Future Knight – Steam Review

Overview – developed by Studio Koba in collaboration with publisher Aeternum Game Studios, Future Knight is a 2D run ‘n’ gun shooter that blends frantic action and an LCD style inspired by retro handhelds. As the Future Knight, you have to go in time to save humanity, as the lady from the past has brainwashed and mutated the people. This title is available for Steam, PlayStation 5,Xbox Series 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 Aeternum Game Studios for providing the copy of Future Knight 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.

Story – on May 23 1993, the Lady of the Past washed her underwear and brainwashed humanity, becoming the leader of a cult called “Present”. 30 years later, the Future Knight, a robot made from the reanimated corpse of a 90s soap star, with a benign living tumor inside him is completed. Now the Future Knight must travel to the past, 8 hours before the apocalypse and stop the Lady of the Past, before she can wipe the brains of all humanity.

Gameplay – Future Knight is a run ‘n’ gun shooter, where the player controls the robotic hero and his benign tumour Twomore. In this action packed adventure, players must follow along with the day of the Lady of the Past, going through all of the locations she passed on her day. There are eight worlds to travel through, with the Future Knight going through a park, construction site and kindergarten, following the trail of the Lady of the Past.

Each world is split into 3 stages, where the player must make their way to the goal, all while battling the cultists that follow the Lady of the Past. These followers have mutated, becoming horrific abominations of twisted flesh that will attack the player. To fight against the legion of mutants, the player is primarily armed with the powerful Techno-Blaster, which can be shot in all directions. But that is not the only tool players can use.

The Future Knight is also partially mutated due to the tumor Twomore inside him, allowing him to warp his body to attack enemies up close. This is not the only purpose of Twomore, as Future Knight can eject the benign companion from his body to control independently. While outside of the safety of the Knight, Twomore is very fragile with any damage taken killing him instantly, but this is a compromise for the versatility of the mutant.

Due to the size of Twomore, he can move around the tighter spaces of the stages while also being able to climb walls to reach higher points. He can also dash through barrier walls, using a super dash to break through them, as well as a blast attack that can deal damage to enemies. The benign companion is unable to recover energy outside of the Knight, aside from energy items that can appear, which will be needed for puzzle solving.

While Twomore is outside of his companion, Future Knight will be able to recover lost health. This makes it useful during challenging sections, but it can be rather risky. By pressing the switch button, if there is solid ground below, Future Knight will immediately teleport below or ontop of Twomore. The player can also leave Future Knight in a position and dash into him with Twomore, causing an explosive reaction that can damage enemies.   

The future Knight can take up to three hits before they are incapacitated. When this happens, Twomore will be ejected from the Future Knight as he explodes, with a countdown at the top of the screen for the Knight to be redeployed. If the tumor mutant takes any damage while outside of the Knight, they will both die and be sent to a checkpoint. In normal mode, there are regular checkpoints, but in hard mode these checkpoints are few and far between.

Throughout the stages, the player will encounter many of the mutated followers from the Lady of the Past in scripted gimmick fights. These include timed survival battles, auto scrolling segments and even a chase scene with a giant mutated baby. This keeps the player on their toes, preventing the standard run and gun action from becoming repetitive. There will also be challenging sequences with instant death traps, that can quickly kill Future Knight and Twomore.

In each of the stages, there will be three triangles for the player to collect, often in out of the reach places. These require a creative approach and some puzzle solving skills to collect, with many of them being hidden behind breakable blocks or hazards. They will often be in rooms that can be missed, so if they aren’t found the first time around, players can try again. If the player can collect all the triangles, something special will happen for players.

In the final stage of each world, the player will face a boss with the player being locked into an arena with the opponent. The mutant combatants that the Future Knight will encounter are tied to the stage theme, including a trio of deadly Sushi Chefs, a man inside a Swan Boat and a Giant Nanny. The attacks that these enemies use will follow some patterns, although they are relatively erratic and can be hard to memorise. If the player dies here, they will start the battle over.

Over the course of the game, the player will collect coins that are placed around the stage, or dropped from defeating enemies. When collected, they will be added to the total that is carried between stages. These coins are used to purchase Casings, which are special decorative cosmetics that change the frame of the screen. There are also some special frames that can be unlocked by completing special challenges, like killing 250 enemies during play.

The last thing to cover is the optional speedrun mode. In each of the stages, there is a time target for the player to meet, which appears below the stage timer in the top corner of the screen. If the player is able to reach the end of the stage within the allotted time, there will be a fanfare and a stamp will be awarded. There is a stamp for each of the main stages, attainable in both Normal and Hard modes, adding more replay value to the game

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

Controls – the control scheme for Future Knight is relatively easy to pick up, with only a few buttons needed to get into the action. In game the action and movement is solid, with responsive inputs that work very well. This is needed as there are sections that require repeated precise inputs, which will get more complicated as the player progresses. With the inclusion of Steam Input, this can be played with a variety of controllers as well as Mouse/Keyboard support.

Difficulty – there is a rather fair and balanced difficulty curve, with the Normal mode offering regular checkpoints in the stages. The Hard mode is significantly more challenging, with fewer checkpoints in each of the stages, which does make it more challenging. The further the player gets into the mission, there will be more hazardous pitfalls, including toxic waste, spikes and conveyor belts. This escalation of danger feels natural and works well.

Presentation – Future Knight uses an extremely unique visual style, with the LCD style display that is reminiscent of the TIGER handhelds. The printed background aesthetic and black outline sprites contrast well, creating a distinct visual style, with a retro option that adds drop shadows. There are also comic style cutscenes, that are nicely laid out. The sound is as quirky as the visuals, with oddball music and voice work that adds to the overall presentation.

Final Thoughts – I love a good run and gun, with games like Metal Slug and Sunset Riders being my favorites. Future Knight has easily secured a spot among the best, as it offers a unique experience that is all its own, with the layered LCD aesthetic. The narrative is bonkers, with off the wall elements and a villain that is just an old lady that suddenly became evil. Combine that with the ridiculous enemies and frantic action, you are in for a hell of a ride.

I didn’t find there to be much if anything that I can fault with this game, aside from a couple of technical creases that are being ironed out. This isn’t a grand adventure spanning 30 hours, but a tight 2-3 hour adventure, that can be revisited often with the secrets, challenges and stamps to unlock. It is one of those off the wall games that does something to stand out, and it does it well, I feel that all fans of the run and gun action genre should check this out.

In the end, I give Future Knight a final score of 5/5. This is an excellent game that takes the style of the LCD handheld, mixing it with elements of Japanese culture and sending players on an acid trip, with absurd mutated monsters to fight and a sentient tumor that fires face lasers. If you want to check it 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 5 version (HERE)

Link to Xbox Series version (HERE)

Lost Gems – Wani Wani World (Mega Drive)

Hello and welcome to another entry in Lost Gems, the series where I cover games that have been lost, forgotten or straight up abandoned. This week we will be taking a look at an arcade style platformer released for the SEGA Mega Drive, which never officially left Japan. So it is time to dive into Wani Wani World, developed by Kaneko and released in 1992, being a reworked port of the arcade game The Berlin Wall from 1991.

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 through 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 covering the general game experience, then give my personal thoughts on the title.

About the game

Wani Wani World is an arcade style platform action game, where up to two players can take control of the crocodile heroes of the game. As the crocodile, players must make their way through five worlds, comprised of a set of main action stages and a boss at the end. The main stages are similar to games like Bubble Bobble and Parasol Stars, with the players spawning at the bottom of the stage. All of the stage enemies will also spawn in at the start of the level.

While in the stage, the player can move their character left and right across the ground, as well as use ladders to reach other platforms. The crocodiles are unable to jump, but they can drop from edges and use springs to get across gaps, as well as use moving platforms. This means players cannot jump past enemies on the ground, but that doesn’t stop the player from fighting back. The two crocodiles are armed with hammers that can be used to take enemies down.

The hammers don’t function like regular weapons, as they won’t be able to destroy the monsters, but parts of the ground itself. By hitting the soft ground, the blocks will be destroyed and monsters can fall into the gaps, getting trapped for a short time. When the monsters are trapped, the player can use their tail to knock them down and kill them. After successfully killing the enemies, they will drop point gaining items when they are defeated alone.

If the enemy falls and hits one or more enemies, there will be the chance of special items appearing for players to collect. There are several special items that can be collected, with the most common being the hammer upgrades. At the start of the game and each time the player dies, they will be reset to the starter hammer, which can only destroy one block at a time. But with upgrades, it is possible to remove blocks from both ends of the stage.

Then there are the special weapons, with the Bomb and the Cannonball, which can be used to destroy enemies and clear a stage quickly. These are single use, appearing next to the player Icon with the ability to carry a few of them at once. Players can also collect support items, with speed boots that let players move faster until death and the star, which grants invincibility from all forms of enemy damage for a limited time when collected.

There is one item that is more powerful than any other in the game, and that is the slot machine which can drop randomly during play. When collected the three reels at the top of the stage will spin, with different effects that will occur based on the result. If the player gets a winning spin, they will be awarded special bonuses. These bonuses include wiping all enemies out, dropping an abundance of power-up items and even a flood of point items.

Once all of the enemies have been defeated and any residual items have been collected, the player will move onto the next stage for the game. After clearing the main action stages, the player will be sent to the boss stage. These stages play out in a unique way compared to the other stages, as they have scrolling sections going either up or down the screen. At the end of the journey, the player will reach the arena where the boss will appear.

Boss battles are the most challenging part of the game, as the boss monsters are significantly larger than other monsters. This means holes need to be larger to trap and damage them, and they will have dangerous attacks that have a large reach. When the boss has been defeated, the world will be cleared, and the player will get a bonus game. In this bonus, an anime girl face will be generated and bonuses for the next world will be awarded, based on the face generated.

As this is an arcade style game, there are limited lives and credits for play. There is a maximum of 5 credits and 5 lives that can be set before playing. If the player loses all their lives, they must use a credit to continue and if all credits run out, players get a game over. For those who may struggle with the game, there are some special codes and tricks that can be used. These will allow for level select, the ability to freely spin the slots and an infinite lives trick.

Personal Thoughts

Wani Wani World is an odd little game, as I cannot remember where I first saw it. It seems to have always been around in one form or another. I haven’t owned an official version of the game myself, only a reproduction, but I remember my dad having the cartridge at some point. I have also played the game via emulation across many devices, with the earliest I remember being on Windows 98 on a disc that my dad got from a Computer Fair.

This is one of those games that I can always boot up and I know I will have a good time, as it is just so simple and fun to play. It has the elements of other arcade games, like Bubble Bobble, Fairyland Story and Don Doko Don, with the single screen action and point focused mechanics. Then you have the boss stages, using the scrolling screen to add tension to the action before the big battle. This is likely due to the fact they started as Taito developers in 1982.

All of these elements make for a game with worldwide appeal. It is really odd that Wani Wani World never left Japan officially, only being available as an import. There is little in terms of localisation or translation needed, as the only Japanese text in the game is the main title. Everything else in the game is presented in English, so I am unsure of what held back an international release. We may never know as Kaneko seemingly disappeared in 2007.

I have a deep appreciation for this game, as there is a lot of fun to be had with either alone or with a partner. For an arcade game, there is a lot of depth to it, with a total of 50 stages to take on. Unfortunately, the game is not very affordable on the secondary market, as it only released in Japan, there are a limited number of copies out there, so they command a high price. But if you really want to play it, you can find reproductions out there for a reasonable cost.

The existence of this game is an unusual one, as it came out around a year after their arcade game The Berlin Wall. That game used the most of the game mechanics, and some of the monster sprites, with that game having a port to the Game Gear. It also had real photographs related to the Berlin Wall itself throughout the game. Given the theming of the original dating the game, it is unsurprising that they reworked the game with the Crocodile sprites and colorful backgrounds.

It is unknown who owns the licenses or properties related to Kaneko, as the company ceased operation there has been no public word on who owns the library. The loss of Kaneko as a company was sad, as they released several interesting games during their time, with the Gals Panic series, the Jackie Chan fighting games and Wani Wani World. Until someone is able to get the rights to the Kaneko properties or a license to them, we are unlikely to see them again anytime soon. 

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.

Mexican Ninja – Steam Review

Overview – developed by Madbricks and developed by Amber Studio, Mexican is a 2.5D hack and slash brawler, mixing roguelike elements with chaotic and blood soaked combat. As the Mexican Ninja, take on the Narkuza, the criminal syndicate that has taken over the region of Nuevo-Tokyo. This title is available for the PlayStation, Xbox and Steam, with a link to each version of the game will be at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Amber Studio for providing the copy of Mexican Ninja 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. I will be covering the core aspects of the experience, as there are elements that I don’t want to spoil for players.

A vibrant animated scene showing a character creating a tornado in an urban setting. The tornado is swirling with blue and white effects, while the background includes graffiti-covered buildings and power lines. There are visual indicators showing hit counts and health status.

Story – in a dystopian world, Japan invaded and annexed Mexico with Nuevo-Tokyo being created after the conflict. In this land of chaos, the Narcos and Yakuza combined, creating a neo feudal regime under the new ruling class, the Narzuka. The Narzuka are now the law, and rule with an iron fist. On the outskirts of Nuevo-Tokyo, a group of rebels plot to eliminate the five heads of the Narzuka Clan, with the Mexican Ninja being the one chosen for this task.

Gameplay – Mexican Ninja is a roaming brawler, where the player takes the role of the titular hero. Armed with twin katana’s the Mexican Ninja must make their way through the different parts of Nuevo-Tokyo, cutting down the thugs of the Narkuza that roam the streets. In this bloody campaign against the Narzuka, players will need to make their way through five districts. These include the outskirts of Nuevo-Tokyo, a mysterious laboratory and a ghostly forest.

Each of the districts are split into multiple stages, where the player must make their way through as they beat down the enemies that appear. To take down the Narzuka thugs, the player will have access to a simple moveset. Players can use both light and heavy attacks, the ability to jump and a dash that is used to dodge enemy attacks. The light attacks can be strung together in combos, with the heavy attack capable of blocking some attacks through parrying.

A vibrant animated street scene featuring market stalls with bright canopies, a variety of characters interacting, and neon signs adorning the buildings, set in a bustling urban environment.

As the Mexican Ninja carves a bloody path through the henchmen, they will drop coins that can be collected when killed. There are a multitude of enemies that appear, with general fodder enemies that are smaller and heavy brutes, who are more resilient and hit harder. Some of the foes that appear will have ranged attacks, which can hit the player from across the screen. There will be multiple enemy encounters during a stage.

When all of the enemy waves have been defeated, the player will be given a reward from the three gods that preside over Nuevo-Tokyo. The gifts that are granted from these gods include Passive abilities, that improve the chances of survival and Death Charms that grant temporary boosts. But their most important boon are the Jutsus, which are special power attacks that can deal massive damage to enemies. Up to two Jutsu powers can be equipped at a time.

During a stage, the player can also come across special prayer altars that will give the player a boost. The special prayer spots allow existing power-ups and upgrades to be enhanced, also offering a monetary boost or health recovery as an option. Players can also come across smaller statues, which will offer the choice between small increases to attack power or total health. These will be important the further the get into a run.  

An illustration of the Mero Mero skill tree showing three categories: Survival, Martial Arts, and Combo Power, with various skills and their status detailed, including the Sombrero Throw technique.

Between stages, the player can select from branching paths, offering the player two routes that they can select from. The stages are selected from a pool of stages, which are randomly designated at the start of the run. After the main stages of the district are cleared, the player will make their way to the boss area. In these arenas, the player will encounter deadly bosses, who have large attacks that will deal devastating to the player if the attacks land.

In order to overcome the dangers of the boss battles, the player will need to learn the patterns for the attacks, with precise timing windows and powerful blasts. If the player can slay the powerful Narzuka bosses, they will be awarded with the chance at special power-ups. There are two power-ups that the player can select from, which are related to the fallen opponent. But if players wish, they can skip these powers and choose an upgrade instead.

If the player falls in battle, they will be sent back to the main hub area, where permanent boosts and enhancements can be unlocked before starting a run from scratch. Many of the upgrades are purchased through a skill tree, with the player unlocking new attacks, combos and buffs for hitting combos. Then there is the Way of the Donkey, which will provide permanent enhancement to health, total damage and recovery during battle.

A character engaged in battle against a green, glowing enemy dubbed 'Grach Panda' in a stylised video game setting, with an industrial background filled with crates and scattered debris.

The last thing to discuss is the quest system, where the player will be given quests from different NPC characters throughout the game. The challenges involve beating target enemies, using specific attacks and skills, or by just interacting with an NPC that appears in the stages. For completing the quests, the player will be awarded with currency and special costumes, which will have perks tied to them. These perks can give boosts that are related to the theme of the costume.

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

Controls – this game has a rather easy to use control system, with 6 buttons used for all of the actions in battle. All of the buttons are used for the action, with the attack and movement buttons on the face, alongside the special attacks on the triggers. The bumpers are used for interactions with the environment and different characters. All of the inputs for the movement and combat work well, with reactive and responsive controls.

Difficulty – there is a fluctuating difficulty curve with this title, due to the roguelike progression of the game. During the course of the game, the player will encounter traps and hazards, which add to the unpredictability to runs. The spikes of the challenge can cause sudden deaths, which can be frustrating, but the more attempts that are made, the easier the game will get. The difficulty can also be eased by grinding money for permanent upgrades.

A vibrant scene from a video game depicting a character in an action pose, surrounded by a chaotic environment of scattered debris and barrels. A dramatic splash of red indicates a strike, with a scoreboard showing two hits.

Presentation – Mexican Ninja has a dystopian look to the visual style, with a mix of vibrant and dark color, add to the atmosphere. The 2.5D visuals are a perfect fit for the chaotic action, with exaggerated models and effects that blend well together. This title also uses cinematic elements, which enhance the atmosphere and presentation. The sound is pretty solid, with a balanced soundtrack with exciting music, but the voiced dialogue gets repetitive over time.

Final Thoughts – I am a fan of the hack and slash genre, with an appreciation for the chaos and carnage that occurs. So this was an easy accept when it was offered to me, and I wasn’t disappointed with the experience. The action is chaotic and has a feel similar to that of the Grindhouse film genre, with the atmosphere that is presented throughout. This is enhanced with responsive combat that is satisfying as it is bloody.

During play the roguelike elements are done well, with no single death feeling unfair, alongside the randomised branching paths when moving through areas. Unlocking upgrades and costumes can be a little bit of a grind, which may put off some players. Some of the elements can also get repetitive, with background dialogue looping randomly, but it doesn’t hurt the experience. So I am happy to recommend this to fans of both brawlers and roguelike titles.

In the end, I give Mexican Ninja a final score of 4/5. This is a chaotic dystopian hack and slash brawler, with satisfying combat, over the top presentation and roguelike elements that are implemented in a non-intrusive way. If you want to check this game out for yourself, a link to each version of the game will be below.

Link to Steam version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

Lost Gems – Ray Tracers (PlayStation)

Hello and welcome again to Lost Gems, the series where I cover classic games that have been lost to time, forgotten or removed from distribution. This week I will be discussing a soft sequel to a classic Taito arcade game, which took 2D sprite work and put it into full 3D on the PlayStation. So let’s take a look at Ray Tracers, a vehicle combat game that takes the concepts of Chase HQ and bringing them into full 3D, developed by Taito and released in 97 and 98.

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 discussing the general game experience, then give my personal thoughts on the title.

About the game

Ray Tracers is an arcade style vehicle combat and chase game, where players hunt down target vehicles and battle machines in a futuristic city. A gang of illegal street racers called Black Kaiser, led by Kaiser are causing chaos across the city, using powerful battle machines. The Tracer Team has been formed by Cindy, recruiting four talented drivers to take down Black Kaiser, each with their own motivations for accepting the mission.

There are two modes in this game, with the main one being Chase, which acts as a story mode for the game. In Chase mode, the player gets behind the wheel of one of the four drivers of the Tracer Team, tasked with taking down a series of targets. The team consists of J.Lang in the Spanker, Sleoteel in the Hawk, Asuka in the Lynx and Blody in the Buffalo. Each of the vehicles are unique in terms of design and stats, providing a varied feel for each of them.

Once the driver has been selected, the action begins with 6 missions for players to challenge spread across the city. The gameplay loop for the majority of the stages is split into two segments, with the first half of the mission being a street race against the clock. During the first segment, players will drive through the streets, valleys and tunnels of the stage. These sections have a high speed street race feel, with either manual or automatic transmission options.

As the player drives through the city, there will be enemy vehicles that will appear on the screen, acting as obstacles to hinder progress. To take down the enemies, the player can drive into them with their armored vehicle. Each time contact is made with an enemy they will be damaged, causing them to crash after enough hits are landed and providing the player with points. Many of the vehicles will weave to try and avoid damage, or cause the player to crash.

If the player vehicle hits a wall, barrier or rail at high speed, the car will crash and slow them to a crawl. This will result in a pretty big time loss if players are not careful, but not all obstacles on the tracks will cause the player to crash. There are barrels, logs and boxes that will be on the road itself, which players can drive into without risk. If the player does drive through these attempts at a road block, they will gain a boost in points for total score.

During the course of the main missions, there will be a time limit with the timer counting down as they drive. This can be extended by hitting checkpoints during the mission, adding more time to reach the showdown with the battle machines. When the player reaches the last checkpoint of the stage, the music will change and they will encounter the boss. A warning will show with the name of the target Battle Machine for the mission.

These battles against the target machines can be very challenging, as they will try to dodge the player and use attacks against them. If the Battle Machines can successfully hit the player, the car will be blown into the air, causing them to lose all speed. This will cause a time loss similar to crashing the car, making it harder for the player to clear the stage. The enemies will take many hits to defeat, with a health bar on screen showing their durability.

During a battle, the player will need to chase the enemy, which is where the Nitro boost comes into play. This is a limited speed boost that the player can use at any time, making it useful to reach max speed quickly. It can also be used to quickly hit the Battle Machines multiple times, dealing extra damage to them in combat. But be careful not to waste the Nitro boost, as it will run out and there is no way to refill it during the mission itself, only refreshing between stages.

The Machines that appear are based on military machines, with tanks and aircraft that attack the player. They each have their unique attack patterns and movement, which will make them a real challenge to defeat. Battle Machines that appear in the first half of the game, also appear later as sub bosses, giving one of the missions a boss rush feel before the main combatant. This keeps the action exciting, adding to the adrenaline rush that players will get.

If the player is able to take down the enemy Battle Machine, they will get a clear time for the mission, their total time and a score bonus based on performance. This is how the first five missions play out. The final mission is the most challenging, starting immediately with the Battle Machine chase. There is a strict time limit for this chase, going in loops through a city. If the player can take down the boss, the ending for their driver will play out.

In the event that the timer runs out and the mission fails, the player will be able to continue, but they will lose their score. This is a minor downside to failure, but players can try as many times as they want to beat the missions. If the player is able to fulfil hidden conditions, they will unlock movies from the game, with intro videos and endings, as well as special vehicles. This expands the replay value of the game significantly, as Chase mode is rather short.

Alongside the main Chase mode, the player will be able to take on Time Attack, which has two different features. In this mode, players can challenge 4 different tracks in multi lap races, based on the chase stages. This can be done either alone, or with a rival to make it a head to head race. When selecting a rival, there is a special extra character driving a super car. If the player selects this special driver as their opponent and can beat them, they will unlock them for Chase mode.

The endings for the game are fully rendered, with voiced dialogue for the different characters, available in English for the international releases. However, there is content missing from the International version of the game. In the original Japanese release of Ray Tracers, there are anime style cut-ins with fully voiced dialogue, featuring the team leader Cindy talking to the drivers. This is an odd omission that makes the English release feel incomplete.

Personal Thoughts

I saw Ray Tracers long ago, when it was released for the PSX and the Japanese imports were doing the rounds. The mod scene was at its peak during the mid to late 90s, so PlayStation units would be chipped the second they were bought. With this I was able to experience many games, with Ray Tracers being one of them that I only knew in Japanese. Having seen and played that version of Ray Tracers for many years, on original hardware and via emulation.

When the PlayStation 3 and PSP came to prominence, I did manage to get my hands on the English version, which was unfortunately very disappointing. Being used to the Japanese version with the anime cut-ins, not seeing these at the beginning and during stages made it feel unfinished. This seems like an unusual choice, seeing as they did add English dubbing for the different character endings, so the missing stage dialogue is very weird.

This is a rather simple and short title, with only 6 stages and 4 tracks for the Time Trials. But the multiple racers, endings and unlockable content expands the value on offer for players. There is also a local ranking system to set scores and times for clearing the different modes, allowing for players to challenge themselves and others. If it had released during the online age, this would have likely have gained a community of dedicated players.

I really enjoy Ray Tracers, as I was also a fan of the Chase HQ series, having the Super Nintendo version before this game was released. This game feels like a natural progression of the series, as the games before it were all released in 2D, with the series not getting a 3D release until 2007. While it doesn’t share the same name, the spirit of Chase HQ is present, with the chaotic driving and vehicular combat to take down the enemy targets.

On the secondary market, the English and Japanese game is widely available, but the prices are rather inconsistent. The Japanese version (which is the better version in my opinion) is relatively affordable, with many copies staying on the lower end of the price scale. However, the PAL and NTSC versions of the game can swing wildly in price, with fluctuating prices that often exceed the prices for the Domestic release at the lowest quality. 

Taito have been fairly good with re-releasing their older games, as has been seen with licensing their games to be released via the Saturn Tribute, Arcade Archives and enhanced ports. So there is a small chance that they may give Ray Tracers another shot at life, which could be possible through the Console Archives library. I am not getting my hopes up, but there is the possibility for this to happen, especially given that Cool Boarders was revived through this series.

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.

Aggelos 2 – Review

Overview – developed by WONDERBOY BOBI, with publishing handled by PQube and PixelHeart, Aggelos 2 is an action adventure set in a fantasy world, set a thousand years after the previous game. As the hero Aggelos, save the Kingdom of Lumen from the army of darkness, which threatens the peace the gods hold and plunge the land into chaos. This title is available for all console platforms 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 PQube for providing the copy of Aggelos 2 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. Please note, I will only be covering the core aspects of this release, as there are many secrets and surprises that I don’t want to spoil. I previously reviewed the first Aggelos title, but that was lost, so I revisited it before this review which you can find (HERE).

Story – Long ago, Aggelos, the angelic hero was sent to realm of the supreme god Lumen, dispatched by the minor god Balro. The hero was tasked with saving the Princess Lys and vanquishing the evil Deluge. Centuries after the defeat of Deluge, Lumen was driven into exile after a quarrel between the gods. A thousand years after the defeat of Deluge, a dark army attacks the divine realm. The Aggelos ventures to Lumen again, with the goal to dispel the dark once more.

Gameplay – Aggelos 2 is an action adventure with light RPG elements, where the player controls the angelic hero Aggelos. As the great hero, the player must explore the Kingdom of Lumen, which is made up of an interconnected world. The world is split into several regions, each with their own themes to them, including castle ruins, costal caves and a settlement in a forest. This gives the adventure a metroidvania style of progression.

The warrior of god Aggelos is armed with a special bracelet that allows magic to be fired, alongside a sword that can be used to cut down enemies. These weapons can be used to take down the enemies that appear, with each slain enemy dropping orbs that are added to an onscreen total. As the hero is an angelic being, they have a pair of wings that allow them to fly for a limited time. When flying, a bar on screen will run down and the hero will fall to the ground when it expires.

During the course of the adventure, the player will be able to unlock new special powers. The main power is the ability to transform, which allows the player to switch between their base Angel and Demon forms. The two forms have their own skills and powers, with the magic of the Angel form being purple and the Demon being red. When in combat, the player will be able to block attacks that match the color of the magic the hero currently has.

There are distinct differences between the Angel and Demon forms, which will change the playstyle that can be used in battle. As the Angel, the player will need to be more cautious and precise, whereas the Demon is more focused on rapid strikes and reflexive movements. The two modes also have their own special magical attacks, which will use up a magical charge. These are recharged by matching attacks and damaging enemies in battle.

As the player explores the different areas, the hero will gain new additional skills that will be used for the exploration. The player will gain the grappling hook, allowing the hero to hook onto walls, as well as the ability to climb and the use magic to destroy blocks. These skills allow for easier traversal of the areas, so players can reach higher points and reach previously inaccessible areas. More skills will be unlocked the further the player gets into the adventure.

While exploring the Kingdom of Lumen, there will be dimensional rifts that appear throughout the map. These are portals to a dark distorted realm, which can only be accessed when the Demon form is unlocked but players can switch forms inside this other place. The parallel world expands the total area that can be explored, while also making it possible to reach new areas that are blocked off. This adds a non-linear feel to the exploration.

As the player makes their way through the different locations, there will be items in hard to reach spaces. These include Hearts that add containers to the player total, allowing more damage to be taken before death. Then there are the orb containers, increasing the amount that can be collected, magic charges for special attacks and the magic vials for skill usage. The Angel form uses healing magic, whereas the Demon form provides enhanced speed and attacks.

At set points throughout the map, the player will come across special statues, with the most common being the save statues. These act as checkpoints where the player will revive if they die, with some of them offering the player the ability to teleport between special points. There will also be vial recharge points, which are candelabra with purple flames, where orbs can be traded to refill the magic vials to use form skills.

In this adventure, there will be boss encounters, where the player will enter and arena and engage in deadly battle with powerful foes. These battles are challenging and will use all skills the player has to this point. This makes them tests of the players skills, with the chance to encounter some of them sooner than others, potentially leading to death if the player is unprepared. By slaying the bosses, players will be able to progress further and obtain key items.

With this adventure being an action RPG, there is equipment that can be improved to enhance the power of the hero. Hidden throughout the kingdom, there are special altars that can be activated, by offering orbs that have been collected during play. These special altars will imbue the equipment tied to them with more power, levelling up the damage that weapons deal, as well as the resistance to damage for the armor that the hero wears.

The last core element of the adventure to discuss is the village, where Aggelos can return to frequently to get assistance and items during the quest. In the village there is a fortune teller, who will guide the player towards the current objective. Then there is the shop, which offers a selection of items, which are exchanged for orbs. Finally there is the nest room, where players can offer special eggs found across the worlds, getting rewards when milestones are reached.

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 controller, with the face buttons being used for attacks, magic vial skills and jumping/flying. Then there are the shoulders and triggers, which are used for the transformation skills and other movement skills. In play there is a lot of precision that is needed, with the best way to get this precise movement is through the D-pad. In general the game is comfortable, with remappable controls to fit any style of controller.

Difficulty – as this is a metroidvania style of game, there is a very fluid difficulty curve which is impacted by the non-linear progression. The introductory area of the game is relatively easy to navigate, but as the player gets further into the game, the challenge will ramp up. If the player goes off the beaten path, they may find themselves outmatched. For those who are looking for a greater challenge, there is an optional hard mode available from the start.

Presentation – Aggelos 2 uses a 16-bit style to the graphics, with big bold sprites, colorful backgrounds and parallax style scrolling. This style has a retro feel to it, with the overall look evoking the Mega Drive/Genesis style of graphics, specifically the wonderboy series. Thankfully as this uses a modern engine, there are no issues with flickering or slow down. The music is fantastic, with rearrangements of the first games soundtrack, alongside new music that adds to the fantasy feel.

Final Thoughts – I had previously played Aggelos, reviewing it long ago and revisiting it before doing this review. So when this game was made available, I was very excited to see what this adventure had to offer. There is a lot of depth to this adventure, with a light yet engaging story and new game mechanics, which expand greatly on the previous release. The action is challenging and a lot of fun, with reactive and responsive combat during play.

There are some cryptic elements to the adventure, with some of the items not being readily apparent with what they do. Due to this, there is the chance for some frustrations to occur, as well as the chance to get lost while trying to backtrack across the large map. But these elements are all part of the style that was pioneered by the Wonder Boy series that inspired Aggelos. Overall, I am happy to recommend this to fans of action adventures, and those who played the first Aggelos.

In the end, I give Aggelos 2 a final score of 4.25/5. This is a massive adventure, offering distinct styles of play, with two sprawling maps to explore, satisfying combat and challenging platforming, all wrapped in a retro 16-bit style aesthetic. 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 Xbox version (HERE)

Link to Steam version (HERE)

Aggelos – Re-Review

Overview – developed by WONDERBOY BOBI in collaboration with Storybird Games, with publishing by PQube Games, Aggelos is a retro style action adventure, with light RPG elements. As the hero, explore the land of Lumen and save the Kingdom from destruction, as monsters from a dark dimension seek to invade and take over. This title is available on all console platforms and Steam, with a link to each version of the game at the bottom of this review.

Disclaimer: This is a re-review of software that was originally provided by PQube Games, with the original coverage becoming lost since publishing. Just like my other coverage, the provision of the software has not influenced the contents 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, stating with the story.

A character in an 8-bit style platform game jumping on a cloud over a grassy landscape with trees, a pink flower, and a spider enemy above.

Story – in the Kingdom of Lumen, a lone adventurer lives alone on the edge of a forest. One day, they get a feeling, as if something or someone is calling them to western woods. Picking up their sword and venturing out into the unknown. What they do not know is that this feeling is their destiny, as they are the chosen one, a hero that has been chosen by the gods to save the Kingdom from the forces of darkness that seek to conquer it.

Gameplay – Aggelos is an action adventure, with metroidvania and light RPG mechanics, where the player takes the role of the hero. This title features non-linear progression, where the player explores the different regions of the Kingdom. There is a mix between platforming and action, which is reminiscent to the games that inspired it. This also extends to the combat, where the hero is armed with a sword, which is used to cut down enemies that appear.

The creatures that appear in the kingdom start off relatively simple, with dangerous plants and animals that appear. But the further the player progresses, the more monstrous these creatures become, as monster scorpions, ghostly spirits and even minotaurs appear. As the hero defeats enemies, they will drop experience and gold. When the player reaches experience milestones, they will gain boosts to attack and defense stats.

A character jumps in a retro-style platform game, surrounded by stone walls. Below, spikes and a red mushroom creature are visible, with a health bar and experience points displayed at the top.

As the player makes their way through the adventure, they will come across dungeons, which are tied to the elements of Earth, Wind, Fire and Water. These dungeons are made up of several rooms, which are often filled with enemies, traps and puzzle based obstacles to overcome. To progress through these dungeons, the player must find keys to open up doors, as well as special magical rings, which will imbue the hero with magical power.

When the player unlocks the ability to use magic, they will start with three magic charges. Each spell will use up one charge of magical power, with the main way to refill magic is to attack enemies. The magic powers that are unlocked in the dungeons are important, as they will be the key to surviving the trials of the temples. Unlocking magical power will also allow access to previously unreachable areas, which will cause some backtracking during play.

At the end of the dungeons and in set points of the adventure, the player will encounter powerful bosses. These battles will take place inside closed off arenas, with the player often using the magic unlocked to fight them. Bosses that appear include a giant sentient skull, an octopus and a rather chunky dragon. If the hero can slay these imposing foes, they will gain a significant experience boost, a large amount of gold and extra heart containers for more health points.

A pixel art game scene featuring a character wielding a sword and facing off against a large, menacing creature with green eyes. Energy projectiles are flying around, while torches emit light on the stone walls.

The dungeons aren’t the only way for the player to gain new skills and upgrades, as there are merchants throughout the world. The merchants can be found in the towns on the map, where they will offer new weapons, armor and special items, including Heart containers and healing potions. There are several swords and armor sets that can be collected. These include the Samurai Masamune set, dragon set and the bubble coral set.

Players can also encounter the technique teachers, who will provide the hero with special scrolls. The scrolls that are provided will provide new weapon strikes, which will allow for more options in combat that can aid in moving through stages. By combining the different skills and abilities that have been gained, the player will be able to easily cover great distances. Successfully combining skills will make progress through the game a little easier.

Merchants and teachers aren’t the only NPC characters that can be encountered, as the player will come across various characters. These residents of the world will provide hints for progression, offering advice that may be out of order, or require an item for them to interact with the hero. Due to some of the solutions to puzzles being rather cryptic, players may need to take notes during play or just have a good memory to progress.

A retro-style video game scene showing a character with a sword asking if the player wants to buy a big potion, with options for 'YES' and 'NO' displayed on the screen.

Since this is a metroidvania style action adventure, there are safe points that appear throughout the Kingdom. These altars allow the player to save the game and recover lost health, while also acting as checkpoints to return to if the player dies. As the player makes their way further into the adventure, they will be able to teleport between the different save points. This makes backtracking to different areas easier later in the game.

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

Controls – There is an easy to use control system, with only four buttons needed to play the game. This simplicity of control adds a good amount of accessibility to the game, making it rather easy for players to pick the game up and get into the action. As it is a retro style platform adventure, it is recommended for players to use a controller with a good D-pad. This is due to thumbsticks lacking some precision, leading to the controls feeling slippery.

Difficulty – the challenge of Aggelos is balanced rather well, with the difficulty being affected by the player level, equipment and upgrades that have been unlocked. Some of the more difficult sections can be made a little easier, with the ability to grind experience and levelling up the hero. As the game is non-linear in progression, it is possible to find yourself in a dangerous area unprepared, which may be a source of frustration to some.

A character with a sword jumps through an underwater scene featuring colourful houses, coral, and a fish.

Presentation – This title has a visual style that is inspired by classic 90s adventures, with large sprites and vivid use of color. All of the zones are nicely detailed, offering a good variety off themed locations that are distinct from each other. The sound is also done well, with chiptune music offering bright melodies that contrast with darker compositions. This gives the overall presentation more authenticity to what it attempts to emulate.  

Final Thoughts – I played Aggelos many years ago, having a good time and very much enjoying the adventure. I revisited the game a few times since and my feelings on it haven’t changed. Aggelos nails that retro style of the 16-bit era, which is something that other attempts at the style often misses. All of the elements mesh well together, creating an experience that feels like it could appear on the SEGA Mega Drive/Genesis in the 90s.

This adventure manages to evoke the nostalgia and wonder of games like Wonder Boy III: the Dragon’s Trap, as well as the Monster World games. Aggelos is a real love letter to the classics of the genre, with all the positives and a couple negatives, like the cryptic puzzles that can be a little awkward and require notes to be taken. But this adventure offers a familiar but fresh experience, which I will happily recommend to all, I even picked it up as a physical cartridge for my collection.

In the end, I give Aggelos a score of 4.5/5. This is a wonderful retro inspired adventure, which manages to nail the feel of the classic 90s adventures, with bold sprites, reactive platforming, fun yet cryptic puzzle solving and exciting battle against giant enemies. 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)

Link to Steam version (HERE)

Shoe it All! – Steam Review

Overview – developed and published by Amberbite in collaboration with Bright Gambit, Shoe it All! is a physics based action game, where the player must launch shoes to solve puzzles. Play as the rebellious teen Lace, challenging authority and the order of the world, armed with a swing and a pile of shoes to cause chaos. This title is available on Steam, Nintendo Switch, PlayStation and Xbox series 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 Bright Gambit for providing the copy of Shoe it All! 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 some plot to this title, but the details are relatively light, so I will be moving straight into the gameplay, with some of these details sprinkled throughout.

A colourful vending machine tipped over with snacks spilling out, alongside a trash can, a swing set, and coins flying through the air.

Gameplay – Shoe it All! is a physics based action puzzler, where the player controls Lace, a rebellious teenager who refuses to fit in. To rebel against the rules, order and authority, Lace is armed with a swing and a pile of shoes, using them to cause as much chaos as possible. Taking place across more than 65 stages, the player must launch shoes to break down walls, shatter windows and be a menace to society in general without a care in the world.

The main game has players complete puzzles split into chapters, with each puzzle having the player throwing shoes at objects. To launch the shoes at the different objects, the player will use a swing, going back and forth to gain momentum before launching the foot based projectile. The objective for each puzzle will vary, with simple challenges like hitting a stop sign or fire hydrant, becoming more challenging like setting off chain reactions.

Many of the puzzles will have destructible elements to them, including buildings with breakable windows, fences that have panels to knock out and more. There are also puzzles that will have multiple steps to them, with each step being essential to completion. In each of the puzzles, the way the player approaches them can affect the outcome of them in the end. When each stage is cleared, the player will be awarded stickers for completing them.

A vibrant graphic featuring the word 'PRICELESS' in bold, with an explosion of colours behind it. There is a character with pink hair and a playful pose, alongside objects depicted with tags and symbols indicating discounts or special prices.

Each stage has three stickers tied to them, with objectives that are as simple as clearing the stage. But there will be additional challenges that are more complicated, like clearing them within a set time, using a target number of shoes and performing special trick shots. These tricks will challenge the skills of players, as they require tight timing to pull off. Players can also use Lace to clear puzzles, by throwing her from the swing by going all the way around multiple times.

The stages can be replayed freely, allowing the player to clear them with only one or two stickers, then come back to them to get the rest of the completion marks. Players will also be able to unlock bonus stages, which are tied to special objectives and tricks in stages. These stages are required to get the full completion achievements, which need all of the stickers for a chapter. Each of the stickers are added to the journal, which doubles as a stage select.

Players will also encounter bosses tied to the chapter they are on, which includes a lady that appears from a tree to throw apples at the player. These bosses will use the skills that players have refined during the preceding stages, which ties the chapter together. There will also be special mechanics that are unlocked as players progress, including a fire power-up that sets the shoes on fire, causing them to blast across the screen when launched.

An illustrated open book page featuring various images: a stop sign, a fire hydrant, a small plant growing from soil, a mailbox, a water tap, a cartoonish train, and a houses. The images are framed with vibrant backgrounds and have numbered icons.

Away from the main game mode, there are additional challenge modes, with the speedrun mode being the main challenge for players. This allows players to work through all of the stages for a chapter, with a timer running across each of them including boss. The total time for clearing all the stages is added to a global leaderboard, allowing players to complete across the world for the number one spot on the rankings.

There are additional locked challenges and bonuses for players to discover, which increases the replay value on offer. This is a relatively short experience on the surface, with the main game lasting a few hours. But with the extra modes, challenges and bonus stages there is a lot of depth to the content. It also promotes creative chaos, encouraging players to approach puzzles from different angles, some stages can be cleared without launching a single shoe.

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

A cartoon-style scene featuring a heap of rocks and barrels on fire, with flames and smoke visible. In the foreground, a child swings on a swing set nearby, wearing shorts and looking carefree.

Controls – Shoe it All! has a very simple control scheme to it, that makes it easy to pick up and play. The player only needs to use left and right on the thumbstick/d-pad to swing, with the action button to launch the shoes. This makes it easy for players of all capabilities to access the game, with the only other button needed is a reset button. The game is designed to be used with a controller, but it can be played with a keyboard on PC.

Difficulty – there is an accessible difficulty curve for this game, with no true fail state for the puzzles so they can be retried as many times as needed to clear. The difficulty comes from the challenges to get full completion stickers, like hitting specific trick shots and hitting shoe use targets. Due to the relatively low difficulty curve, the main story can be beaten by everyone with a little determination, making it perfect for casual play.

Presentation – the style for this game is both colorful and simple, with the puzzles playing out in a void that is either white or black. Within the void, the models on screen are bold with a low poly look to them. There are splashes of vibrant color, appearing when events play out contrasting well within the emptiness of the voids. The sound has a chaotic feel to it, with punk style music that adds a lot of energy to the action on screen, alongside effects that add impact to the action.

A vibrant graphic featuring a 'STOP' sign being smashed by a fist, with dynamic explosion effects and bold text that reads 'GO TIME'.

Final thoughts – I am a fan of unique and unusual games, with Shoe it All! fitting that interest due to the wacky nature of the game. There is a vibrant surrealism to the game, with the premise of using shoes to break items being a very unique mechanic. While this is a simple concept, there is a lot of depth to the gameplay on offer and fun to be had. There is tight precision needed to complete some puzzles, which can be frustrating, but it isn’t punishing if mistakes are made.

I very much enjoy the action on offer, as it is much more challenging than it appears on the surface. There is a quirky charm that accompanies the chaos, with the player being a menace and destroying the environment. Shoe it All! may seem like a short game, but there is enough present to keep players entertained long after the main mode is cleared. I am happy to recommend this to everyone, especially given the low cost to pick it up.

In the end, I give Shoe it All! a final score of 4.5/5. This is a weird, wacky and chaotic physics puzzler, which offers a unique experience for players, with a good amount of gameplay on offer and plenty of fun to be had with the chaos. If you want to check this game out for yourself, a link to each version will be below.

Link to Steam version (HERE)

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Xbox series version (HERE)

Lost Gems – Bomberman (PC-Engine)

Hello there and welcome to Lost Gems, the series where I highlight games that have been lost, forgotten or simply pulled from distribution. This time I will be revisiting the PC-Engine again, checking out the first game in the Bomberman series to be released on the system, which took the core set in the Famicom games and expanded on them. So let’s take a look at Bomberman, developed and published by Hudson Soft for the Pc-Engine/TG-16 in 1990 and 1991.

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

In the future, Dr. Mitsumori creates the Black Bomberman, a second unit based upon the original Bomberman. However, due to an error, Black Bomberman goes berserk and kidnaps the scientist’s daughter Lisa, taking her to a mechanical Castle. After seeing these events unfold, Bomberman sets out on a quest to defeat Black Bomberman, his army of monsters and save Lisa. The main story plays out in single player action, across 8 rounds set in different locations.

The objective and gameplay for the single player mode is functionally identical to the Famicom original. In each of the stages, the player must drop bombs to destroy soft blocks and kill enemies, with the goal to defeat all of the monsters and uncover the exit gate. Just like the original game, the stages are vast and made up of wide scrolling fields. But unlike the Famicom title, this version of the game features vertical scrolling, which expands the gameplay.

As the blocks are destroyed the paths of the stage expand, but they can also reveal power-ups for the player to collect and enhance their power. The items that can be found in blocks consist of additional Bombs, fire power increases and general support items. Support items include the detonation switch, wall pass that lets Bomberman cross soft blocks and the Fire Suit, which prevents fire from harming Bomberman. Support items last until death.

Once all of the enemies have been defeated, the player will be able to use the exit to end the stage and progress. However, if the player doesn’t reach the exit within the time limit, a chaser enemy will appear and kill Bomberman. At any point during a stage, if Bomberman is killed, they will be sent back to the start of the stage. If all lives are lost, the player will get a game over, with the option to continue, get a password and even save the game with the memory add on.

When the player reaches the last stage of a round, Bomberman will encounter a powerful boss. These boss battles take place in a closed off arena, with the boss having multiple hit points before they are defeated and the exit appears. Boss monsters include a Dragon, a monster that is surrounded by others as shields and Cyclops monsters. In the final confrontation, Bomberman will face the Black Bomberman in deadly combat, saving Lisa if he is defeated.

Alongside the single player campaign, there is also the option for 5 player multiplayer battles. This mode mostly follows the traditional style of play, with the players facing off in the classic Grey and Green arena. Players can set the number of wins needed to secure victory, as well as the number of players that face off in the battle. There is no COM support for battles, meaning all players must be humans to take part in battle mode.

There are two modes that can be played, the Normal battle, where the rules are simple, get bombs and fire pick-ups to defeat the other players. Then we have Skull Mode, where the skull icons can appear and curse the players who make contact with them. But the biggest difference in this version is the inclusion of Monsters in battle mode. If there are less than 5 players, monsters will be added to battles to make the battles more chaotic, but spoils the fun a little.

The last thing to mention is the link mode battle, which was included to work with the PC-Engine GT/TurboExpress handheld system. This allowed players to take their games on the go, with the PC-Engine version of Bomberman supporting link play. While this was only included in the Japanese version of the game, it allowed for a players to challenge eachother while on the go, like their Competitors, the Game Gear and Game Boy.

Personal Thoughts

I have been fairly open about my love for the Bomberman series, having created several features on it already (found HERE), with more planned for the future. This one being is game I experienced later than the others, even though it is the first to be released for the PC-Engine. I remember playing it through the Magic Engine emulator on Windows 2000, but it was limited as the emulator was a premium release, so I was limited to only 5 minutes of play.

But as time passed, there were more options available so I was able to play more of the game, and I gained a great appreciation for this version of the game. While my personal favourite in the PC-Engine releases is Bomberman ’94, I have a great appreciation for this release, as there is a good depth of content and fun to be had. Even though it is rather limited in the variety of single player content, it has the longest campaign with 64 stages to play.

The simplicity of the game makes it easy to pick up, as it offers a challenge that everyone can get into. But the basic nature of the gameplay could be tedious for some, as it can become repetitive the longer it is played. The later games on the system expand all of the core mechanics, with new gimmicks and boss battles. But this is an important piece of the Bomberman lineage, as it took the original Famicom game and significantly upgraded it.

This version of the game is essentially a remake of the first, taking the basic gameplay loop and expanding it significantly. Instead of the basic Green and Grey dungeons for the whole game, there are new themes and color palettes for each round. The sound is also expanded, with new music which changes between rounds. Then we have the boss battles to cap off each round, with all of these elements setting the standard for the series going forward.

Also introduced in this game is the battle mode, which is limited but established what would become the core multiplayer experience. There is only one stage, limited power-ups and the odd inclusion of monsters in battles, but it does offer the same level of chaotic fun that the series is known for. If you can get a multi-tap, enough controllers and a group of players, this can be a fun time at game nights, but it could also cause a lot of yelling and cushion throwing.

Bomberman was produced in rather high numbers for the PC-Engine, making it rather accessible on the secondary market. But if you are looking for the Turbografx-16 version, it is going to be much more expensive to get your hands on. This game also got ported to the Sharp X68000, Amiga, Atari ST and MS-DOS, either as Bomberman or DynaBlaster. However, these vary in quality and price, with the Atari ST port being the worst and the Sharp X68000 port being the best.

Bomberman is a series that has received some love recently, with the Super Bomberman Collection, but aside from that and the mini system including ’93 and ‘94, the franchise has been dormant. The PC-Engine has three games that could be ported up, but unfortunately Konami seems to care very little for the older games. The lack of perceived care is very disappointing, as there is plenty of software in their vault, but they just choose to do nothing with it.

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.

Super Woden Rally Edge – Nintendo Switch Review

Overview – developed by ViJuDa and published by Eastasiasoft on consoles, Super Woden Rally Edge is a rally spin-off in the Super Woden racing series, taking the races from regular tracks to rally style courses. Take on stages inspired by real world locations in the Rally Edge Championship, with cars that are based on classic rally icons. This version of the game is available on 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 Super Woden Rally Edge 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 is no real story or plot for this release, so I will be going straight into discussing the gameplay for this release. For the sake of brevity, I will be referring to the game as simply Rally Edge at points during the review.

Gameplay – Super Woden Rally Edge is an arcade style rally racing game, where the player will travel the in the Rally Edge Championship. But before they can begin, they will need to buy their first car, with the player being given a race budget at the start of a new game. To obtain a starting car, the player will need to go to the Dealer, which offers vehicles that are split into classes. The lowest rank for a car is E and the highest is A.

The budget provided at the start can only purchase an E ranked car, which will allow the player to enter the Championship. In the Championship mode, the player will be able to compete in a series of different challenge stages. Each of the stages is tied to the class of the vehicles, as well as a power limit that vehicles must be under. Before the player starts the stage, they will be able to look at the tracks, as well as the target times and rewards for placement.

The majority of the stages are made up of standard rally races, where the objective is to get to the goal as fast as possible. During a race, the player will get guidance calls from a co-driver, getting the upcoming turns and their difficulty. These are split into Easy Green, Medium Yellow and Hard Red, as well as track obstacle, like jumps, bridges and hazards. This system replaces the traditional race map, with only a marker on the screen showing the distance to the finish.

Each of the standard races have time targets tied to them, with Gold, Silver and Bronze times tied to each of them. When the player reaches the finish line, the time will be recorded against the other competitors of the stage. These times are carried between the races, with the total time being added together at the end of stage to determine the final standings. At the end of the race, the player will be awarded credits based on their final rankings.

Alongside the standard rally races, there will be additional challenges in the Rally Edge Championship. These include the Head to Head races and Championship races, which add to the variety of the gameplay on offer.  The extra challenges, offer the same rewards for players with credits for performance. However, the Head to Head races will have special cars as rewards, making them worth jumping into to expand the garage.

The progression and currency gain is unfortunately a real drag, as the requirements to unlock later stages and cars can be quite strict. There are stars that are provided for performance in stages, with a maximum of three stars to be earned, with 2 star minimums needed for progression. Unlocking cars for the later classes is a grind too, as the amounts needed to unlock cars is so high, that players will need to repeat races several times to get enough credits.

Outside of the races in the Rally Edge Championship, the player will be able to upgrade the vehicles they own. By paying credits, the player can increase the speed, power and handling of vehicles, with many of them having multiple settings to upgrade (adding to the grind). As each improvement is made by the player, the chances for success will increase, but they do have the chance to introduce additional issues. This is caused by the awkward physics of the racing itself.

On the tracks the cars interact awkwardly with environment, with the slightest contact made with walls or obstacles throwing the car wildly off course. It is also possible to flip the car randomly, leading to significant time loss when this happens. But the most frustrating issue is the inconsistency with the out of bounds in a track, as some reset the player immediately and others seem to do it randomly. This is made all the worse when it happens towards the end of a stage.

Away from the championship in Rally Edge, players can participate in several extra modes. The biggest is the arcade mode, where the player takes on a rally championship in three different classes, with their own set of cars. Each class has multiple races that must be cleared within a time limit, while having limited credits. The timer for each race is extended by checkpoints, but if the timer runs out, the race will fail and a credit must be used.

Then we have time trial mode, where players can select a track and vehicle class to race to set the best time possible. This works as a practice mode for the main rally tracks and head to head courses, giving players the ability to race to set the best time. Last is the Multiplayer mode, with up to four players in split screen action across the different tracks, using cars unlocked during play. Players can enable collisions and other settings to make races more exciting.

All of the Arcade, Rally Edge championship stages and time trials are connected to a local and online ranking system, which records the best times for all races. The global rankings allow players to compete across the world, with various rankings for all of the course, classes and more during play. This adds to the replay value of the game, as it allows players to try and beat the best times, promoting competition for all players.

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

Controls – there is a relatively simple input system for Rally Edge, with two different control layouts for Automatic and Manual transmission. Automatic only uses three buttons, allowing players to quickly get into the races. On the other hand, the Manual controls are more complex, requiring players to switch gears which can be challenging. In general, the controls work well enough, but can be awkward during play as the handling can be a little slippery.

Difficulty – the challenge of this game is based on two factors, with player skill and being able to memorise tracks being the keys to success in the races. As players work through the stages, take on the challenges and learn each of the routes, the races do get a little easier to predict turns and speeds. However, due to the inconsistencies with the handling, physics and the out of bounds areas, the game can feel frustratingly difficult.

Presentation – Visually, Rally Edge has a style that is reminiscent of 32/64 bit racers, with clean and soft textures that are pleasing to the eye. The cars are nicely detailed, with the classic models being recreated in a legally distinct way, but you can still see what they are. The only issue with the visuals is the camera, as it uses a top down perspective, the environment can be obscured. Sound wise, the music is rather good, with a varied soundtrack that fits the game well.

Final Thoughts – I had previously played Super Woden GP, which was a less than stellar experience, as the top down camera was a pretty big hindrance. So when this game was announced with an adjustable follow cam, I was intrigued to see if it would be a better experience. When playing Rally Edge, everything felt better due to the lower camera perspective. This made it easier to play, but the game does have some flaws that hold it back.

While the control of the cars is generally solid, there are some issues with the physics of Rally Edge, as the car can get stuck and swing wildly when minor contact is made. The game is also a severe grind, as the time it takes to earn credits for cars and upgrades can be really drawn out, as well as the unlock conditions for stages. These can be a significant frustration that can spoil what should be a fun arcade style racer, so with that I am not sure if I can recommend this release.

In the end, I give Super Woden Rally Edge a final score of 3/5. While this game is an improvement over previous games, with an improved camera, pleasing visual style and relatively solid racing, there are flaws that require some additional polish to really make it great. 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 Xbox version (HERE)

Retro Revival – ACA NEOGEO Sengoku (various)

Hello and welcome to another instalment of Retro Revival, the series where I cover classic games that have been given a second chance at life. In this feature I cover HD remasters, emulated ports and compilations in part or as a while. This week I will be diving into another NEOGEO release with Sengoku, a hack and slash brawler developed by SNK in 1991. This title 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 the 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

400 years ago, a powerful warlord set out on a mission to conquer the world, terrorising towns and villages. Anyone in his path was met with brutal attacks, where death was their only escape. Two warriors joined forces to stop the warlord, finally defeating him after many fierce battles. Before the warlord fell, he uttered a prophecy that he will return in 400 years, becoming even stronger accompanied by another to enhance his power.

400 years pass and the prophecy comes true, with the evil warlord returning to lay siege to the world and conquer it. Two new warriors are chosen, with their great strength and resolve being the only way to save the world. This adventure is a side scrolling action brawler, where the player takes on waves of enemies, either alone or with a partner in co-op action. Over the course of six stages, the player will battle the underworld armies of the evil warlord.

Each stage in this game is rather long, with the player making their way through hordes of enemies, using combo attacks to beat them down. As the player takes down the various enemies, including samurai, demons and kunoichi in the warlords army, they will drop colored orbs. The orbs all have different effects, with green orbs recovering lost health when 10 are collected, as well as the yellow orb giving players an enhanced attack for a limited time.

The most important of the orbs are the Sword orbs, which will give the player a weapon for a limited amount of time. These orbs are separated into Red for the Katana, Blue for twin blades and Purple grants the two handed broadsword. When the player has a sword, their attack power is greatly enhanced, being able to slay common enemies in one to two strikes. All of the orbs will drop randomly, which adds an element of chaos to the combat.

During the course of the stages, the battlefield will change between the human world and the other world, with a beam of light transporting the warriors between the two. The visuals of the human world show modern locations, like the golden gate bridge and a shopping mall, whereas the other world has elements related to feudal Japan. These environment changes keep the action exciting, as they keep the stages from looking stagnant during play.

When defeating enemies in the other world there is the chance or allies to appear, with the old man and the goddess, who will provide powers to the heroes. The old man will provide physical power, with the goddess healing wounds that have been suffered in battle. There will also be special warrior spirits that will bond with the heroes, imbuing them with the power to transform for a limited time in battle. There are three warrior spirits that can appear.

The warrior spirits consist of the Ninja, Samurai and the Ninja Dog, who each have their own unique attack styles and power levels. They can also be enhanced by picking up the sword orbs, which will grant temporary enhance powers. Players can freely transform between the hero and the warrior spirits, hopping between forms via the push of a button. The spirit change has a time limit, disappearing when the timer expires, but they can be extended with careful play.

At set points of the stage, there will be mid bosses, with strong spirit creatures that will attack the heroes, which will keep players on their toes. When the player reaches the end of the stage, they will encounter the warlord generals. These are the most powerful of the warlord’s armies, who hold great power in battle. They also have the ability to transform, becoming great demons making each of the battles a two phase challenge to overcome.

Between stages, there are cutscenes that give the game a little cinematic flair, showing the main enemy for the coming stage which adds to the action theme of the game. As this is an arcade game there is a high difficulty curve, due to the way character stamina is managed. Players have 6 hit points, which decrease by varying amounts based on the enemy. If the heroes die in battle, they will revive immediately if they have lives left, if not players can use credits to continue.

As this is an ACA release, there are several settings that players will be able to adjust, with the difficulty, ability to continue and other settings to adjust. The most interesting is the lives setting, where the maximum number of lives can be set to 99, making it possible to clear the game in a single credit easily. This can really help players who may struggle with these types of games, as well as playing with others making it a fun time that is breezy to play through.

Players can also adjust the way the game looks, with a wider screen display, video filter settings and audio adjustment options. The CRT style shaders and filters give this game a more accurate look to the original hardware, adding scan lines and other visual tweaks. There is also a manual that can be referred to at any time to go over details of gameplay, tips for play and more. The controls can also be adjusted to fit any controller that is used for play.

The last part of the gameplay is the extra game modes included. There is the domestic Japanese version and the International release, giving players two options to play through the game. Then we have the High Score Mode, where players have a single credit on default settings to get as far as possible. Last is the Caravan mode, with a 5 minute timer to get the most points as possible. All of these modes have online rankings, letting players compete globally.

Personal Thoughts

I enjoy beat ‘em’ ups and brawlers, both alone and with others, as they are simple to pick up and play. This is one of those games that I didn’t play during the initial run of the NEOGEO, playing it via unofficial emulation on NeoRAGE and the compilations on PSP and Wii. When I did get to play it though, I thought the mix of the modern world and an ethereal feudal Japan spirit realm was pretty cool, as I enjoy the usage of Samurai themes in games.

The action is super simple to pick up, with only three buttons needed for the combo attack, jumping and transformation power. Combat is a lot of fun, even though the movement can be a little sluggish, but this isn’t a detriment to the overall experience. I really enjoy the transition system as it prevents the environments from getting repetitive, as that is one of the troubles that can occur with side scrollers, with background fatigue in long stages.

The bosses are also a good challenge, making it satisfying to beat them down, either solo or with someone else. My favourite experience with this game was recently, when I played through it with my wife as we have been exploring the NEOGEO library together. We cranked the lives up to 99, played through it and had a hell of a lot of fun, taking down the demonic army of the evil warlord. It is a good time and perfect for partners to jump into together.

This isn’t the longest game, as it takes about 45 minutes to get to the end credits, but it is one of those games that you can come back to time and again. That is part of what makes the NEOGEO library fun, as so many of the games can just be picked up and played through at any time. The sound and cinematic elements are also excellent, as they have this ghostly feel to it, with digitised voices that build on the atmosphere of it.

Sengoku is one of a limited number of brawlers on the NEOGEO, and one of the earliest as it released before Burning Fight (which I previously covered), making it an important title in the library. The game was also released in the home, with arcade perfect ports to the NEOGEO AES and NEO CD. It also released on the Super Famicom and the Mega-CD, which were limited in their accuracy to the original, but were passable for the time.

I appreciate everything that Sengoku offers, as it is a unique take on the belt action genre, with the multiple playable characters through transformation, weapon system and twin worlds. It does have some less than fantastic elements, like the awkward life system and slightly sluggish movement. But they don’t severely impact the fun that can be had. It is also very expensive on the secondary market, but it may become affordable if included as a future AES+ release.

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)