Ys X: Proud Nordics – Nintendo Switch 2 Review

Overview – developed by Nihon Falcom and published by NIS America, Ys X: Proud Nordics is an enhanced release of the most recent entry in the Action RPG series. The newest adventure of Adol Christin, the young adventurer takes him to Obelia Gulf, where he encounters a threat that could devastate the archipelago. This new version of the game is available for PlayStation 5, Nintendo Switch 2 and Steam, with a link to each version at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank NIS America for providing the copy of Ys X: Proud Nordics that was used for this piece, via the keymailer service. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review, starting off with the story. I have previously covered the original version of Ys X: Nordics, which you can find (HERE), so a large portion of the content below will be mostly the same. I will however be covering the new additions to the game after the gameplay segment, discussing them in a manner that avoids spoilers.

Story – Adol Christin, a young adventurer from a small mountain village sets out on a journey to Celceta, accompanied by his friends Dogi and Dr. Flair. During the journey on a passenger ship through the Obelia Gulf, they encounter the Balta Seaforce, a band of Normans who control the waters they are sailing. After this encounter, Adol and his companions land at the town of Carnac where they get to know the residents.

Later, Adol discovers a mysterious shell after hearing a voice call to him and is confronted by a strange immortal beast. While Adol is fighting this creature, he is imbued with the power of Mana from the shell, allowing him to slay the beast. After this unusual turn of events, Adol meets Karja, the “Pirate Princess” who shares the same power as Adol. The two become linked against their will and Adol learns of the undying “griegr”, leading to a new adventure to begin.

Gameplay – Ys X: Proud Nordics is the latest action JRPG in the long running series, with an emphasis on exploration, hack ‘n’ slash combat and dungeon crawling. There is also the inclusion of puzzle sequences, automated action sequences and new to the series with this release, there is the addition of sailing. In this adventure, the player commands the Sandras, a large ship that is used to explore Obelia Gulf, which will expand as the adventure progresses.

This adventure plays out over the course of several chapters, with each segment of the story having multiple objectives, which are each tied to the current chapter. During the opening of the prologue, the player will only control Adol, where the basics of combat and action are introduced. As the player makes their way through the adventure, Karja will be introduced as the secondary protagonist, linked to Adol through a shared power.

The different areas of Obelia Gulf are split into different areas, with open exploration zones and dungeons. This is where the Monsters and Griegr appear, the undying Griegr are enemies that can only be defeated by those with Mana, having taken over areas of Obelia Gulf. These monstrous creatures come in various forms, with Bestial, Humanoid and Special Griegr that will show up during the story, standing in the way of Adol and Karja.

Adol and Karja together form the Cross Action system, replacing the traditional party system that other games have used. This unique combat system functions in two distinct ways, with Solo and Duo modes. In Solo mode, the player controls either Adol or Karja (with the player able to switch freely), with the other acting independently. In Duo mode, both characters act together, allowing the player to deal massive damage to enemies with special skills.

Both Adol and Karja have a basic and air combo while in Solo mode, which can be extended by switching characters during combos. Both characters also have their own special skills, which use SP to perform them for varying costs, which regenerates over time. Adol and Karja also have special Mana Burst abilities, which can harm enemies, but can also be used to solve puzzles, with Karja wielding the element of Ice and Adol commanding the power of Fire.

While in Solo mode, players can also dash and jump, which allows for movement during combat as well as during some platforming challenges. In Duo mode, players can deal significantly more damage with extended combo, alongside special Duo Skills. These ultimate skills will devastate enemies, with significant damage being dealt to enemies. The Duo mode prevents the ability to dash, being replaced by the capability of blocking attacks.

In battle, as the player battles the monsters and undying Grieger, guarding attacks will charge up the Revenge Gauge, which will increase the damage of Duo Skills. The Revenge Gauge has a multiplier attached to it, which starts at 2X but can be increased. Some enemies have deadly Red and Blue attacks, which will significantly increase the meter. Red attacks must be guarded against, but Blue attacks must be countered with the Dash ability.

Throughout the game, the player must be aware of all threats, which is where the lock-on system comes into play. This lets players target a specific enemy, with the ability to switch between them automatically or manually. It is key to player survival to have awareness of enemies, as many of them can attack from a distance a deal big damage. There are also status effects that enemies can inflict, with poison, paralysis and the deadly curse.

Some of the enemies will have Shields attached to them, which will prevent them from taking damage. In order to break through the enemy defences, players will need to either bombard their foe with relentless attacks or use special Break Skills. Once their guards are down, the enemies will take damage as normal from attacks. However, some of the enemies will be regenerate their shield, extending the battle by needing to break through again.

At set points through the adventure, the player will encounter powerful Bosses, who must be defeated before the story can progress. These encounters are highly challenging, as the player can often be trapped in an arena with deadly gimmicks. The bosses include giant monsters, as well as unique Puppet Griegr, which are humans that have been transformed. When the Puppet Griegr are neutralized, the player must purify them to restore their humanity.

 As the player defeats enemies, they will be able to collect treasure and resources, which will be added to the player total. These items can be used to craft items and strengthen equipment, strengthening Adol and Karja for the adventure. Players can also find treasure chests and harvestable items throughout Obelia Gulf, with the ability to find rare and powerful items, which can have the chance to push the adventure forward.

By slaying the Griegr and monsters, Adol and Karja will both gain experience, levelling both of them up together and increasing their power. As levels increase, the player will be able unlock new skills by opening up Release Lines, a skill tree that opens up as the duo gains levels. This system allows the player to use Mana Seeds, which will provide benefits based on the type used. In this screen, players can build their own unique builds for the two characters.  

Players will also be able to unlock special powers called Mana Actions. These skills will allow the player to reach previously inaccessible areas, opening up exploration options during the adventure. The Mana Actions include the Mana String, which is a whip like skill that will let Adol and Karja to swing across gaps. Then there is Mana Ride, which uses the Gullinboard to cross dangerous terrain, as well as use rails to reach inaccessible areas.

Throughout the adventure, the player will also discover Rune Stones, which will tell stories of the past. These will be scattered throughout the islands, with the main story ones being tied to the adventure. However, there are hidden Rune Stones, which will provide additional stories and details that players can seek out on islands. When the story has been seen, the player will have the details logged to revisit, with a Mana Seed being rewarded after.

Away from dry land, Adol and Karja helm the Sandras, a ship that was due to be turned to scrap. This ship allows them to cross Obelia Gulf and travel between its many islands. The archipelago is separated into different regions, which become accessible as the narrative progresses. At the helm of the ship, the player will be able to steer the ship and explore the islands. The crew starts small, but as Puppet Griegr are purified, they will join the Sandras.

There is the option for manual and auto control of the ship, letting players either go hands-on with control or take a more relaxed approach. If the player wants to cross the waters faster, they can activate the Mana Sail, giving the player a speed boost for a brief time. Starting with a single charge, the player will gain additional charges over the course of the game. Players can also get upgrades for the ship, improving the Sandras and unlocking new abilities.

On the waters, the player will be able to ride the currents of the seas, which will carry the player if they set it to auto navigation. These currents will provide the player with a boost of speed, aiding them in crossing the vast seas. They will also increase the regeneration rate for Mana Sails, allowing the player to reach their destinations much quicker. Lost cargo can also be picked up, providing money and resources for the player while riding the currents.

If the player wants to take a break from sailing, they can step away from the helm and explore the Sandras. As the player moves around the ship, they will be able to interact with those who have come aboard the ship. There are also facilities that can be used, with the ability to create potions and medicines to recover in the field, as well as food to provide a range of effects. As new crew join, the options and facilities for the player will increase.   

While sailing the seas, there will be three camera angles that can be used. These include Dynamic, which is positioned behind the helm, a medium view and a far position camera angle. During the voyage, the player will encounter the Undying Fleet, Griegr ships that will engage the player in battle. When taking on enemies in naval combat, players will be able to use standard and special artillery to sink the opposing forces.

There will also be moments where the duo of Adol and Karja will perform an aboardage, getting onto the enemy ship and activating wave based battles. Here the pair will battle multiple waves of Griegr, taking them on aboard their vessel. There will be several waves of battle, with defeated enemies dropping gold and resources to collect upon defeat. At the end of an Aboardage, the player will be rewarded with special treasures for success.

Throughout the archipelago Obelia Gulf, there are many islands both big and small, which can be explored by the player. Many of the islands that can be disembarked from will have an enemy presence, alongside treasures and resources to collect. Then there are the settlements, where players can interact with the residents, learning more about the world and buying their wares, making landfall pretty useful for progression.

When visiting the settlements, merchants on the sea and within the Sandras, new equipment can be purchased. The items that can be obtained include weapons for Adol and Karja, as well as armor, crafting materials and more. To buy items, players can use gold with all traders, but many of them will also accept resources. The equipment that players use can be upgraded, increasing the stat boosts that they provide in exchange for rare resources.

Throughout the experience, there will be side quests that will pop up, offering optional adventures for the player to challenge. These can be provided by island residents, the crew of the Sandras and the loyal raven Hugill via letters or scouting. Many of these quests will provide special rewards for completing them, making them worth the time spent to do them. Crew Conversations will also pop up, with those on the ship discussing the events unfolding.  

There are also special sea battles, shown as red markers or disguised merchant ships, which will activate if the player enters within range. These battles can be tough, but will give resource rewards if the player is successful in taking on the Undying Fleet. There will also be multi-stage recapture challenges, where islands must be liberated from the Griegr to earn rewards. These play out in sea battles first, before entering the stronghold for on-land battles.

The last part of the core gameplay to discuss is Viewpoint Isle, a mysterious island that Adol visits throughout the adventure. This place exists within a separate time space, where Adol interacts with an old man that lives there alone. Here, Adol will learn the mysteries of the island, while learning more about the Mana Actions that have been obtained. But this island is not safe, as there are monster and Griegr that roam this mysterious island.

New Content – as this is an updated release, there have been some changes and additions to the gameplay experience. The biggest new addition to this version of the game is Öland Island, a vast isle of mystery with a brand new storyline that runs alongside the main narrative. Here the Shield siblings Astrid and Canute reside, offering new content that further expands the world of Ys X. There is even a special dungeon somewhere on the island.

Alongside the brand new island and story, there are special challenge modes that players can unlock to challenge. The first is the Coliseum, where deadly beasts can be battled for rewards, facing many dangerous foes. These battles provide rewards for completion, as well as special items for getting specific rankings based on time. Players can challenge the monsters with Adol and Karja in the duo mode, or with only one of them in solo battles.

There are additional challenges that players can discover, but those become available later in the story. Alongside the new narrative content, several improvements to the game have been made, with tweaks to some areas and boss battles. There are new upgrade systems that have been added, with resources that can be used to improve skills and Mana Actions. This further enhances the game experience, as it makes battle and exploration more flexible.

Alongside the other enhancements to the game, there are new wind currents that can be added to the seas of Obelia Gulf. These are opened up by destroying Undying Fleet ships, appearing when entering the golden encounter zones that appear on the map. The last thing to discuss is that inclusion of all existing premium DLC, with costumes, accessories and cosmetic items for the Sandras as a bonus. However, there will be new DLC for this release.

Now with the gameplay and new content covered, it is time to discuss the other aspects of this release, starting with the controls.

Controls – This release has a comfortable input system, allowing for easy to pick up action that flows smoothly. It is snappy and responsive with zero issues in terms of lag, with movement and combat being satisfying. The sailing felt clunky before, but feels improved and refined. The game handles well with the Joy-Cons in handheld and docked play, but for those with bigger hands or alternative needs, the game works well with a range of controllers.

Difficulty – in this adventure, players can take on 5 different challenge levels when starting the game. There are the Easy and Normal options offering a more relaxed experience, whereas Nightmare and Inferno are for those who want a brutally tough challenge. Hard is the recommended option for those experienced with Ys, as it I tailored to those who experienced the other games. For those who may struggle, there are several assist options to help.

Presentation – the original release of Ys X looked good, with the anime style and Nordic theming that is present throughout. The designs and artwork is gorgeous, with the environments feeling vibrant and exciting. This title also has new art elements, like Chibi Adol and Karja pins for the HUD. The visual performance has also been upgraded, with quality and performance settings, offering 60/120 FPS performance as well as improved resolutions.

The influence of Norse folklore and themes further elevate the experience, with musical elements having elements of Nordic theming. The soundtrack is still fantastic, with the existing soundtrack coming over as well as having brand new compositions added to the game. There is both English and Japanese Voice work, with the cast including Bryce Papenbrook (Demon Slayer) and Cherami Leigh (Dorohedoro) and Patrick Seitz (One Piece).

Final Thoughts – when I reviewed Ys X: Nordics back in 2024, it was one of the best Action RPG titles that I had played, even giving it a place in my best of list for the year. I said back then that this continued to uphold the legacy of the Ys franchise, with this enhanced release further bolstering that feeling. The narrative was as engaging the second time around, with the same emotional experience, made even better by the additional story.

The action feels refined and flows well, with a buttery smooth experience at either 60 or 120 fps, which is a significant improvement over the previous release. This is especially so with the first Nintendo Switch release, which was hampered due to hardware constraints. The battle system, exploration and general game experience is greatly satisfying, and the sailing which was the only issue feels polished. This rounded out the experience.

All of the elements that made this release great, with the Duo system feeling more responsive due to the improved performance. There is little graphical downgrade when playing in performance mode, with both versions looking gorgeous. Then there is the extra content and bundled DLC, which just tie the whole package together. If you played Ys X before or missed out on it the first time, I whole heartedly recommend this release, even if you never played Ys before.

In the end, I give Ys X: Proud Nordics a final score of 5/5. What was one of the best games of 2024 is back and better than ever, with enhanced performance, gameplay and brand new content. This is the definitive way to experience the latest and greatest entry in the legendary Ys series. If you want to check this title out for yourself, a link to each version of the game will be below.

Link to Nintendo Switch 2 version (HERE)

Link to PlayStation 5 version (HERE)

Link to Steam version (HERE)

Retro Revival – Console Archives: Cool Boarders (various)

Hello and welcome to a new instalment of Retro Revival, the series where I cover classic titles that have been given a new lease on life. Here I discuss HD remasters, emulated ports and compilations in part or as a whole. This week, I am covering a classic game from UEP Systems, which has been brought back through Hamster’s brand new Console Archives label with Studio Zan. So let us take a look at Cool Boarders, the revolutionary Snowboarding game originally released in 1996.

Disclaimer: the games discussed in this feature have been purchased by myself, so all thoughts and opinions contained within are my own. There has been no sponsorship of the content in this feature, with links to the different versions where possible.

So with the introductions out of the way, let’s get started. I will be discussing the general gameplay experience, then providing my personal thoughts on the release.

About the game

Cool Boarders is a full 3D downhill snowboarding game, offering 3 playable tracks separated into Novice, Advanced and Expert, with additional secret tracks to unlock. When selecting a course to challenge, the player will be able to select from several boards, with Freestyle, Alpine and All-Round options. Each of the boards have their own stats, dividing into Max Speed, Response and Stability, making each of them react differently when carving the snow.

The six different boards have four color options, which will change the look of the board to give them some variety. When the board has been chosen, the player gets to select their rider, with male and female options available. The two playable characters have four different styles available, with unique looks for them that have that distinct 90s charm. If players can clear a secret set of conditions, there is also a special rider that can be unlocked.

After all of the pre-game options have been selected, the action begins. Each of the courses have the player carving down the slopes, gaining high speeds while going downhill. The action for the snowboarding is smooth, with a good sensation of speed while navigating the courses. While taking on the twists and turns of the courses, players can use board drift. This allows the player to handle both wide and narrow corners with ease.

However, if the player turns too hard, or is over-reliant on the drifting, all speed can be lost while riding. It is also possible for the player hit the edges of the slopes, causing the rider to either bounce off or crash, losing speed and time. Managing to maintain a good speed is important to getting a good time, as each of the stages has section records and a full course record to beat. There is also a time limit for the run, which is extended by hitting checkpoints.

The time limits for the tracks can be tight, with only a limited amount of time granted when a checkpoint is reached. This makes board control important, as there are cliffs that the rider can fall from, which can eat up a lot of time. If the player loses enough time, the run will be ended and the player will need to try again. This system adds to the adrenaline rush of going down the slopes, with the tension of the timer looming over the player.   

Now the timer isn’t the only thing that players will need to focus on for the courses, as there are special trick jump zones that will appear. This is where the trick system comes into play, with a simple yet satisfying controls to perform a decent number of tricks. To perform tricks, the player can hold down the jump button, then use specific inputs to perform spins, flips and grab tricks, with points only counting from designated trick jumps.

For players to perform the movement tricks, the player must hold the jump button and a direction, allowing them to charge up their movement. Depending on how long the player holds the direction, the speed of the rotation will increase, which seems unusual but is fairly flexible. Then there are the grab tricks, which are done by pressing a direction and then the grab button. There are 12 grabs available, with the inputs being rather intuitive in play.

The points that players earn from the trick jumps will vary, with the rotations, flips and grabs giving different amounts when used alone. But if the different moves are combined together, there will be the chance for significantly higher scores. If the player lands the trick successfully, they will earn all of the points for the trick. However, if the player bails and crashes, they will be given a lower amount of points as a consolation prize, making every jump yield some score.

As standard the game view is in third person, but there is also a special view button, that allows the player to switch to first person. This gives players a new view that makes it more dynamic, but can cause motion sickness. Once the run is completed, a replay will start offering several different camera angles. This makes the post run more dynamic, giving it more of an exciting view to see how the performance.

After the replay, the player will have their time and trick points tallied, with a total overall score based on time and tick points. If the player has a fast time, big score and high trick points, they will be able to input a name to the rankings. The player can also save Ghost times for the run, which will allow them to race against, adding another rider on the course to challenge. This adds more replay value to the game, as it opens up local and personal challenges.

The text for this game is in Japanese, but this only applies to the save and load menu, which doesn’t impact the experience. As this has been brought to modern systems through Hamster, there is the addition of save/load states and a decently implemented manual. Players can also use virtual memory cards, as well as filters that attempt to emulate the look of classic screens. These features elevate it above other attempts of emulation for the game.

Personal Thoughts

I have been a fan of the Cool Boarders franchise for many years, having experienced the first two games from UEP Systems on PlayStation back when I was a kid. So there is some nostalgia there for me, as I have many fond memories with the game. I did go back to it over the years, either through the original version or the various ports for newer PlayStation systems. But sadly, the Sony re-releases were inconsistent in terms of quality for me.

However, when Hamster announced that Cool Boarders was going to launch their Console Archives brand, I was very excited, as they have a track record for high quality emulation. When I started the game for the first time, it did look rather bare bones, with only the option to play the game. This may disappoint some, as Hamster usually include different versions of a game, but it isn’t a negative, as there are no regional differences with this game.

The emulation for this release is fantastic, bringing the original experience of the 32 bit system to new hardware, with no issues like other systems have had. Unlike recent attempts to revive the game, the original visuals and sound are kept intact, looking just like it did when it first came out. It feels right in motion, with no issues in terms of lag, or delay during play with a smooth experience out of the box. This is a great sign of things to come from Hamster.

It may be limited in content, with only three courses to start and two that unlockable, but what it lacks in content it makes up for with replay value. There is a lot of depth to the gameplay and challenge, with the trick system that laid the foundation for many games that followed. This makes it an important piece of gaming history, which I feel all players should experience, especially those who missed out on the game the first time.

Hamster put a lot of work into this, with quality of life improvements that make it more accessible to all players. The addition of a fairly detailed manual is a great one, explaining the mechanics, gameplay system and giving some tips. However, the way to unlock the secret content is not told, so players will need to figure it out for themselves or look it up. The retro filters are a good bonus, but I personally don’t use it though they do look good.

There are other games already announced for the Console Archives label, with games from the 8-bit up to 32-bit currently announced. Although there have been talks of later systems being included, so I am very excited to see how the series expands over time. Hamster continues to be one of the leading figures in game preservation, as they allow many classic games to be experienced by new audiences, which I hope they continues for years to come.

If you have enjoyed this feature, then take a look at the other content available and see what catches your eye. There are reviews, sometimes news and features that cover a variety of games. There is the lost gems series, special Gaming Oddities and more coming in the future. So stick around for a while and check out the other content.

Link to Nintendo Switch 2 version (HERE)

Link to PlayStation 5 version (HERE)

Millennium Runners – Steam Review

Overview – developed by Commodore Industries and published by Over The Game, Millenium Runners is a futuristic anti-gravity racing game where players race at breakneck speeds. Take on the challenge of the high speed races, taking place across varied environments across earth and on planets away from it. This title is available for the steam service, with a link to the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank PR Hound for providing the copy of Millennium Runners that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review. There doesn’t appear to be any story for this release, so I will be going directly into discussing the gameplay for Millennium Runners. Please note, assets used are from official steam page.

Gameplay – Millennium Runners is a fast paced anti-gravity arcade style racer, where players pilot one of several futuristic vehicles in the Millennium Cup. This is the racing championship where six teams compete for the top spot, with races taking place across futuristic cities and in alien worlds. There are four distinct game modes for this release, with the choice of a Career mode, Arcade free race, Grand Prix and Time Attack.

What should be the main attraction is the Career, where players will select a driver, add their name and then join a team for the Millenium Cup. After going through the set up for a new Career mode, the player can start the races. This is unfortunately where the problems with the game start. The races are similar other anti-gravity racing games, where the challenge is to complete laps of a track, while trying to get to the front of the pack.

While on the track, the player has the usual racing mechanics, with the ability to accelerate, brake and steer, which work moderately well. Then there are the unique mechanics, which consist of a turbo that recharges after being used, as well as a left and right air drift button. The turbo works pretty well in general, offering an increased boost of speed when being used. But the air drifting feels inconsistent when being used at high speed.

Across the tracks, there will be boost pads which will push the player with a big burst of speed, but they can be hard to hit consistently. Then we have the weapon system, which are picked up by grabbing question mark icons. The items consist of traditional attack, defense and boost items, with rockets, shields and turbo boosts. But there are unique items like the Virus, which gives unlimited turbo boosting at the cost of visibility when it expires.  

The general racing experience is a real mixed bag, as the systems that handle vehicle speed, as well as the A.I. behaviours appear to be deeply flawed. In all races the opposing racers will blast off from the starting line, leaving the player in the dust.  This can be frustrating, as it leads the player to having to fight just to get to the other racers. If the player can reach the pack, the chaos begins, as some racers will be extremely aggressive.

As this is a high speed racer, the items will be important to gaining and maintaining a lead. The boost item can be used to chain between the rechargeable turbo, the boost pads and the turbo pick-ups. This can get the player into a good position, with the weapons and shields helping to keep other riders off the player’s tail. The weapons can be devastating, as they can turn the player around, or slow them to a halt and get them stuck on a wall.

With the way that these mechanics and various hidden details function, every race can be extremely frustrating. Some of the tracks will have the player going ultra-fast, staying ahead of the rest of the racers. Whereas, other races will have the A.I. being way faster than the player, gaining a huge lead and making it a fight to say out of last place. When the A.I. gets significantly ahead, they can be ahead by over a minute in first place.

These speed issues also affect the ability to stay on the track itself, with some courses launching the player off the track. There are several tracks with turns, crests and straights that can cause this, with out of bounds resetting the player back and causing loops to occur. It is also possible for the out of bounds reset to trigger when getting air, especially from tracks with crests in them that cause jumps, further adding to the frustrating experience.

At the end of a race, the times for the racers are shown on the board, which can really show the inconsistent speeds during play. Between races in Career mode, the player will be able to view the pre-race menu. Here the Pilot License appears, showing the stats for races, milestones which are challenges, contract offers for other teams. This is where different vehicles can be used and switched, with six teams in total.

There is a ship customisation option, but it is unknown what goes on in there as is a major flaw with Career mode. At some point during play, the player reaches Shardline Rift, which is fundamentally broken and prevents any progress being made. This is the point where Career mode ends, as the race cannot be completed, there are no opponents, no laps and the player vehicle is incorrect. This is a major oversight on the side of the developer.

Moving onto the other modes, there is the Base Race mode, which offers a single free race with 9 different tracks to select from, split into three groups. Next is Grand Prix, which has player race in four consecutive races for points across four cups. Sadly, the same issue as the Career mode occurs here too, with Shardline Rift breaking two of the Cups, as the final race. Last is Time Attack, which lets players try to set the best time across 9 tracks.

There are multiple vehicles that can be used in the arcade mode, as well as three stages of speed, with speed settings 2 and 3 offering significant boosts. Sadly all of the issues in Career with the inconsistent gameplay is present through all the modes. This is greatly disappointing as the game can become unplayable. There is a dedicated split screen mode for multiplayer races, but this was not possible to be tested.

Now with the gameplay covered, it is time to cover the other aspects of this release, starting with the controls.

Controls – like the gameplay itself, this is a bit of a mixed bag when it comes to controls. The game supports keyboard inputs, which are awkward to use and cannot be remapped. There is also controller support with Steam Input, and are better to use but still have some unfortunate flaws to them. There are some minor issues with the inputs, as they can feel both delayed and overly sensitive, adding frustrations at high speeds.

Difficulty – this is wildly unbalanced in terms of challenge, due to the inconsistent speeds, A.I. behaviours, rubber banding and even track design. Some of the races can be a struggle just to stay out of last place, with the A.I. driving perfectly and the player getting stuck on walls. Then there are the races that are the complete opposite, with the player being way ahead of the others. This leaves the game without a feeling of satisfaction, only confusion and disappointment.

Presentation – visually the game looks decent, with the tracks looking pretty good and the vehicles are pleasing to look at. But sadly that is where the positives end, as motion blur is activated by default and looks terrible. The visuals performance also feels inconsistent, with odd stuttering and choppy frame rates at times. There is a decent soundtrack, which fits the tracks and environments, but it isn’t enough to save the experience.

Final Thoughts – I do like anti-gravity racers, like WipeOut having played it on PlayStation and SEGA Saturn as a kid, so I was intrigued by Millennium Runners. However, the experience I had was less than stellar, due to the various flaws that I encountered with the game. There is the potential for a good game under all this mess, but on a fundamental level, it is broken beyond repair. I was excited to play this, but that excitement turned to disappointment quickly.

The game in motion with the blur effect looks like half the screen is smeared in Vaseline, which just makes it headache inducing and I had to stop a few times. Then there is the inconsistent race mechanics, which just made it feel like a coin flip on if it was going to be fun or not. What really soured the experience was the track that was so broken, so incompetently implemented that it just ended the game there with no way to progress.

I won’t be recommending this game, it is poorly balanced, badly optimised and doesn’t function the way it should. It feels like the developers released an unfinished beta, with how inconsistent it is and what feels like a lack of quality assurance. There is so much that they game does right, with the settings for tracks, the designs of vehicles and the amount of content. But the final product is so poor that is negates everything good that it does, and it is being sold as a full game.

In the end, I give Millennium Runners a final score of 1.5/5. This is a disappointing and frankly broken game that is wildly inconsistent in terms of experience, with races that are either a breeze or a struggle to stay out of last place, and one that just breaks progression. If you do want to check this game out for yourself, a link to the game will be below.

Link to Steam version (HERE)

Lost Gems – Snowboard Kids (Nintendo 64)

Hello and welcome back to Lost Gems, the series where I discuss titles that have been lost, forgotten or simply abandoned. Following the theme for the season, I have another winter sports game that was released for the Nintendo 64, developed by Racdym and published by Nintendo and Atlus. So it is time to take a look at Snowboard Kids, a snowboarding action game that was released in Japan in 1997 and worldwide through 1998.

Disclaimer: while the game being discussed here is no longer officially on sale, there are ways to obtain the game. This can either be through the second hand market, or via unofficial digital roms/rips. I do not condone or promote piracy, so there won’t be any links to roms or rips of the game being covered.

So with the introductions out of the way, let’s get started. I will be discussing the general game experience, the give my personal thoughts on the title.

About the game

Snowboard Kids is a downhill snowboarding game, where the player can select one of 6 characters, with 5 available at the start and one locked character. At the start of the game, the player can select the number of players that will be playing, with up to four players available to play. After selecting the number of players, the character selection will pop up on screen. Each of the characters have their own unique stats and abilities in play.

There are three stats for the characters, separated into Speed, Corner and Trick. The Speed stat affects the downhill speed that the player can reach in a straight line. Then there is Corner, which determines the ability they have for turning, with Trick affecting the airtime that can be gained from jumps. Finding the character that fits your play style is the key to success, as they all handle differently and offer something unique.

Once the number of players has been set and characters have been selected, the player will enter the game properly. If only one player is active, there will be three modes that players will be able to select from. The main game mode is Battle Race, which is the real meat of the game. In this mode, the player will select a track, with each of them having a different length, affecting the number of laps that will need to be completed.

After selecting the track that the player wants to challenge, they can select their board. There are three types of boards available from the start, separated into Freestyle, All-Around and Alpine. Each of these boards have their own stats, which will add to the stats of the player character. These stat increases can balance out some of the weaknesses of the riders, making up for deficiencies in their overall capabilities during play.

During a battle race, the player will challenge three other competitors, with the goal of finishing the race in first place. To complete a race, riders will need to ride down the slopes, carving up the snow along each track, reaching the ski-lift at the bottom. When a rider reaches the bottom, they will need to reach the lift gate, which can get a little busy. This can lead to some fighting when more than one rider is at the lift gate, crashing into each other.

This isn’t a straight forward downhill racing game, as there will be item boxes scattered throughout the courses. Which are split into two different categories, with shot and item pick-ups available for riders to collect. The red shot pick-ups are projectiles, which will affect opposing riders freezing them, knocking them down or launching them into the air with a parachute. Shot items come in threes, with some mild homing capabilities to them.

Then there are the blue items, which have varied effects tied to them which can affect one rider or more. These items can change the way that races play out, with items like the rider flattening pan, the fan that gives a speed boost and invisibility, which provides safety from shots. The items and shots are important to success, but they come at a cost of 100 gold. This is collected on the course, with coins scattered along the slopes.

Gold coins can also be collected by performing tricks, with successfully landing them providing different amounts based on performance. The basic tricks consist of flips, spins and grabs, which can be combined for more advanced moves. If the player successfully lands a trick, they will get a gold bonus, adding it to their total and it can be used to buy items. All characters have special tricks that give big bonuses, but these can be really tough to pull off.

There is no limit to the amount of gold that can be carried, but if the player doesn’t have enough, they will bounce off the item boxes. When this happens, the player will be slowed to a halt, which can also happen when the shop is refilling after use. This makes item use strategic, as the CPU riders will try to grab boxes from time to time. So players will need to decide if they want to use the items, or hold off until later on. Boxes will also overwrite any current item.

At the end of the final lap, depending on the position that the player is in, gold will be awarded. The amounts will vary between Gold, Silver and Bronze, with last place getting nothing. If the player places in the top 3, they will also be able to keep the coins earned during the race. This comes in real handy when it comes to the shop, as there will be additional boards available to buy, with special ones becoming available when conditions are met.

If all six of the races can be cleared, additional courses will open up, providing more challenges for players to take on. If these courses can be cleared, there are additional secrets that can be found.  Away from the main Battle Race mode, there are two extra options for players to challenge in single player action. The first is Time Attack, which allows players to pick a course and challenge for the best time, with a single fan to help get them to the goal faster.

Then there are the skill challenges, with three challenges that will test the player’s prowess on the slopes. There is the Shot challenge, where players must ride down the slope, shooting snowmen on the way to the goal line. Then there is the Speed challenge, where players have a target time they have to beat on one of three tracks. Fans will be scattered along the course so players can get to the goal faster, picking them up automatically.

Last is the Trick challenge, which takes place on the Animal Land trick course. In this special mode, the player has a set amount of time to get as many trick points as possible. To get the best score possible, players must make good use of the half pipe, slopes on the turns and a big jump. At the end of the track is a rail that will provide a big bonus, doubling the score for the run if players make it across safely. By clearing all of these challenges, players will earn gold coins.

Moving on, there is the multiplayer mode, which is a straight forward battle race mode, where players can challenge each other in competitive races. Up to four boarders can compete in split screen action, playing out the same way as the regular battle races. At the end of a battle race, the player in first place will be awarded a trophy, before being prompted to continue. If there are less than 4 players, CPU characters will be added.

Last to discuss is the Lesson mode, which offers a comprehensive tutorial for players to use. This provides a fully interactive guide for players to learn the ropes, this covers all the basic mechanics while giving tips on how to get ahead. There is also a full guide on the Shot and Item pick-ups that appear in races, this guide provides full demonstrations of the capabilities of the items. This is a great resource for new players and those who struggle.

Personal Thoughts

I very much enjoy Snowboard Kids, having it on the Nintendo 64 as a kid and playing it for hours, but I didn’t know how to play it that well. But as I got older, I picked up the mechanics and developed the skills to play well, being able to pull off tricks and get all the gold. It does take a little time to get used to it, as it is unlike other games in the genre. The momentum can feel a little off when first starting, but after a few tries, it easily falls into place.

There is a lot of depth to the game, with the special tricks and unique tracks, offering a very stylised gameplay experience.  The challenge is there too, with a bit of a mixed difficulty curve, where some races will be a little easier but others being very hard. The only exception is the secret stages, which are the toughest courses in the game, really testing the skills of the player. In general, this is a fun and mostly balanced racing game, with little rubber banding.

Snowboard Kids does have some minor flaws to it, with the need to grind in order to unlock boards, as well as the secret tracks and the final character. This can lead to some frustrations, as it can be pretty tough to beat some of the races during the tail end of the game. Players will also need a lot of gold if they want to buy all boards, with a good mastery of the trick system speeding it up. This does add a lot of replay value to the game.

This title was released during the boom of 3D Snowboarding games, making its mark on players with a unique take on the genre. This is due to the inclusion of Kart racing style mechanics, which made it stand out as more than just a downhill racing game. The game received mixed reviews during release, with critics claiming it lacked staying power and innovation. However, others praised the style and easy to pick up nature.

Snowboard Kids was sold in siginificant numbers, becoming a success and leading to an enhanced port being released for the PlayStation exclusively in Japan. Due to how prevalent the game is, the prices stay relatively low for those who want to pick it up. All versions of the game can be obtained for a decent price, with the Japanese full boxed version being fairly common. But be aware that there are many reproductions on the market.

I love Snowboard Kids, I grew up playing it and had a lot of fun, it has a distinct charm and level of fun that elevates it. The game and series was poplar enough to get 2 sequels and an enhanced port, but the series effectively died in 2005 with the last release on Nintendo DS. I hope that the series at least gets acknowledged, either with a new game or just being added to the Nintendo Classics library, but I don’t think that is going to happen.

If you have enjoyed this feature, then please stick around and see what else catches your eye. I cover a wide range of games in reviews, get special previews and put out regular features. I have Lost Gems, Retro Revival where I discuss re-releases and the occasional Gaming Oddities piece, where I cover weird and wacky titles. So stay a while and have a look around.

Ninja Saviors: Return of the Warriors – Nintendo Switch Re-Review

Overview – developed by NatsumeAtari and Tengo Project, with publishing by ININ Games, The Ninja Saviors: Return of the Warriors is a full remake of the Super Nintendo game, The Ninja Warriors Again. This updated release features high definition sprites, enhanced sound and new content, reviving the title for a new generation. The console release is available for the Nintendo Switch, PlayStation, with a link to each version of the game at the bottom of the review.

Disclaimer: this is a re-review of software that was originally provided by ININ Games, with the original review becoming lost since publishing. Just like the original review, the provision of the software has not influenced the content of this re-review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review, starting with the story. I will be referring to the game as the Ninja Saviors during this piece for the sake of brevity.

Story – in a dystopian future, the world has been conquered by the tyrant Banglar, who commands an army of mutants, robots and human cannon fodder. Under his iron fist, Banglar has oppressed the people unchallenged, but a rebellion has been brewing to take down the tyrant. Mulk is the one who leads the resistance, deploys his force of Ninja Warrior cyborgs against the mutant army of Banglar, on a mission to eliminate the dictator.

Gameplay – the Ninja Saviors is an arcade style side-scrolling brawler, where the player controls one of the cyborg Ninja Warriors in single or multiplayer action. The action unfolds across eight distinct stages, where the player takes on the enemy forces, battling soldiers, mutants and powerful robot enemies. At the start of the game, the player will have access to three playable characters, unlocking two additional ones during play.

Each of the playable characters have their own unique style, which affects the way that they move, attack and take on the enemies that appear. There is the Ninja, which is a slow but powerful male style cyborg, who packs a hell of a punch and swings around heavy metal nunchaku to smash enemies. Next is the Kunoichi, a female cybernetic warrior that is quick and agile, armed with a variety of blades to cut down those in her way.

Rounding out the original trio is Kamaitachi, a skeletal android with twin arm blades, who employs lightning fast speed eliminate the opposition. Then there is the first unlockable warrior, Yaksha, the short and voluptuous assassin, using deadly snake like arms to make up for the lack of height. Last is Raiden, a colossal battle droid that can shift between human mode, delivering heavy smashing attacks and tank mode, with explosive bombarding artillery.

All of the playable characters have access to the same core move set, with a basic combo, crouched attack, an aerial strike and a guard/dodge manoeuvre. Alongside these general moves, there are character specific special attacks, which use the batter meter that stretches across the bottom of the screen. As this bar fills up, players can use a portion for strong charge attacks, but if it is filled, a MAX attack is available to wipe out foes with ultimate power.

The core of the gameplay is simple yet satisfying, with players moving through the stage and cutting down the enemies that appear. For the bulk of the experience, there will be enemies that only take a few hits to slay, but the further the player gets, the more powerful they become. This can be dangerous, as the player can be knocked down easily if swarmed, with each knock down draining the Battery meter if it isn’t full to max.

At the end of each stage, a boss will be waiting to battle the player, who have varied and deadly attacks. These include a giant cyborg, a chainsaw wielding hulk and martial arts master, with their own unique themes and attacks. These battles are tense and challenging, as they aren’t single combat, with additional enemies running in as reinforcements. This adds more stress to the boss battles, as the attacks can come from all directions.

When the boss is defeated, there is little in terms of fanfare, with a notice that the target is defeated and the player moves on to the next stage. As each of the stages are cleared, they are unlocked for the time attack mode, where players can challenge for the best time in a stage. The times that are successfully set in the time attack are added to the global leaderboards, which allows players to compete against others for the best time possible.

There is also a leaderboard for the full game itself, with times being recorded if the player can successfully clear the game in one go. Unfortunately, the player will not be able to record a score if they die, which is a heavy punishment. But if the player does choose to continue, they will be returned to a check point. This works well for players to get used to the stages, being able to make it through the experience at the cost of submitting rankings.

For this title there is plenty of content to unlock, with the time attack mode, the extra playable characters and additional music from the Super Nintendo and Arcade games. There is also an extra HARD game mode, which cranks the difficulty up significantly. This makes that game much tougher for players, with tougher battles to challenge. This is unlocked by clearing the game, adding more replay value to the experience during play.

This title offers a multiplayer mode, where two players can take on the game together. But this comes with some unfortunate caveats, as the Armor and Battery meters are shared by both players. This means that any usage of the battery power, or damage taken during battle applies to both players. When the health bar is depleted, any damage either player takes will get a game over, killing both players and ending the attempt at the stage.

Now with the gameplay covered, it is time to discuss the other aspects of this release, starting with the controls.

Controls – there is a good feel to the controls, offering an easy to pick up gameplay experience, with only a few buttons needed for the attacks. This works well when playing the game with a full controller, or with a single joy-con, allowing for on the go fun. There is a lot of action on screen, with rapid button inputs required and thankfully there are no issues with delay. In the pause menu, there is a manual for players to use which has all inputs available.

Difficulty – the Ninja Saviors is a tough game, with some practice and perseverance needed to get through the game. This is due to the way that the game can be pretty stingy with health recovery items, with these pick-ups being few and far between. Because of this, players may be defeated in boss battles, leading to a quick game over. But with the checkpoint system, the punishment for failure in the main mode isn’t too severe.

Presentation – the Ninja Saviors looks simply gorgeous, with the enhanced and new sprites really popping off the screen. There is a great use of color and redrawn sprites, which fit the expanded screen with everything zoomed out. This makes it feel fresh and not just a basic remaster. Then there is the sound, with a new arrangement of the original soundtrack, with crisp cleaned up music from the SNES and Arcade releases as a bonus.

Final Thoughts – when I first reviewed Ninja Saviors several years ago, I had positive things to say, with the time between then and now reinforcing those feelings. I have returned to the game numerous times over the past few years, feeling that rush of excitement each time I get into the action. The action is smooth and it flows well, offering a fun and challenging side scrolling action experience, with that classic arcade feel to it.

The game isn’t perfect as it can feel a little slow during play at times, with the enemies quickly swarming the player quite often. But in general, all of the action has a level of fun to it that makes up for the minor flaws. It is a tough game, but has a lot of depth to the challenge, making it worth the time to get through it. Overall this is a great revival of a classic game, with some good additions and general enhancements that make it an easy recommendation.

In the end, I give The Ninja Saviors: Return of the Warriors a score of 4.75/5. This is a fantastic revival of a once forgotten SNES release, with enhanced visuals, sound and gameplay, offering a new and fresh experience that feels like it was made during the glory days of 2D gaming. if you want to check this title out for yourself, a link to each version of the game will be below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Retro Revival – Crossed Swords: ACA NEOGEO (Various)

Hello and welcome back to Retro Revival, the series where I cover classic games that have been given a second chance of life. Here I discuss HD remasters, emulated ports and compilations, in part or as a whole. This week, I will be starting my odyssey into the NEO GEO library for this feature, starting with Crossed Swords, a Hack and Slash action RPG released in 1991. The featured release is available via the ACA NEO GEO series through Hamster.

Disclaimer: the games discussed in this feature have been my own purchases, so all the opinions contained within are my own. There has been no sponsorship of the content in this feature, with links to the different versions where possible.

So with the introductions out of the way, let’s get started. I will be discussing the general gameplay experience, then providing my personal thoughts on the release.

About the game

Crossed Swords is a Hack and Slash action RPG, set in the mystical land of Belkana, which is being terrorised by monsters that have been attacking settlements. These creatures are commanded by the Demon Lord Nausizz, who commands the forces that are ravaging the land. A Knight enters the land of Belkana, with the goal to defeat the Demon Lord. The warrior starts in the Village of Dio, before fighting their way across the land to stop the enemy forces.

This title is a pseudo first person game, with the player character appearing on screen as a wire frame. As the player makes their way through the stages, they will encounter deadly monsters that must be slain to progress. These foes include giant armored humanoid rats, goblin like monsters and the deadly fire breathing Caterdragon. These creatures will attack the warrior in waves, either appearing individually or in groups.

Each of the battles takes place in mostly static scenes, with a preset amount of enemies that appear. To fight against the enemies, the player has their sword that they can attack high, low or in a combination by pressing the sword button. Then there is the shield, which can block attacks, as the enemies will strike from either high or low positions. This makes the combat very reactive, but leaves some guess work as powerful foes can attack quickly.

As the player fights, a meter will fill up and provide a power boost when it is full. But if the player takes damage or the attack is blocked, the meter will lose energy, weakening the attack power. The player will also have access to a limited amount of magic, which will be affected by the weapon the player is holding. These magic powers can deal tremendous amount of damage, but due to their limitations players must use them tactically.

There will also be the ability to unleash a special ultimate power attack, by pressing the magic and attack buttons, unleashing a storm of strikes. This is the strongest attack the player has access too, but it is a desperation attack and will use up the player health. If the player loses all of their health, they will fall and need to use a credit to continue the fight. As enemies are defeated, they will drop gold that can be collected, but they can also drop life up items.

The player will also gain experience as the enemies are defeated, which will level the player up and make them stronger. As levels are gained, the player will have their health increased, making them more resilient to damage from enemies. If the player does die, they will keep the experience they have gained, along with the gold that has been collected.  At set points during the game, there will be merchants who sell weapons, offering more powerful attacks.

At the end of each stage, the player will encounter a dangerous boss monster, who will need a lot of damage to defeat them. This is where the magic and desperation attacks are the most useful, as they can shred the enemy health bar. There will also be an event scene that plays out around boss battles, giving narrative details on the quest of the player. But these will also appear during other sections of the game, sometimes giving hints and tips.

When the player starts the game, they will be given the option of three starting points. These are the first three chapters of the adventure, with the player jumping in at the level matching the chapter and a set amount of gold. This also offers two player simultaneous play, with the screen splitting into two and the player fighting their own enemies. But the foes can jump between the sides, switching the player that they will attack.

When a player joins the game, they will be at a matching level to the player, with the same amount of gold the other player has. This keeps the game balanced, with the new player having a fair chance to survive the battles. Either player can drop in at any point during the battle, but it is recommended to wait until a merchant is available to buy weapons.

As this is an Arcade Archives release, there are several features for players to use during play. In the standard version, there will be the Japanese and International release, which are identical aside from the text used. Then there are the High Score and Caravan modes, which provide a bonus challenge for players. There will also be a full suite of options, offering players the chance to adjust difficulty, display, controls and view a manual for the game to round it out.

Personal Thoughts

I am a fan of the NEOGEO and the library of games that are available on it, with this being one of the unique stand out action games. This is due to the unique gameplay element of using wireframe style characters, against enemies in a front facing view, which was very rare at the time. This was also one o my first experiences with an action RPG, although I didn’t know it at the time. There are all of the elements of classic fantasy present, but with some unique touches.

The creature designs are fairly unique, with the Caterdragon being especially memorable, but there were others like the fishmen and goat swordsman. This made it stand out to the other games within the same setting, as many other fantasy games used generic enemies like skeletons, bandits and dragons. The cutscenes are also a nice addition, as they add life to the world presented, which was not all that common during the period it was released.

The combat is also a lot of fun, as it offers a reactive and exciting battle system. But it can be a little frustrating at later points and especially during boss fights. This is due to the way that powerful foes can become too fast to react, but as it is an arcade game, there is the ability to play the game with unlimited continues. Players will also be able to adjust the difficulty of the game, which can alleviate some of these issues encountered in play.

Then we have the two player mode, which is a lot of fun and can be a great time when you have another person in the room. This can be either co-operative or competitive, with players competing to take down enemies faster, getting the last hit on a boss or to have the most gold. This dual action can also make the gameplay more exciting, as for some players the gameplay loop may start to become repetitive, due to the simple combo system.

I have a lot of fun with this game, as it takes the style that was introduced with the first Punch-Out arcade game, and elevating it with a whole new genre. Then there are the high quality sprites and backgrounds, thanks to the revolutionary NEOGEO hardware, which were identical between the home and arcade systems. This allowed the exact experience in the arcade to be brought to the home, although the system was very expensive at the time.

It is not a grand multi hour experience, with the main experience taking about an hour from start to finish. But there are branching paths, different weapon choices and the multiplayer option, which allows for some enhanced replay value added to the experience. There are also the extra challenge modes, where the player must try to get the highest EXP score in a single credit or a limited time, with scores being uploaded to a global leaderboard.

This is included in the ACA NEOGEO Selection series, which are compiled selections of games. These bundles omit the extra modes and only have one language version, but all of the settings, game content and online rankings for the version included are present. These compiled versions are exclusively available for the Asian and Japanese market, this means they need to be imported or picked up from resellers on the secondary market.

This is one of those special unique game experiences, which I feel should be played by everyone. Thankfully for those who are unsure of purchasing, the game does go on sale often. The NEOGEO is one of those systems that had been mostly forgotten about, falling into obscurity after it was discontinued in 1997. The ACA NEOGEO series have brought these classics back, allowing a whole new generation to be able to experience gaming history.

If you have enjoyed this feature, then take a look at the other content available and see what catches your eye. There are reviews, sometimes news and features that cover a variety of games. There is the lost gems series, special Gaming Oddities and more coming in the future. So stick around for a while and check out the other content.

Link to Nintendo Switch Version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

StarLightRiders: HyperJump – Review

Overview – developed by LunarCitySeven and published by Eastasiasoft, StarLightRiders: HyperJump is an arcade style bullet hell shooter, with frantic shooting action. As the pilot of the HyperJump ship, take down the alien invasion that is attempting to take over the earth, with their goal to destroy all life. This version of the game is available for all console platforms, with a link to each version of the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Eastasiasoft for providing the copy of StarLightRiders: HyperJump that was used for this piece. The provision of this software has not influenced the contents of this review, the thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review. There is little in terms of a main plotline for this release, so I will be adding the plot details available into the gameplay segment. I will be referring to the game as StarLightRiders during the review for the sake of brevity.

Gameplay – in StarLightRiders, the player battles the alien forces that are attempting to invade the earth, piloting their HyperJump ship to fight the alien menace. This game can be played in single or multplayer action, blasting through the waves of intergalactic enemies to save the earth. There are five stages for the player to challenge, taking place in vertically scrolling action across space, separated into segments in each stage.

As the player makes their way through the stage, they will be able to use two different basic attacks. The first and most useful is the rapid fire shot, which will spread across the screen and deal a lower amount of damage. Then there is the laser shot, which is a singular focused beam attack, which deals increased damage to enemies. This is at the cost of movement speed, leaving the player open to being shot down by the enemy forces.

While fighting back against the enemy forces, they will drop blocks, which will fill up the rank meter on the screen when collected. If the bar is filled to past red markers, the player will be able to access the HYPER shot, an all-powerful attack that will obliterate the alien threat. This is limited in its use, as it will only last a limited time when it is activated. After a limited amount of time, the attack will go back to the standard power level.

That is not the only bar that will fill up on screen, as there is a combo meter that will increase with each hit against enemies. When the player stops firing, the bar will deplete and the combo will end. Next to the combo meter is the warp meter, which can be activated when filled, allowing the player to jump to another point on screen to avoid bullets. This is filled by collecting the glowing blocks, using up the energy when it is used.

Each time a warp is used, time will slow down and the player will be able to select their jump point. After the jump, energy from the rank meter is used, making it a risk and reward system that players can use. A black hole will also be left behind, turning enemy bullets into points added to the score. The player can also use bombs, which have a limited number to use with each life. They can be incredibly helpful as they will clear enemy shots.

Players need to be careful when fighting the extraterrestrial horde, as they will only have a limited amount of energy for their ship defences. If the player takes three hits, the ship will be shot down and the player will need to continue. There are limited credits available to the player, which will lead to a game over if all are used. Thankfully, there is a stage select option on the main menu, allowing players to choose the stage that they want to start from.

While this game only has 5 levels, there is a decent amount of replay value, as the combo system can provide some big scores, although the game lacks a leaderboard system. For those on the big box consoles, there are achievements and trophies to obtain, with the digital trinkets adding to the replay value on offer in this game. It may be short, but it does offer plenty of content for solo and pairs who want a quick bullet hell shooter.

Now with the gameplay covered it is time to cover the other aspect of this release, starting with the controls.

Controls – this is a pretty easy to pick up arcade style shooter, with a simple control system that allows players to get into the action with little trouble. All of the game inputs appear on screen, with the buttons for each feature showing up when they can be used. This makes it easy to get into the game with ease, but it would be helpful if there was a how to play for the mechanics. Sadly, there is a small amount of input delay that can be a frustration.

Difficulty – this is a bullet hell shooter that uses dynamic difficulty, so at the start the challenge will be manageable. However, the better the player performs, the more aggressive the enemies will get. This will have the player needing to dodge more dangerous bullet patterns, which is where the bombs will come in handy. Due to the limited continues, it can be hard to get through the game in one go, but thankfully there is the level select to jump back in.

Presentation – from a visual perspective StarLightRiders has that classic arcade look to it, with some good sprite work and backgrounds, making a good use of the theme and colors. It feels like it would have fit in the early bullet hell scene, with the way that it looks and the anime portraits used for the playable characters. The sound is pretty good too, with some exciting music that works with the setting, gameplay and overall tone of the experience.

Final Thoughts – I do enjoy bullet hell shooters, having played and covered many of them over the years, so this was an easy choice to review. However, it did not occur without some hiccups. In general, this is a fun and enjoyable experience, offering a solid challenge that escalates at a decent rate. But it is not without faults, as there are some minor bugs and glitches, with a couple of exploits that are a result of how the game was made.

This is a decent game, but sadly it is lacking some of the polish that could make it great. I experienced a couple of crashes during my time playing, with the game locking up after pausing for too long, or just don’t responding after dying during a boss. This can be frustrating when on a good run with a good score, but for the price of admission, I don’t think it takes away from it. So with all of that said, I can recommend this to those looking for fun on a budget.

In the end, I give StarLightRiders: HyperJump a final score of 3.5/5. This is a challenging bullet hell shooter that has a lot to offer in a modest price, with good visuals and an experience that is satisfying, but sadly there are some technical hiccups that bog it down. If you want to check this game out for yourself, a link to each version of the game will be below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

Lost Gems – Steep Slope Sliders (SEGA Saturn)

Hello and welcome to Lost Gems, the series where I cover games that have been lost, forgotten or pulled from official distribution. After a brief hiatus, we are back with a classic winter sports title for the SEGA Saturn, which also released in an altered form for the SEGA ST-V hardware. So it is time to take a look at Steep Slope Sliders, the snowboarding game from Victor Interactive (as Pack-In Soft) and CAVE, which was published by SEGA and Victor in 97/98.

Disclaimer: while the game discussed here is no longer officially on sale, there are ways to obtain the game. This can be either through the second hand market, or via unofficial digital roms/rips. I do not condone or promote piracy, so there won’t be any links to roms or rips of the game being covered.

So with the introductions out of the way, let’s get started. I will be discussing the general game experience, then giving my personal thoughts on the title.

About the game

Steep Slope Sliders is downhill snowboarding game, where players can challenge 7 different distinct courses. These courses are the Extreme downhill tracks, the Alpine challenge, Snowboard Park and Half-Pipe course. The player can select any of the courses from the start of the game, with all options unlocked right at the start. After this the rider select appears, with four characters on the main screen to choose from, with regular or goofy stance.

Once the course and track has been chosen, the action will begin, with sweeping camera shots showing elements of the course. There will also be the best time for the course, as well as a target time for the player to reach. The player can also choose the music for their run, from a selection of tracks, with high energy dance, electro and even a couple of ballads in there. When the music has been chosen, the countdown starts and the boarder sets off.

When carving up the snow, the player will be able to perform a variety of tricks. By jumping from the various ramps, ledges and junked cars, the player can press buttons to pull off flips, spins and grabs. By landing the tricks alone or as combinations, freestyle points will be earned which are added to the total for the run. The trick system is simple and easy to use, although limited in the trick variety, but this doesn’t work against the game experience.

There is a good momentum system with this game, as the player can reach a fairly decent speed when moving downhill. Due to the high speeds, when riding through the twists and turns of a track, it is possible to lose some speed when the board isn’t straight. But by using the turn/spin buttons on the shoulders, they can aid the player when carving up the snow. If the player can hit the vertical slopes at good speeds, they can get some good height for tricks.

With the Extreme tracks, they are specialised to speed, the Snowboard Park and Half-Pipe is specialised for tricks, but the Alpine course is special. This track introduces slalom mechanics, with red and blue flag gates, which need to be passed correctly or a penalty is applied. If they are missed, the player will get a second added to the time, making it a satisfying challenge in terms of precision, rounding out the experience quite well.

Unfortunately this game isn’t perfect, as there is are a few hiccups when it comes to the game physics. It is possible for the rider to get stuck, or not enough height from a jump to cross a gap or do tricks. This can lead to losing time if trying to set new scores, as well as wiping out when trying to perform tricks. However, with a little patience and practice, it is possible to learn the courses to get the best time and score for each track.

At the end of a run, if the player scores enough points or gets a good time, they will be able to add their name to the ranking. There will also be the option to save a ghost rider, that can be competed against in subsequent runs. For some of the tracks there are hidden targets, which will unlock secret riders if they are beat. There are four additional riders that can be unlocked, doubling the playable roster, each having their own distinct look and style.

This is a fairly robust game experience, with the number of tracks that players can challenge, the time/trick score system and unlockable characters. Players can also save and edit replays of their best runs, with different effects and angles that can be used. There is even the option for time progression, which will use the clock to change the time of day for courses. All of these elements add a lot of replay value, giving players a lot of content to enjoy.

Personal Thoughts

Like mentioned in my feature covering Zap! Snowboarding Trix, I am a big fan of the snowboarding genre, with this being one of the games I got to play growing up. While I had played the other games, this was the one that I played the most out of all of them. what I didn’t know at the time, was how special the game would be, due to the game being developed by CAVE, who are known for their output in the bullet hell shooter genre.

During their early years, CAVE had more diverse releases, with racing, extreme sports and even a rhythm game being released. With Steep Slope Sliders being their first attempt at the snowboarding genre, but as time passed the focus shifted to exclusively developing shooters. This led to Steep slope Sliders and the few non-shooters to become rarities of the library, with some of them gaining cult status and others being lost to time.

Steep Slope Sliders is one of those games that became a highlight of the SEGA Saturn, with the success of the home release potentially leading to the arcade ST-V release. There is a lot of fun to be had with the game, as it offers a lot of content for players to enjoy. It uses a rather simple control system, but with some practice it is possible to pull off some spectacular tricks. Thankfully, the simplicity of the gameplay makes it easy to pick up by everyone.

There is a surprising amount of depth to the gameplay on offer here, with the downhill focused Extreme courses, that give a good sense of speed. Then we have the trick courses which have the potential for big combo sequences, and the Alpine slalom course, where mastery of drift turns is key to good times. There are also the ghost rider and replay systems, which add even more for players to enjoy and mess around with for fun.

I have a lot of love for this game, the feel of it, the sound and the whole package is a tremendous amount of fun. The real time clock features and character unlocks add even more, which are excellent reasons to return to the game after playing. Having the courses change based on time, was revolutionary for the time, making extensive usage of the SEGA Saturn internal clock. This made the game stand out among the other titles of the time.

As this game is relatively niche with it rarely being discussed online, there is little in terms of wider popularity for Steep Slope Sliders. This has led to the game being rather affordable when it comes to the secondary market, as all three regional variants are attainable. Some have attempted to sell the game sealed at significant prices, but these are outliers on the market. So if you are a fan of Snowboarding games, then it is a good choice for collections.

This game has sadly become a relic of a bygone era, as CAVE have dedicated themselves to releasing bullet hell games and mobile titles. This means their other titles like Steep Slope Sliders are trapped in the past, which disappoints me, as this game showcased the versatility of CAVE as a company. While I would love to see this get a re-release, a sequel or even a remake, sadly I don’t think that is possible, as their success is from prolific shooters.

If you have enjoyed this feature, then please stick around and see what else catches your eye. I cover a wide range of games in reviews, get special previews and put out regular features. I have Lost Gems, Retro Revival where I discuss re-releases and the occasional Gaming Oddities piece, where I cover weird and wacky titles. So stay a while and have a look around.

Stunt Bike Extreme – Steam Review

Overview – developed and published by Hyperkani, Stunt Bike Extreme is a Motocross time trial game, with players taking on challenging courses across a variety of locations. As a Motocross pro, take on the challenges with perilous jumps, hazardous obstacles and adrenaline pumping set pieces like jumping a train. This version of the game is available on Steam, with a link to the game at the bottom of this review.

Disclaimer – before I get into the review, I would like to thank Hyperkani for providing the copy of Stunt Bike Extreme that was used for this piece, via the Keymailer service. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review. There is no plot for this release, so I will be going directly into discussing the gameplay.

Gameplay – Stunt Bike Extreme is a Motocross time trial experience, where the objective of each of the tracks will be to get to the goal as fast as possible. To achieve this goal the player must cross ramps, environmental hazards and perilous terrain with their bike. The various jumps, gaps and elements in the courses will have the player going in many directions, even upside down on loops. Some of them even have barrels that explode.

The different courses may have elements that will change, increasing the dangers of the track. There will be the explosive barrels that will blow the rider up, track parts that will break and even the environment itself can collapse. These changes to the courses will keep players on their toes, as they will need to navigate them to be able to make it to the end. If the player crashes or falls off the track, they will be returned to the last checkpoint reached.

When the player reaches the end of the course, they will obtain stars for their performance. By simply clearing the stage, the player will get one star. However, if the player is able to reach the goal within set time limits, additional stars will be earned by the player up to a maximum of 3 stars. By clearing the stages, the player will earn coins that are added to the total, with different amounts based on the time that the player sets.

Players will also be able to collect money boxes, which are scattered through the tracks, often hidden in hard to reach places. In each course, the player will have the opportunity to perform simple stunts, with front flips and wheelies that the player can perform. By successfully landing these simple tricks, the player will earn experience. This is added to the player bar at the end of the track, levelling the player up when set amounts are earned.

As the player makes their way through the stages, they will unlock new more challenging tracks. These harder courses will test the skills of the player, with more challenging and hazardous layouts for players to deal with. These bonus challenges are optional, with no penalty for skipping them during the course of the game. This adds more gameplay value to the general experience, with the player being able to come back to these if they are skipped.

Away from the action of the time trials, there is the shop for players where players will be able to unlock several things. The first is the bike shop, where new more powerful bikes can be unlocked by spending coins. They can be also be levelled up with coins, improving their capabilities and unlocking new cosmetic skins for the bikes. Then there are the outfit options, with the ability to customise headwear, tops and bottoms.

Now with the gameplay covered, it is time to cover the other elements of this release, starting with the controls.

Controls – there are options for both controller and keyboard inputs, allowing players to enjoy the game however they want. All of the inputs are responsive and work well, with the keyboard inputs being a good basic control method. This game supports Xbox and PlayStation controllers natively, but with the steam input settings, players will be able to use a range of controllers. This makes the game widely accessible to all players.

Difficulty – in this title, the difficulty will slowly escalate for players with the obstacles, terrain and stage elements getting more complex. There will be some areas that can become too difficult for lower level bikes, requiring the player to increase the level of the bike, or get a new bike. For some of the tougher stages, or those that players struggle to meet the time targets, using an upgraded bike will make it much easier to cut time.

Presentation – this release has a fairly pleasant arcade style to it, with visuals that look like they will run on a range of hardware. The look may be due to the game also being available on mobile devices, albeit in an altered format. There are no issues in terms of performance or lag, which is a positive due to the speed the game runs at. The sound for this game is mostly solid, with the music working well in the stages, but it can sound generic.

Final Thoughts – I do enjoy these types of games, having played the trials games back during the height of their popularity. So when I was offered this game, I was happy to give it a try. The gameplay is pretty enjoyable, but it can be a little rough around the edges. There is some jank with the physics and collision at times, getting caught on the environment and sometimes getting stuck when crashing. This can be both humorous and frustrating.

There is a lot of content on offer in this release, as there are plenty of stages that the player can challenge. This combined with the amount of unlockable content, via cosmetics and bikes/upgrades, gives the game a lot of replay value especially at the low cost of entry. In general, this is a fun and enjoyable trials motocross racer, which does capture the essence of the experience. So with all of that said, I am happy to recommend this game to fans of the trials genre.

In the end, I give Stunt Bike Extreme a final score of 4/5. This is a fun and enjoyable motocross trials game, with a lot of gameplay content for players to dive into, alongside a wealth of unlocks to work towards, all at a low cost of entry. If you want to check this game out for yourself, a link to the game will be below.

Link to Steam version (HERE)

Cladun X3 – Nintendo Switch Review

Overview – developed by Nippon Ichi Software and published by NIS America, Cladun X3 is the latest entry in the dungeon crawling pixel action RPG where everything is customizable. As a villain, you have been pulled into a death game, where you have to do battle across dungeons and against other villains. This title is available on Nintendo Switch, PlayStation and Steam, with a link to each version of the game at the bottom of this review,.

Disclaimer: before I get into the review, I would like to thank NIS America for providing the copy of Cladun X3 that was used for this piece, via the keymailer service. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review, starting with the story. This title is highly customizable and fluid, so I will only be talking about the core mechanics of the game.

Story – villains from across the worlds have been brought to Arcanus Cella, an alternate world where a death game is being held, with the objective of attaining world peace. You are one of these villains. In order to survive the death game, there will be dungeons that need to be conquered, teeming with deadly monsters and deadly traps. But you aren’t alone, as you can recruit allies to aid you in your quest, so do you have what it takes to become the ultimate villain.

Gameplay – Cladun X3 is a dungeon crawling action RPG, where the player takes the role of a villain that has been pulled into Arcanus Cella. Here a grand death game will occur, which is needed to attain world peace. At the start of the game, the player will be prompted to create their character. During character creation, the player will be able to change various details like their character class, name and other assorted details before picking their style.

There are a variety of character classes that players can select from, ranging from novice for beginners to advanced for those who want a challenge. These include the warrior and wizard, which are designed to be easy to pick up and play. Then there are the more challenging roles for players to take on, like the Saint, ranger and Ninja. Each of the different character classes have their own strengths and weaknesses, offering a lot of depth to them.

After creating the character, the player will appear in Arcanus Cella, greeted by the one in charge of the deadly contest. Then the action starts with the player progressing through the tutorial dungeon. During this segment, the player will learn how the action plays out, with movement, combat and the way that traps work. Once this dungeon is cleared, the player will be able to explore the village of Arcanus Cella, which is pretty limited to start.

In the village, there is the door to the dungeons, which will transport the player to the dungeons. The dungeons are filled with enemies, which will attack the player on sight. These monsters include mouse wariors, mushrooms and boars to start, which can be defeated relatively easily. But as players make their way to through the dungeons, they will encounter stronger foes, like monster spiders, elves and armored warriors.

To battle the enemies, the player will need to use their weaponry and skills, with melee and ranged options for players to use. By attacking most of the enemies from the front and sides, they will take a moderate amount of damage. But for armored foes, the player must strike them from behind to damage them, which will also deal increased damage to all enemies. This is due to the back being a uniform weak spot for all enemies.

All of the character classes have their own weapon preferences, which will affect what they can use and the attacks they can use. There will also be a variety of special attacks available to them, which are unlocked by collecting items in the dungeons. The special attacks use SP points, which are limited in use so there is a risk reward element to their usage. This is due to the significant damage that enemies will take if the attacks will land.

There will also be traps and elemental effects that will affect the player and the enemies. The traps will activate when the player crosses a boundary, or activates a tile in the dungeon. If a harmful trap is activated, it will damage any entity that it makes contact with, making them very useful. Then there are elemental effects, like fire and ice which will apply the effect to the player, harming them for a set time, but they can also be used to attack enemies.

The player will take damage based on their defense level, with the defense stat changing in a few ways. When walking through the dungeon, the player will have the full power of the armor and stats. However, if the player is running, their defensive power will be cut in half, significantly increasing damage that can be taken. If the player is equipped with a shield, or uses special skills, the defense level will increase and greatly reduce damage.  

By defeating enemies, they will drop gold which will scatter across the dungeon, but it will disappear quickly if the player isn’t fast enough. Enemies will also give experience, SP recovery orbs and can even drop treasure for players to collect. These treasures include weaponry, armor, shields and special magical items, with chests that also contain these treasures. There are red chests that appear once, alongside regular chests that appear each time.

There will be doors in the dungeons, which will either be opened by hitting switches, or by defeating enemies which will open them up. Players can also find hidden paths in the darkness, as well as teleporters, which will move the player to set points on the map. These teleporters are one way, which the player will need to find the return point. All of these elements add a lot of exploration to the dungeon crawling.

In each of the dungeons, there will be an exit that the player will need to reach to clear the floor. When the player gets this point, they will gain the experience, gold and treasures that have been accumulated during the dungeon. At set amounts of experience, the player will level up, increasing their general stats as levels are gained. As the player climbs up levels, they will obtain new skills, abilities and spells depending on their class.

If the player can clear the dungeon before a target time, they will gain fame which will unlock special mechanics in Arcanus Cella. However, if the player fails to reach the goal alive, they will be returned to the village and lose all of their collected gear. They will also receive half of the experience and gold that was collected. The player can also retry the dungeon and try again, or willingly retire which acts the same as the player dying during battle.  

Outside of the dungeons, the player has access to a variety of features within the village of Arcanus Cella. While the player is between dungeon delves, they can interact with the residents and the facilities they offer. These are unlocked when the player progresses through the story, or when special requirements are met by the player. The most common resident are the Piyo, bird like creatures that live within Arcanus Cella.

The Piyo mostly just live their lives here, but they also offer special services, like access to special dungeons for players to explore. They also provide special merchant services, as well as options for players to create custom content. One of the most interesting features that the Piyo offer is the network mode, where players can explore worlds, including special game worlds. There are official worlds based on NIS games, as well as other franchises.

The player can also access the equipment shop, which is run by Stabitha, a zombie girl who is obsessed with legendary weapons. In the shop, the player will be able to buy and sell gear, as well as be able to imbue their items with titles, which increase the power of player equipment. By improving and upgrading gear, the player will be able to push the items to their limits, giving the equipment system more depth during play.

Alongside the equipment, there is the Magic Circle system, which imbues the player character with magical power. By creating additional characters, the player will be able to use them in the Magic Circle, which opens the roads of these maps to strengthen the main character. On these maps, artifacts and treasures can be placed in slots if they have enough Mana. The items that are put into the Magic circle will have various effects on the main character.

The characters that are put into the Magic circle will gain experience, allowing them to level up and gain increased stats and more Mana. They will also serve as the vassals of the main character, serving as meat shields during the dungeon delves. The sub characters will take all of the damage in place of the player, but once they die in the dungeon the player loses the protection. As the player will level up, they unlock new and more powerful Magic Circles.

This is a highly customisable experience, with the ability to edit characters, gear and the world itself. In the network mode, players can collect characters from the different worlds they can explore. This includes the official crossover characters, which can have their appearance and gear cloned, for use when creating and modifying characters.  The player will also be able to collect and create their own music, with the option for retro styled and orchestrated options.

Now with the gameplay covered, it is time to discuss the other elements of this release, starting with the controls.

Controls – Cladun X3 has a pretty easy to pick up control scheme, with solid tutorials that will help the player get used to inputs quickly. The dungeon exploration and combat is responsive, with no issues in terms of lag when it comes to fighting enemies. When navigating the menus and systems, there are handy on screen tooltips, making them easy to understand. All of the inputs work well with different controller options, making it very accessible.

Difficulty – this is a pretty well balanced game in terms of difficulty, with the dungeons gradually increasing in terms of challenge. The enemies will increase in level, dealing more damage to the player and becoming more difficult to take down. There will be some spikes in difficulty, with very powerful enemies in some of the dungeons that can kill the player is seconds. If players have some difficulty with dungeons, they can replay previous ones to get stronger.

Presentation – this game uses a gorgeous pixel art style, with all of the elements having a classic retro style to them. The world of Arcanus Cella is beautifully detailed, with high quality sprite work used throughout. The effects for the experience have a lot of flash to them, heightening the excitement of the on screen action. The sound is very good too, with excellent music that is available in classic chiptune and modern orchestrated styles, which can be toggled freely.

Final Thoughts – Sadly I did not have the opportunity to play the previous Cladun games, but have seen them so I was happy to be able to pick this title up. During my time, I had a lot of fun with this game, as the narrative and gameplay was a lot of fun. There is a good amount of depth to the dungeon combat, with reactive and responsive battle inputs. It is an excellent dungeon crawler that feels like it is straight out of the 90’s.

I very much enjoyed the custom sprite edit and character modification systems, which offered a lot of depth to player freedom. The guest characters like Hebe from Ufouria, Ninja Jajamaru-kun and Touhou characters are an excellent addition, alongside the various NIS characters. The only issue I have is the lack of translation for the official character content. However, this is a real love letter to action RPGS, which I can recommend to everyone.

In the end, I give Cladun X3 a final score of 4.75/5. This is a fantastic action RPG, with an easy to use combat and exploration system, deep customisation systems and a lot of fun crossover content, which has some interesting collaborations on there. If you want to check this title out for yourself, a link to each version of the game will be below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Steam version (HERE)