Retro Revival – ACA NEOGEO League Bowling (Various)

Hello there and welcome to the next entry in Retro Revival, the series where I cover classic games that have been given another chance at life. Here I cover HD remasters, emulated ports and compilations in part or as a whole. This week we continue going through the NEOGEO library, this time with League Bowling, a unique bowling arcade game developed by SNK in 1990. 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 opinions contained within are my own. There has been no sponsorship of the content in this feature, with links to the different versions of 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

League Bowling is a straight forward arcade bowling simulation, where players play through ten frames of arcade bowling action. This game can be played with up to four players, with the first two going first, then the second pair taking their turns. When starting the game, there are three modes that players can jump into to play. These modes are the following;

  • Regulation – this is the standard bowling mode, where the action plays out in the traditional format, bowling 10 frames to get the best possible score. The maximum perfect score is 300, just like real world bowling.
  • Flash Bowling – the game plays out just like regular bowling, but the scoring is different with flashing score bonuses at the top of the screen. There are three different types of bonuses ranging from 50 to 200 for spares and 100 to 300 for strikes. There are no bonus shots on the tenth frame, with a maximum perfect score of 3000.
  • Strike 90 – Similar to Regulation and Flash bowling, the player will bowl 10 frames just like the others, but like Flash bowling the score system has changed. Each time the player gets a strike, they will earn 90 points, there will be 60 points for a spare and for special trick shots, 30 points will be awarded. The perfect score for this mode is 900, with no final frame bonus shots.

After selecting the number of players and the mode, the pre-game screen will appear where players can select the weight of their ball, as well as their hand. The ball weights that can be chosen are between 8 and 15, with different colors for each of the balls to differentiate between them. The weight of the ball doesn’t seem to have any real effect on the way they work, with all balls function nearly identically with the color being the only difference.

Once all of the selections have been made, the game will begin with Pete the player on the lane. The game is played in vertical split screen, with two players being able to play simultaneously, rather than turn based as most other games are. If there is one player or three players, the empty side on the right will have Jessica the lane girl filling the space. When she is on screen she will be holding a sign with the controls to play the game.

During each throw of a frame, the player needs to line up their shots moving along the line to get into position. Then the player can set the control of the ball, using a sliding control gauge that players can stop to throw straight or add a curve to the shot. After the position and control has been set, players can use the power meter to set how hard they throw the ball. As the throw is made, there are animations at the top of the screen.

There are a variety of animations that play out during the throws, with unique animations for each strike, spare and miss. The different animations mimic the fanfare present in real-world bowling alleys, but with the added twist of animations for more than just strikes. These add a lot of charm to the game experience, elevating it above other bowling arcade titles of the time. If playing Flash Bowling, the animations are missing and replaced with the bonus scores.

At the end of the game, players will appear at an awards ceremony with the players ranked from first to last. This occurs with any number of players, with single player defaulting to the top spot, and if the player sets a high enough score they can add their name. The game is relatively short with a game taking between 5 to 10 minutes, depending on the players. But the whole game is played with a single credit, so players get the full experience every time.

As mentioned in my other ACA NEOGEO features, there is the High Score and Caravan modes, where players play through a full game. The objective is to set the highest score possible for the global rankings, as the game is rather short, both modes are mostly the same. Alongside the modes, there is the international and Japanese release, alongside the adjustable settings, digital manual and the retro CRT filter the give it an old school look.

Personal Thoughts

I have many fond memories of League Bowling, having played it both at home and at arcades while on family holidays. When I was a kid, I wasn’t too good at it as my timing was pretty terrible, but as I got older and gave it more time, I have improved. But I can still be a bit hit and miss when playing the game, adding too much spin, being in the wrong place or just being off with timing. Yet, I still have a tremendous amount of fun when playing the game.

It is as simple as it gets, being a single button game that is played with only the A button. But this doesn’t take away from the fun and challenge on offer, as players can practice and get good enough to hit that perfect 300 game. It is also one of those rare four player arcade games that only needs two controllers, as players pass the controllers after each frame. The odd players share the player 1 controller and the even players share player 2.

The game is rather short, but that adds to the replay value for it, as you can get several games done in an hour. This makes it perfect for solo and group play, as you can try to set a score and beat it, or play through several games during game nights to see who is the best bowler. It is one of those evergreen games, which you can pick up and play whenever you feel that bowling itch, or break it out when you have company around.

League Bowling was released during the first year of the NEOGEO MVS, then was released around 7 months later for the home system. Even though it is one of those early games, released as SNK were finding their feet with the system, it looks and sounds as good as the best games in the library. It is one of those that I do hope gets a re-release as part of the AES+, as the price for the original cartridge has a rather hefty price tag.  

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 Xbox version (HERE)

Retro Revival – ACA NEOGEO: Burning Fight (Various)

Hello again and welcome to another entry of Retro Revival, the ongoing series where I cover classic games that have been given a second chance. Here I cover HD remasters, emulated ports and compilations in part or whole. This time the adventure through the NEOGEO library continues, with Burning Fight, which was SNK’s foray into the beat ‘em’ up genre in 1991. This title is available via the ACA NEOGEO series by Hamster Corporation.

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

Burning Fight is a side scrolling brawler, similar to Double Dragon and Final Fight, set in a fictionalised Japan. The plot focuses on two NYPD detectives Duke and Billy, who travel to Japan hot on the heels of a crime syndicate. Here they meet Ryu, a police officer who joins them on their mission. Together, the trio will fight their way through city streets, underground malls and on the top of moving trains, battling various gangsters.

At the start of the game, players will be able to select one of the three characters. Duke is a balanced, all round character that is suited for all players. Ryu is a fast and speedy brawler, with the quickest attacks and combos. Then there is Billy, the slowest of the three, yet he has the most powerful attacks, dealing significant damage to enemies. After the player selects their character the game will begin, throwing them straight into the action.

This title is made up of 5 stages, which take place across various locations. The objective is simple, make it to the end of the stage, beating down the enemies that appear and attack. All of the characters have a simple toolkit, using three buttons for the attacks and actions. The moves consist of a basic combo for punches and kicks, a throw and jump attack. Each of the characters also have a special super attack, but this costs health to use.

While making their way through the stages, players will encounter waves of enemies that will try to beat them down. The different enemies will have unique attack patterns, either attacking bare handed or armed with weapons. As the player takes down enemies, some of them will drop weapons that can be picked up. These weapons include knives, broken bottles and poles that players can pick up, but these have limited use before being dropped.

Weapons aren’t the only thing that can be picked up by players, as there will be a variety of environmental objects that can be broken. By destroying objects like signboards, vending machines and furniture, point items and healing pick-ups can be found. The point objects are simple enough, they add bonus points to the player score. Then we have the health items, made up of classic fast foods, which will restore different amounts of lost health.

In most of the stages, players will be able to enter special bonus challenge rooms. When the player enters these rooms, they will be given target items to break in a limited time. These consist of boxes, display shelves and even a printer, which the player must destroy as fast as possible. If the player destroys the objects, they will drop items for players to collect. After clearing the room or the time expiring, the player will leave the room and continue the stage.

At set points during the stages, there will be powerful enemies will appear and attack the player. These are the top henchmen of the syndicate, consisting of powerful members of the Yakuza, heavy hitters and deadly samurai. Some will appear as mid boss foes, appearing before the stage transitions to the next area. Each of these battles will have the main boss, with their unique attack patterns, but they won’t be alone as more bad guys will appear.

Even though this game is only 5 stages, there is a lot of content on offer, taking about an hour to clear the game. But this time may vary when paying co-op with another player, as more enemies will spawn in different areas. When the final boss is defeated, there will be an ending montage which changes depending on the character used. If the player clears the game with a co-op partner, they will also appear in the ending scene.

Like the other games that have been released as part of the ACA NEOGEO library, players can take on the High Score and Caravan modes. In these modes the player will have a single credit to get as many points as possible, submitting their scores to the leaderboard. High Score mode is the regular game with only a single credit, whereas the Caravan mode gives players a 5 minute time limit. All scores set in this mode are submitted to global rankings.

Players can enjoy the English and Japanese version of the game, with their own rankings tied to them. There is also the inclusion of the manual for the game, showing players all the details needed to play the game. Players can also adjust the settings, changing the lives, score bonuses and in the video options apply filters for a retro CRT filter. All of these options make this the best way to experience these classic games on modern systems.

Personal Thoughts

I enjoy Burning Fight, and have done since first getting to play it long ago through unofficial emulation, as well as the SNK Arcade Classics on PSP. The action is relatively fast paced, with easy to use controls and a solid heavy soundtrack. It is one of those games that can perfectly slot into any game night when playing alone, or with someone else. Especially as you can set the game to have 99 lives, making a challenge to see who can get to the end with more lives left.

Now, Burning Fight may look like a clone of the brawlers that came before it, with similarities to games like Final Fight and Double Dragon. However, while it does have elements of the games that come before it, it still has gameplay elements that make it feel unique. The classic archetypes of the all-rounder, the agile fighter and the heavy powerhouse are present, giving the game that familiarity that makes it easy to pick up and play.

It may feel like a short experience, clocking in at around an hour, but it has enough replay value with the main game, the leaderboard rankings and bonus modes. There is also the full digital manual, dipswitches and remappable controllers, allowing players to fit their own preferences. All of this for a pretty low cost of entry, especially as the Cartridge version for the NEOGEO AES, or the NEOCD release can be in the hundreds on the secondary market.

This is a very early game in the lifespan of the NEOGEO, releasing just over a year after the hardware was released for the MVS in May of 1991. The AES version for the home released less than four months later, within the launch window for the international release of the home unit. As mentioned in other features, the AES+ has been announced for November, and Burning Fight is one of those games I would like to see if there are additional carts released.

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)

OUTBLAST – Release Date Announcement

Hello there, I have an announcement for an upcoming Sci-Fi shooter from our friends at PR Hound. Coming June 4th, Rhino Rock Studios will be releasing their title OUTBLAST, coming to Steam, Steam Deck and VR platforms. This title offers both fully immersive VR display, alongside flat-screen support, allowing all players the ability to enjoy this vibrant arcade shooter, Sci-Fi neon lighting.

About the game

OUTBLAST is a fast paced Sci-fi shooter, where anticipation, skill and a little luck are needed to overcome the challenges present. A rougue viral intelligence known as Typhon is spreading through the system, corrupting entire districts and destabilising the planetary core. All other defences have failed and you, the pilot of interceptor C11-28, are the only hope for defending the planet’s core from destruction.

The mission ahead is perilous, but you must boost, blast, and survive nonstop combat in this frantic arcade shooter. Defend Perseon-6 from relentless infected waves before the core collapses. Battle legendary enemies across five deadly districts, upgrade your ship with collected data fragments to withstand increasingly powerful threats, and compete against players worldwide for the top spot on the leaderboard!

Features

  • High-octane arcade frenzy: Boost, blast, and unleash devastating bombs as you tear through waves of enemies in a relentless, adrenaline-fueled arcade shooter.
  • Destroy five elite bosses: Defend the core of Perseon-6 and its districts against Hydra, Gorgon, Minotaur, Siren and Typhon.
  •  Power up to dominate: Upgrade your ship in the heat of battle, collect valuable data fragments, and evolve into an unstoppable force of destruction.
  • Rise through the ranks: Compete against friends, enemies and other players in a race to the top on global leaderboards.
  • Unlock 15 Steam achievements: Prove your skills with flawless runs, lightning-fast speed laps, massive kill streaks, and ultimate combo clears.

Your objective in this mission is clear. Destroy the infected constructs, avoid the hazards and dangers that appear, collect data particles and purge the system before total collapse. Don your VR headset or settle into your comfy chair for this blaster masterpiece, featuring dual presentation modes with VR and flat-screen support. Fight for survival on June 4th 2026.

You can wishlist the game on STEAM (HERE) and for the Meta Quest (HERE)

R-Type Dimensions III – Steam Review

Overview – developed by KRITZELKRATZ 3000 and published by Tozai games/ININ Games, R-Type Dimensions III is a full remake of the classic Shooter for the SNES/Super Famicom from IREM. As the pilot of the R-90, embark on a mission into enemy territory, fighting the Bydo Empire that threatens humanity with destruction. This title is available for Xbox, PlayStation 5, Nintendo Switch, Switch 2 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 PR Hound for providing the copy of R-Type Dimensions III 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 using details of the official manual and the store pages for the story. I have covered other recent R-Type titles, which you can find (HERE).

Story – in a distant future, the BYDO Empire has been a threat to Humanity, engaging in war with Earth and beaten back each time. These bio-mechanical creatures have appeared once more, close to the Earth and threatening humanity with extinction. Earth deploys the R-90 Ragnarok, the latest R-Type craft, on a mission to destroy the remnants of the empire. As Captain of the R-90, warp between dimensions to battle the BYDO and eliminate them to save the Earth.

Gameplay – R-Type Dimensions III is a side scrolling shooter, taking place across six distinct stages, where the player must battle the forces of the BYDO. The stages follow the traditional shooter system, where the screen will scroll as the player battles enemies, blasting them with their standard weaponry. However, there is also a Beam that can be charged for a huge single blast, or the Hyper beam which will provide greatly enhanced power for a limited time.

While battling the forces of the BYDO, the player will be able to shoot down upgrade capsules, which will drop power-ups for the player to collect. The most important is the Force power-up, which is a satellite that will attach to the ship, or move around the screen when detached. There are three types of force that can be used, with the choice of force being made at the start of the game. The different types of force are as follows;

  • Round Force – this is the most basic of the Force satellites that can be used, when attached the Force will unleash powerful Laser attacks. These consist of the circular Chain Laser, Mirror Laser that bounces off surfaces and Sweep Laser that runs across surfaces. When detatched, the Force fires in several directions.
  • Shadow Force – this force is focused on destroying as many enemies as possible at once. The attached attacks consist of Reverse lasers that fire in front and behind of the ship, the Shadow Lasers that summons a support ship and Strafe Laser that flows along the terrain. The detached attack is a simple spread shot, attacking in multiple directions.
  • Cyclone Force – This advanced force specialises in defense, but is just as adept at damaging enemy forces. The three laser types are the Pierce Laser that moves through objects, the Wave Laser that expands upon contact and the Capsule Laser, which deploys static satellites that attack enemies. The detatched function for this Force produces a laser, which will block enemy attacks.

When the player collects their first power-up, they will have only one attack, but as more of the upgrades are picked up, the power will increase to a limit. But that isn’t the only one that can be collected, there are the speed units, which will upgrade the speed the ship can move. Then there are the Missile units which give the R-90 the ability to fire missiles. The last power-up is the Pit Unit, which add support satellites that can help protect the ship.

In the stages, players will also need to avoid the hazards of the stages, including the tight passages of a space station, the tunnels of the acid cave and deadly industrial zones. To survive the different dangers of these environments, players must take great care, as any contact with the enemy, hazards or shots will destroy the player ship. When this happens, they will be sent back to a pre-set checkpoint when playing in Original Mode, losing all power-ups.

At the end of each stage, the player will encounter powerful bosses with unique gimmicks to them. This is where the challenge really jumps in difficulty, as one of the bosses has a wall in front of them, needing to be hit with charged beams to damage them. There is also a crab-like machine that will be behind the player, needing to be shot or hit by the Force to damage it. This is combined with deadly attack patterns and on screen hazards.

There is also the boss rush Phantom Cell, which appears late into the game, which takes the form of bosses from R-Type 1&2. During battle with the Phantom Cell, by dealing enough damage to the creature, it will switch between 4 different forms. This includes the iconic Dobkeratops, the H.R. Giger inspired creation that has appeared in most of the games in the series. This is the longest boss battle, appearing before the final stretch of the game.

As each stage is cleared, there are seamless transitions between stages via blackout screen. If the player started the game on normal mode, clearing the game will cause it to start again in Advanced mode. This second loop is significantly harder, with tougher bosses and enemy attacks. Clearing this loop is the only way to get the ending screen. If the game is started on Advanced mode, there is no second loop, with the game ending when the final boss is destroyed.

For this game, there are two game modes that players can challenge. The first is Original, which is the intended way to play the game, with limited lives per continue and reverting to checkpoints on death. This is a rather brutal and challenging game, where player skill will be pushed to the limits, with any death leading to progress being lost. To make it through these challenges, players will need to have a lot of patience to learn each of the patterns and stages.

Luckily, there is a second mode that is more accessible for players. This is the Infinite Mode, where players will have an unlimited number of lives to make it through the game. There is also a change in how death works, as each death will have the player immediately respawn, without going back to a checkpoint. The player will also respawn with the Force, which will be needed to battle some of the bosses, making it possible to clear the game.

There are also new features that have been added to the game aside from the Infinite mode, with enhanced resolution, brand new 3D visuals and a special camera perspective. There is the ability to switch between visuals freely, going between the original SNES sprites and the new 3D models during play. There is also a stage select, with stages unlocked by beating them in either mode, allowing players to resume the game between play sessions.

Alongside the single player mode, there is a co-op mode where two players can work together to take down the BYDO menace. This game mode functions as a mix of the Original and Infinite modes, with the ability to respawn immediately but there are limited lives. In the event both players run out of lives, they will be sent back to the last checkpoint reached upon continuing. This makes the challenge more approachable in original mode with a companion.

If the players choose the Infinite mode, this is even easier to play through, as the two players together will be able to wipe out all enemies quickly. The removal of the limited lives will also make it much easier for a co-op run, allowing both players to get through the game. It is important to know that there are leaderboards for scores and achievements/trophies to unlock, but they are locked out in Infinite modes for both single and co-op play.

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

Controls – this game uses a method similar to the original release, using four buttons for the main features. The shooting and Force control are on the face, the beam switch is on the shoulders and oddly the camera/sprite shift buttons are spread on the controller. In general the feel of the game is positive, with responsive controls and on all systems. This is important as there is a lot of precision that is needed to get through the hazards of the stages.

Difficulty – this is possibly one of the hardest non-bullet hell shooters that I have played, with a difficulty level that is brutal to play. This is likely due to it being a SNES game, which were notorious for being punishing to make the game last as long as possible. I found the Original mode so difficult, I was unable to get past the third stage. However, thanks to the Infinite Mode, I was able to experience the whole gameplay experience.

Presentation – there is a bit of a strange thing that happens with the game visually, as some of the environments don’t seem to translate to 3D the best. The original SNES sprites are just bursting with color, with the backgrounds being clean and vibrant. However, some of the background assets in 3D look a little too dark, losing some of the clarity and details that were present. This is just a minor hiccup in the overall experience.

With this release, there is a CRT filter that can be toggled for the SNES graphics, making it look as close to the original as possible. This is a nice choice and does look pretty good. There is also an angled camera perspective for the 3D camera, called the Crazy camera and adds an extra dimension as a fun bonus. For the music, there is the original Chiptune sound, alongside a brand new orchestration of the full soundtrack, sadly it doesn’t seem to loop correctly.

Final Thoughts – I have a lot of love for the R-Type series, even though I am not the best at it, but I still like to give it a good try. I had played the original game that this is based on, way back on the Super Nintendo, but I never got too far into it. So it was pretty nice to be able to return to the game, give it another try and see what happens. I did have a pretty positive experience with it, finally being able to experience the whole game, even if it wasn’t the intended way.

There is a brutal challenge on offer that those with masochistic tendencies would enjoy, as it requires timing, precision movement and a lot of pattern memorisation. But for those who just want to experience the battles through space, there is the option for it, either alone or with a companion. It is a little rough around the edges, but offers a very good way to experience a classic on modern platforms. So I am happy to recommend picking this game up.

In the end, I give R-Type Dimensions III a final Score of 4.5/5. This is an excellent revival of one of the most challenging SHMUPS on the Super Nintendo, with some decent enhanced visual options, as a solid recreation of the original, while also offering an accessible experience that everyone can enjoy. If you want to check this game for yourself, a link to each version will be below.

Link to Steam version (HERE)

Link to Nintendo Switch version (HERE)/Switch 2 (HERE)

Link to PlayStation 5 version (HERE)

Link to Xbox version (HERE)

Neptunia Shooter – Steam Review

Overview – developed and published by Idea Factory International, Neptunia Shooter is a side-scrolling bullet hell spin-off for the Neptunia franchise. As Neptune, blast through six 8-bit space scenes where they battle deadly Dogoos, while rescuing her friends who have been turned evil by an unknown force. This game is available exclusively for the Steam service, with a link to the game available at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Idea Factory International for providing the copy of Neptunia Shooter used for this piece, via the Keymailer service. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review. As there is little if any story for this game, I will be moving straight into covering the gameplay.

Gameplay – Neptunia Shooter is an 8-bit style bullet hell shooter, where the player controls the protagonist Neptune as she flies through a mysterious space dimension. The game consists of 6 challenging stages, called a PARSEC, which are filled with Dogoo that will appear from all four directions. The Dogoo are split into different colors, with each of them having their own unique attacks and bullet patterns that they need to dodge.

The player must carefully dodge and weave through the hail of bullets, as the Dogoo will attack if they are allowed to stay on screen. Some will fire single shots at the Nep, but others will have more scattered patters, which can fill the screen pretty quickly. There will also be dangerous grey Dogoo, which are invulnerable and cannot be destroyed by the player shots. At the end of each stage, the player will encounter one of Nep’s friends, but something is off.

Neptune’s friends have been turned evil by an unknown force, appearing at the end of each stage and they will often be accompanied by Dogoo. These evil versions of Nep’s usual companions have unique attacks, with some of them being directly based on their personalities. This includes Compa, the medic that will attack by shooting syringes, as well as throwing pills which fall from the sky in randomised patterns.

The boss battles are challenging, with the varied attacks and hail of bullets that will fill the screen. Bosses will also have additional obstacles aside from bullets, including Dogoo shields, mini Dogoo blasts and even Dogoo pillars that they must dodge. If the player can survive the battle and defeat the boss, they will no longer be evil and join Neptune in her adventure. this is where the character switch system comes into play.

As each of the bosses are defeated, they will join the team and can be switched between freely. Five additional characters can be recruited, with Neptunes friends Compa and IF, alongside the other Goddesses Vert, Noire and Blanc. Each of the characters have unique attacks, including Compa throwing pills in an arc, IF firing behind the player and Noire shooting balloons vertically. All of the different attacks keep the action exciting and varied.

The game is not the longest with only 6 stages, but the difficulty of the game makes it last much longer. At the start of the game, players only have three lives, with any damage taking away one of the limited lives and a game over if all lives are lost. There is no ability to continue in this game, meaning a game over sends the player back to the start of the game. But additional lives can be earned at set score milestones during play.

When either the game is cleared by defeating the final boss, or by getting a game over, the player will be able to add their name to the leaderboards. All scores are recorded on a global ranking, allowing players to compete with others across the world for the top spot during play. This adds a good amount of replay value, especially for a budget game that can be cleared in less than 15 minutes. There is a lot of fun in a small but cost effective package.

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

Controls – Neptunia Shooter uses a very simple three button game system, with a shot button and two character switch buttons. The shots have auto fire, allowing the player to just hold the bitton down and fire in a continuous manner. This makes it easy to pick up and play, as well as offering support for a variety of controls through steam input. Due to the inclusion of the steam input system, it makes the game more accessible and playable on Steam Deck.

Difficulty – there is a rather high difficulty curve to this game, as it is a bullet hell, there will be an almost endless barrage of bullets at times. This makes it rather tough to avoid damage, and lead to a quick game over. It will take a few attempts, but after some practice it is possible to get through all the stages. The key to succeeding and beating the challenges of Neptunia Shooter is memory, by learning each of the stages and the enemy attack patterns.

Presentation – Neptunia Shooter uses a retro styled 8-Bit style, with a classic sprite style to the characters enemies and simple background colors for the stars. All of the assets feel like a game that was released during the time, with no issues in terms of visual performance or lag. The colors pop off the screen and there is a cuteness to the sprite work. Then there is the sound, which uses chiptune beeps and melodies to create something that feels authentic to the style.

Final Thoughts – this is an older game, having released in 2019 but I never saw it as it was only a tiny piece of the Nep library. So when I got the opportunity to give it a go, I was happy to try it, and I had a really good time with this game. There is a lot of content in a game that was made announced as an april fools joke, then made into a real game, all for the price of five bucks. I enjoy bullet hell games, and this was a great little challenge.

The game is pretty tough and it took several attempts to get through it, but its so quick that each run felt like a breeze to play through. I don’t think there are any flaws with the game, aside from the high difficulty, which may put some players off. But it is worth giving the game a shot, as it is extremely cheap to buy. So I am happy to recommend this game to everyone that is a fan of Neptunia, or enjoys bullet hell. They even sell it as DLC for Neptunia ReVerse on PS5.

In the end, I give the Steam version of Neptunia Shooter a final score of 5/5. This is a compact and challenging bullet hell shooter, that feels like it was plucked right out of the 8-Bit era, with colorful spritwork, melodic chiptune and lots of fun in a small yet inexpensive package. If you want to check this release for yourself, a link to the game will be below.

Link to Steam version (HERE)

Retro Revival – ACA NEOGEO: Waku Waku 7 (Various)

Hello and welcome to the latest entry of Retro Revival, the series where I cover classic games that have been given a new lease of life. Here I discuss HD remasters, emulated ports and compilations in part or whole. We continue our odyssey through the NEOGEO Library with Waku Waku 7, a vibrant and colorful fighting game developed by Sunsoft and released in 1996. This title is available via the ACA NEOGEO series by Hamster Corporation.

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

Waku Waku 7 is a rather unique fighting game, where the premise and characters are parodies of various anime, manga and pop culture of the time. The story is that there are 7 Waku Waku Balls, which are held by 7 different fighters. Whoever collects all of the Waku Waku Balls will have a wish granted, with the holders overcome with the drive to obtain all of them. The objective of the game is to defeat the other fighters in a series of one-on-one battles.

There are seven playable characters, each with their own unique look, fighting style and character themes. The fighters who participate in the battle for the Waku Waku Balls are as follows;

  • Rai – an energetic and hot-headed schoolboy, wielding the power of electricity with moves and style that are similar to classic fighting characters, like Terry Bogard and Sie Kensou from SNK.
  • Arina – a schoolgirl with bunny ears, martial arts skills and magical powers, inspired by the magical girl trends and the kemono features in various Shojo media.
  • Dandy-J – a grey haired treasure hunter hired to find the Waku Waku Balls, he uses a whip with his general look and style inspired by Joseph Joestar from the JoJo’s Bizarre Adventure series.
  • Politank-Z – a tank-mecha that is part of the police force, piloted by the chief and his trusty dog sidekick who work together, referencing the Dominion series.
  • Slash – an elf eared mysterious swordsman that uses a laser sword to cut down his foes, his look with a long trench coat and flowing hair is inspired by various swordsman archetypes.
  • Mauru – a large purple creature that lives deep in a forest, accompanied by a lost girl called Mugi, the pair together are inspired by the classic Studio Ghibli film, My Neighbour Totoro.
  • Tesse – a robotic maid that is able to use the power of household items, electricity and extendable body parts, taking inspiration from Astro Boy and Japanese Maid tropes.

Alongside the playable seven fighters, there are two boss opponents that will appear during the game. The first is Bonus-Kun, a living punching bag that appears as a special bonus mid-boss, with a look and moves that borrow elements from Ryu of Street Fighter. Then there is Fernandez, the final boss of the game and giant round demon ball. This boss is based on classic Kaiju media, with the player growing to a relative size to fight him.

Waku Waku 7 uses the same four button battle system as many NEOGEO fighting games, with two punches and two kicks. The attacks are split into light and heavy, with each character having their own distinct special moves related to their character themes. The moves use traditional inputs like the quarter circles and Z movements (dragon punch inputs), using them to perform light and heavy variations of special attacks.

During battle, the player will gain energy that fills their bar, causing it to charge depending on how many Waku Waku Balls they have. In stage 1 the player has only one Waku Waku Ball so they are limited to just one charge bar, but with each stage cleared, the number of charges will increase. The charge meter can be set to increase automatically, or by dealing/taking damage, giving players a choice on how it works.

The usage of the charge meter, makes the game stand out from other fighting games of the time. First there are the enhanced specials, which are powered up versions of special attacks, which are activated by pressing both attack buttons for the special move. Then there are the DokiDoki Attacks, which are ultimate attacks that deal devastating damage to opponents. Most of the characters have one signature DokiDoki attack, but a couple of them have two.

Alongside the special attacks and DokiDoki attacks, there are two additional moves that can be used by expending the Charge meter. There is the Hara Hara Attack, which is so powerful and devastating it has a warning appear on screen, giving the opponent a small window to stop or avoid it. Finally, there is the SUPER Burst, which increased damage dealt and reduces damage taken for a short time, and it is activated by pressing three attack buttons.

The combat is frantic, with players being able to mash out quick combos of light attacks, perform heavy chain attacks and cancel their basic moves into supers. There are also features that have since become standard in the genre. These include knock back attack that cause opponents to hit walls, air blocking, dedicated wake up attacks and overhead attacks. The fighting is smooth and responsive, with the acting being quick and easy to play.

While there are only nine stages in this game, with the playable characters (including a battle against a copy of the player) and two bosses, there is a lot of replay value on offer. There is a lot of replay value on offer for players, with each character having unique endings and the ability to player against another player. As this is an ACA NEOGEO release, there are the usual bonus game modes for players to enjoy, which are included with all standalone releases.

There are the High Score and Caravan modes, where players compete to set the best score possible for the online leaderboards. High Score mode gives the player a single credit to score as many points as possible, whereas the Caravan mode has a 5 minute time limit. The standard Japanese and English versions also have online leaderboards, where players can compete for the best score possible, challenging players from across the world.

For those looking for a more classic look, there is the option for filters and screen scale, allowing players to adjust the look of the game. The scan line options try their best to imitate the look of the original MVS displays, while they look good on smaller screens, they may not look so good on bigger screens. There is also a manual that shows all of the features, mechanics and character moves that players can use for the different characters in game.

Personal Thoughts

I very much enjoy Waku Waku 7, but I didn’t get to experience it first on the NEOGEO, as my first exposure to the game was via the SEGA Saturn. For years, I only played the port of the game, but as emulation became more accessible, I got to play the original and it became my preferred way to play the game, as it is a smooth experience with zero loading time. This could not be said about the Saturn release, as it has frequent loading screens.

The fighting is a lot of fun, with fast paced action that feels very smooth and responsive. All of the characters are easy to pick up and play, offering a very low skill ceiling for players of all skill levels to jump right in. Alongside the action of combat itself, there is a tremendous amount of detail to the environments, with three different versions of each stage. All of the battle stages turn from day to night, which was uncommon at the time.

Waku Waku 7 is a true love letter to fighting games, anime/manga and Japanese culture, with the designs of stages and the characters tied to them. There are so many details and references throughout, including references to other games on the NEOGEO. The giant cyborg ape, Cyber-Woo from King of the Monsters 2 appears, Bonus-Kun from Galaxy Fight (the previous Sunsoft fighter) and half of Terry Bogard’s move set for Rai.

Then we have the soundtrack, which makes full use of the NEOGEO sound chips, offering crisp music that is as varied as the world it plays in. Right off the bat, the wackiness is on show with the character select, which features a bright track with a scat singer that pops in at set times. But this isn’t the only track that uses digitised voices, as Arina’s stage has a full vocal arrangement, with a melody that sounds like it would fit any 90’s magical girl anime.

All of the elements of the game come together, creating something that feels special and uniquely its own thing. The roster isn’t the biggest and doesn’t have secret characters to unlock, but it doesn’t need it as there is enough depth to the gameplay to make up for it. Waku Waku 7 is one of my personal favourites when it comes to NEOGEO Fighters, due to it offering something that is vastly different compared to the trademark franchises.

Over the years, Waku Waku 7 has been forgotten and brought back before being forgotten again, with a PS2 and Wii Virtual Console release. However, these were only ever released in Japan, meaning the only way that players could experience the game was via Emulation, or by importing the game for a heavy cost. So the release of the game via Hamster’s ACA NEOGEO library has been a godsend for fans, as they can now enjoy the game on modern systems.

With the buzz around the NEOGEO as the AES+ has brought attention to the system, I hope that players will try Waku Waku 7 and experience the madness for themselves. As I am one of the many that has ordered the revived system, I do hope that this hidden gem gets to see a re-release. The game on original cartridges is very expensive, as it became a rarity, so a new production run would be a good decision if SNK and Plaion can secure it.

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)

Mullet MadJack – Nintendo Switch Review

Overview – developed and published by HAMMER95 in collaboration with Epopeia Games, Mullet MadJack is a fast paced and frantic first person shooter, wrapped in a retro anime style. As the titular Mullet Mad Jack, embark on a brutal campaign against the Robillionaires in Nakamura Plaza, carving a bloody path to save the Princess. This version of the game is available for the Nintendo Switch, with a link to the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank JF Games for providing the copy of Mullet MadJack 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 core aspects of this release, as I don’t want to spoil any of the major plot points or surprises that the game has to offer. I will also be using the default game experience when discussing the gameplay, as there are settings that will alter the experience. Images used provided via press kit.

Story – in the far future of 2095, humans need dopamine to survive as Robilionaires are the elite. Those desperate for dopamine become Moderators, vigilantes who fight the robots as part of PEACE Corp, killing for a live audience. The latest Moderator is the man known as Mullet Mad Jack, with his mission to save the world’s most famous influencer. Jack is sent to Nakamura Plaza to save the princess, with each kill giving him that precious dopamine he needs to survive.

Gameplay – Mullet MadJack is a frantic first person shooter, where the player takes the role of the titular characters. The player is a Moderator, working for PEACE Corp, with his mission to kill the robots that have kidnapped The Influencer, a mysterious idol adored by the world. In order to save the princess, players must slaughter the robot henchman, while climbing the tower of Nakamura Plaza, facing deadly opposition on his way to the top.

The main game mode is the story mode, where players take on the challenges of Nakamura Plaza. Split into chapters, the player must blast their way through the floors of Nakamura Plaza, killing the robotic henchman that appear. Each chapter is made up of a series of floors, where the objective is to reach the goal elevator of the floor. But that can be easier said than done, as Jack may have a rather limited lifespan during the raid.

As a Moderator, Jack must have likes and dopamine pumped directly into his veins, as he will die if he doesn’t keep the rush going. During the raid, players have 10 seconds of life, which can only be extended by slaughtering the robots and exciting the crowd. When moving through each of the floors, harness the likes of the audience to extend his life. Each kill will add a second of life to Jack’s timer, but the flashier the violence, the more life that is added.

Not only can Jack use his weapon to kill, but he can use aspects of the environment to annihilate the robot menace. As there are numerous doors throughout each of the floors, Jack will use a powerful kick to break them open. This kick can also be used against enemies, sending them flying back with some of them being killable by the boot. However, the kick can be used to send enemies into fans, electric panels and more to kill them, adding a bonus to the life timer.

If players are very short on time, there are two ways to fully refresh the life timer. The first is through Life Soda, cans of pure likes that spill from vending machines when shot or kicked. But the most satisfying way to refresh Jack’s life is through a finisher kill, an ultraviolent strike using a variety of tools including Knives, Axes and Crowbars. These are scattered through the floors, with the player being able to hold one at a time to use when needed.

Time itself is not the only danger that will present itself to players, as enemies will fight back using pistols, shotguns and even as drones charging the player. Every time the player takes a hit, they lose precious seconds, pushing them closer to death. The robo henchmen and drones aren’t the only danger that players face, as there will be environmental hazards that appear the further up the tower the player gets. These include Acid, electricity and even lasers.

Each time the player reaches the elevator to clear the floor, they will be able to take a moment to rest. As the representative of PEACE Corp talks to the player, using a variety of one liners, the rep then offers the player a selections of perks and upgrades for the next floor. These include additional life time, bonuses for specific kill types, alongside special effects like explosive shots. Between floors, only one upgrade can be chosen from a randomised pool.

The player starts the game with Jack’s trusty Panther revolver, a powerful semi-automatic pistol that is capable of eliminating all threats. However, there is an expanded arsenal that players are able to pick up, with a shotgun, sub machine gun and even elemental Katana swords included in the pool. These weapons replace the Panther, with infinite ammunition, so players can blast as much as they want, but they do have to reload frequently.

At set points during the climb of Nakamura Plaza, there will be areas where the PEACE Corp signal is disconnected, disabling the timer entirely. This leaves Jack with a limited amount of life, shown as a percentage on the display. In these areas, the player will encounter the Robilionaires, powerful boss combatants that need to be defeated in arena based combat. These boss battles are tough, with the player needing to drain their battery bar to defeat them.

The deadly Robilionaires have varied attack patterns, with ranged and close quarters attacks that will keep players on their toes. But they all die the same way, with a violent execution finisher when their battery has been depleted. Once the boss is defeated, the chapter will be cleared and the player will move on to the next stretch of the tower. At the end of a chapter, a time and score will be shown, with ratings and awards based on the performance of the player.

Between chapters, there will also be checkpoints, allowing for the player to both retry and continue the game if they choose to put it down. Each time the player dies, they will be sent back to the start of the chapter losing all earned upgrades for the chapter. The upgrades earned during a chapter will also be reset when moving to the next, with new upgrades being added to the pool. This makes each run and chapter more chaotic with the expanded upgrades.

In between chapters, players can also unlock new permanent upgrades each time a new chapter is cleared. These include additional shop items, weapon power upgrades and the ability to keep upgrades between lives. These persist throughout the save, which is useful for the more challenging difficulty settings of the game. if the player does die multiple times, the game will offer to lower the difficulty, easing the challenge up for players.

There are roguelike elements with the game, including a mode that has permadeath mechanics, where a single death means starting from the ground floor again. But for those who want to take the game a little slower, there is an option that replaces the timer with the life meter. This makes it feel like a more traditional shooter, with the life meter only being refilled with soda, executions or by selecting a health up between stages.

Away from the main mode, there are extra game modes for players to enjoy with additional replay value. These include the endless mode, which pits the player against a never ending marathon through ever changing floors. Players can still get upgrades between floors, but they only last for 10 floors before disappearing. There is one life and if the player dies, then they get a score depending on how far they could get.

There is also a boss rush, offering players a timed challenge where they must face the bosses of the game, with the goal being to beat them as fast as possible. Between bosses, the weapons will change with each weapon being tied to the boss fight challenge. There are also additional challenge modes, with all modes being unlocked during play. Players can also submit their best times and scores to global leaderboards.

The last thing to discuss is the special unboxing bonus, which is an interactive recreation of opening up a boxed PC game from the 90s. This includes a manual that players can read, alongside recreations of items that players would receive in a big box. The unboxing has humorous commentary from the PEACE Corp representative from the game, with some hidden secrets and details for players to discover.

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

Controls – the control scheme for the game follows the traditional twin stick setting, where players use the thumbsticks to control the movement and turning. As it follows boomer shooter rules, the controls are rather simplified with shoot, jump and kick/dash. So the game feels comfortable in general, but when playing in handheld mode, it can be a little inconsistent with twitchy movement. It is recommended to use a Pro Controller when playing on the big screen.

Difficulty – there are numerous difficulty modes, with settings that adjust the way the gameplay experience plays out. The challenge ranges from Easy with extended life timer and reduced damage, to Hard where the time bonuses are restricted and enemies do more damage. For those who may struggle, there is the No Timer setting for a traditional shooter experience. But those who want to suffer, there is Permadeath for a brutal challenge.

Presentation – visually Mullet MadJack is absolutely soaked in retro aesthetics, with the usage of vibrant colors, hand drawn anime style art and flat sprites for the enemies. The retro inspired synthwave visuals are dripping in neon, with environmental details that make the game feel like an interactive OVA. There are also elements of Vaporwave incorporated, with the use of grids and the 3D models and classic web based advertising.

Then we have the cutscenes, which are animated perfectly, blending 3D models and 2D sprite work, with the story scenes and stage transitions working well. The quick cuts between characters, the way the PEACE Corp rep appears and more create a unique presentation style. The sound is also excellent, with music that builds the atmosphere and enhances the action. Last is the voiced dialogue, which is delivered well with characters that give things a lot of life.

Final Thoughts – I have a lot of appreciation for retro styled games, especially those that utilize aspects of different periods and cultures. Mullet MadJack nails the feel of classic Anime and action media, while also using the modern interpretations of classic 80s/90s style. The story is well written, with a good use of classic tropes that enhance it, alongside gunplay that is frantic, chaotic and has that ultraviolence that was common in arcades of the time.

This game has been brought over to the switch pretty well, with solid shooter action and fast paced bloody action. However, it does have some flaws that need to be ironed out. During my time playing it, there were bugs that interrupted play, with the software closing unexpectedly. This may be due to playing on a Switch 2, but may also be present in original hardware. This has the chance to interfere with players, causing frustrations and loss of progress during play.

Overall, this is a good game, which I had seen and played a little on Steam in the past, having enjoyed the demo a while ago. But I never jumped into it fully, until now and I did have a very good time with it. I very much enjoyed the references to classic anime, like Akira and Ghost in the Shell, alongside the references to classic Cyberpunk media. So with all of that said, I am happy to recommend this game to fans of FPS games, but be prepared for a challenging time.

In the end, I give Mullet MadJack: Nintendo Switch Edition a final score of 4.25/5. This is a chaotically ultraviolent good time, with fast paced gun play, quirky characters and wall to wall bloodshed, all wrapped in a classic Anime inspired atmosphere and retro modern aesthetics. If you want to check this version of the game out for yourself, a link to the game will be available below.

Link to Nintendo Switch version (HERE) – EU

Link to Nintendo Switch version (HERE) – NA   

Retro Revival – Magician Lord: ACA NEOGEO (Various)

Hello there, it is time for another entry in Retro Revival, the feature series where I cover classic games that have been given a new lease of life. Here I discuss HD remasters, emulated ports and compilations, in part or as a whole. This time, I have another classic game from the NEOGEO, with Magician Lord, a side scrolling action game and one of the launch titles from Alpha Denshi (ADK) in 1990. This title is available through the ACA NEOGEO series by Hamster Corporation.

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

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

Magician Lord is a side scrolling action game, set in the land of Gadasius which has been thrown into turmoil. Gul-Agieze, an evil sorcerer sealed within the eight volumes of the Sorcerer’s Books has broken free, attacking the land with his army of monsters. His goal is to revive the god of destruction and take over the world. However, the last descendant of the Magician Lord, Elta appears to face this evil to seal Gul-Agieze away once more.

To save Gadasius from this evil, Elta must locate and recover the Eight volumes of the Sorcerer’s Books, before Gul-Agieze is able to revive the god of destruction. These books are scattered across the land, guarded by the servants of Gul-Agieze. Using the power of the Magician Lord and the ability to transform, Elta will face great evil on his journey. This title can be played single player, or with another in alternating turn based play.

The gameplay loop consists of the player making their way through seven action stages, traversing hazardous environments and facing deadly monsters. The action stages are split into multiple segments, which will scroll both horizontally and vertically. The stages are mostly linear, with the player heading towards doors to move to the next section, using ladders and platforms to get to the goal. But there will be many dangers throughout the areas.

While making their way to the stage goal, players will encounter horrific monsters, with hulking beasts, shambling undead and demonic creatures that can appear. In order to fight the forces of evil, Elta can sling magical projectiles at monsters, but this is limited to two shots at a time. This prevents consistent rapid fire as the attack must disappear, or make contact with an enemy to be used again, making the action very challenging during play.

There will also be deadly traps like fire, spikes and even bottomless pits, which will harm or even outright kill Elta during play. To make it through the perilous landscapes, players have access to a jump that will vary in height based on the amount of time the button is pressed. This allows for the player to cross large gaps, but it can be inconsistent in use, as it is possible to hit enemies by tapping the button a little too hard, taking damage from enemies.

As this is a relatively early action side scroller, it suffers from the unfortunate issue that plagues action games with platforming, knock back when taking damage. Sadly, this issue with knockback is made worse by very short post-hit invincibility, which can lead to repeated damage from enemies. Due to this it is very easy to die during play, as players start each life with 2 health points at default settings, but this can be changed in the settings.

There are so many enemies and traps that appear, death is likely to be a common occurrence as they will swarm the player. In the early stages, it isn’t as noticeable with only a couple flying enemies or monsters that pop up. However, the further the adventure progresses, the more aggressive and numerous these threats become. Each time the player dies, Elta will respawn in or around the same point of death, with a slightly increased invincibility.

The player has a limited number of lives, with the default being three but can be adjusted to a maximum of nine. When all lives have been lost, the player will get a game over and have the option of continuing or letting the game end. As this is an arcade game, players have infinite credits to keep going for as long as they want. But if they choose to end the game, there is the ability to use a memory card to save progress, restarting from the stage the game ended on.

Throughout the stages, there will be treasure chests that can be broken by shooting. When they open up, they will contain precious materials, adding to the player’s score. But there will be special items hidden in these boxes that can enhance the powers of Elta. The first are the element orbs, with three colors that can be collected. The colors of the orbs are tied to the element they represent, with red for fire, green for wind and blue for water.

By combining two of these elements, players will be able to transform into a more powerful form. There are six different transformations that are available to the player, including the dragon, Shinobi and waterman. Each time the player transforms, they will gain additional health points, alongside more powerful attacks and altered jump heights. There will also be power orbs, which increase the power of attacks that can be unleashed by the player.

These powers can only be temporary, as the transformation power, shown as green markers on the HP bar will be lost when damage is taken. If the additional HP added through the transformation are lost, Elta will return to their normal form, reducing their power at the same time. Elta will always have one element orb with him, so only one will need to picked up to transform. The most recent pick up will be the one held for the next transformation.

At the end of each action stage, there will be a sub-boss that will challenge the player. Each of these servants of the evil one have their own unique attack patterns, including knights with swords and wizards that summon monsters. These battles take place in enclosed areas, which can increase the challenges of the battles. Once the sub-boss has been slain, Elta will be transported to a void where he is confronted by Gul-Agieze.

After the confrontation, Elta will be sent to the main boss room, where horrific creatures will face the Magician Lord. These areas are tied to the theme of the stage, including details in the background and the stage itself. The bosses are monsters that include the Hellhound in a bloody sacrifice room, the Leviathan in a fleshy hellscape and Cyclopean in a volcanic temple. These monsters are deadly, with attacks that can quickly kill the player.

Unlike many other action games, if the player is killed by a sub or main boss, the damage they have dealt will be carried over. This works well given the high difficulty of boss battles, as it can allow players to keep pushing to get through each of the stages. The weak point of the bosses will vary, but many of them can be damaged by simply hitting their main body. However, some bosses will have obscured points that need to be hit.

Once all of the main action stages have been cleared, the player will challenge a boss rush, where they will face off with all of the sub-boss monsters. After defeating all of these opponents, the player will encounter the final boss and upon defeating them, the ending will play out. Due to being an arcade game, there is a lack of extra game or unlockable content, but if the player gets a high enough score, they will be able to enter it into the rankings.

The last thing to discuss are the quality of life improvements, which have been implemented through the ACA NEOGEO service. The main ones are full dipswitch access, the ability to expand the screen past the original display and a manual for players to view. Players can also adjust the controls to suit their liking, while also adding display filters if desired. There is also the inclusion of extra challenge modes, language options and global leaderboards.

Personal Thoughts

As stated before during my Crossed Swords feature (HERE), I am a big fan of the NEOGEO, having grown up around it and the games. There is something special about the system, as it brought up games like Fatal Fury, Metal Slug and Magician Lord, which has stuck with me for many years. I have vivid memories of seeing the system in front of a big CRT TV, the cart in the machine and my dad playing it as I was a kid. So this game is rather important to me.

Magician Lord was a launch title for the NEOGEO MVS, while also being one of the launch titles for the AES home system. It has a lot of importance to it culturally, being a showcase for the system that boasted 24-BIT with a total memory capability of 330 MEG (MEGABIT) for the games. Magician Lord came in at 46 MEGBIT, which was the over 5 times bigger than any other cartridge game at the time, with the limit being between 4 -8 MEGABIT for other systems.

The graphics are gorgeous with spritework and backgrounds that really took advantage of the power that the NEOGEO possessed. The amount of detail they were able to add to the game, with the bosses, monsters and settings far surpassing anything that was capable in the home. There is also very clear and crisp voice work in the game, with the best worst voice acting and dialogue that doesn’t make sense during play.

But with all of the cool stuff that is present in the game, there are less than cool parts of the experience, with the first being the extremely high difficulty. Even at the lowest difficulty, it can be very hard to get through the game, during later sections of the game. This is at its worst during the stages where theres a lot of enemies, moving platforms and death pits. All of these elements can lead to repeated death and needing to continue.

Then there are the bosses, which can be really hard to battle, due to the hazards that appear, their attacks and even the stage itself. All of these difficulties are magnified with the extremely short invincibility, knock back and limited HP which can be drained in seconds. If you were to play this in an arcade, you would have to sell a kidney just to get to the end, it is that brutal in the level of difficulty and challenge that it offers players.

I have a lot of love for this game, even if it is a little rough around the edges, is hard as hell and is almost unbeatable unless you have infinite credits (or a memory card). My dad on the other hand hates the game, which has become a joke where I call it his favourite NEOGEO game whenever it comes up in conversation. But we both appreciate the importance of the game and what it means to the system, the history of NEOGEO and the impact it had.

Hamster knocked it out of the park with this release, their emulation tech and all of the extra stuff like the manual, settings and modes make this a great way to experience the game. It is also very inexpensive for people to pick up, being on Nintendo Switch, PlayStation and XBOX platforms at a very modest price. The game being an arcade title also makes it easy to pick up and play, while also offering a tremendous amount of replay value.

There is also something very special that has been announced, with the NEOGEO AES+ system, which is a faithful recreation of the original home machine. It is available for preorder, with Magician Lord being one of the titles on the list for players to get their hands on. This is great given the prices currently on the resale market, with the system and game together being resold at around 1500 in different regions. Thankfully, the re-release will be around 250-300 regionally.

I said in my previous feature that the NEOGEO has been mostly forgotten, with it falling into obscurity. But it seems I was sorely mistaken, as there has been a resurgence in the community after the AES+ announcement, having a lot of buzz and attention brought back to the system. I just hope that there is a success for NEOGEO getting a second chance, as I would love to seem more that what has been announced.

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)

Link to NEOGEO AES+ (HERE)

Sigma Star Saga DX – Nintendo Switch Review

Overview – originally released by Namco and Wayforward for the GBA, Sigma Star Saga DX is an enhanced release of the cult classic Shooter/RPG hybrid, powered by the Carbon Engine. As Ian Recker, explore alien worlds and infiltrate the alien Krill Empire, on a mission to save mankind from annihilation. This title is available on PlayStation 5, Nintendo Switch 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 WayForward for providing the copy of Sigma Star Saga DX 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 core experience of the game, making sure to omit details that could spoil the secrets for players.

Story – in the distant future, Earth is invaded by the Krill, an alien force that leads an invasion and compromised the planet. This caused the Oceans to boil, almost ending all life on earth, putting mankind in great danger. Now Ian Recker, a decorated pilot is deployed by the Allied Earth Federation as a double agent, tasked with infiltrating the Krill Empire. Can he complete his mission undercover, stop the Krill and save Mankind?

Gameplay – Sigma Star Saga DX is a rather unique hybrid of genres, with a mix of scrolling shooter and top down action RPG. The player controls Ian Recker, the ace pilot that has been deployed as an undercover agent in the Krill Empire. As a new member of the Krill, Ian is equipped with a parasite suit, which enhances his power above that of a normal human. This allows him to become capable of being deployed on missions for the empire.

Before deploying for missions, the player will be able to roam the different interior sections, interacting with different characters. This will push the story forward, as interacting with key figures will give the player the tasks that they need to complete. While in the different interiors, the player will be able to save the game, talk to NPC characters for hints and more. The player will be able to disembark for missions in the sky and on the ground from here.

The missions will have the player going to the ground, exploring the alien planets on foot in a top down perspective. Each of the different areas will be split into zones for the player to explore, with the player roaming the overworld and battling the local inhabitants. There will be enemies that will pop out, attacking the player and they need to be blasted by the player. If the player takes damage from enemies, a portion of health from the health bar will be lost.

While exploring and blasting enemies there is the chance for items to appear, containing bombs and life ups, restoring damage that has been taken during exploration. On the overworld map, the player will need to move towards highlighted points, where the story will push forward. To make it to these areas, the player will find themselves climbing ladders, blasting boxes and exploring caves during each of the missions.

Randomly as the player explores the different overworld maps, they will be summoned to their ship, for aerial combat. During these random battles, the game will select the ship that the player will pilot, with different sizes for each craft that can be piloted. During the battles, the RPG system comes into play as EXP orbs will drop when enemies are defeated. When enough has been collected, the Player will level up increasing their power and defense.

To shoot down the enemies, players will be able to use the infinite blaster shots, which can be auto fired by holding the shot button down. But if the player collects bombs from boxes and enemies, they can be used here and when deployed, they will clear the screen of enemies within the blast. But enemies will fire back, damaging the player with shots or if contact is made. The ship will also take damage if they make contact with the ground or structures.

The random battles will be cleared by defeating a target number of enemies, which can consist of a large number of smaller enemies or a single “sub-boss” enemy. Once the target has been achieved, the player will be returned to the point they were when they were summoned. At set points during the game, there will be mission battles, where the player must work through a set area, battling large amounts of enemies while avoiding various hazards.

These segments feature a powerful boss opponent, which will need to be defeated to progress. If the player is shot down at any point during the missions or random encounters, a game over will occur, sending the player back to their last save. This can also occur during overworld exploration, as there are enemies, hazards and traps that will harm the player. It is important to save frequently during the game, as death can be a significant setback.

Unfortunately, there is one big flaw to the gameplay of the shooting, which is the speed of the ships. In general, the free movement of the ships in shooting sections feel slow, like trying to steer yacht through molasses. This does lead to issues with avoiding hazards and enemy attacks, which can be hard when the camera moves suddenly. There is a button that allows the ship to speed up, but it doesn’t feel like much of an improvement at times.

By clearing the story mission segments, the player will be able to push forward and progress the adventure. This will introduce new mechanics and equipment for the player in the overworld, allowing new areas to be explored, as well as areas that were previously blocked. However, this is not the only form of upgrade that players will collect. Hidden throughout the game will be Gun Data, which are special upgrades that can be found in special boxes.

The Gun Data is a rather unique system that allows the player to unlock a plethora of shot types, which can be mixed and matched with Red, Blue and Yellow options. These different shot types include rapid fire, long range, twin shot and explosive, which can be combined freely as they are unlocked. This gives players a great amount of flexibility, as there is a near infinite number of combinations of shot types that can be combined for battle.

As this is an enhanced port, there have been quality of life adjustments and improvements made to the game. The enhancements that have been made include rebalanced EXP, the random encounters have been adjusted and there are various fixes that have been made. There are also additional features, which affect the way the game looks, offering different resolutions sizes and filters. These  provide visuals that are as close to original as possible.

There is also the option to save freely wherever players want to, which can be helpful during tense sections, allowing for quick saves and reloads. Included in this release is the ability to rewind the game, allowing for mistakes to be rectified on the fly, which can be useful if players are struggling. The last thing to mention is the extra content, which consist of a gallery of sprite art and concepts, alongside a jukebox for all the music and a new theme for the game.

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

Controls – as this is a Game Boy Advance game, there are only six buttons that are used to match the original layout. These inputs are pretty easy to use, with shooting and speed up/run on the face, and all other features on the shoulders and start/select. All of the action inputs work well, with the shooting being rather reactive and movement being intuitive. The only issue there is with these inputs is that there is no way to adjust the mapping for accessibility.

Difficulty – this game is rather well balanced in terms of difficulty, with most of the challenges being fairly approachable. However, there are some moments where the difficulty will spike, with bosses dealing significant damage to the player, and obstacles that can be hard to distinguish from the background. This can lead to sudden and preventable deaths, which are frustrating, but the save states and rewind system can help alleviate these troubles.

Presentation – Visually, this game looks rather good with colorful sprite work in the shooting and overworld sections, alongside pleasing portraits for characters. However, due to the size of the overworld sprites, there is a lot of screen crunch. This can be offputting as it makes it difficult to see some of the hazards. The sound is really good, with a fun soundtrack with some good chiptune tracks, and a brand new vocal theme for this release.

Final Thoughts – I had seen the original GBA title back in the day, but not had the chance to play it, having forgotten about it until the announcement that WayForward was bringing it back. I got the opportunity to play this revamped release, having been re-released after 20 years and I had a rather pleasant experience. The quality of the story was rather good, with interesting characters and an engaging plot, that managed to keep me invested throughout.

The gameplay was a bit of a mixed bag at the start, with some awkward shooting and the screen crunch that took a little while to get used to. There are hiccups with the gameplay, like the slow ship movement and some elements that are hard to tell from the background. But in general, this is a fun mix of top down action, RPG and scrolling shooter, with plenty of depth and content. So I am happy to recommend this as it is a lot of fun to play.

In the end, I give Sigma Star Saga DX a final score of 4/5. This is a fun a challenging experience, that mixes top down action, shooters and RPG mechanics in a way that makes it feel unique, while not relying on gimmicks to keep players engaged the whole time. 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 5 version (HERE)

Link to Steam version (HERE)