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)

Apidya’ Special – Steam Review

Overview – originally developed by Kaiko, ported by Team Apidya and published by ININ Games, Apidya’ Special is a remake of the classic Amiga shooter from 1992, brought back in 24-bit style. Take to a micro world as Ikuro, who uses magic to become a Bee trooper, taking on insects, fish and mutated abominations in side scrolling action. This title is available on PlayStation 5, Xbox Series, 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 PR Hound for providing the copy of Apidya’ Special 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. I will be covering the single player gameplay experience, as I was unable to fully test the multiplayer aspects of this release. However, I will give some details where possible.

Story – Ikuro’s wife Yuri has been cursed by the dark magician Hexaa, who is residing in her stronghold, guarded by an army of organic and mechanical minions. Ikuro uses his magic to become a bee, setting off on a mission to save his beloved. Ikuro must destroy the army of Hexaa, battling them across a variety of locations, including a meadow and sewer in a micro world. Destroy the evil lord of black magic, save Yuri and get revenge.

Gameplay – Apidya’ Special is a horizontal side scrolling shooter, where players take the role of Ikuro, who has become a bee capable of battle. In a micro world, take on the armies of Hexaa across several distinct landscapes. Take flight in battle with Insects, fish, mutants and bio-mechanical enemies, taking them down with a variety of weaponry. The player can use a rapid fire blaster, which will blast in spurts, as well as a charge attack that fires a large stinger.

As players shoot down enemies, they will be able to collect red flowers which add points to a power-up bar. This system is functionally identical to Gradius, with several power-ups for the player to gain. These consist of speed change, the drop bombs/missiles, three different weapon types and support unlocks. Each time the player picks up a red flower, an option on the power-up bar will be lit up, only going away when it is activated.

The weapon options that players have are the Spread Shot, Laser and Pulsar, with each of them functioning distinctly from the others. When activating a weapon upgrade, the player will get additional power boosts up to three times, with the increases being carried between weapons. The bomb doesn’t have a set upgrade path, with two options that will alternate when activated, with a single drop bomb and a torpedo that follows the terrain.

Then we have the support items, which are separated into two different options for players. The first is the Shield, which will protect the player from a limited number of shots, allowing them to avoid getting shot down. Alongside the Shield are the Drones, which are support units, similar to the Option satellites of other scrolling shooters. The player can equip two of these assistants, using them to attack enemies and block shots as they follow the player.

Each of the scenes for the game are split into stages, with the player working through hazard filled environments. The first few stages are rather easy to navigate, but the further the player gets, the more challenging it will become. This is due to the introduction of alternate paths, as well as hazards in the environment that will destroy the player if contact is made. Sadly this can be difficult at times, as some elements of the stages can look like they are in the background.

At the end of each stage for the first four scenes, a mini boss will appear to fight the player, with enemies including a large caterpillar, a mole and even maggots from a Rat carcass. There will also be the chance for special bonus stages to be activated if special conditions are met. For the finale of a scene, the player will be transported to an arena to battle the final boss. In the final Scene, the player must fight a series of mini bosses before battling the true villain.

As this is a remake, there have been various quality of life changes made to the game. The first is the graphical changes, with all of the original assets being redrawn, going from the original Amiga version into enhanced 24-bit style visuals. Players can also change the way the action flows, with the ability to maintain weapons when getting shot down. There is also the option to turn off the stage reset upon death, which allows players to jump right back in.

Players can change the speed of the game, with the option for PAL and NTSC performance. The PAL option has the game running at 50FPS to emulate 50Hz, with NTSC running at full 60FPS, which is the same as 60Hz displays of the time. All of these settings can adjust the way the game feels, with slower speeds and mechanic changes easing the game. But if players want an authentic experience, these settings can be set to off before and during play.

Introduced in this version of the game, players can also save the game, allowing them to come back to the action when they want. There are three slots for players to use, letting players have three different runs of the game at any time. There are also CRT filter settings that give the look of classic displays, with scanlines and glow that give the game that retro feel. It is also possible to switch between remade graphics/sound and the original assets at any time.

Last to discuss is the multiplayer content for this release. There is a Co-op mode that is highlighted in the store, allowing the player to join and assist by controlling a drone. However, I was unable to test this feature of the game and there was no mention of it on the menu. This is frustrating as the game doesn’t explain how to use this feature, even though it is used as a selling point of the experience. The original also had an alternate play option which seems to be missing.

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

Controls – Apidya’ Special is designed to use controller specifically, with an arcade style set up that uses three buttons for general play. There is support for a range of controllers, with the ability to run use Steam Input for expanded compatibility. This allows players to use retro style controllers, as well as arcade sticks for that classic SHMUP feel. There is some keyboard support, but this can be awkward as the inputs are spread across the keyboard.

Difficulty – there are several difficulty settings available for this release, with four different options for players. The settings that players can select from are Practice, Easy, Normal and Hard, with the enemy behaviour and challenge changing based on the settings. In the Practice mode, the experience is cut down, with less stages to play through to get to the end. The difficulty can also be changed by adjusting the stage reset and weapon loss on death.

Presentation – In this release, the original visuals have been mostly redrawn, with enhanced backgrounds and new parallax scrolling. The majority of the original sprites are present, with many of the larger boss sprites being reworked into the new style. There is also a whole new soundtrack, with reworked music from the original composer and new voice work added to the game. This makes the game feel new, while also offering the original for those who want to experience it.

Final Thoughts – I was not aware of the original game, as I was not a big player of the Amiga back in the day, only dabbling with a few games. So seeing this game interested me, as I enjoy discovering old and obscure titles. Apidya’ Special was an interesting experience, as it had that familiar feel of classic Japanese SHMUPS, with a European flair. I had a lot of fun with this, and seeing touches like The Little Tin Soldier was a nice touch during play.

Unfortunately, due to the period that the game was made, the game can be brutally tough with elements that can feel unfair. This can be frustrating for players, especially with the weapon loss and stage resets upon death. The frustrations can be lessened a little with the quality of life adjustments, but it can still put off some players. But for those looking for a challenge, I can recommend this game to fans of retro SHMUPS and scrolling shooters.

In the end, I give Apidya’ Special a final score of 3.5/5. This is a solid and challenging scrolling shooter, with brand new visuals and sound, quality of life adjustments and additions, reviving a game that has fallen into obscurity, but it is rough around the edges. If you want to check this game out for yourself, links to each version of the game are below.

Link to Steam version (HERE)

Link to Nintendo Switch version (HERE)

Link to PlayStation 5 version (HERE)

Link to Xbox Series version (HERE)

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)