise. Let me put it this way: Alpha 2 is one of the last “pick-up-and-play” Street Fighter games. I got a tension headache trying to figure out what to make of Street Fighter Alpha 3’s multiple play-styles. Comparatively, Alpha 2 feels like the last game that isn’t made specifically for the hardcore fighting fan. All the Alpha games withstand the test of time, but Street Fighter Alpha 2 is the only of the trio that feels like it belongs to everyone.
Verdict: YES!
2nd Stadium Ranking: #2 of 34

Street Fighter Alpha 3 (1998)
Directed by Naoto Ohta, Mamoru Ōhashi, Buruma, and Koji Okohara
Also included in Street Fighter 30th Anniversary Collection

After playing Street Fighter Alpha 2 and 3, I felt weird because I really liked Street Fighter Alpha 2 more. It turns out, fighting fanatics are split on the duo as well. Alpha 3 gives players three different play styles, which sounds good on paper. In reality, you have to choose which type of special move you want to be able to pull off. Custom combos? You can only do them if you choose V-ISM. But, if you choose V-ISM, you can’t do super combos. Pick X-ISM for stronger attacks, but you can’t do mid-air blocking, custom combos, or alpha counters. A-ISM is the “average” one but the custom combos aren’t there either. While I’m sure professional gamers love all the variety, what if you just want to pick up and play a fighter? Maybe learn a move or two for a couple characters?  Street Fighter Alpha 3 is still pretty fun because the base Street Fighter formula is kind of perfect. But, Street Fighter Alpha 3 feels like a game that’s not made for me. It’s for the hardcore fans only. Games like that have a place, and if any fanbase is rabid enough to earn a game this nuanced, it’s Street Fighter fans. It just feels like something designed for tournament play by players of much higher skillsets than I could ever hope to have. The massive roster of twenty-five characters is actually a turn-off because the game is asking me to play three different ways (and that’s not even factoring in whether you’re using Turbo or Standard) to decide which characters to use. Did I enjoy it? Sure, because Street Fighter is awesome. But if I had to describe Alpha 3 in one word, that word would be “overwhelming.”
Verdict: YES!
2nd Stadium Ranking: #11 of 34

Super Gem Fighter Mini Mix (1997)
Designed by Katsuhiro Eguchi, Naoto Ohta, and Mamoru Ōhashi
Also Included in Capcom Fighting Collection

With its simplified three-button layout and ultra-cute makeover of classic Capcom fighting game characters, you might mistake Super Gem Fighter Mini Mix as being a kiddie release. It’s not. Instead, it kind of feels like Capcom clapping back at hardcore fighting fans and saying “oh for God’s sake, just have fun!” If I’m right about that, they certainly nailed it. Gem Fighter is a wacky, button-mashing, over-the-top fighter based on building strength by collecting gems and hitting big moves. There’s only twelve fighters (plus two hidden ones) and some of the moves are absolutely bonkers. Like Zangief putting on a lucha libre mask and swinging a folding chair, or Chun Li winning by kissing someone with such passion that they faint. It was a different time. Anyway, landing big moves is so satisfying (though getting the timing down is maddening) and honestly I liked this a lot more than I’ve liked Street Fighter in recent times. By the way, while this feels like a fighter made for everyone (as opposed to where Street Fighter Alpha 3 and Street Fighter 3 were taking the genre, which felt like it was only for hardcore fighting fans), there’s still a sophisticated combo and counter system for those who want to put the time into it. Weirdly, this game that I think is a “fighter made for everyone” also has some of the funniest visual gags I’ve seen in any game, including many pitch-perfect subversions of the characters. If you’re not smiling while you play Gem Fighter, you have no soul.
Verdict: YES!
2nd Stadium Ranking: #4 of 34

Super Puzzle Fighter II Turbo (1996)
Designed by Naoto Ohta and Katsuhiro Eguchi
Also included in Capcom Fighting Collection because.. um.. it says “fighter” I guess?

One of the few games in this feature that I actually grew up with, I had Super Puzzle Fighter for the PS1 as a kid. This, and not Tetris, was my introduction to the well puzzler. My parents picked it out for me, and it turns out, they did a pretty good job. Puzzle Fighter is one of the greats of the genre. It’s a wonderful formula that heavily incentivizes combos and planning ahead. The way garbage blocks are implemented, with a countdown before they convert to standard blocks, allows you to set traps that will pay off. Well, assuming you can keep your head above water while waiting for them to detonate.The frequent nail biting finishes leads to this being one of the most overall exciting puzzle games ever made. Oh, and as a versus game? No puzzler ever has the potential for a match to turn on a dime like Puzzle Fighter. Success requires a game plan, cool nerves, and fourth-dimensional thinking. That I have to think really hard about whether I prefer this to Pokemon Puzzle League is saying a lot. Capcom isn’t a company known for this kind of game, which is weird because they made what might be the best of its breed. My only wish is that you could do a vertical screen mode that makes the well taller. That would make for a truly breathtaking experience.
Verdict: YES!
2nd Stadium Ranking: #3 of 34

Tiger Road (1987)
Designed by Tokuro Fujiwara

Tiger Road is a better version of whatever the hell they were aiming for with Trojan. The two games are close cousins, especially the emphasis on high-speed, stiff jumping. Notice I didn’t say it’s a good game, though. Tiger Road’s positive aspects are minimal. There’s some fun enemy and boss design and the combat can be satisfactory, at least when it feels like they’re trying to rip-off Kid Niki. It does that Capcom thing where some of the items screw you. In this case, both enemies and dispensers drop these bell things that cut your life in half. Then, you get to the moments where the game quits trying to be fun and just straight-up tries to kill you so that you have to insert more quarters. Enemies that literally spawn on the pixel you’re on, with no possible visual cue they’re going to. Forcing you to jump into the pathways where projectiles are coming from both sides. Instakill death traps with those “forced damage” jumps. The entire time I was playing the game, I had it drop exactly one free life and two health refills, though one did come after a section that left you no choice on the damage. Tiger Road was the final straw for any lingering respect I had left for Capcom’s 80s efforts. They had zero interest in making their games fun. They wanted you to game over quickly. The proof that they didn’t give a single shit if you had fun is how toothless the final boss is. I first-tried it without cheating in about 10 seconds. Why bother with effort at that point? They already shook you down for your quarters. Be gone with you, loser. That was their attitude with coin-ops. Of course, this is a company that barely carved out an existence during that era, before the NES saved it. That’s around the time they finally pulled their heads out of their ass and realized that fun games, not unfair ones, make money. That’s when they became.. well.. Capcom. Almost every game before that revelation was basically as ethical as a carnival scam.
Verdict: NO!
2nd Stadium Ranking: #28 of 34

Avenging Spirit (2022 Release Review)

I had never heard of Avenging Spirit until two months ago, when I completely lost my mind and started running through Game Boy games alphabetically. When I got to Avenging Spirit after roughly 100 other games that started with “A” (Christ, there’s a LOT of Game Boy games), I looked at the cover art and I barfed in my mouth a little bit, thinking of how bored I was about to be. Good lord, look at this and remember someone got paid in real money and not McDonalds coupons to come up with this:

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Wow, that looks like a video sleeping pill, right? Just a run-of-the-mill shooting game with a gangster theme. Yea, no, Avenging Spirit is a high concept (well, as far as 1991 goes) cartoonish platformer where you actually play as a ghost who has the capability of possessing every non-boss enemy. Hot damn, congratulations, Jaleco box art designer! It takes a true dedication to being terrible at your job to take an eye-raising concept like this and make it look like off-brand Dick Tracy packaging. Bravo. Golf clap. I’m guessing they saw exactly one screenshot of the ghost possessing one of the old-timey gangsters with a tommy gun and based the cover art on that. I know it has nothing to do with anything, but this is a seriously fun, original concept (at least for its time) and it might have had longevity or even franchise potential if it had found its audience. That box art is a sin against gaming.

This guy right here. He’s one of the first batches of enemies you encounter. The entire Game Boy port cover art.. THE ONLY port this game ever got.. is presumably based on this one character, in a game about a ghost possessing over a dozen different enemy types, most of whom are NOT themed around prohibition era gangsters. Unreal. I mean seriously, for all infamy that Mega Man or Phalanx get, I have to call THIS the worst, because this commits the worst possible sin: it makes a great game look boring.

I loved Avenging Spirit. I was so caught-off-guard by how good it was that I ended up teary-eyed. I love finding an under the radar classic game that’s crazy insane fun, and Avenging Spirit is seriously one of the best games on the Game Boy, and I’d never even heard of it. Now, during that play session, several people replied with things along the lines of “oh yea, well there’s an arcade version, and it’s even better!” This is why you never listen to fans. The arcade game is fine. It’s fun. It’s playful and quick and awesome. Oh, and it certainly looks better than the Game Boy game, but big deal. An X-Ray of a ruptured skull looks better than a Game Boy game. But, the Game Boy game is just the stronger game.

The boss fights are typical of a game like this, with predictable patterns, but hey, the classics are classics for a reason. They work.

The hook of being able to possess any enemy has been done a million times since, but it works in Avenging Spirit because each enemy is totally unique. Some have better weapons. Some have better jumping. Some are not desirable, others highly desirable. It can turn the feeling of the game from Metal Slug-like to a kung-fu type of experience. Contra? Strider? They’re all here, and it’s such a joy to play through. The mechanic works so well that even the crappiest enemies to possess are still fun to mess around with and discover their different abilities.

Look the ghost! He’s so happy, and he’s going to.. uh.. possess bad guys and end their lives. Actually, in this picture he looks wasted.

Here’s the catch. On the Game Boy, you can swap out of the enemies. That mechanic is missing in the arcade version. Once you possess someone, you’re in them until you die. If you get stuck in an especially worthless enemy (and some are), you have to deliberately kill yourself to get to swap. I didn’t realize this at first and kept checking and rechecking the control scheme, certain I missed what button you press to exit the ghost. Ugh. I get why the arcade version is done this way. You can only spend so much time outside of a body. The ghost’s health drains, so you’re incentivized to jump from body-to-body as quickly as possible, but really, it’s a mechanism to cause you to run out of life faster and force players to cough-up more quarters. You have unlimited continues, at least on the difficulties played-through (easy and normal) to take the edge off, but still, the arcade version lacks that one last angle that put the Game Boy version over-the-top as one of the true greats of that platform. The arcade game is merely a fun time and short of being tear-inducing awesomeballs.

PROTIP: before entering ANY door, make sure you’re on a character who you’d want to fight a boss with, because when a boss fight starts, you’re stuck with whatever body you’re in. Even if you die.

Mind you, that’s literally the only thing that makes the Game Boy port superior. The arcade game is perfectly fun as well. Everything about it is unspectacular but decent enough, which I think is actually the point. It allows the possession gimmick to take center-stage without any distractions. The level design is decent. The controls are decent. It runs through every cliché of the genre. It SHOULD be tired and grow old quickly, but it never gets boring or “been there, done that” because you keep switching the play-style. It’s also a super quick game. You should easily be able to finish it under 30 minutes, and the three hidden keys you need to get for the true ending are easy enough to find since there’s no time limit and you can explore freely.

There’s NO balance between the different enemies. Some are worthless. Some are overpowered. There’s really not a lot of middle ground. My favorite was the ninja, who has ranged weapons, good speed, and ultra high jumping.

Plus, Ratalaika Games (yes, the company that was going to do the Indie Gamer Chick Collection of XBLIG classics, which fell through because it just wasn’t going to be economically possible to scrunch that many games from that many developers together) has done a pretty good job packaging it. It costs $2 less than Hamster’s Arcade Archives releases and features save states and rewind, plus the US and Japanese ROMs. They even created an easier-to-use “home experience” if that’s the route you want to take, or you can play the unmodified arcade ROM, with dip switches and everything. Yea, I wish the Game Boy ROM had been included, but I’m still stoked Avenging Spirit has a place in modern gaming. Hell, maybe this will be a best seller and it can finally become a franchise with new releases. Wouldn’t that be sweet? Maybe they’ll even get the box art right this time. Sorry, I’m not letting that go. Putting that cover on this game is so stupid that it’d be like putting Alfred Molina on the cover of Raiders of the Lost Ark.

Avenging Spirit is Chick-Approved.

Avenging Spirit was published by Ratalaika Games
Point of Sale: Nintendo Switch, PlayStation, Xbox

A review copy was supplied for this review. Retro re-releases are the one and only exception to the “pay for everything I review” rule.

“I should have been on the Raiders of the Lost Ark poster! Do you know who I am? I am Doctor fucking Octopus!”

Cuphead: The Definitive Review – The Delicious Last Course

CUPHEAD: THE DEFINITIVE REVIEW GUIDE – PART ONEPART TWOPART THREEPART FOUR

This isn’t going to come as an incredible shock to you, but Cuphead: The Delicious Last Course is worth $7.99. For that money, you get six new bosses, a King Dice style single-phase mini-boss, and five single-phase mini-bosses where your guns don’t work at all and you can only win via parrying. You also get new guns that are the most powerful in the game, new charms that actually made me move off the smoke dash for the final boss, a new character that comes with totally different skills than Cuphead or Mugman, and a secret item that, once you finish messing around with it, basically activates God Mode. It’s a lot of content for eight bucks. As much fun as I had.. and I had blast.. I’m still somehow a bit disappointed. For DLC that took almost five years to make, I guess I was hoping more. Maybe a couple new Run ‘n Gun stages. At least one, right? Nope. No new Run ‘n Gun stages. Maybe more than one new shmup stage? Nope, just one. The best.. and worst.. thing I can say about The Last Delicious Course (doesn’t that sound better than Delicious Last Course?) is that I wish Studio MDHR had spent the last five years just making a sequel, because the content we actually got is spectacular.

The King of Games and the five battles against bosses themed like chess pieces are basically all fun, but some of them are pretty weak too. I beat two of them (the Bishop and the finale, the Queen) on my very first ever attempt playing them. For a game like Cuphead, you really don’t expect a mediocre player like myself to be able to do that.

I suspect they feel the same way and probably have buyer’s remorse that they announced DLC like four years ago. Maybe I’m wrong, but I get that vibe out of Cuphead D.L.C. All the heart from before is there. The bosses are creative (though the whole “you’ve never seen transformations like this” left me expecting much more grand set-pieces than what we got). Yet, after a certain point, I got the “we’re holding back a little” vibe out of it. But, at least you get a lot of value. Turning this $19.99 release into a $27.98 release basically gives you the easy mode-without-penalty everyone has wanted for five years now.

THIS IS CUPHEAD’S REAL EASY MODE

After beating the DLC, I started a new file where I used only Ms. Chalice for everything I was allowed to use her on (only Cuphead/Mugman can do the Mausoleums). I figured I’d need about 200 lives to beat the entire game with her. I actually did it with only 98 lives. Why’s that? Well, Ms. Chalice gets one extra hit point. That’s huge. It can be even more than that with her Super Art II, which is a shield that doesn’t go away until you take a hit (well, unless the game glitches out, and this DLC is glitchy as all hell). She has a shorter standard jump, BUT, she also has a double jump. The double jump by itself nerfs multiple levels and bosses. In fact, multiple coins and challenges in the Run ‘n Gun stages are completely annihilated by just that double jump.

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Ms. Chalice’s parry is tied to her dash, and sometimes this can cost you. She springs-upwards if you score a parry, which can send you into another projectile’s path (this happened to me tons of times), but it also makes probably over half the game’s parrys easier to score. Combine her abilities with the new guns in the game, like the over-powered Crackshot pictured above, and this IS the Easy Mode Cuphead has been begging for. If you want to start over from the beginning, you must beat the Run ‘n Gun stage Forest Follies and Mausoleum I in order to get to the Ms. Chalice charm and the over-powered DLC guns. I’ve created a guide on how you can start a new file and quickly get them.

WHO THE HELL PLAY-TESTED THIS SHIT?

The Delicious Last Course is glitchy as all hell. With the new charms and abilities that grant you extra life, I had planned on at long-last getting A+ scores on every boss. I worked hard to charge up the Cursed Relic into the Divine Relic and was all set to kick ass. Well, so much for that shit. My first match using the Divine Relic, the game said I scored a 0 in life, and like the careless manure farmer, I completely lost my shit. I replayed the level, did more or less as good, finished with three life again, and that time, it gave me credit for it. Huh? And that’s just one of many weird issues. During the very final boss of the DLC content, I used Ms. Chalice’s Super Art II for the extra shield. BUT, between phases, the shield stopped working. ONLY the animation for the shield was still there, as if it was working. But, it wasn’t. You can’t use Chalice’s Super Art II a second time until the first one breaks, yet, here it is.

I mean, they ONLY had five years of development time. Which was the time the Black Plague killed half of Europe. I guess that’s fitting since an actual plague hit during development. Maybe they took a lot of time off to spend that sweet, sweet Netflix money.

The thing that royally frosts my ass about these glitches is Studio MDHR had five fucking years to get it right. FIVE! That’s over twice as long as the Dreamcast had in North America! That’s more than the entire lifespan of the Wii U. Think of all the games developed for those consoles, and remember this is just DLC.. a third of one game.. and yet I triggered these glitches on literally my very first attempt playing. So, these glitches, that myself and other players were constantly bumping into, somehow didn’t get noticed over a five year development cycle? Are you fucking shitting me? It’s so shameful. AND NO, I’m not advocating for crunch or angry that it took so long to come out. I’m angry that, even with all time, easy-to-trigger glitches were left in. Next time, Studio MDHR, hire people that suck and don’t tell them how to play the game. Just watch them play, and take notes.

According to the rules of Cuphead, having your life reduced to zero means you (checks notes) ah yes.. DIE! Well, clearly I didn’t die. This is a victory screen. So, yea, what the fuck, Studio MDHR? And if this is “not a glitch” and there’s a penalty for actually using the items, then you need to explain the rules of your items better. Of course, this is the same company that tells people to “git gud” while never once advertising the game as super hard on any store page. Explaining shit? Pssh, they’re “old school.” As a reminder, old games came with instruction manuals.

What I figure must have happened was their play testers were just too good at Cuphead and didn’t take damage. The classic indie “I forgot that other people are going to play this and they will not have spent the last five years devoting their entire life to this and thus are likely to not play it as well” situation that I’ve seen over and over again for the last eleven years. Yea, games get glitchy, and yea, games get patches. But, these were not like some weird, obscure thing. They were right there, SO EASY to trigger, and yet in five years they never got found. It’s inexcusable.

CUPHEAD IS STILL FUN

Assuming a Cuphead sequel ever hits, and they’ll probably need another decade at the rate they develop games, there’s a good chance I won’t be able to play it anymore. I have early onset Parkinson’s Disease, and on the table for me over the next decade, assuming I still have enough control over my fingers, is the loss of my reflexes. This could very well be my personal Cuphead finale. It’s been a long, strange, rambling journey. It was the announcement of this very DLC that made me realize that I never actually hated Cuphead. That I actually kind of loved it. Once I got over my anger at its snotty “git gud” attitude and the the fact that its studio is filled with douchebags who have no consideration for game accessibility, I realized that, when I beat Cuphead for the first time, it was one of the best times of my gaming life. And finally, the DLC is here.

And they still don’t do enough with the map screens. It took me like five seconds to find this coin.

The Delicious Last Course is fun. I don’t think the bosses are as mind-blowing or over-the-top as a lot of people were promising. Lots of reviewers talk about the six new bosses (eleven with the chess pieces) like they’re a cut above the previous bosses, but they’re not. They’re just new bosses. They’re on par with the previous ones, and the best thing I can say about them is none of them stand out as bad, though I found one to be underwhelming, and there was a phase or two here and there that was kind of boring. I didn’t love the shmup battle. I didn’t love the ice guy. But, I didn’t hate them, either. $8 for this set might be one of the best values any DLC set has ever had. I just wish the effort had gone to a full-blown sequel instead. Now, onto the definitive review..

INKWELL ISLE IV

The King of Games Battles

 

The King of Games is what replaces the Run ‘n Gun Stages and especially the Mausoleums in Delicious Last Course. It’s a series of five boss battles where guns and charms don’t work (except Ms. Chalice’s charm) and you must parry to win. You can start the DLC here, if you wish (and you should since the coins are tied to these battles). The encounters happen between the full bosses.. maybe. Sometimes it lets you do more than one battle, or lets you even choose which battle you want to do, before kicking you off and disappearing for a while. This is also the only section of the DLC where content was cut from the game. There was to be a sixth battle featuring the King himself, and the code for this battle still exists within the game. While Studio MDHR annoys me with their shitty attitude towards accessibility and the fact that they released such a glitchy product even with five years to work on it, the one thing they have my full faith in is, if something gets cut, it got cut for a reason. I’m going to assume the King’s battle must have sucked, because the other five battles are pretty dang fun, even if some are super easy to beat.

Boss #29 (King of Games Battle #1): The Pawns
Apparent Inspiration: They remind me of the ants from old Disney cartoons.
IGC Likes: That such a simple premise is still very exciting and intense.
IGC Dislikes: That there’s no scores for these battles.
Malice of the Chalice: Ms. Chalice has a significant advantage here.

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The battle against the pawns is the only part of the chess fights that doesn’t feel like a boss, which is fitting, I guess. They leap down at you, and you have to avoid making contact while hitting a parry on their head. Even the pieces you defeat will return to the top to continue jumping down, and if you miss one, you have to wait for the other seven to cycle through their leaps before you get another crack at it. All of the chess battles feel like they were made with Ms. Chalice’s parry dash specifically in mind. In fact, this is the only one of those battles I actually beat using Cuphead, and that was only because I was bound and determined to ONLY use him at first with the DLC, but I gave that shit up. When you play as Cuphead/Mugman, hitting a parry also means throwing yourself into the sky and exposing yourself to the pawns, but Chalice can hit her parries low to the ground. Studio MDHR should have gone to Hasbro and offered to have them sponsor Ms. Chalice, because she absolutely Nerfs™ these battles.

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FOOD FOR THOUGHT: While I mourn the loss of the Run ‘n Gun stages, I’ll be damned if the chess stages aren’t a fun idea and keep what should be a stale formula fresh. It really helps that this opening battle is surprisingly intense. The rate and angles that the pawns jump down at you made me have a few close calls, and I even had a “died on the last one” a couple times. Granted, once I realized the chess battles were made for the chick, I’m like 6 for 0 with Ms. Chalice in this battle, but still, a nice opening sequence. This is probably the weakest of the chess battles in terms of play value and it’s still pretty dang good. A lot more fun than any of the Mausoleum stages. Like, it’s not even close. Great idea this was.

Boss #30 (King of Games Battle #2) : The Knight
Apparent Inspiration: Horace Horsecollar, Ken from the Street Fighter series, A Knight for a Day (1946)
IGC Likes: The only of the five chess matches that I’d classify as difficult.
IGC Dislikes: Unlike the other chess battles, this one feels like it could have been expanded into a full boss battle. Oh, and you can cheese the hell out of it.
Malice of the Chalice: You practically MUST use Chalice. I never came close with just Cuphead/Mugman.

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By far.. BY FAR.. the chess piece that gave me the most trouble, the Knight is easily the deepest of the chess battles. First thing’s first: just use Chalice. The Knight battle feels like Nintendo’s Punch-Out!! franchise as a platformer, where counter-attacking is key, but most of those attacks are too high of a risk if you have to do the parry with an angled jump. The knight has three attacks that he telegraphs, and one that comes with no warning if you stand too far away for too long. Keep a medium distance. If he pokes his head out of his helmet, he’s going to do a big sweeping motion. If he kneels down low, he’s going to dart across the playfield. If he does an upper-cut, it’s a fake out. You can also score a hit when he taunts you, but it’s high risk. On the plus side, if you take damage, you have enough time to score two or three free hits before you stop blinking. You have to parry the pink plume to get him. Awesome battle!

Food For Thought: This is the last instance of “I wish this had been a full battle” I’ll have to deal with in a long time, but I’ll give credit to Studio MDHR: when they had a good single-phase concept, they ran with it. Most of the King Dice mini-bosses and all DLC the mini-bosses are really fun. Yea, I wish they’d been expanded into bigger rights (well, I could do without with the other Chess fights) but I’m happy we got what we got. Never pad anything out just because someone like me is going to bitch about it. Seriously. I know I’m sending mixed messages here, but excellent less is always better than uninspired more.

Boss #31 (King of Games Battle #3): The Bishop
Apparent Inspiration: Catholics. About damn time we get some representation in games.
IGC Likes: A totally unique concept that works within the Cuphead formula. Oh, and I finally joined the “beat a boss the first ever time I faced it” club. Take that, Angela!
IGC Dislikes: That Angela beat Djimmi the Great on standard on her first attempt, which was a much higher degree of difficulty, the show-off.
Malice of the Chalice: This is the one chess battle where you need Chalice the least, though she still has a slight advantage due to being able to parry from the side.

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The Bishop is a one-of-a-kind battle in Cuphead. While you do still have to directly attack him, the major mechanic of this fight is extinguishing the candles he lights. You just have to touch them instead of parrying them (surprised they didn’t work that out), and blowing them all out renders the Bishop vulnerable again. It’s a great idea, and it works. Maybe all this Cupheading has just made me awesome because I aced it on my first attempt. It wasn’t the only one I beat on my first attempt (I also totally lucked into beating the queen as well), but it’s not totally toothless as I died in my rematch with it the second time around. It’s a fight that’s tailor made for close encounters, and once I got over the shock of glorious victory, I have to admit, it’s quite fun.

FOOD FOR THOUGHT: I don’t think Studio MDHR is lacking for good ideas. Each of the chess matches is memorable, and the creepy-ass Bishop is particularly memorable. You don’t expect to see religious iconography in games like this, but you really don’t expect it to be a boss, in a church setting, with crosses and everything around. I admire the guts of it. Just think: Nintendo would have demanded this be altered not even ten years ago. We’ve come far.

Boss #32 (King of Games Battle #4) : The Rook
Apparent Inspiration: Peg Leg Pete, classic Game & Watch games.
IGC Likes: Every aspect of this battle; that they drew Betty Boop as a guillotine, which as I’ve stated before, is the ideal form of execution.
IGC Dislikes: That this character design wasn’t used on a standard boss.
Malice of the Chalice: Ms. Chalice has a significant advantage here.

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While the Knight is probably the most well-rounded of all the chess matches, the Rook battle is my personal favorite. I love EVERYTHING about this fight. I love the character design. I love the heads. I love that he’s just ignoring you and sharpening his axe. I love the macabre vibe of it all. It’s also a satisfying battle. This is by far the most old school of all forty Cuphead bosses. Like someone took a spinning-plate/juggling-type LCD game (such as Nintendo’s Game & Watch Fire) and turned it into a boss fight. And it works wonderfully. This is as close to perfect as any mini-boss gets. Awesome death animation too.

FOOD FOR THOUGHT: I’m not a game developer, but I’d think that there’s a lot of inspiration to be had from the Rook. It takes very old-school gameplay and makes it fresh and exciting in 2022. What makes it feel so epic is the sheer scope of it. Of course, it’s a bit of smoke and mirrors and not really that different from how old 8 bit games used to dress up the bosses to make them look larger. Unlike a lot of the larger-than-life Cuphead bosses, you can see the seams here. What you’re really fighting is just a wall that launches projectiles, and if you bounce the projectiles back at the wall, it counts as a hit. The Rook is just an animation happening in the background. But, it all comes together to make a fight that feels so much larger than it really is.

Boss #33 (King of Games Battle #5) : The Queen
Apparent Inspiration: Alice in Wonderland (1951)
IGC Likes: Another different kind of battle, and another “haha, first try” moment for me.
IGC Dislikes: Oh hey, just like the King Dice sequence of mini-bosses, the chess matches go out with a whimper.
Malice of the Chalice: Ms. Chalice as an advantage in this battle.

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Studio MDHR kind of sucks at mini-boss finales. Okay, that’s not totally fair. It’s not like the Queen here, or King Dice from the original build, are crappy to fight. They’re just underwhelming. Here, you have three cannons that sway back and forth, and you have to parry the fuses to shoot a cannon at the queen. She occasionally sends stacks of lions at you, but the real challenge is she has one of the hardest “make it rain” attack patterns in the game. Once you beat her, that’s it for the chess pieces. Beating the Bishop on my first try made me feel excellent. Here? I felt like I had lucked out. Like King Dice before her, I said “that’s it?” Well, there’s a boss rush for an achievement, but otherwise.. that’s it.

FOOD FOR THOUGHT: Yea, they were out of ideas. Wait, wouldn’t it have made more sense for you to shoot cannonballs at the Rook, which is a castle? And wouldn’t it be more fitting as a tribute to the Queen of Hearts to have her send heads at you (“OFF WITH THEIR HEADS!”) that you have to bounce back at her? Now I’m wondering if I’m onto something. Granted, she wasn’t meant to be the final boss. You know, I pulled this out of my ass because these “Food for Thought” sections I pigeon-holed myself into doing can be tough to write after thirty-three bosses (and I’m writing this on my 33rd birthday. Meta!) but now I think I might be on to something. I’m pretty sure I’m not on something. Unless somebody put something in my water. Let’s not rule this out. Next!!

ANGEL & DEMON: THE HIDDEN MINI-BOSS

Sigh. So, I used the order from the Cuphead Wiki to face the bosses, and they have the Angel & Demon listed last, so I assumed it was some kind of final-final-final special boss. It makes sense! Look at the background! And there’s a thing that looks like the Devil! HE WAS THE LAST BOSS THE FIRST TIME! But, no, this is a special single-phase mini-boss hidden in the game. Before I get to the six primary bosses that the DLC added, let’s review this fight.

GETTING TO IT

There’s a group of three mountaineers, and if you talk to them, they’ll not-so-covertly provide you directions. Next to the Howling Aces battle is a graveyard. Use the center tombstone as a guidepost for each direction.

Like, see how it says “UPRIGHT” in the text? Starting from the center tombstone, you’d go up and then right, and then click that tombstone. Now, repeat the process from the center tombstone for the directions the second and third place mountaineers give you, and you’ll unlock this boss.

What does this do? Well, you can buy an item called the “Broken Relic” from the DLC shop for one coin. Winning this fight.. and it’s no slouch, even for a mini-boss.. changes the Broken Relic into the “Cursed Relic” which is going to be a pain in the ass for you if you want to use it. If you equip it, you only get one hit point to beat bosses with, and it randomizes your guns. Every time you let go of the fire button, use an EX shot, or dash, your gun changes. It’s crazy hard at first, but, it slowly gains more power as you beat more bosses.

If you beat this and want to rematch it, just hold down both triggers in front of the center grave.

Once you’ve beaten enough bosses (there’s a whole scoring system. Consult the Cuphead Wiki on it here) it becomes the Divine Relic, which is basically every charm in one, though the guns are still randomized. It’s insanely over-powered, but by time you get it, you shouldn’t really need it anymore. Anyway, onto the fight.

Boss #34: Demon & Angel in “One Hell of a Dream”
Apparent Inspiration: The battle going on without the soul of all of us.
IGC Likes: The most challenging, original of the mini-boss battles in the game; that it’s a deleted phase from the original game being repurposed here.
IGC Dislikes: That I actually did this boss last, and also the achievement is a reference to Castlevania II, which means operatives from Microsoft will kick in their door and shoot their dog. If they do not have a dog, one will be provided for them. They’ll name it Mr. Tiny, and he’ll be the lost lovable little good boy that ever graced this Earth. They’ll bond with it and learn things about their own capacity for love they never could have imagined. At this point, operatives from Microsoft will kick in their door and shoot the dog. Sorry, this is the established penalty for using “It’s a Horrible Night to Have a Curse.” Rules are rules.
Malice of the Chalice: Ms. Chalice is actually, in my opinion, at a disadvantage here.

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This is one of those “rub your belly and pat your head” bosses. I knew a guy who could do that while whistling, the freak. The idea here is, you will ALWAYS face the Demon, and if you turn around, the Demon and Angel will swap places. The Demon’s attacks will always hurt you. The Angel’s attacks will always pass harmlessly through you. It doesn’t sound very complicated, but holy crap, is this a balancing act. There’s also a platform that moves across the bottom that’s suspended by a lightning bolt that causes damage. Being an idiot, I didn’t notice the lightning bolt and thought the bottom caused damage depending on how you were facing. Once you get used to this, it’s fairly simple. I didn’t get used to it and only won by equipping the heart ring and parrying extra hearts and barely squeaking out wins. Awesome fight though. Fun fact: the Angel & Demon are, along with Goopy from Inkwell I, the only bosses that don’t attack you with minions.

Pachi-Pachi, one of many deleted bosses, though some of them, or their proposed attack patterns, were apparently reused for the DLC. A giant vampire bat was also completely finished and included in early demos and also is a no-show here. I’d thought for sure it was coming.

FOOD FOR THOUGHT: This was a deleted phase from the original build’s finale Devil fight. Well, thank god they cut this from there. This is INSANELY difficult, and it’s only because of how short it is that I managed to pull off a victory. Still, Cuphead cut a lot of content and I was hoping the DLC would restore that, or add extra phases to the existing bosses. As far as I can tell, they didn’t. That’s a shame. There’s some full-fledged deleted bosses that made it far in development, including a sentient Pachinko machine meant for the King Dice fight. No clue why they didn’t add that back in, or Jelly the Octopus, or the Demon Bat. The sad part is, this after-thought bonus fight is actually one of the highlights of the DLC, because there’s no battle quite like it.

Boss #35: Glumstone the Giant in “Gnome Way Out”
Stated Inspiration: The Old Man of the Mountain (1933), Pitfall!
IGC Likes: Seamlessly fits in with the feel of the Cuphead bosses.
IGC Dislikes: One of those “difficult by having busy visuals” situations.
Malice of the Chalice: Ms. Chalice has a major advantage over the first phase only.

Glumstone is basically the icon of Cuphead’s DLC. He was part of a graphic novel released in 2020, and is even featured in The Art of Cuphead book that I used so heavily for the Definitive Review up to this point. We had to wait a LONG time for this fight, which makes me wonder if Studio MDHR wouldn’t have been wiser to just add one boss at a time, for like $2.99. I’d pay that much for each fight, easily. Maybe they could just create an arcade-like Cuphead experience where they release a new boss whatever they finish one. I mean, why not? You don’t need a story for this stuff.

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PHASE ONE – VAPE MOUNTAINS (HEALTHIER ALTERNATIVE TO THE SMOKEY MOUNTAINS): Glumstone’s opening stage takes place on a series of platforms that move up and down, sometimes into the path of geese. You also have to watch out for gnomes that spit fireballs at you or climb up the platforms. The base is covered in spikes too, so stick to the platforms. Occasionally, he’ll also grab a bear and just bring it across the playfield, like the shark in Brineybeard’s fight, only it’s slower and a lot easier to dodge. Glumstone’s primary attack is opening his mouth and blowing clouds at you. If you’re not in close range, only Chalice will be able to reach all of them, as neither Cuphead nor Mugman can jump high enough to reach all of them. It’s a fun phase but easy compared to what’s coming next.

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PHASE TWO – HANDBALL: See, even giants play with themselves using hand puppets. Wait, I didn’t mean it like that. I mean they play with their balls. NO, STOP! I mean they toss their balls back and forth. I mean with puppets. I mean, with their hands. Oh Christ, this is coming out all wrong. What I’m trying to say is the giant bats its ball back and forth while you watch for bulges underneath you. I mean little men coming at you while a bigger guy keeps tossing to himself. It’s a phase and it’s really hard. I mean to beat.

You know what? Screw it. Moving on..

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PHASE THREE – IT’S NOT A TUMOR!!: I guess it’s supposed to be an ulcer but it looks more like cancer to me. Maybe if you just wait Glumstone out long enough he’ll die of natural causes. It’s a nice idea, since there’s like a million cartoons that do this gag, but it’s kind of underwhelming as a finale because it goes from feeling epic in scale to kind of small. But, the Pitfall! tribute is nice, and the difficulty balance is spot on. It’s clear why Glumstone got the lion’s share of pre-release hype. It’s the best of the bosses, besides Chef Saltbaker himself. In short: fun boss. Kind of a meh ending.

FOOD FOR THOUGHT: Glumstone was one of those “on the drawing board a long time” bosses that makes Cuphead work so well. The magic of the art style is there’s dozens of cartoons that use a gigantic character, and Glumstone looks like all of them while somehow also looking like none of them. The ability to borrow liberally from this era and come very close without directly copying any character make for a wonderful resource and it’s awesome someone did such a good job of paying homage to it all.

Boss #36: Moonshine Mob in “Bootlegger Boogie”
Apparent Inspiration: Ants in the Plants (1940), Mr. Bug Goes to Town (1941)
IGC Likes: Recycling deleted concepts from the original build.
IGC Dislikes: The Anteater has a bit too much sponge.
Malice of the Chalice: Chalice has a major advantage in phases one & two and a significant disadvantage in the phase three.

Featuring not just one but two deleted concepts from the original build, the Moonshine Mob was the first boss I fought when I started up the DLC. Yet, it feels like a fight that could have been part of the base game, right up until a delightful (and for some, infuriating) twist at the end of the third phase. Bootlegger Boogie is the ideal DLC experience: it feels like it could have been there all along, yet it twists your expectations ever so slightly.

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PHASE ONE – SPIDER MOBSTER: This is one of the deleted ideas.. kind of. Originally there was a shmup level where you fought the “Flying Gentlemen” which was a spider in a top hat that looks kinda vaguely like the Spider Mobster. This is one of the more fun phases, as it’s actually quite busy, yet it’s super easy to get the hang of. There’s three different channels attacks can happen on, and success and failure will largely hinge on switching back and forth between them. The spider has four attacks.

♥Coppers using bug spray will occasionally walk out and shoot at you, some of which can be parried, though the angles to score one are quite tough.
♣He’ll sometimes pull out a button and drop bombs on the stage that explodes about a second after you pass them. These are a cinch to trigger and avoid the damage.
♦He’ll use an old-timey phone to call in “toughs” to walk onto the playfield and attack you. The flies will camp in the background and give you ample warning before walking out and are easy to kill.
♠His hardest attack by far is kicking a caterpillar at you that ricochets off the walls. This attack doesn’t happen in simple mode.

It’s a pretty good phase. One of my favorites of the DLC.

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PHASE TWO – LIGHT BUG: The Light Bug is one of the earliest concepts for a stand-alone boss that didn’t happen. The attack pattern is, more or less, the same as it was as a prototype. The Light Bug dances back and forth on the second plane while six beams of “sound waves” circle around you. There’s a warning of when one set of three is going to change into an attack. Green is safe, yellow means “shit’s about to go down, yo” and red is dangerous. The attacks only happen briefly and once you get the hang of it, avoiding the attack is easy (and if you do it right, the Light Bug herself won’t be close to you when you switch between levels).

This is where the crackshot becomes very valuable, as you don’t need to take aim and can focus on avoiding the beams. For the musically inclined, you can also use the music as a cue for when the attack will happen. There’s also cops and moonshine barrels running back and forth this whole time, and some of the barrels can be parried. I think I only scored one parry off a barrel the entire time. But, another fun phase!

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PHASE THREE – ANTEATER: Probably the most visually striking of all the DLC bosses, the Anteater’s arrival feels so damn epic. It’s a shame the actual battle becomes quite tedious. You get a chance to score some early damage on the real final boss at the start of the battle, but then the Anteater makes his move. He’s only vulnerable from his tongue. Ms. Chalice’s parry dash is almost worthless here, as the Anteater will take turns doing three to five trusts with his mouth on one side of the level, eventually sticking his tongue out across the screen. The tongue can be parried, and if you have the whetstone equipped, this battle goes a lot faster. In theory, you can time it with Ms. Chalice, but I never could.

Eventually, he’ll retract his tongue and unleash a brawl between a cop and a hoodlum that bounces around the screen like the caterpillar from earlier, only it takes A LOT more bullets to kill. He’ll then switch to the other side and repeat the same attack. After two hours, give or take, he’ll finally die. This would be a fun phase, only it takes FOREVER to finally score the knockout. Only, it’s NOT the knockout.

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PHASE FOUR – SUDDENLY SNAIL: A banner drops down and the Snail declares KNOCKOUT sounding like Edward G. Robinson. The Anteater collapses and the final phase begins with the Snail shooting relatively quickly at you, though many of his shots can be parried. This is the fastest phase in all of Cuphead, and when the Snail dies after just a few shots, the real announcer clears his throat before declaring KNOCKOUT in a nice touch.

FOOD FOR THOUGHT: I think this is pretty much it for the deleted content that got reworked into the game. It’s nice that they found a place for the “The Light” boss that was one of their earliest plans. What strikes me most about Moonshine Mob is how incredible Studio MDHR is at the big concepts, awesome set pieces, and even pitch-perfect timing of humor. Moonshine Mob has a few issues, especially the Anteater phase, but it’s so imaginative that you can’t forget it.

Boss #37: The Howling Aces in “Doggone Dogfight”
Apparent Inspiration: Street Fighter, the dog from Tom & Jerry
IGC Likes: Lots of fresh ideas that makes an otherwise ho-hum design unforgettable.
IGC Dislikes: The most unreasonable condition for unlocking a secret phase in the game.
Malice of the Chalice: Ms. Chalice is neither at an advantage or disadvantage for this battle.

Oh, I get it.. they’re dogs in a dog fight. As in airplanes. They’re not owned by Michael Vick. Right before I finally started to type this section of the review, I was informed there’s a secret phase. I spent the next four hours trying to get it, gave up, and had a tantrum. Then, a friend’s kid told me “use the Lobber” and I got it on my first try. Grumble. After all that effort, the DLC’s lone secret phase wasn’t remotely worth the effort. What a waste of time. Stick to the main path, where an otherwise generic theme becomes an unforgettable encounter.

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PHASE ONE – UNLEASH THE DOGS OF WAR: Hughes Canteen, the NPC that taught you about the airplane in Inkwell I, is your pilot. You stand on a plane that will go left and right depending on how close to each edge you stand. It’s actually very intuitive. There’s an alternate control scheme just for this level, but stick to the default because it works wonderfully. Using this setup, a bulldog pilot will fire slow-moving heat-seeking fire hydrants at you while other dogs rain tennis balls down on you. Occasionally, the bulldog will bail to either shoot you with giant yarn balls or throw boomerang bones at you, some of which can be parried. A nice little phase, though keeping up with the tennis balls is a pain in the butt, and sometimes the timing of them and the yarn attack conspire to screw you.

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PHASE TWO – YANKEE YIPPERS: Four dogs circle around you and throw letters at you, many of which can be parried. If you take your time before picking them off, you can easily charge your cards up during this phase. The dogs don’t take many hits at all, and the crackshot is especially useful here. This whole phase is over and done with in a matter of moments and you move on to the ultra-memorable finale. That is, unless you want to open the secret phase and ruin the best part of this entire boss.

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IF YOU WANT TO UNLOCK THE SECRET PHASE: Don’t. It sucks. There’s not even an achievement attached to it or anything. But, if you’re into completing stages, you’ll want to use the Lobber. The idea is to damage the dogs just enough that the exhaust from their jetpacks turns grey. There’s an audio cue as well. If you kill even one, you’ve missed out on it. Once all four of them are on the grey smoke, their Mom or whatever she’s supposed to be will collect them and the secret final phase will begin.

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PHASE THREE – SHINOOK PILOT SALUKI: One of the best phases of Delicious Last Course, the battle against the Persian Greyhound (clearly the snootiest of all dogs) is truly a spectacle. It starts with mad scentists type of lasers that reminds me of something that would be used to fight Mighty Mouse. After a couple shots of that, the screen will rotate 90 degrees, and the controls along with it, and the Saluki will drop dog dishes on you that you have to jump over. The screen will go upside down after that. Once you get the hang of it, it’s actually a fairly simple battle, and it can even end by shooting the lasers and not the dog itself. It’s not much of a boss, but the gravity effects stand out and turn the mundane into something special. Of course, you can shirk all that and do the pathetic secret phase.

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SECRET PHASE – THE WORLD’S MOST BORING DOGS: After all the hard work I put in trying to unlock this, all the Secret Phase was is a completely basic, generic, overly long sequence of dodging shit. There’s nothing novel or challenging about it. It’s really awful and quite lazy and I’m so disappointed, especially for the amount of time I put into getting it. All the gravity effects that make this so memorable? They’re gone. The charming lasers? Gone. All you do is dodge pineapples (some of which can be parried) and the fire hydrants from the first phase. What a crappy thing to hide.

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DOG FOOD FOR THOUGHT: Like the Rook battle, The Howling Aces take bland, basic attacks and make them exciting by adding unique ways of tackling them. The airplane following your movement works, and I’m a sucker for gravity effects in games. If not for those things, this would be a very boring boss, as the secret phase proves. I’m not in love with the theme, and honestly, I kind of wish what they had done was merged the shump and platform sections. That’s the one thing Cuphead hasn’t done yet with its own formula. It’s probably impossible due to how it loads, but it’s all that’s left.

Boss #38: Mortimer Freeze in “Snow Cult Scuffle”
Apparent Inspiration: The Snowman (1933), Lullaby Land (1933), Darkstalkers
IGC Likes: Probably the most conventional of all the DLC bosses.
IGC Dislikes: My least favorite of the primary DLC bosses
Malice of the Chalice: Ms. Chalice has a minor advantage in the second phase, but otherwise this is a fight more suited for Cuphead/Mugman.

Of the six DLC bosses, Mortimer feels the most like he belonged in the original game. He’s also probably the most middle-of-the-road of the five non-shmup bosses. It’s not a bad fight by any means, and it has some wonderful sight gags, but this is also the battle that I found to be the dullest. Get ready for some temperature based puns that would make the writers of Batman & Robin blush with shame.

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PHASE ONE – CHRIST, WHAT AN ICEHOLE: Mortimer has three ways of attacking. Apparently he’s a flasher, as his most common method of attack is opening his cloak to unleash tiny little ice monsters that spike themselves into the ground before coming to life and giving chase. It’s really tough to judge their trajectory while in flight, but once they land they’re easy enough to take out. He’ll usually then just slam a giant whale into the ground. If it hits the ice monsters, it’ll knock them out of the game in an adorably hilarious gag. Finally, he’ll shoot cards at you, which can sometimes be parried. Dull phase, really.

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PHASE TWO – SNOW MORE MR. ICE GUY: One of the hardest middle phases in the entire game, the Snow Monster is fast, aggressive, and specializes in crowding you in. He has a wide range of attacks, and between those he might turn into a snowball and roll or leap back and forth across the screen. If the obstacles from his previous attack are still active, it’ll be difficult to dodge. He’ll also slam the ground and cause ice blades to poke up from the ground.

By far his most common attack is turning into a fridge and shooting ice cubes at you. When the cubes land, they break into smaller cubes. If the starting cube is large, it’ll have two break sequences. They’re easy enough dodge, but it’s when he quickly transitions to the rolling attack that this phase becomes a pain in the butt. He’ll also close the fridge attack by launching evil popcicles at you, some of which can be parried. When you do enough damage, a series of platforms appears that takes you to the finale. The Snow Monster took me longer to complete than almost any second phase and probably should have been the last phase.

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PHASE THREE – OKAY, SNOWFLAKE: After climbing up the platforms, you reach a rotating set of five platforms for the final form of Mortimer. The giant snowflake finale has an attack that never once hit me. He shoots out.. like.. a ghost that circles around the outside. I don’t even know if it can damage you or if it’s just a few seconds of getting free attacks. His other attacks are more dangerous. He’ll launch buckets at you, some of which can be parried. After they hit the wall, the buckets turn into three moons that you have to dodge. He’ll also shoot ice cream cones from four directions at once, or launch his eyeball at you. The eyeball has beams that you must also avoid. A decent finale to an otherwise ho-hum battle.

FOOD FOR THOUGHT: Mortimer is the only of the four traditional bosses that feels like he could only belong in Inkwell III. The other three would fit in more as Inkwell II battles, with Moonshine Mob being on the fringe only because of the Anteater section’s sponge. There’s something about this particular fight that feels climatic or end gamish. Then again, a lot of people insist to me that I’m crazy for thinking Brineybeard belongs in Inkwell I so take that with a grain of salt.

Boss #39: Esther Winchester in “High-Noon Hoopla”
Apparent Inspiration: Clarabelle Cow
IGC Likes: Hey, more shmups is a good thing! One of the most jaw-dropping character transformations in the game.
IGC Dislikes: Probably among the weaker of the shmup battles.
Malice of the Chalice: Chalice has a significant disadvantage here.

I’m so disappointed that there’s only one shmup section in the DLC. I want an all-shmup Cuphead sequel more than I want to live into my 80s. While Esther isn’t among the best of the shmup encounters in the game, she’s still a ton of fun to do battle with. Fun fact: this was the boss that I needed the most lives and time to defeat in the DLC, and by a wide margin.

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PHASE ONE – REAL C.O.W. GIRL OF SHMUP MESA: In the first phase, you have to switch between and upper and lower area. Esther’s primary method of defeating you is by having one of the most visually busy sections of the game. She fires oil out of guns that crosses halfway across the screen before doubling back and coming back at you as snakes (wait, I get it.. snake oil! See, I thought it was ink). Her only other direct attack is to lasso a cactus that will block the entire channel she’s on.

The real challenge comes from vultures that drop dynamite into the playfield. The dynamite explodes into five separate explosions of three, then two (four and then three on Expert). AND while all that’s happening, a horse will fly across the screen and spit cactus balls at you, some of which can be parried. You can shoot the horses down, but you give up parry chances. There’s just a ton of stuff to keep track of here and it becomes overwhelming.

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PHASE TWO – HEY NOW, THAT’S NOT THE CODE OF THE WEST: In a sort of opposite of one of Djimmi’s attacks, Esther pulls out a vacuum and beings sucking loot up, and you along with it. After dodging all the debris, she’ll then bend over and launch safes onto the playfield. When the safes hit the ground, they explode into the loot she previously collected, some of which can now be parried. It’s a basic dodging type of stage that goes quickly, and once you defeat it, this wholesome boss suddenly takes a turn at the corner of Dark and Macabre.

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PHASE THREE – 😶 : The cow gets sucked into the pressure cooker and turned into hot dogs.

HOLY CRAP, THAT’S TWISTED!

Once you pick your jaw up off the floor, this is easily the simplest phase of the whole stage. She starts running backwards and launching steaks at you (my god) that take a sharp circular pathway, and some of which can be parried. While this is going on, you have to dodge cans of beans which can extend outwards. You can see which way the cans face and attempt to dodge them. The difficulty comes from the sheer speed, as this is a fast moving area. Not bad though, and an unforgettable visual.

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PHASE FOUR – A REAL SAUSAGE FEST: The final shmup phase of Cuphead has you now fighting an entire can of hot dogs (do hotdogs come in tins like that?) with two giant arms extending from it. The arms scissor back and forth, but there’s safe spots where no dog is that you can pass safely through. While this is going on, the can shoots waves of chili peppers at you, one of which can always be parried. Resist the temptation to chase one down if it’s not in front of you and focus on dodging the arms. It’s pretty spongy but a wonderful ending to my surprise favorite type of Cuphead levels.

FOOD FOR THOUGHT: Oh this food isn’t thinking anymore. I killed it.

Boss #40: Chef Saltbaker in “A Dish to Die For”
Apparent Inspiration: Pinocchio (1940)
IGC Likes: An amazing finale that’s more epic than the Devil fight. The twisted attacks are shocking in their visceral violence. I love ’em!
IGC Dislikes: That there’s no more battles left.
Malice of the Chalice: Ms. Chalice has a major advantage in this battle.

My Dad when people complain his chili is too spicy.

In what is the least shocking twist ever, Chef Saltbaker was a bad guy all along, and the battle against him is so mean spirited and evil that the smile never left my face. This, ladies and gentlemen, is one of the most memorable last bosses in gaming history. Well, except that it gets easier as it goes along. Seriously, the first phase is a frantic dodge-a-thon, but while the visuals remain striking throughout, the actual battle gets kind cinchy.

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PHASE ONE – CASUAL CRUELTY: All the items are you’ve gathered from defeating the five primary DLC bosses? Yea, the Chef murders them in cold blood with a smile on his face. It’s violent and gruesome and FUCKING AWESOME! Like all professional chefs, this guy is just 100% pure evil. He has four attacks: shooting limes that hover over you, sugar cubes that bounce at you (some of which can be parried), cookies that bounce at you, and strawberries that rain down upon you. None of them are hard to dodge on their own, but the attacks can and do stack. And, while this happens, there’s a fire that jumps from the floor to the ceiling and is super easy to lose track of. One of the most intense and brutal phases in the game.

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PHASE TWO – SALTED NUKES: Yea, this is the most visually awesome sequence in the entire game. It’s so awesome. Here, you shoot four pepper shakers that crash into Chef Saltbaker and progressively crack him. The pepper shakers shoot projectiles, some of which can be parried, and leafs rain down from the ceiling from time to time. The fire from the previous stage is back as well. I highly recommend the crackshot for this battle. When you’ve done enough damage, you’ve earned a break with one of the easiest and quickest phases in any boss fight.

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PHASE THREE – WHAT SLUGS HAVE NIGHTMARES OF: This phase seriously lasts like ten seconds, if that. Two salt things that look kind of like the Stay Puff Marshmallow Man dance up and down. It’s an easy pattern that you can dash under. There’s a saw blade on the ground too but, yea, this is a layup and a break between the real finale of Cuphead. Take a breather, plug these guys with a couple shots, and move on.

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PHASE FOUR – TOO MUCH SALT IS KNOWN TO CAUSE HEART ATTACKS: This is it! After beating the salt dancers, the floor starts to break apart and two lethal-to-the-touch columns of salt spring up. Most importantly, a series of platforms start to appear. If you don’t have Ms. Chalice’s double jump, this section is so much harder. After a few seconds of jumping from platform to platform, the Chef’s heart will appear. You have to shoot it, and apparently it can be parried too though it doesn’t seem necessary to killing it. It’s a bit of a letdown for a finale, especially with how epic those first two phases were. But, that’s it. Unless there’s even more surprise DLC or a sequel coming, this was the final phase of Cuphead.

Thanks, Elias!

FOOD FOR THOUGHT: Thank you, everybody for following me on this weird little journey I’ve been on with Cuphead. From a game I thought I hated (it’s actually the choices made by the developers I disliked) to now being ranked #3 (as of this writing) on the Indie Gamer Chick Leaderboard. I didn’t think the DLC was good enough to bump the ranking ahead of Dead Cells or Axiom Verge, but I still had a blast. To everyone who read the over forty thousand words of this five-part review, I appreciate it. Go, play some Cuphead!

ACKNOWLEDGEMENTS

To all my readers, thanks for the support over the last eleven years.

Angela, you are the light of my life.

Mom & Dad, thanks for all the video games you got me as a kid.

Leslie Meyers, Amanda Lange, Jim Bevan for their contributions to the trivia.

William, my best friend.

Brian, who got me into this game reviewing stuff.

Dave Sanders, you’re the coolest guy I know.

Jordi, you’re incredible.

Dash, you’re a dang cool guy.

Everyone at Indie Gamer Team, you’re all my friends and I love you so much.

Aki, Mac, Andrew, Jon, Ryan, Elias, Michelle, Saud, & Dillen

Friends like Arlyeon, Bob, Dillen the Pickle guy, too many guys named David, Chris, Kris, and Christopher. I have too many friends. I need to finish buying that island off the coast of Bermuda that I can stage death tournaments and make you all compete for my love and affection.

Hunter, for helping us unlock the Howling Aces secret phase.

Studio MDHR, thanks for making a great game and being douchey enough to give me tons of material.

The Cuphead Wiki, for all the help.

If you’re really read this far, you’re weird.