Black Tiger: Capcom Arcade 2nd Stadium (Various)

Hello again and welcome to Retro Revival, where I discuss classic games that have been given a new lease of life. In this series, I cover HD remasters, emulated ports and compilations, either in part or as a whole. This week, we will be taking a look at a classic Capcom game, which never got a dedicated home console port (but was ported to home computers). So let’s take a look at Black Tiger from 1987 and re-released on modern platforms via Capcom Arcade 2nd Stadium.

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

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

About the game

Black Tiger is a side scrolling action platformer, where three dragons descended from the skies above, destroying a kingdom into darkness. From lengthy suffering and darkness, came one brave fighter, an unnamed hero that sets off on a quest to slay the dragons. Armed with a chain mace and daggers, the player must traverse eight levels filled with enemies and traps. The hero must also take down deadly bosses and the dragons to free the land from their tyranny.

The gameplay is relatively straight forward, using a traditional side scrolling flow of action, where the player must guide the hero to the end of the stage. As players make their way through each of the rounds, they will encounter deadly monsters. These include traditional foes like Snakes, goblins and skeletons, but deeper in the adventure, fire-breathing mummies and witches appear, to name a few of the monsters that appear.

If the player takes damage from a monster, they will lose one of their armor points and give a brief window of invincibility. The player starts the game with two armor points, which will shatter off their body when all points are lost. When this happens, the player will be reduced to a loincloth, with only their Vitality left to protect them. At the start of the game, the player will have one Vitality point, but more will be gained at score milestones.  

To battle the dangers of each stage, the player must use their chain mace and daggers to defeat the monsters. The attack goes directly forward and throws a spread of daggers, which can be fired rapidly to kill the monsters. As the player slays the creatures, they will drop coins called Zenny, a currency that is added to the player total on screen. The amount of Zenny dropped by enemies will vary, with the highest amount being 500 and the lowest being 1.

While moving through each of the stages, the player will be able to climb columns, jump between holds and leap across perilous gaps. The stages are fairly large, with scrolling that moves in all directions to add a maze-like feel to the game. Luckily, there are arrows that will be in the backgrounds, which will help the player to navigate their way around the levels. But don’t dawdle as there is a timer that ticks down, which will kill the player if it expires.

There will be jars scattered around the stages, which contain various items when they are broken. Inside a shattered jar, Zenny can be found, as well as keys that are added to a counter on screen, but there are dangers that can lurk in jars. On rare occasions when a jar is broken, an enemy can appear from it with the most common being blue slimes. The blue slime monsters also drop from walls and start as a single entity, before splitting into three before moving across the ground.

Throughout the stages, there will be the petrified wise men, who must be touched to free them from their curse. When the player rescues one of the petrified men, they will offer a variety of rewards, with Zenny and time increases, adding to the ever decreasing timer. They also offer advice, like attacking walls to reveal hidden treasures. But their most important service is the shop, where players can upgrade their equipment.

Inside the shop, the player will be able to buy weapon enhancements, with four upgrades that can be purchased to increase the power that can be unleashed. Then there are the armor purchases that can be made, with four sets of armor that can be picked up, increasing the defense in sets of two up to eight. Last, the player will be able to purchase antidotes, as well as additional keys that are an important item to carry throughout the game.

The keys that care collected are used for Chests that are in the stages, with each chest using up one of the keys. Inside each of the chests, the player can find one of three different items inside of it. These rewards are randomised, with the best options being either the gold treasure, or the vitality potion which will restore health. Be careful though as these chests can also be booby trapped, with flames that will shoot along the ground in four rising pillars.

Players must also navigate various hazards that appear, with traps that include man eating plants and blue flames that poison the hero, making it impossible to throw daggers. To cure this ailment, the player needs to use the antidotes that can be purchased from shops. There will also be falling rocks that can instantly kill the hero, deadly pitfalls and the Spinning Scull, which cannot be destroyed. Navigating these hazards is important to success.  

In each of the stages, the player will encounter openings which will lead them to the Dungeon, a sub stage that contains treasures, chests and petrified captives to rescue. These short sub areas, will often be infested with enemies, introducing the skeletons that will attempt to swarm the player, but they can be dispatched in a single hit. Once the player reaches the goal marker of the Dungeon or dies, they will be returned to the main stage.

At the end of each of the stages, the player will encounter powerful and deadly bosses. These start off relatively easy to handle, with Stone Guardians that will bounce around the screen. However, as the game progresses, more powerful opponents will appear with the most dangerous being the Dragons. The three dragons appear in the game as super bosses, showing up at set points throughout the adventure to act as major roadblocks.

When the boss of a stage is defeated, the player will be given a Zenny bonus for triumphing over evil. There will also be various secrets that players can find throughout the game, with these secrets hidden inside the walls of the stage. By attacking the environment, the walls be broken and disappear revealing the items inside. The treasures that can be found include an extra life, bonus armor and point bonuses as different icons.

This version of the game is the original arcade release, which has been emulated via the Capcom Arcade Stadium label, being released in the second batch. As this is an emulated release, the game uses the original ROM for the game, with the option of the International release and the Japanese version under the Black Dragon name. These two versions are different from eachother, with the Japanese version being more challenging.

Players can also adjust settings for the game, with the option to modify the difficulty and number of lives, with the option to enable invincibility if available. There is also the option to save/load the game freely, as well as settings that adjust the speed of the game, as well as to rewind the game. There are also global leaderboards, as well as special challenge modes for more online competition, with high score, timed and more to choose from.

Finally there are the settings that let player adjust the look of the game, with players able to change the look of the game, adding bezels and wallpapers to the display. It is also possible for players to select a variety of arcade cabinet designs, with mini-cab, impress and regular upright cabinets. This release also offers orientation options, including a TATE display, as well as filters that provide a visual style that emulates the CRT displays of the past.

Personal thoughts

Black Tiger is a game that I have been around for many, many years, having first played it on the earliest versions of MAME via PC. During the early years, I wasn’t able to play the game very often, as it was on the main family computer. So I was only able to play the game here or there, with the awkward and weird controllers that had to be plugged in with the big connectors. This was an interesting time, as this was during the early days of PC emulation.

I also played the game via console emulators, like MAME for the Xbox during the early 2000s, because this was the only way to play Black Tiger in a decent state. There were ports of the game to the home in the late 80s, with home computers getting ports of the game. But unfortunately they were unfortunately very poor quality, with the Amiga and Atari ST versions being the closest to the original but still unplayable, due to poor performance and framerate.  

Black Tiger is one of the best games that didn’t get a dedicated home console port during the Capcom arcade boom. Which is disappointing as a Mega Drive/Genesis port would likely have sold well, given the success of Ghouls ‘n’ Ghosts which was ported by SEGA. We had to wait until 2006 for the game to be made widely available, through the CAPCOM Classics Collection releases via emulation on PS2, Xbox and PSP, which was decent.

In the years since, Black Tiger was released in Capcom Arcade Cabinet for PlayStation 3 and Xbox 360, as well as part of the virtual console on Nintendo Wii. This further spread the game and allowed it to reach a wider audience. And now we have Capcom Arcade Stadium and 2nd Stadium, which not only offer this game, but many more titles that have been dumped on the scrap heap of time. (Some of these games will have their own features)

I have a lot of love for Black Tiger, yet I’m not very good at it as I will constantly game over, needing to play it at lower difficulties. I have beaten the game and I always have a lot of fun with it, as it is one of those straight forward action titles. The difficulty is unbalanced in places as they were designed to drain coins, but with the quality of life additions it is easier to get through the game. This makes it more approachable to players of all skill levels.

There were few games like this at the time it released, as the majority of titles had players going in a straight line from start to goal. This however, had alternate routes, dungeons and elements that wouldn’t be common until much later. Black Tiger also left a mark on Capcom as a whole, with the currency of Zenny being used in many games that came after this, including Street Fighter, Mega Man, Monster Hunter and many more.

With this emulated re-release, it does provide a way to enjoy this game in a variety of ways. You have access to it on all console platforms, as well as Steam, meaning you can play the game anywhere and everywhere. This is a fantastic thing as it allows the game to be shared far and wide, giving this piece of Capcom history a chance to be appreciated by a whole new audience. Especially since many modern games are becoming a little less fun.

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.

Please Note, you need Capcom Arcade 2nd Stadium to play Black Tiger. However, this is free software and the games are sold as a bundle or individually, often going on sale for half price.

Link to Nintendo Switch Version (HERE) – Stadium only (HERE)

Link to PlayStation version (HERE) – Stadium only (HERE)

Link to Xbox version (HERE) – Stadium only (HERE)

Link to Steam version (HERE) – Stadium only (HERE)

Lost Gems – Sonic R (SEGA Saturn)

Hello and welcome to Lost Gems, the series where I cover games that have been lost, forgotten or simply removed from distribution. This week we are going to be going back to the SEGA Saturn, checking out one of the more divisive titles in the library, which has become a running gag in the years that followed. So let us take a look at SONIC R, the unusual racing game developed by Traveller’s Tales for the SEGA Saturn in 1997.  

Disclaimer: while the title discussed here is no longer officially on sale, there are still ways to obtain the game. This can be via the secondary 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.

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

About the Game

Sonic R is an unusual mix between platformer and racing, where the player controls Sonic or one of his friends, taking on DR Robotnik to stop him from collecting the Chaos Emeralds. To keep the world safe from the mad scientist, players take on a series of races as part of World Grand Prix, with the emeralds hidden in the race tracks. In the world Grand Prix, explore the different locations to collect those emeralds and stop Robotnik.

There are three game play modes for this release, with the main meat of the game being the Grand Prix mode. Here the player will take on four other competitors in a race across the track, with four characters to select from at the start. The options are Sonic, Tails, Knuckes and Amy. Robotnik appears in all races, but he is locked until specific conditions are met. There are also additional secret characters, but we will talk about those later.

After selecting a character, the track selection appears with four different options to select right away, alongside a fifth and final track that needs to be unlocked. The courses are Resort Island, Radical City, Regal Ruin and Reactive Factory, with each of the race tracks featuring thematic elements that are related to the franchise. In the courses, players will see spring bumpers, loops and various platform mechanics that give that classic Sonic feel.

In each of the races, the player must navigate the course on foot (or in a vehicle if playing as Amy or Robotnik), running around the twists and turns of the track. During the race, players will be able to freely move around the course, with few limits on exploration as there are several routes to choose from. There are also platforming elements to the races, as players can jump across gaps, hop across bodies of water and take shortcuts by jumping up onto ledges.

Over the course of the three laps of a race, players can collect rings that appear along the track, or from the special spinning emblems at set points. These are important as they will allow two special mechanics to be used, with the first being the boost pad, which will send the player in a set path based on the rings held. Then there are the shortcut gates, which cost rings to open and some of them contain the Chaos Emeralds for that course.

The emblems in the course will also provide players with power ups, with a speed up, lightning shield to draw in rings and a bubble that lets characters run on water. These add a little unpredictability to the races, as all of the competitors can access them, keeping the action rather exciting. There is also light rubber banding during races, with some of the racers keeping close to the player, but not veering off the track except for using ring gates.

With each of the three lap races, there is one core objective and that is to get to the head of the pack, finishing in first place to win the race. If the player gets first, a gold trophy will be added, with four first place finished unlocking the final race. But there are other side objectives, with the first being collecting the Chaos Emeralds hidden behind Ring Gates. If the player grabs the Emerald and finishes first, they get to keep it, but only if they finish first.

Then there are the Sonic Tokens, with five of them hidden in out of the way places throughout each of the tracks. These are an optional objective, but they offer a unique additional challenge for players to take on. If the player gets all 5 of the special tokens and reaches the finish in the top three, they will immediately go into another special race.

In these special races, players will be able to challenge one of Robotnik’s special Badniks, with three of them being related to the core trio of Sonic, Tails and Knuckles. To unlock these robo racers to use in the main game, the player must win the showdown, but they only get one shot at it. If the player fails to win the head to head race, they have to collect all of the tokens again if they want another shot. There are four special showdown races in this game.

The Badniks and Robotnik aren’t the only unlockable racers in this game, as players can also unlock Super Sonic by collecting all of the Chaos Emeralds. This is the fastest racer in the game, with none of the weaknesses of the other characters, allowing him to cross water easily and double jump. The additional characters in the game add to the replay value, as they are added to the other game modes, as well as the Grand Prix mode.

Speaking of the other modes, there are two extra game modes that players can sink their teeth into. We have the Time Attack mode, where players can participate in four different unique challenges. There are the standard 3 lap races, where players try to get the best possible time on each of the tracks, with times being recorded into memory. Players can also challenge the reverse versions of the tracks, offering an alternate take to the existing tracks.

As well as the time trial races, there are two extra challenges to take on. The first is Balloon mode, where the player explores the track looking for five balloons in the fastest time possible, which are hidden on the course. The last mode is Tag Battle, where players play a game of tag with four CPU characters. The timer will stop when all four racers have been stopped, with the best time for both Balloon mode and Tag Battle being added to local rankings.

Finally to wrap up the gameplay, we have the 2 player VS mode. There are two modes that players can access in multiplayer, with head to head races and Balloon mode. In the standard races, the action plays out in the same way as the challenge races against Badniks. Whereas the Balloon races have the two players exploring the track, locating five balloons as fast as possible, with the winner being the first player to find all balloons.

Personal Thoughts

My earliest memories of this game are playing it with my dad, on a big bulky CRT TV in the corner of the living room with the dark of late November outside. I had seen Sonic in 3D before, having experienced Sonic World in Sonic Jam, but the visuals of Sonic R felt like something entirely different. The way that Sonic R looked, made me excited of all the possibilities that other 3D Sonic games could have, but sadly the SEGA Saturn didn’t get another full 3D game.

However, what is here is a solid showcase of what the SEGA Saturn could do, with transparency and reflections that were rather uncommon for the system. There was also the use of dynamic camera angles in the game’s replay mode, which added a lot of charm to watching races back. I also feel that while the gameplay is a little rough around the edges, it plays well and offers something different from other titles in the genre, like SEGA Rally and DAYTONA USA.

There is a lot of negativity around this game, which could be due to discovering it through the PC version that was ported through the GEMS Collection. This led to more negative reviews of the game over time, causing the game to gain a poor reception from the general Sonic player base. Unfortunately, this has led to those who discover the game for the first time to judge it harshly, without approaching it themselves and comparing it to modern games.

I feel all of the negativity is undeserved, as there is a lot of fun to have with this game, both alone and with friends. It has more depth than people give it credit for, as there is a good amount of replay value. The unlockable characters, extra challenges in time trial and 2 player mode make it more than your average racing game of the time. And the soundtrack is a real highlight for the game, with an excellent set of music tracks, with the option for instrumental only versions.

Since the game featured the SEGA mascot, it released in all regions with the game being wildly available. Thanks to this the game is widely available across the world, with the cost of the game on the secondary market being relatively affordable. Yet it is recommended to pick up a Japanese version, as the PAL and NTSC versions can be a little more pricey. There is also the PC version and Sonic GEMS releases, but they aren’t the same as the Saturn release.

Sonic R is one of those games that never got the appreciation it deserved, with the game gaining little recognition from SEGA compared to other Sonic titles. It is likely that it won’t get a second shot at life, as SEGA seem to ignore the Saturn when it comes to ports and remasters. Even though they could easily put this game, as well as their other abandoned titles, like Clockwork Knight and Fighter’s Megamix on new platforms via City Connections Zebra Engine.

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.

Retro Revival – ACA NEOGEO Blue’s Journey (Various)

Hello again, I am back with the next instalment of Retro Revival, the series where I discuss classic games that have been given a second chance at life. In this series I cover HD remasters, emulated ports and compilations either in part or as a whole. This week we return to the NEOGEO library, with Blue’s Journey, a platformer developed by Alpha Denshi (ADK) in 1991. The game is available on modern platforms via the ACA NEOGEO series by Hamster Corporation.

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

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

About the game

Blue’s Journey is set in the world of Raguy, a lush planet where nature is in harmony with those who live within it. However, the land was invaded by the Daruma Family, who destroyed their own world through industrialisation and pollution. This alien force has also polluted Raguy, leading to the environment becoming heavily toxic. Due to the heavy pollution, the princess of Raguy has become very sick, leading to one person standing up against the Daruma Family.

A boy named Blue, who has the ability to use magic to change his size and interact with nature, sets out on a quest to save the princess and stop the Daruma Family. Aid Blue in his quest to rid his home of pollution, bring down the disgusting invaders and restore the princess back to good health. This adventure is a platformer, taking place across the planet of Raguy, where the player controls the hero Blue with a second player controlling Shadow Blue.

The action of the adventure takes place across different areas of the planet, with six different areas that make up the playable stages. However, players won’t see all of the areas, as there are branching paths to reach the final area. The player will play through the first area of the game, then players be select the area they want to explore next. There are two branch options for players to select for stages 2 and 3, which changes up the game with each playthrough.

During each of the stages, the player will need to travel to the end goal, avoiding the hazards and traps of the area. The stages will have pitfalls and environmental dangers, like water and fire, which the player will need to jump over. The player will be able to use the jump to cross gaps, but if they need a little more distance, they can use their power to shrink. When Blue is in shrink mode, Players can cover bigger jumps, but they are more vulnerable.

When players are in small mode, they are unable to protect themselves, as the attack can only be used when the player is regular size. The standard attack is the leaf drop, which can be used to stun enemies for a limited time. Enemies that are stunned can be picked up and thrown, taking out other foes that make they make contact with. It is also possible to jump onto some enemies, stunning them and sending them across ground when jumping again.

The player can pick up items during the course of the game, including weapon power-ups that make the Leaf stronger. There are also alternate weapon pick ups, switching the leaf with a bomb and boomerang. Alternate weapons will defeat enemies outright, taking them down with great efficiency. Players can also pick up a special Bamboo Shoot weapon, which will make Blue grow huge and make him invincible for a limited time, running through enemies.

Alongside the weapons and invincibility, there will be additional items, which are all related to plants. The most important are the flowers, which are the currency of Raguy, which are added to Blue’s total when they are picked up. Then there are the recovery items, which will restore lost health, as well as special cocoon items, that will provide the player with an extra life. if the player dies, all items will be reset to zero, losing everything.

As the player makes their way through the adventure, they will encounter houses, where blue can enter and talk to their residents. When in the houses the player will be asked questions, which will have an effect on the adventure. These include getting assistance across water, getting clues and there is even a warp that can send the player deeper into the game. It is also possible for players to encounter Blue’s Rival, who will challenge them to a battle.

There will also be shops that can appear in the stages, which are operated by the shopkeeper Shul. She will offer a variety of items for Blue to purchase with collected flowers, lasting for as long as the current life of the player. The items that can be purchased include spike shoes for more traction, boots that allow for better swimming in water sections and health potions. The most important is the Safe, which will prevent item loss for one death.

Death is an ever present possibility throughout the game, with the enemies and traps that appear. From the start of the game, players have only two hits before death, with limited opportunity to increase the strength of the character. If the player does die, they will be sent back to the most recently reached checkpoint, which are very frequent as there are some very difficult segments. When all lives are lost the player must use a credit to continue.

At the end of the stage, the player will find the bell tree which must be jumped on to clear the round. Depending on where the player lands, there will be bonus points that are provided, alongside a bonus if the roulette above it lands on a crown. The player will then be given additional bonus points based on the performance of the player. Once the stage is cleared, the player will directly move onto the next round of the zone.

The last round of each zone has a boss battle, with a gate that needs to be opened before the player gets to battle them. Each of the boss battles have the player in an arena with the boss, where the battles have unique attack patterns and gimmicks. If the player can beat the boss, they will be given the chance of playing a lottery for 10 flowers, with the opportunity to get great rewards, including an extra hit point for the remainder of the game.

With this being an ACA NEOGEO release, there are the usual extra game modes, with Caravan and High Score mode where players compete for the best score. Players can also select between Japanese and International releases, with the domestic version using the original name of Raguy. There is also full dipswitch access, letting players adjust the settings to change the game, as well as a digital manual and CRT filter options.

Personal Thoughts

I enjoy Blue’s Journey, having played it as a kid during the time my dad had an original NEOGEO AES system. The color and vibrancy of the game is on par with the best platformers of the time, like Sonic the Hedgehog and Super Mario World. There is this feeling of being a small guy in a huge world, which is caused by the scale of the world shown in the backgrounds. This works well thematically as Blue and the natives of Raguy have insect elements to them.

Over the years, I have come and gone from the game, having played through it solo and with a companion. There are also different endings that the player can get, based on hidden conditions which added more replay value alongside the branching paths. For an early game in the NEOGEO library, there is a surprising amount of depth to it, which does make it worth coming back to whenever that itch to play it hits.

This is one of the rare titles isn’t straight up action, like Magician Lord or Top-Hunter, but it still has enough action to it to keep players engaged. It has that pick up and play quality, making it approachable to all players. But it does have some difficulty spikes, with challenging platforming and boss battles, as well as the limited health in each life. This is unfortunately made worse by the luck based lottery at the end of zones, which is the only way to gain extra hit points.

Over the years, the game has received mixed reviews for the original releases, as well as the re-releases that have come out. There were complaints about repetitive music, short length and the limitations of the visuals. I feel this is due to it being released during a period that was saturated with platformers, with most reviews comparing the game to other major releases. This is the biggest thing that sadly holds the game back, as it is constantly compared to others.

Blue’s Journey isn’t a perfect game. There are flaws in the general experience, but that is likely due to how early it is in the life of the NEOGEO. Being released within the first year of the system, ADK were still working out the kinks, with Blue’s Journey as the fourth game developed (third game released). Like many other NEOGEO games, the original AES and MVS carts are expensive, so I would like to see an affordable AES+ release in the future.

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)

Turnip Mountain – Steam Review

Overview – developed Luke Sanderson and Published by JanduSoft, Turnip Mountain is a physics-based climbing adventure, where players must find a way to reach the top of the mountain. The player controls a turnip with arms, who has been knocked from the top of the mountain as they gaze at their favourite star, using their arms independently to climb back up. This title is available for all 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 JanduSoft for providing the copy of Turnip Mountain 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. I will be covering the main elements of the gameplay that I was able to experience, but will provide some details about content present that I was unable to try out.

Story – Once upon a time, atop a lonely mountain there lived a turnip. This turnip was gazing upon its favourite star, enjoying the peace that the secluded spot offers. However, fate has other plans as a sudden earthquake knocked the turnip from its spot, sending it hurtling down the mountain. Upon reaching the base of the mountain, the turnip extended the arms it kept inside itself, ready to climb to the peak and regain its position to see that star once more.

Gameplay – Turnip Mountain is a mix of platforming and physics-based climbing game, where the player takes control of the turnip. In this adventure, the player must climb the different segments of the mountain, with several different themed environments. These different zones of the mountain have their own themes, with mushrooms, factories and water elements to them. Each of the areas has a name linked to their theme.

Starting at the base of the mountain, the objective is to climb each of the smaller peaks of the mountain, aiming to reach the very top of the mountain. To achieve this goal, players will need to use turnips arms independently of each other. This is done by having players use thumbsticks, or dual mouse controls to move each arm. Doing this allows the player to grab textured parts of walls, pulling themselves up and moving around the screen.

Each of the stages is split into segments, where the player will need to climb up, using their hands to grab onto surfaces to reach the next section. For the most part, it is possible to take it slow and move around the screen, scaling the surfaces hand over hand. However, as players make it further up the mountain the complexity of the areas will increase. With the introduction of moving surfaces, chains and mushroom shaped bounce pads.

These additional challenges will have the player needing to learn more advanced techniques, like super jumps. The super jump requires using both hands in tandem to slingshot the turnip, being able to move at a high speed in all directions. Players must also get to grips with the turnip roll, which pulls the arms in and allows the player to roll and bounce. By holding a direction while falling, the turnip can also perform a spin bounce upon landing.

In some of the stages, the player will also need to hold onto swinging vines, allowing players to cross gaps and reach the next grip. There will also be environmental elements to deal with, including areas without texture that need to be seeded to give them grips. Navigation of the different areas requires mastery of the movement, as the player will die if they fall in a pit or make contact with spikes. There will be many hazards to try and avoid in this adventure.

If the player does die, they will be sent back to the start of the segment, resetting the progress that is made and causing players to lose time. There is no definitive fail state for the game, allowing players to keep trying as many times as needed to clear the stage. To move to the next section, the player will need to reach the transfer boundary, with stages having different routes and shortcuts that players can make use of.

Within the stages, there will be arrows to guide the player, as well as some areas having ghosts to give players hints on how to perform tasks. Once the player reaches the end of a stage, they will find a flag that must be raised to clear the peak that they are climbing. After completing the stage, a cutscene will play out to push the story along before the next stage opens up. Players can return to previous stages to improve their times, or grab items.

Speaking of items, there are coins in the level which act as both a guide and a secondary objective. These are scattered throughout the areas of the level, being added to the player total when they are picked up. These coins are used for a special Gacha style mechanic, unlocking special cosmetics that can be applied to the turnip. Players can also collect paint brushes, which will unlock new color palettes that will change the visuals during play.

Last to discuss is the 2 player mode, which allows for co-operative play through the game. This can be done in a few ways, with players being able to use a controller each, dual mouse control or a controller and mouse together. This can be enabled and turned off at any time between stages, adding flexibility to co-op play. The two player mode works rather well, but has the potential to cause some fallout when playing with another.

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

Controls – Turnip Mountain has an interesting control scheme, using dual mouse and twin thumbstick controls to control the arms during play. This can be a little awkward for some players to get used to, as players also need to use the triggers or mouse buttons to grip surfaces. It does take a little time to get used to, with the unique control method, but the general control experience is fun and works well once players adapt.

Difficulty – there is a moderate difficulty curve to the game, with the challenge increasing in complexity the further up the mountain players get. There is a level of trial and error to Turnip Mountain, as some of the segments can feel like puzzles, which need some practical thinking. The tutorial/ghost system helps a lot when getting used to play, with the infinite retry system also taking the sting out of failure during tricky sections.

Presentation – Visually Turnip Mountain is very leasing to the eye, with a good use of monochrome color palettes for the environments and sprites. This gives the game a very classic retro look, while making it feel vibrant and unique. Music and sound is done well, with a wonderful soundtrack from composer IsabelleChiming, giving it a whimsical feel. The cutscenes are a nice touch to round it all out, adding to the charm of the experience.

Final Thoughts – the first time I saw Turnip Mountain, I was reminded of the classic arcade game Crazy Climber, which utilizes a gameplay style similar to this. So when the chance to check this game out came up, I was very interested in checking it out. This title has a quirky unique charm to it, with a unique gameplay loop and control scheme that worked rather well, but may lead to frustration. All wrapped in a retro, yet modern presentation that elevates the experience.

I really enjoyed my time with this game, as it offered a fun twist on the climbing genre of platformer. Turnip Mountain takes gameplay that is often attributed to rage games, making it more fun and relaxed while also offering a challenge for those who want to go fast. The co-op mode is also an interesting addition, making for a fun (or not so fun) way for couples to bond. So I would recommend this game to those looking for something unique and fun.

In the end, I give Turnip Mountain a final score of 4.5/5. This climbing action adventure takes what is often applied to rage games, making it fun and enjoyable with unique control styles, vibrant monochrome pixel art visuals and a delightful soundtrack to tie it all together. If you want to check this out for yourself, a link to each version of the game will be below.

Link to Steam Version (HERE)

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

BOMCAT – Nintendo Switch Review

Overview – developed and published by TANZI GAMES, in collaboration with Regista for console publishing, BOMCAT is an arcade style action game about throwing bombs to rescue the damsel. As the hero Aoneko, collect bombs and blow up the machines while avoiding enemies to rescue the lady, who has been kidnapped by TakoBrain. This title is available on Steam and Nintendo Switch, 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 console publisher Regista for providing the copy of BOMCAT 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. As there is no real story for this release, I will be going directly into discussing the gameplay for BOMCAT.

Gameplay – BOMCAT is an arcade style single screen platformer, where players take control of Aoneko, the hero BOMCAT. His goal is to rescue Lady, who has been kidnapped by TakoBrain, who is keeping her at his factory. To save Lady, Aoneko must make his way through the different parts of the factory, destroying terminals to take down the barriers that protect the boss TakoBrain. Once the barriers are down, players can attack the boss to try and save Lady.

There are three game modes that players can select from. These consist of Easy Mode, Hard Mode and Endless, which are available right from the off. The Easy and Hard game modes are the arcade style modes, where the player must make their way through six stages. Each of the stages have the player control Aoneko, where he must collect bombs from spawn points and throw them at terminals, with bombs exploding when the fuse runs out.

As the player destroys the terminals, the barriers that protect TakoBrain will be deactivated, making him vulnerable when they are all taken down. But the destruction of terminals is no easy feat, as there will be the henchmen that roam the factory zones. These mechanical followers will wander the stages, needing to be avoided or blown up, as Aoneko will die if contact is made. As the player progresses, the enemies will become more dangerous.

Once all terminals are down, TakoBrain will be exposed and the player will be able to throw a bomb at him. But while he is vulnerable, he will attempt to attack the player by stomping, causing debris to fall from the sky adding to the obstacles in the stage. If the player can successfully blow up TakoBrain, they will flee to the next stage, taking lady with them. After this, ladders will appear, allowing the player to go to the next stage.

For the main stages, the hazards and obstacles will change, introducing conveyor belts, balloons and more challenging enemies. These keep the action varied and will require the player to think outside the box, making use of the stage elements and the ability to wrap around the screen. All of these elements work together, creating an authentic arcade experience for players. Between stages there will be little animations before the action begins.

Once all of the main stages are cleared, the player will go to the final boss stage, where the player will battle TakoBrain directly. During the boss battle, the player will need to directly attack TakoBrain several times to defeat him. But there is more than one phase to the battle, as the boss will reappear and must be taken down by throwing Lady at him. After the final hit, the player will rescue Lady and the game will be cleared, showing an ending screen.

During the arcade style game, the player has three lives, which are lost if the player gets blown up, makes contact with an enemy or falls into a pit. If the player loses all of their lives, a game over will occur and the player will be given the option to continue (if they have any) or go to the title screen. Continues are added by collecting fruit, with one appearing in each of the stages. If the player continues, they restart the current stage from the start.

The last game mode to discuss is Endless Mode, which is a special score challenge that will test the skills of the player. The majority of the game loop is the same as the arcade style modes, with the objective being to destroy the terminals. In this mode, once all terminals are destroyed, ladders will appear immediately for the player to move onto the next stage. As each stage is cleared, the challenge will increase, becoming more complex.

While playing Endless Mode, the player only has one set of lives to clear as many stages as they can, ending the game once the last life is lost. In this mode, if the timer expires during a stage, there will be debris that falls from the sky, acting as a sudden death mode. This will only go away once the stage has been cleared. This will also occur in the arcade style modes, but if the player can stay alive for long enough in the chaos, extra lives can be collected.

Finally we have the score systems for BOMCAT. In the Easy/Hard arcade style game, the player will earn points for destroying terminals, blowing up enemies and collecting fruit, with bonus points for left over time. If a high enough score is reached, the player will record their score at the top of the screen. In Endless mode, the score that players set is the number of stages cleared, giving the possibility of competition during game nights.

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

Controls – as BOMCAT is an arcade style game, there is a very limited control scheme for play with only two buttons for actions. These make it easy to get into the action, with an on screen tutorial showing the controls on the title screen. The inputs for this release work well, offering a comfortable way to play the game, which works with a variety of controllers. For an authentic arcade experience, the game works well with an arcade stick.

Difficulty – there is a relatively balanced difficulty curve to this release, with the arcade style modes escalating the challenge as each stage progresses. There is also a step up in difficulty between Easy and Hard, with additional enemies and obstacles in the stages. The Boss battle is the toughest part of the arcade mode, with the two phase battle and limited lives. In Endless mode, the difficulty can spike, with stage elements that can be a real challenge.

Presentation – The overall style for BOMCAT is right out of the arcades, with colorful sprite work and stage designs that are reminiscent of the classics. The animations are fluid and the designs are easy to see on the smaller screen of the Nintendo Switch, which can often be an issue with sprite games. All of the sound is pleasant with music that feels authentic to the era, with the blips and bloops creating melodies that are dynamic, adding to the charm of the game.

Final Thoughts – I like arcade style games that use the retro pixel aesthetic, as it feels like a lost art in the modern landscape. This is due to many games that use pixel art being overly simplistic, with little detail. BOMCAT does the opposite of this, with detailed sprites and vibrant use of color, being closer to what arcade games looked like. The gameplay is also fairly unique, making it stand out among the unfortunate deluge of shovelware that fills digital storefronts.

Now, this game is not without its faults, as it can feel a little awkward during play when getting used to the game. Thankfully, this can be adjusted to quickly. A second minor issue for me is the length of the main game, as it feels very short, but the replayability of it gives it speedrunning potential. For the cost of the game in general, it offers a lot of value for money, especially the Endless mode, so I am happy to recommend this game to everyone.

In the end, I give BOMCAT a final score of 4.25/5. This is a very good arcade style game, that has elements that are reminiscent of the classics, while offering a gameplay challenge that feels unique and engaging, all in a delightfully vibrant pixel art style. 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 Steam version (HERE)

Valkyrie Saga – Review

Overview – developed and published by Public Void in collaboration with RAWRLAB Games, Valkyrie Saga is a retro styled 3D platformer, where players explore an ancient sky island that is in danger. As the divine Valkyrie Roll, travel the different areas of the island, fighting dangerous foes and soar through the sky to stop the coming cataclysm. This title is available for Steam and Nintendo Switch 2, with a link to each version of the game at the bottom of the review.

Disclaimer: before I get into the review, I would like to thank RAWRLAB Games for providing the copy of Valkyrie Saga 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, starting with the story. Please note, I will be covering the core details of the game, preventing spoilers for some of the hidden details of the experience.

Story – Roll, a Valkyrie and divine warrior chosen by the Goddess for an important task, to prevent the floating island from falling to the earth. Given the tear of the Goddess, the player must reach the tower at the center of Piladia, preventing the cataclysm that may occur. During the quest, Roll will encounter corrupted lands, destroyed ruins and encounter powerful Seraphim. Can Roll reach the top of the tower, or will the island fall and the faith in the Goddess be lost.

Gameplay – Valkyrie Saga is an open 3D adventure, where the player must explore an island that is in a state of critical instability. As the Valkyrie Roll, players will be able to move around the sky island, being able to jump and glide through the air. The core objective of this adventure is to reach the top of the tower, where the Goddess tasked Roll with placing the Tear of the Goddess. But to achieve this goal, there are several tasks to complete.

At the start of the game, the player will only be able to run, jump and dash with their lance while on the ground in the introductory area. This allows players to get to grips with the general movement, basic combat skills and gliding/hovering abilities, learning how to handle the basic game controls. While in this area, players will be able to activate a special crystal, allowing Roll to collect a shard from it, adding it to her inventory.

These crystals are special as they will imbue Roll with energy, expanding her movement abilities. When equipped with crystals, players will be able to use that energy to move through the air more efficiently. This is possible through additional jumps and air dashes with the lance, which will embed itself into walls, allowing players to launch themselves upwards into the air. Each extra jump and dash use energy, which is refilled when the player touches the ground.

After leaving the start area, the entire map opens up and the player can roam the land. In the center of the map, there are the ruins and the tower, with smaller areas on the lower level of the island. While exploring the different locations, the player will be given tasks by the inhabitants of the land. These include collecting items, defeating specific targets and climbing to set points in a sub zone, with rewards for many of these tasks upon completion.

The rewards that players get will vary, with the main one being additional crystal shards, further enhancing Roll’s movement skills. Players will also be able to pick up life increases, which increase the number of hits that players can take before dying. This is alongside movement boosts that enhance ground and glide speed, letting players soar through the air at a higher speed. But these aren’t the only power-ups that players can pick up.  

While exploring the island, players will come across energy sources containing arcane power. When one of these is encountered, powerful magic spells will be unlocked for use during the adventure. There are several spells that can be found, including a fireball and wind that lifts Roll into the air. Each spell can be used once before they need to recharge, with an icon on screen that fills up to show the cooldown for the magical power.

There is a lot of opportunities for combat in this release, with cherubs, seraphim and even dragons that appear on the island. To battle these enemies, players can use spells or their trusty lance, which will require crystal energy for rapid usage of it. The attacks that the enemies will use vary, with melee and ranged attacks that can be used, which will keep players on their toes. If the player dies during combat, they will be sent to their last save point.

Throughout the game, players will discover special statues, which can be prayed at to restore lost health, save progress and select spells. Roll can also communicate with the Goddess through the statues, which may provide lore details and information about the task at hand. The statues can be used to fast travel, by using the restore feature to warp to the last statue or save point. Players can also freely pray to change their spells at any time.

The island has a map showing areas that can be explored, with the main locations being named. This can be useful for seeing all of the spots to check out, but it can be hard to use as there is a lack of marker for the player. There are also hidden points of interest, including dungeons and remote points that contain hidden additional power-ups and upgrades to collect. Some areas will be locked, needing to be unlocked by clearing other tasks first.

As the player explores the island and climbs higher, new platforming challenges will be added. These consist of moving platforms, floating objects and ledges on walls for players to recover crystal energy. As the adventure progresses, the challenge can fluctuate due to the non-linear nature of the game. The complexity of challenges will be affected by the number of crystals collected, the upgrades found and how players choose to approach the adventure.

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

Controls – this adventure makes full use of the available inputs on the controller, with a comfortable layout for all of the key actions. This makes the game rather easy to pick up and play, but it does have some minor hiccups when in use. Due to the way that the camera and movement are controlled via the sticks, it can be difficult to use the face buttons while adjusting the camera, leading to dropped inputs. But this can be adjusted to rather easily.

Difficulty – Valkyrie Saga is a rather flexible game in terms of challenge, as the non-linear nature of the game will affect the way that players can approach it. Players will be able to make the game easier, or more difficult based on the number of crystal shards they have. This also applies to the upgrades, health increases and spells that the player collects. In general, this adventure is approachable and offers a good challenge for all players.

Presentation – from a visual perspective, the style for this game does a good job at emulating the look of classic PlayStation games. This is done well, with low poly models and scaling techniques, making it feel authentic while avoiding things like fog of war. The audio and music is pleasing, with compositions that add to the experience, giving the world presented additional depth. All of these elements come together well, creating something that feels familiar yet new.

Final Thoughts – with the prevelance of low poly games in modern times, there are a lot of misses, with relatively few hits. Thankfully, Valkyrie Saga is one of those rare hits in the scene, with an experience that I very much enjoyed. The story is relatively light on the surface, but has a lot of depth that is hidden within in-game lore. Then there is the gameplay, with offers a flexible and enjoyable platforming experience, with fluid and exciting movement.

There are a few hiccups with the game, as the map is hard to use, some tasks are a little cryptic and it is possible to get stuck while gliding across the ground, needing to go to save points. Thankfully, these issues don’t ruin the overall experience, but can be a frustration for players. I do think this is a well-made game, with just a few blemishes that manages to replicate the feel of the PSX era. I am happy to recommend this game, as it offers a lot of content for a small cost of entry.

In the end, I give Valkyrie Saga a final score of 4/5. This is a solid and enjoyable retro style platforming adventure, which attempts to emulate the style of classic 32-bit games and does it quite well, with challenging platforming, open-ended exploration and enjoyable combat. 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 2 version (HERE)

Link to Steam version (HERE)

Lost Gems – Saturn Bomberman (SEGA Saturn)

Hello and welcome to the latest entry in Lost Gems, the series where I discuss games that have been lost, forgotten or completely removed from distribution. This week, we are taking another trip through the explosive catalogue from Hudson Soft, with the major leap into 32-Bit for the Bomberman series. So let us take a look at Saturn Bomberman, the exclusive release for the SEGA Saturn from Hudson Soft released between 96/97.

Disclaimer: while the game discussed in this feature is no longer officially on sale, there are still ways to obtain it. This can be either through the secondary 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 games being covered.

So with the introductions out of the way, let’s get started. I will be starting with the general game experience, then give my personal thoughts on the titles. I have covered other games in the Bomberman series, which you can find linked (HERE).

About the game

Saturn Bomberman takes place on Bomber Planet, the world that Bomberman and his companions defend. In this adventure, the demon Crator has been unleashed by the super villain Mujoe (Mr. Meanie outside Japan), who has brainwashed it with a mind control device. To save the world Bomberman must recover the gems that once sealed Crator from the Hige Hige bandits. Once all of the gems have been collected, Crator can be defeated once again.

Just like the other games in the series, we have the Normal adventure game and battle game, but exclusive to this release, there is the Master Game. Starting with the Normal game, the loop follows the formula established in Bomberman 94’ and Super Bomberman 3. The objective is to destroy target beacons, which will open up the exit when all of them have been destroyed, with enemies wandering around each of the areas to hinder the player.

The enemies that appear in stages are related to the world they appear in, with some worlds having multiple themes to them. These include the clowns and pirates of Amusement world, sentient dolls in samurai world and living revolvers in Wild West world. There is a good variety of enemy types in this release, offering a fun challenge for players during the adventure. Just be aware they don’t need to be defeated to clear the stages.

Progression through the world will vary as the game progresses, with the first three worlds having only one boss battle, whereas the fourth and fifth worlds feature two boss battles. This keeps the game from getting repetitive during the fairly long run time. Included in this game is the map screen, which will allow players to return to previous stages, with the ability to play easier stages to build power-ups on the player and farming lives.

Speaking of power-ups, all of the established powers have returned to this game, with the bomb and flame increases, the kick boot, glove and remote bomb to name a few. But introduced to this release are the marble bombs, based on the marble shooter B-Daman toys, allowing players to shoot bombs that detonate on impact. If the player dies during a stage, some of the special power-ups will be lost when restarting, with all upgrades going away on a game over.

Introduced in this game are the Tirras, dinosaur like creatures that are hatched from eggs which Bomberman can ride. When they are hatched, they are shown as babies, being small and cute and growing when an egg icon is filled on screen. There are five different types of Tirra that can be encountered, each with unique skills. We have Pink that can jump, Purple uses sonar to locate items, Blue kicks bombs, Green runs in a line and Yellow roars to stun enemies.

The Tirra can be dismounted so players will be able to switch to different ones if eggs appear, allowing players to try different options depending on the stage. As this game supports co-op play, it also allows players to be able to both have a Tirra companion, but be warned it is possible to blow up a partner causing them to lose their dino. Using the Map mechanic, players can return to previous stages to easily power up their Tirra.

On the topic of Co-op play, this game has two player action, where the White and Black Bomberman work together through the adventure. Just like the other games, this can be a chaotic and frantic experience. If player loses a life, they will be able to rejoin the game immediately at the cost of a life. This is where the challenge can ramp up, as the players share a pool of lives with the partner player unable to rejoin if they run out.

If the player dies during single player, or both die in co-op play, the current stage will be reset. In the event that all lives are lost, players will be given the option to continue, save the game or go to the main menu. If the player chooses to go to the main menu, or soft resets the game, they will be able to resume from the stage they go to. However, when continuing from the main menu or loading a save, all power-ups will be lost.

Moving onto the Master Game, this is a unique single player tower climb mode. In the spirit of the original games, the player must clear a total of 20 stages, with the objective being to defeat all enemies. In this mode, players have a single life to get as far as possible, with death immediately ending the playthrough. However, players can collect additional “lives” which will protect them from the flames and enemies, but they are limited in their usage.

Much like the other modes, there are special items that can help the player like the kick boot and glove. But in this mode, they are limited to the stage they are collected, being removed from the player when the current floor is cleared. This adds an element of strategy to the proceedings, as each stage has a different approach that players must take. Don’t dawdle however, as there is a time limit and if it expires, the game ends immediately.

Every four stages, there is a boss that will appear, each with their own unique thematic elements, which are tied to the overall martial arts theme. This extends to the look of Bomberman in this mode, who wears an outfit that is reminiscent of Goku’s signature look from the Dragon Ball series. When the player is able to clear all of the stages, or if they die during the attempt, they will be sent to the results menu, getting a ranking based on their performance.

The last part of the main game to discuss is the Battle Game. This is the classic multiplayer mode where players battle it out in chaotic and explosive combat, with free for all and team battle modes. There are two types of battle game, with Match Play, where players will face off in single match sets, alongside the Series Play, offering a league based tournament play. After selecting the style of play, players will be able to set the battle options.

In the Battle options menu, players will be able to select the size of the battlefield, there are two options to select from, with normal and wide (discussed in detail further below). Then players set the mode, number of players and rules for play, including the number of wins needed, length of time and more. Once all of the rules and settings have been chosen, players will then select the characters that will enter the battle.

For this release, the White and Black Bomberman appear as the only series representatives, with the rest of the roster consisting of guests from other Hudson properties. These guest characters include the Hudson mascot Honey, Milon of Milon’s Secret Castle and Bonk from the platformer series that was on PC-Engine. Players can also unlock two secret bonus characters, obtained via a code entered on the main battle screen, expanding the playable roster to 12 characters.

After all characters have been selected for battle, players will be able to select from one of 8 stages if in normal play. These include the classic arena, alongside special gimmick stages, like the soccer stadium where goals will spawn flames when bombs are kicked into them. The diversity of the stages gives this release a lot of chaotic variety, as they each offer a unique experience for players to enjoy. Then we get to the special Wide Stage.

If the player selects the Wide Stage option from the battle menu, the maximum number of players will go from eight to ten. This game mode is known in fan circles as Hi-Ten Bomberman, as it was heavily based on the unreleased special tech demo, created by Hudson in partnership with NHK to promote widescreen TV technology. When playing Wide mode battles, the field is significantly larger, with the camera zoomed out which does have its downsides.

Due to the much larger size of the battlefield, the sprites are smaller than usual making visibility harder on smaller screens. This gimmick can be a lot of fun for groups, but does require a larger viewing space for players to get the most out of it. At the time of release, this was difficult as the average size of television screens was around 18 for smaller rooms and 21-25 for larger spaces. Thankfully with new displays it is easier to enjoy this mode.

In both Normal and Wide mode, the traditional power-ups and items will appear just like the standard game modes. But there are some special unique items that can be found in the Battle Game. These include the Skull, which will curse the player that picks it up and can pass it on to other players, with effects like reversing movement, power reduction and auto bomb dropping. There is also the Devil which will curse all players immediately.

The Tirra eggs also appear, with the ability to level them up by collecting more eggs. The companion will grow by one level for each additional egg collected, up to the maximum of level 3, with the power of the Tirra enhanced with each upgrade. Just like the main game mode, if the player takes damage when riding the Tirra, they will survive but at the cost of their friend. There is no way of selecting the type of Tirra, adding to the chaos of multiplayer.

If Mad Bomber is activated, players will be able to continue to attack other players after death, appearing on the edge of the screen in a special machine to throw bombs into the field. At the end of a match in both normal and wide mode, if it has been activated, players can activate Bomber Catcher, which is a crane game mini game that will give the winner a bonus item, ready for the next series of battles with a special item exclusive for Wide Mode.

Personal thoughts

As mentioned in my previous features covering the PC-Engine releases of Bomberman, I am a fan of the series, with Saturn Bomberman being my personal favourite. I have had a deep love for this game for almost 30 years, having been able to experience the game before it as officially released in my region via import. There is something very special about this game, with the general look of the sprite work, transitions and depth of content in the game.

I spent many years playing the game off and on, with most of my time being in the battle mode with family, being a staple of game time together. Although, we didn’t have a multi-tap so we would have to pass the controller around, with the winner of each set staying on. I didn’t manage to stay on often, but I always had a lot of fun playing the game with my dad. We also got to play through the Main game together, but I wasn’t very good at it when I was a kid.

I would come back to the game whenever that itch needed to be scratched, managing to beat the Normal game mode after many attempts. The Master game did take a longer time to beat, as I just didn’t have the skill to get through it as a kid, but since then I am able to clear the mode fairly consistently. The main reason I return to the game is for multiplayer, having introduced others like my wife to the chaos of the Wide bomber stage.

The game made the most of the Saturn hardware, using the full FMV capabilities for the intro and in game scenes, with fantastic anime style animation. Then there is the highly detailed sprite work, which has both background and foreground elements that work well, giving the stages even more life to them. The only issue is that some of the stage elements can obscure breakable blocks, enemies and even items that can appear.

As this is an exclusive title for the SEGA Saturn, it also managed to feature online gameplay through a system called Net Link the US and XBAND modem in Japan. This system allowed players to connect via phone lines, making it one of the earliest examples of online console gameplay. As the Net Link system was discontinued long ago, it is not possible to play the US version online now aside from via emulation. But it is still possible to connect via XBAND in Japan.

The game received a positive reception from critics and players, with the game maintaining a fan following that has continued to this day. The popularity of the game, as well as the relative rarity of it due to the unfortunate poor performance of the Saturn in the west, has led to the game having a high cost for international versions. However, the Japanese version which is often seen as the superior release, is more affordable on the secondary market.

Now there has been a resurgence of popularity with the classic Bomberman games, with Konami re-releasing the Super Nintendo games via the Super Bomberman Collection. This has been a relative success, meaning there is a demand for these games in the modern day. Sadly, I don’t think that there will be a modern port of Saturn Bomberman, although with the Zebra Engine from City Connection, if a deal can be made, it is a possibility.

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.

Incremental Retro Racing – Steam Review

Overview – developed and published by Baardmoeder, Incremental Retro Racing is an arcade style pixel racing game inspired by classics of the genre like Outrun. Earn stars by hitting top speeds and unlock additional vehicles, upgrades and modification options while hitting an endless number of tracks. This title is available exclusively for PC platforms with Steam and SteamOS support, with a link to the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Baardmoeder for providing the copy of Incremental Retro Racing 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. As there is no story for this release, I will be going directly into discussing the gameplay. I will also be referring to the game as the abbreviated name of IRR for the sake of brevity.

Gameplay – Incremental Retro Racing is a throwback racing game, where players must floor it along varied locations and multi lane highways. As the player makes their way along the long roads, there will be traffic on the road that players will need to avoid. The driving is rather simple, with the player moving left and right, taking breakneck turns and the ability to use a turbo boost. There will also be buildings that encroach on the track, adding to the obstacles.

While hitting top speed along the tracks, players will earn stars when passing set checkpoints adding them to the total for the stage. The star total will carry through between each stage. At the end of the stage and before the next one begins with a rolling start, the player will be able to access the unlock shop. Here players can spend stars to unlock upgrades, additional features and new vehicles, with costs increasing with each purchase made.

The upgrades that players can unlock include performance upgrades, improving speed, handling and adding more turbo uses for the track. Alongside the vehicle improvements, the player will also be able to unlock star bonuses, adding the ability to earn stars from hitting high speeds and overtaking cars. Players can also pick up star multipliers, which will cause the total for players to rapidly balloon, as additional color stars will be added.

Vehicles that players can add to their garage include the standard sports cars, classic muscle cars and general runabout vehicles. But there are also more unique vehicles that players can get, like a dump truck, oil tanker and even a motor cycle. The different motors that players can pick up have their own capabilities, offering varied stats for the players to select from. There are many vehicles to unlock, which can be seen on the road during stages.

The most interesting of the unlockables for this game are the stage editor settings, which let players modify the way that stages will look and play out. As players unlock new mods, settings will be added to the pause menu that players can freely adjust. The adjustments that can be made include changing the cosmetic looks of the stages, with colors of the roads and stage elements, alongside the number of lanes, turns and valleys in stages.

When making modifications to the stages, they are applied to the next stage, as each of the tracks is generated during the transition between stages. This track generation makes IRR endless, with no real ending to the game and a lack of achievements, being an unfortunate downside. In IRR, the only goal is to obtain all of the in game unlocks, which may be a downside for players as that is the only form of progression.

As this is a retro style game, there are several visual settings that can be modified in the main menu. To give the look of the game a more retro feel, players will be able to add different CRT effects to emulate the look of classic tube screens. Players can adjust the brightness, add glow and scanlines, as well as effects that will distort the look of the screen. These are a nice touch, but they don’t add anything to the experience of the game aside from aesthetics.

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

Controls – IRR uses a very simple control scheme with only a few buttons that are used to play the game, with accelerate, brake and turbo needed for vehicle control. The handling of the vehicles when moving side to side are pretty reactive, but are impacted by the vehicle chosen. There is the ability to fully adjust the controls, remapping them on controller, keyboard and even steam deck, allowing players to use any controller they want.

Difficulty – there is no real difficulty to the game, as there is no significant failure state for this release, with only a timer that ticks down during play. As there is no ending, there is no real way to win or lose the game, so there is a real lack of difficulty with IRR. But that doesn’t mean there is a lack of challenge, as modifying the track can make things a little tricky. This is due to the density of traffic and the roadside elements that push into the track.

Presentation – IRR is a real throwback to the games that inspired it, with the Super Scaler style sprites that the game uses, showing dynamic roads and cars. This works well but has the capacity for some hiccups with sprites, and everything looks rather static and basic with no car animations. The sound is okay, with some decent music that is rather enjoyable, but there are issues with the effects as they can start to drone, especially the star sounds which get annoying.

Final Thoughts – I really like old super scaler racers like Outrun and Super Hang-On, where speed feels natural while burning down long stretches. So seeing this was coming out was pretty interesting to me. However, my experience with the game was a pretty mixed bag, with awkward collision detetction and driver behaviour. While I did enjoy the game loop, with the high speed and general arcade feel of the game, it does feel rather lacking in some areas.

There is a lot of content on offer, but due to the lack of a definitive ending, there is no true goal to work towards aside from unlocking all of the content. Due to this, the game fails to stick the landing as the endless nature of it can become repetitive quickly, potentially boring players after a while. The lack of achievements also adds to the potential tedium, as there is no way to measure progress. So I’m not sure I can recommend the game unless it really appeals to you.

In the end, I give Incremental Retro Racing a final score of 3/5. This title offers a rather fun arcade style throwback, with endless gameplay and a tremendous amount of unlockable content, but it is sadly let down by any lack of true progression or ending to the game. if you want to check this title out for yourself, you can find a link to the game at the bottom of the review.

Link to Steam version (HERE)

Disgaea Mayhem – Nintendo Switch 2 Review

Overview – developed by Nippon Ichi Software and published by NIS America, Disgaea Mayhem is an action RPG spin off in the Disgaea universe, allowing players to take control in battle. As the sword for hire N.A. enter the Netherworld of Super Duper, hired by the new Overlord Tichelle who has taken over from her late father. This title is available for Nintendo Switch, PlayStation and Steam, with a link to each version of the game at the bottom of the review.

Disclaimer: before I get into the review, I would like to thank NIS America for providing the copy of Disgaea Mayhem 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. please note that I will only be covering the core mechanics and experience of the base game. There is DLC content available, but I was not able to test it out for this review. I have covered other games in the Disgaea franchise which you can find (HERE).

Story – N.A., a battle-hardened mercenary has been summoned by Princess Tichelle, the Overlord of Super Duper, a Netherworld where demons vie for supremacy. She gives him a job, which leaves him shocked when learning the details. The princess’ now deceased father, the former Overlord created the Pristine Gleam Flan, which has been stolen by his former subjects who rebelled upon his death. Now she wants it returned, hiring the mercenary N.A. to get the job done.

Gameplay – Disgaea Mayhem is a significant departure from the traditional SRPG games, taking the action from the board to open fields. In this new adventure, the player will have full control of the protagonist, the hired hand N.A. as they go across the areas of the Netherworld causing chaos. The game is split into chapters, where the player must complete a set of stages to progress. Each stage will have hordes of enemies to annihilate in battle.

While on the battlefield, the player will be able to use a variety of attacks, with a light and heavy strike that can be mixed together in a combo. There is a lot of versatility to the attacks, mixing them together to deal maximum damage to the enemies in battle. Depending on the weapon that players select for battle, some attacks can be charged up to deal maximum damage. Each weapon also has special attacks tied to them, giving them even more options in combat.

During the stage, the special attacks will have a cooldown to them. This means that players will need to wait between these power attacks, adding a level of strategy to the deployment of special skills. Players will also be able to use different defensive skills, including a dodge, jump and guard to avoid the onslaught of the enemies. It is also possible to interrupt enemy attacks, using special skills before enemies attack to interrupt them to devastating effect.

In each of the stages, the player will need to complete several objectives, before reaching the boss of the area. The boss battles can be dangerous, with a significantly larger enemy that can deal massive damage to the player. These battles will have the player needing to wear down the boss, dealing enough damage to break their shield, stunning them for a moment. In this weakened state damage is amplified, making it the perfect time to unleash special attacks.

Some enemies will be able to hit the player with status ailments, like poison or paralysis which will leave them to additional damage. They can also knock the player down and prevent them from getting out of danger. If the player is not careful, they can be defeated in battle and fail the stage. To prevent this from happening, there are items that can be used, with health recovery, status cures and more with up to four different items that can be used.

If the player succeeds in clearing the stage, they will gain several rewards once the stage boss is defeated. The main reward that the player will receive is experience points, levelling up N.A. when milestones are met and increasing their strength. Players will also receive money in the form of HL, which can be used in the different facilities in the castle hub world. New equipment and items will also be awarded for the battles ahead in the Super Duper Netherworld.

Between the stages, the player will be able to roam the castle of Princess Tichelle, having access to several different facilities. While in the Hub, the player will be able to use the Rosen Queen Store, offering a range of weapons, equipment and items that can be purchased. As the player progresses through the story, there will be more powerful items that will be made available for battle, with discounts available for buying items.

As the player progresses through the game, there will be additional features that are added to Castle. Here is a quick breakdown of the main features that players will be able to unlock in the hub world;

  • Dark Assembly – by visiting the Dark Assembly, players can call a vote to pass bills for different effects. These include adding new features to the castle (discussed below), giving bonuses for the next stage and even Reincarnation, where players reset their Level with a bonus to the base stats. All Bills cost Mana earned from battles.
  • Buddy Base – a special base that is unlocked during play, where monsters can be recruited as battle Buddies. These support characters can turn into weapons through Magichange, allowing N.A. to harness special attacks and ultimate destructive skills. Only one partner can be assigned at a time, levelling up alongside the player.
  • Chara Worlder – Enter the dungeon inside N.A. with Battle Buddies accompanied by Princess Tichelle, who will guide them on a boardgame style world, where they will take on a challenge to unlock the hidden potential of N.A. by taking on battles and events.
  • Item Worlder – Here the player can enter items as N.A. while accompanied by their chosen Battle Buddy, players will battle through multiple waves where hordes of enemies appear. Each of the waves have a gatekeeper that needs to be taken down to move onto the next, with bonuses like enhanced power to select between waves.

Before the player delves into the action of each battle, they can prepare themselves for the chaos by adjusting their weapons and equipment. Like many other Disgaea game, players can change their gear freely in the Castle to adjust their stats and skills. Unlike other games in the series, the player is fully proficient with all weapon styles. These include melee weapons like the sword and Axe, and ranged weapons like the Gun and Bow.

Each of the weapons have their own unique positives and negatives, with some dealing with crowds well, whereas others being better at taking down foes one by one. Finding a weapon that fits the players chosen style of play, as well as the stage can make battles exciting as the hordes of enemies are annihilated. The weapons and gear can be enhanced through the Item World, making them even stronger for battles and levelling the player up.

There is a lot of replay value for Disgaea Mayhem, with the variety of content available in the base game. This is due to the player being able to play any unlocked mission, as well as having endless challenges with the Item and Chara Worlds. Being able to return to previous stages, alongside the infinite battles within Item World is a good way to accelerate EXP gain. This can be useful for players to prepare for the tougher stages later in the game.

This is not as long as other Disgaea titles, with many games lasting for up to 100 hours. However, there is a good depth of content present here, with enough for players to enjoy and return to. It is possible to adjust difficulty and make the game tougher, making enemies stronger to deal more damage. Players can also unlock a range of achievements and trophies, which is a nice touch adding additional challenges to try and achieve.

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

Controls – Disgaea Mayhem has a very easy to pick up control system, with the main action inputs across the face buttons and character control with the thumbstick. This works well in battle, with snappy and responsive inputs in battle, especially when using the combo inputs for special skills and defensive moves. There is some awkwardness when using the camera, but it doesn’t sour the overall experience and action.

Difficulty – as this is an action RPG, there is a lower difficulty ceiling than the traditional Disgaea game, making it more approachable for players. It can become quite easy to over level the main character, which can make some parts of the game relatively easy. So to fix this, players can use the unlockable cheat shop to raise the difficulty, adding a level of control to the challenge. Players can also challenge themselves by entering areas under level, making stages tougher.

Presentation – from a graphical perspective, Disgaea Mayhem has the anime style that is the signature of the series. All character models are done well, with beautiful artworks for the character cut in portraits. The third person perspective gives this game a whole new dimension, as it is the first game to use this camera. Then we have the way the action flows on screen, with smooth animations for all attacks and the Magichange transformation skills.

The sound for the game is excellent, with the sound effects having a lot of weight and impact to them. Then we have the music overseen by Tenpei Sato, the long time composer for NIS behind the signature Disgaea sound, with an excellent mix of vibrant, exciting and heavy compositions. Last is dialogue, available in English and Japanese, with the EN voiceover featuring Blythe Melin (Digimon Ghost Game), Risa Mei (Phantom Brave the Lost Hero) and Kellen Goff (My Hero Academia).

Final Thoughts – I make no effort to hide that I am a pretty unabashed fan of Disgaea, having covered all of the releases for the Nintendo Switch. So when I first saw this mix of the Musou genre with signature Disgaea lunacy, I was immediately sold. The story is not as rich as a traditional entry, but the soul of Disgaea is present with the chaos of gameplay. There is a lot of content on offer, with the main story, Item/Chara worlds and some additional hidden content.

The combat is a lot of fun while being easy to pick up, making it accessible for people who have an interest in Disgaea, without needing to learn complex mechanics. Some people may find the game to be shallow on the surface, but there is a lot of depth with the endless replay value. My only negative for this is that was DLC released at the same time as the game. However, I am happy to recommend this game to fans of the series, Musou enjoyers and those looking to dip their toes in.

In the end, I give Disgaea Mayhem a final score of 5/5. This is another excellent entry in the Disgaea franchise, with satisfying combat, charming yet goofy characters that fit perfectly into the world, an excellent soundtrack and the signature chaos that the name is known for. 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 Nintendo Switch version (HERE)

Link to PlayStation 5 version (HERE)

Link to Steam version (HERE)