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 person 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)

Ariana and the Elder Codex – Nintendo Switch Review

Overview – developed by Idea Factory, Compile Heart and Hyde, with Publishing by Idea Factory International, Ariana and the Elder Codex is a 2D action adventure set in a world where magic has vanished. As the Librarian Ariana, venture into the Seven Hero Codices and repair them, battling monster and uncovering the stories within. This title is available for PlayStation, Nintendo Switch and soon on steam, with a link to each version at the bottom of this review.

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

Now with the introductions out of the way, let’s get into the review, starting with the story. I will be focusing on covering the core gameplay aspects of this release, as I don’t want to spoil any of the secrets or surprises that this game has in store for players. Please note, the game was played on the Nintendo Switch 2, so the experience on original Switch may vary.

Story – The Librarian Ariana’s mission is to repair the Seven Hero Codices, which have been altered. Due to the terrible damages, magic has vanished from the world. By utilizing special Librarian magic that allows her to enter Codices, Ariana seeks to mend the books to bring magic back to the world. Can Ariana safely repair each tome and unravel the mysteries hidden within the Library?

Gameplay – Ariana and the Elder Codex is an action adventure, which mixes platforming, magical combat and light RPG elements together. As Ariana, players are tasked with entering the Seven Hero Codices, mystical books which allow magic to be harnessed in the world. These books have been damaged by an unknown force, causing magic to be lost to the world. Ariana must enter these books and repair them, while learning their stories and their power.

This adventure is split into stages, taking place within the Seven Hero Codices, the magical books that are stored within the Hall of the Seven Heroes. The player must enter these books, exploring the damaged pages and battling monsters while trying to uncover the story within. As the player navigates the worlds inside the Codices, there will be perilous platforming challenges, where players need to dash and jump to avoid the hazards within.

Throughout the stages, there will be deadly hazards, including spikes and poison, which will damage Ariana if she makes contact with them. But the traps aren’t the only danger that players will face, as there are monsters within the Codices which will attack Ariana. As she moves through each page, players will need to use her magic to fight monsters. These creatures vary in size and shape, being able to attack Ariana up close or at a distance.

At the beginning of the adventure, Ariana is able to use a small set of magic spells. The first is a magic sword spell, which lets players strike enemies multiple times in a combo. Then there are the projectile spells, with a fire blast and a shockwave attack. Last is Ariana’s healing magic, which restores health in bursts for a limited time. Magic is split into five types, with Elemental magic of Earth, Wind, Fire and Water, alongside Ariana’s Innate Neutral Magic.

All of the magic can be deployed in battle, fighting the monsters that appear. But don’t be careless, as many of the spells have to cool down before using again. During combat, enemies have two distinct bars above them, with a red bar for HP and a Yellow Stun Gauge. As monsters take damage, the Stun Gauge will be reduced alongside their health. If the Stun Gauge hits zero, the foe will be temporarily unable to move and they will take increased damage from attacks.

However, stunning enemies is not the only way to quickly take down enemies. There is also the Elemental Burst, which is activated by hitting enemies with multiple elemental magic spells. As enemies are hit by the same element magic, a gauge will fill up and when it is full, the magic will burst from them. During a burst, the damage will spread out to other enemies, with the potential to defeat multiple enemies at once in a chain.

During exploration of the Codices, she will be blocked from progressing by a magical force. When this happens, enemies will appear and the player will need to defeat them in order to progress. The monsters will appear in waves, with all of them needing to be eliminated to progress. Once all of the monsters have been slain, the path to progress will open up. These are tied to progression of the story, but they aren’t the only way the narrative continues.

There is a story to each of the Seven Hero Codices, which will be shown to the player as they make their way through each adventure. Each story is split into chapters, with cinematic scenes as well as books that will appear for the player to read. The ethereal passages that appear can only be seen by Ariana, allowing her to understand the magic within. These stories are also tied to the repair points, fractures within the Codices that need to be fixed by Ariana.

As the player makes their way through the each of the stages, they will find the fractures that have damaged the Codices. These rifts need to be repaired to restore their magic, allowing the world to use them once again. Interacting with most of the fractures transports Ariana into an arena, where she must battle monsters to repair it. The creatures within must be eliminated as fast as possible, with multiple waves that appear to stop Ariana.

Then there are the challenge rifts, with the player needing to complete different action sequences to be able to get to the goal. These repairs can be failed in two ways, with the most common being defeat at the hands of a monster in battle. But the Repairs can also be failed by running out of time, as there is a timer that will tick down. If the player can clear the repair, they will be awarded a rank based on clear time, with the chance of rewards for success.

The last type Repair Point that can be found are the guardian rifts, where powerful monsters will reside. There are two different types of guardians that can be encountered, with sub-bosses that appear without entering a rift attacking Ariana around story plot points. The sub-boss guardians are more of a roadblock than a real challenge, as they will have a limited number of attacks. However, the same cannot be said for the main bosses.

At the end of each of the Codices, the guardian will be waiting for Ariana to challenge. These powerful opponents will push the skills of the player to the limit, with multi-phase attacks that can devastate the player if they are careless. There is no time limit to these battles, which does take some of the pressure of from repairing the rift. Once the guardian is felled, the fracture can be repaired allowing the full story to be revealed.

The player will then return to the Library, where the main plot of the game will unfold. The Library itself operates as a base of operations for Ariana, where she is able to interact with various characters. The most important of these Library staff are Vester and Divina, who support Ariana in her adventure. Vester can provide Ariana with the means to access magical items, through purchase or crafting, alongside Divina who can teach spells and enhance existing ones.

To use these services, players will need to use the resources they have collected during their adventure. These magic materials are collected be defeating enemies, breaking crystals and closing rifts as fast as possible. The costs for enhancement and crafting will increase as the player progresses, making exploration and obtaining good ranks in rifts essential. These services can be accessed from the rest points within the Codices.

These rest points appear as chapter checkpoints for the Codices, with Ariana activating them during her adventure. When using one of these points, players can recover lost health during her adventure, while also accessing the Library services and saving the game. It is also possible for players to fast travel between rest points. This comes in handy later in the game, as some areas will need the player to unlock new skills, as they may be unreachable the first time around.

If the player is defeated at any point during the adventure, they will be sent back to a checkpointed rest point or if one hasn’t been found, the start of the stage. This may feel like a harsh punishment, as it would appear that progress has been lost. However, the rifts that have been repaired, paths that have been opened and items obtained will be retained. Unfortunately, the enemy encounters will often be reset upon death, but this isn’t a significant issue.

The last thing to discuss is the relatively non-linear progression of the game. After the first stage has been cleared, the Hall of the Seven Heroes will be unlocked. This allows the player to access the magical books and pick the stages they want to challenge, as well as returning to stages in progress. The different books have a difficulty tied to them, as well as a percentage that shows how close they are to full repair. Once this has been achieved, something special may happen.

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

Controls – there is a rather easy to use control scheme for this release, with all of the important buttons appearing on screen for players to reference. During the flow of platforming and action, there are no issues in terms of lag or delay, with snappy and responsive inputs that are satisfying to use. The default control layout works well, but if players want to adjust the inputs to their liking, there is the option to reassign most of the inputs.

Difficulty – this adventure has three difficulty settings for players to select from, which will affect the way that the gameplay feels. The Simple option, reduces the challenges of battle, allowing players to enjoy the story. Then there is Normal which balances the combat and story as a whole, with Hard being the choice for those who want to push themselves. The inclusion of these settings makes the game approachable by players of all skill levels.

Presentation – from a visual perspective, this game is stunning, with the worlds of the Codices being highly detailed, alongside character/enemy models are pleasing to the eye. This game also features beautiful anime style art throughout, further adding to the charm of the experience. The sound is also very good, with music that builds atmosphere, effects that have impact to them and an English dub led by Kira Buckland as Ariana, alongside the option for Japanese dialogue.

Final Thoughts – Ariana and the Elder Codex is a rather unique adventure, which initially caught my attention when it was first announced. My interest grew with the details that were dripped out, so when I got the opportunity to review it, I was happy to take it. The narrative is engaging with endearing characters, some humor and depth to the world. Then there is the action, which is balanced well between combat and platforming challenges.

This experience is a lot of fun, with a tremendous amount of depth to the spells, upgrades and player skill options. It does however have one small flaw, which is the amount of backtracking required, and the limitations of the checkpoints/travel points. This can make it feel like a bit of a slog if the player is defeated, but it doesn’t impact the overall quality of the experience. I am happy to recommend this to those looking for a fun and engaging action adventure.

In the end, I give Ariana and the Elder Codex a final score of 4.5/5. This is an excellent action adventure, mixing platforming, combat and light RPG elements together, creating a challenging experience that is both visually stunning and tremendous fun. If you want to check this game out for yourself, a link to each version of the game will be below. Please note, Steam version available April 29th, demo available on steam page.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Steam version (HERE)

Super Alloy Crush (Early Access) – Steam Review

Overview – developed and published by Alloy Mushroom, Super Alloy Crush is a fast paced 2D action brawler, with roguelike elements that are inspired by classic action games. Play as Kelly and Muu, who are on a mission to obtain the ultimate cosmic treasure: planet AE-38, while also encountering deadly enemies and alien forces. This title is available exclusively on Steam in Early Access, 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 PR for providing the copy of Super Alloy Crush that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review, starting with the story. Please note that this game is in early access, so I will only be discussing the experience that I had while playing the game.

Story – Welcome to the ranger, an interplanetary ship that houses the crew of explorers in search of the treasure planet AE-38. Two of the crew members are Cosmic Hunters, fighters who take on the hostile forces they encounter during their travels. They are Muu (Unit-02), a robot girl who uses powerful close combat arts to eliminate foes and Kelly, a human that wears a power suit and uses an arsenal of weapons like his trusty blaster.

Gameplay – Super Alloy Crush is a side scrolling action game, that offers players the option between brawling or run ‘n’ gun style combat. When starting the game, the player will be able to select between Muu and Kelly, with the choice of character determining the style of play. Muu is a close quarters fighter with deadly claws, while Kelly uses a variety of ranged attacks. Both characters offer a unique and distinct action style for players to engage with.

The adventure is broken down into missions, where players are deployed into the battlefield. Each of the missions has the player move through each area, fighting the enemy forces that appear in intense battles. The mission locations are segmented, with screens that will scroll horizontally and vertically. As the player navigates these areas, there will be some platforming required, which will make use of a triple jump and dash to cross gaps.

In the different zones, there will be enemies that appear to get in the way of the player. The enemy forces consist of infantry and artillery, with enemies that will attack on the ground and in the air. To combat these foes, the player will be able to use a range of basic attacks. Muu has a standing attack combo, alongside a crouch, launch and aerial strike. Kelly is more simplified, with the ability to shoot in all four directions with his blaster, attacking at a longer range.

The core attacks are versatile and can easily dispatch of the majority of enemies, making it easy to get into the action. However, as the player makes their way through the game, their toolkit will expand, introducing special attack skills. Both characters can unlock a variety of skills, with up to four being equipped at once. To use these skill arts, the player will need to hit the skill button, while standing still or using a direction, unleashing a powerful attack.

All of the skills use up varying amounts of SP, which is generated by attacking enemies or by collecting gems. It is possible to chain multiple skill Arts together, leading to destructive chains that will devastate foes. This makes their use a tactical choice at times, as the player can be pushed into a corner if they are surrounded with no SP. While these special attacks are strong, they aren’t the most powerful tools in the Cosmic Hunter arsenal.

The ultimate power that Cosmic Hunters wield are their Overdrive attacks, the most devastating power that can be unleashed upon the hostile forces. These super special powers have their own requirements, requiring EP power to use them in battle. To charge up the EP mater, players will need to destroy enemies or pick up purple crystals. Once it is activated, a cut in of the character will appear on screen, followed by the attack.

The last part of the Cosmic Hunter loadout are the support allies, who can be called into battle with the push of a button. These supporters offer a variety of buffs for the player, including a burst of healing or a quick charge of SP to use Arts in a pinch. The supporters have a limited number of uses, which adds more strategy to the combat in missions. At the start of the game, there is a small number of support units, but more can be unlocked during play.

During exploration of the different areas, the player will be locked into battle with a set of enemies. Many of these battles will be part of the natural progression of the mission, however, some of them will be much more challenging. In the missions, it is possible for powered-up enemies to appear, posing a deadly risk to the player as they will hit much harder than others. Once all enemies are defeated, the path to progress or leave will open.

At the end of each mission, the player will encounter a powerful boss that must be defeated. These combatants are very strong, with their own attacks and gimmicks that make them unique. During a boss battle, the player will need to deplete two shield bars and a final energy bar. As the player damages their opponent a stun meter will charge up, shown as a silver outline around their energy bar. When this is filled, the boss will be temporarily unable to act.

But be advised that it can be foolish to try and rush down the bosses, as they have their own unique power attacks that can devastate the player. This is shown as a purple power bar, filling up during the battle and being unleashed with a special animation. The bosses will also have phases to their attack patterns, with increasingly destructive attacks the closer they get to defeat. If the player defeats the boss, a box will appear containing treasures to collect.

At any point during a mission, if the player is defeated, they will be able to use readiness points to revive. The recovery costs will vary during missions and play, bringing the player back into the fight at a cost. If the player has enough points to cover the cost, all health will be restored, but if the player is short, a reduced amount is recovered. But if there are no points left, the player will get a game over, needing to start over or retry from a checkpoint.

Throughout the missions, players will be able to collect coins from enemies, as well as destroying boxes and parts of the environment. These coins are added to a bank, with the total shown at the end of a mission. Players will also get a score for the mission upon completion, with points awarded for defeating enemies, bosses and more. Once the results screen has finished, the player will return to the ship, which serves as their base of operations.

Between missions, the player will be able to explore the ship and interact with the different residents. Some of the crew members will offer the players enhancement services, which use the coins earned during missions. The most important of these is the chip system, where players slot power chips of varying shapes onto a grid. There are limited open spaces on the grid, but more can be opened in exchange for coins.

There is also a trainer, who will teach new skills and arts to Muu and Kelly. By trading coins, the player will be able to unlock new arts, skills and abilities, which can be used in the missions. There are four slots for Arts and a movement skill, which can be reassigned before deploying for a mission. Players will also be able to unlock additional special Overdrive attacks, which have special conditions that need to be met to be able to equip them.

Players can also buy new drop ships and upgrade their existing ones, increasing the number of support units and recovery points that can be used. The new ships and upgrades will be added as the game progresses, adding more depth to the gameplay. All of the skills improvements, customisation and upgrades will cost more and more coins with each purchase. This is where replaying missions, and special bonus modes come into play.

Within the ship, there is the transfer zone where missions are deployed from. This is managed by Flora, who will brief the player on the mission before they set off. From the deployment menu, players can replay missions that have already been cleared, improving scores and gaining more resources. New game modes will also unlock during play, with the endless Battle Rush and Ultimate Challenge, which will test the skills of the player.

The last thing to discuss is the Multiplayer mode, which can be accessed from the main menu. In multiplayer mode, two players can take on the challenges together, working in tandem to clear the missions. Both players share the ship recovery points, as well as the support units that can be used. This makes communication and teamwork important to success, as these limited resources can add tension to the missions and boss battles.

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

Controls – the controls for this title offer both Keyboard and Controller support, giving players the choice of input that is best for them. All of the inputs for actions are laid out in an easy to use way, which feels responsive and reactive during play. The action flows well, with no issues in terms of lag or delay, which makes the combat feel smooth. There is also the option for Steam Input, which gives players the ability to use a range of controllers for play.

Difficulty – there is an escalating difficulty curve to this adventure, with the missions increasing in challenge the deeper the player gets into the game. The challenges of the game will get tougher, with more powerful enemies and deadly bosses that appear. Luckily, there are frequent checkpoints in each mission. To make the tougher challenges more manageable, players can grind out coins to upgrade chips, replaying stages to unlock more power-ups.

Presentation – the visual style for this release has a retro feel to it, with spritework and environments that are reminiscent of 16/32-bit games. With anime style elements to the character pointraits and stills, which feel like they are straight out of the 90s. Players can also apply CRT filters, emulating the look of classic screens during play. The sound is very good, with chiptune music that really rounds out the overall presentation.

Final Thoughts – I very much enjoy side scrolling action games, like Mega Man, Metal Slug and Shinobi. So this game really caught my eye, as it has so many elements of what makes the genre so much fun. The story is done well, with classic Sci-fi and anime tropes that successfully blend together. Then there is the action, which is snappy and responsive during play, making it a lot of fun to play as either of the characters.

Both of the character styles offer a unique experience, which does feel like it is two games in one, which further adds to the value on offer. There is also a lot of content on offer, with plenty of story content and challenges that extend the game further. I am happy to recommend this to fans of side scrolling action, or those looking for a something a little different. It is a little rough around the edges, but that isn’t uncommon with games that are in active development.

In the end, I am unable to give Super Alloy Crush a score, as it is in still in Early Access development. This is a fun side scrolling action game, offering a gameplay experience that feels like it is more than the sum of its inspirations, with the two character playstyles feeling distinct from each other, alongside a good amount of content and game depth. If you want to check it out for yourself, a link to the game will be below.

Link to Steam version (HERE)

Parasol Superstars – Nintendo Switch Review

Overview – originally developed by Taito, with porting and publishing through ININ Games, Parasol Superstars is a vibrant bundle that brings two classic platformers to modern platforms. Take on the challenges of Parasol Stars: The Story of Bubble Bobble III and Spica Adventure, two very different adventures that share one thing in common, Parasols. This bundle is available on all console platforms, with a link to each version 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 Parasol Superstars 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. As this is a bundle release, I will be covering the titles in their own segments, then cover the bundle as a whole. Please note, that I have already covered the standalone release of Parasol Stars, which you will be able to find (HERE), but as this is a bundle, I will be revisiting the game in this review.

Spica Adventure

This adventure features Nico, a little girl on an adventure through space. As she is on her journey, she finds herself crash landing on the planet Spica, which is inhabited by robots. Armed with her trusty parasol, she sets off on an adventure across the planet. This game is a colorful 2D platformer, where the objective is to reach the goal at the end of each stage. To accomplish this task, Nico uses her trusty parasol to traverse these strange blocky environments.

In each of the stages, the player will guide Nico to the goal, while using her parasol to fight off the robots that appear. With her parasol, the player will be able to strike enemies, damaging and defeating them if they are hit enough. The basic inputs for the parasol are a standard strike that can be linked into a combo. But there are more unique skills that players can use, including an upward swing that can launch enemies into the air.

The parasol is more than just a weapon however, as Nico can use it to traverse great heights and cover great distances. This can be done by opening up the parasol and riding fans, lifting her up and carrying her on the air great distances. The parasol can also be used to float after jumping, covering smaller gaps between platforms. It is also possible to stick the parasol into surfaces, hanging from it and using it to launch Nico across the screen.

Nico can also fire the canopy of her parasol from the shaft, using it as a projectile against enemies. It can also be used to zip to a wall if contact is made, allowing for quick platforming and stage clears. While travelling, Nico will be able to use her special parasol as an umbrella boat, letting her cross water and fight enemies by spinning at enemies. The last use of the parasol is to deflect star shots, sending them back to the enemy and damaging them.

In each of the stages, players will have two optional objectives to clear. The first is to cause flowers to bloom by walking on flat surfaces, with each step leaving a floral mark on the robotic planet. Then there are the gems, with three different colors that are scattered throughout each stage. The gems can be used as a guide for players to get through the stages, forming lines and arrows. Players may also find special point items in the stages for a score boost.

All of the stages have a time limit, which will tick down during play and if it expires, a giant robot will chase Nico to stop her. The robot will only go away if Nico loses a life, or if the stage is cleared. Upon clearing a stage, players will be given points based on their performance, with bonuses for blooming flowers and collecting gems. If all of the flowers are bloomed, gems are collected and no damage is taken, a big score bonus can be earned at the end of a stage.

The adventure is split into several zones, consisting of three stages each. After the first two stages of each zone, a boss will appear and engage in battle with the player. The different battles have unique gimmicks to them, making each of them distinct from each other. After defeating a boss, a map will appear, offering branching paths for players to explore. This system adds some replay value to the game, as players will be unable to play all stages in one go.

As this is a home port of an arcade game, there are additions that have been made to the game. The biggest one is the Normal Mode which offers an enhanced version of the arcade game. This enhanced mode features quality of life improvements, with wide screen play, streamlined controls and unlockable content. Then there is the Challenge Mode, where players try to get the best score they can to put on the global leaderboards.

The last mode is the Original Mode, which is as close to the original experience as possible. This mode uses the original aspect ratio, as well as two button inputs for the classic arcade feel. All of the game modes have settings options that can be adjusted, allowing players some level of customisation. And for those who are fans of Taito, there are many references and secrets to discover, covering the history of the company and their games.

Parasol Stars: The Story of Bubble Bobble III

Originally released on the TurboGrafx-16/PC-Engine, Parasol Stars is the third adventure for Bubby and Bobby. They defeated the monsters that terrorized the Rainbow Islands, being rewarded with magic parasols for their bravery. After peace settled in Rainbow Island, they received a distress call from a nearby planet calling for help. The two brave heroes raise their parasols up and soar into the sky, setting off on a new adventure.

This title is a single screen arcade style platformer, where the objective is to clear each screen by stunning enemies and throwing them across the screen. To stun enemies, the player can hit the enemies with the parasol, changing their color and stopping them in their tracks. Once the enemy is stunned, the player can pick up and throw the enemies with the parasol. When an enemy is thrown, they can reveal point items and hit other enemies.

Players will be able to put multiple enemies into a dazed state, which will provide a big score boost if they can be defeated in a chain. Enemies that have been stunned will only stay that way for a limited time, reviving after a few moments and becoming enraged. If this happens, they will get faster and more aggressive towards the player, trying to kill them. luckily, when enemies are daed by the parasol, they don’t pose any risk to the player.

In the stages, there will be droplets that will appear. These items consist of four elements, Fire, Water, Lightning and Star, which can be used as weapons against enemies. Players can pick up and use these one at a time to quickly defeat enemies. However, if a little caution is taken, it is possible to pick up multiple drops at once. By collecting up enough droplets, a super attack can be used to wipe out several enemies at once.

As enemies are defeated, they will drop point items that disappear after a little time passes. These items can significantly boost the score for the player, allowing them to get extra lives. It is also possible for special items to appear in stages, with items like speed up boosts and screen clearing attacks. There are many secrets to discover, but there is also the pressure of time, as Death will appear to kill the player if they take too long.

The adventure itself is split into worlds, with several stages and a boss at the end. The boss battles are unique compared to the regular stages, as they can only be cleared with element attacks. To be able to attack the boss, the player will need to use bottles to create element drops to throw at the boss. But the element drops will be lost if the player is hit. Once enough damage is done, the boss will drop a big score bonus after being defeated.

As an arcade style game, there are limited lives to make it through the adventure. If the player runs out of lives during a round, a continue screen or the score board will appear if a high score is earned. Players can continue the game using a credit, resuming the action immediately. In the event all credits have been used, the game will end. This applies to the Standard mode, whereas the Arcade mode has 99 credits for players to get through the full game.

In standard mode, there are adjustments to the game, updating the gameplay to be more accessible. There are additional features for players to make use of, like cheats, rewind and save states that can make the game a breeze. There is also an additional challenge mode, where players must get the best score they can with a single credit, alongside global leaderboards. Then there is the arcade mode, which is a straight forward arcade style experience.

This release can be played either solo or with another player, allowing for a lot of fun to be had. There is also the option of English and Japanese language, with their own challenge rankings, settings and options. As it is an emulated port, there are also options for visual effects, filters and color adjustments. This allows players to customise the look of the game, offering a highly customisable experience for players to tinker with.

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

Controls – The controls for both games are implemented well, giving players responsive and reactive inputs that are comfortable to use. Then there are the enhancements, with Spica Adventure having adjustable hybrid inputs, as well as special updates that allow players more flexibility. Parasol Stars can allow the inputs to be remapped, while also offering updates to the behaviour of inputs. The best way to experience the games are with a controller with a good D-Pad.

Difficulty – the core challenge of Spica Adventure is rather low, with players able to make their way through the game with little issue. This makes for a fun and accessible adventure, especially with the infinite credits. Parasol Stars on the other hand is much more challenging, as there are difficulty spikes after the early parts of the game. The limited credits in standard mode add to the challenge, but the cheats and the 99 credits of Arcade mode make the game beatable.

Presentation – both games are visually stunning, with the colors popping off the screen. There is a contrast between the pixel sprites of Parasol Stars, and the flat smooth sprites of Spica Adventure. These two games have distinct looks, which allow them to stand apart, while maintaining that distinct Taito charm. The visual enhancements and updates for both games are a nice touch, with Wide screen display for Spica Adventure and CRT filters for Parasol Stars.  

Then there is the sound, with excellent music from Noriyuki Iwadare for Parasol Stars, who has composed music for Langrisser, Lunar and Ace Attorney. The soundtrack for Spica Adventure is performed by Zuntata, the band that is responsible for the music of Darius and The Ninja Warriors. The music in both games is emulated well, with crisp and clean audio, with a good balance between effects and music that feels good during play.

Final Thoughts – I am an unabashed fan of Taito, having covered and enjoyed many of the games, including Parasol Stars. So when I was given the opportunity to play Spica Adventure, a once Japanese release, I jumped at the opportunity. Spica Adventure is a fun and entertaining adventure, with that distinct Taito feel to it. The adventure may be short, but it does have a lot of replay value, as there are many unlockbles to discover.

I also revisited Parasol Stars for this review, and my thoughts on it have not changed. It is a solid challenge that feels like a natural evolution of the Bubble Bobble gameplay. Both of the games in this bundle have that special quality, which makes you want to return to it time and time again. There is that pick up and play feel, which makes it rather accessible for players. I am happy to recommend this bundle, as it offers two great games in an inexpensive package.

In the end, I give Parasol Superstars a final score of 4.75/5. This is an excellent double pack of arcade action, showcasing two games that offer wildly different experiences, yet share the common thread of the Parasol, with quality of life improvements and lots of replay value. If you want to check this game out for yourself, links to the digital and physical releases will be below. Please note, the physical release doesn’t have a solid release date yet.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

Link to Physical version (HERE)  

Judy’s Adventure DX – Steam Review

Overview – developed by Phoenix Adverdale and published by RAWRLAB Games, Judy’s Adventure DX is a Game Boy Color platformer, with precision based action in a retro style. As Judy, go on an adventure to get back home after a mysterious hand steals her house key, exploring a colorful pixelated world. This version of the game is available on the Steam service, with a link to the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank RAWRLAB Games for providing the copy of Judy’s Adventure DX 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 the story is rather simple, I will be combining that information into the gameplay segment.

Gameplay – Judy’s Adventure DX is a retro Game Boy Color precision platformer, where the player controls Judy, a bunny that fell asleep during a picnic. During that her nap, a mysterious hand stole her house key and now Judy must go on an adventure to get home. As the titular bunny, players will be able to walk, run and jump to navigate each of the areas of her world. The world is split into 8 areas, with over 140 rooms to challenge.

To get through each of the stages, players will need to navigate challenging platform layouts, climb ladders and avoid hazards to reach the goal door. There will be static platforms, that can be hopped between rather quickly, but in some areas, there will be platforms that move and react to the player. The many rooms will have layouts that use a mixture of vertical and horizontal scrolling, with the capability for the screen to move in all four directions.

As the player makes their way through each of the different themed areas, the difficulty of rooms will increase. There will be enemies that attack, bottomless pits and deadly spikes, which will reset Judy to the start of the room if she is killed by them. Players will also need to find keys, which will allow her to progress. There will also be hidden items, including Judy’s retro consoles, which she misplaced and can’t remember where she had them last.

There will also be special challenge stages scattered through the game, which will push the skills of the player to the limit. These challenges are hidden behind orange doors, with a reward at the end of them. After entering the door, the challenge will begin with a significant difference. Unlike the regular stages, there are no checkpoints between the rooms of challenge stages. If the player dies at any point, they will be returned to the start of the challenge.

The general platforming is rather solid, with physics that are a little slippery, but this is worked into the experience. This allows for quick rapid hops between platforms, making it feel snappy and speedy during play. However, there are a couple of hiccups with general platforming, as all momentum is lost when making contact with walls or ceilings. This can lead to deaths and some minor frustrations during gameplay.

Thankfully, there are plenty of save points that players can use to preserve progress. These are behind pink doors and can usually be seen pretty clearly, but there are some that will be a little more out of view. There is only a single save point for the game, so players will be unable to have more than one active game. If players do want to try from the beginning, a new game can be started from the main title screen.

As Judy’s Adventure DX is a Game Boy Color game, the whole game can be cleared in a couple of hours. This is a good amount of content for a smaller title, with a good amount of replay value as the game will keep track of the time and number of retries. The inclusion of these trackers allows players to try and improve their performance, lowering the time and number of deaths. There are also achievements for players to clear with this release.

There are additional features for this release, including support for a range of controllers, with rumble functionality. Then there are several different bezels that can be used for the screen, which are designed well and have a lot of detail to them. There is also unlockable art, music options and the most interesting is the extra version of the game. The original prototype build, as well as the non DX version of the main game are included as bonuses.

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

Controls – as Judy’s Adventure DX is a Game Boy Color Game, there is a very simple two button control scheme. The inputs for the release are the jump and run buttons, which work very well, with no issues in terms of delay or lag during play. I would recommend using a Nintendo controller, or reassign the inputs to have the A and B buttons flipped. This makes the game feel more natural, as these match the original hardware the game was made for.

Difficulty – there is an escalating difficulty curve to this release, as the challenge will ramp up over the course of the game. The early segments of the game are fairly easy to get through, but the further the players get, the more challenging it becomes. This is most notable with later segments that require consistent platforming, due to the way momentum can be lost by poor platforming. But with some persistence, it is possible to overcome all challenges.

Presentation – Visually, the game looks just like it was pulled from 1999, with colorful sprite work and vibrant backgrounds. The experience looks good on any size screen (even a Game Boy Color), with all of the visuals being clear and easy to see. Then there are the extra visual details, like the bezels that are pleasing to the eye. The sound for the game is done very well, with music that makes the most of the limited sound engine for the system.

Final Thoughts – I do enjoy playing new games for obsolete hardware, having covered previous Game Boy Color titles like Marron’s Day (HERE) and Yosei Wars (HERE). So when I was given the opportunity to play Judy’s Adventure DX, I was more than happy to take on the experience. The gameplay is a lot of fun, with a challenge that does have some blemishes, but is generally polished well, making the most of the old hardware.

I had a lot of fun with this release, and the bonus versions of the game that are included.  There is access to the roms for the three versions of the game, included in the Steam files. This allowed for the games to be put on a flash cart, making it playable on original hardware, which is a good alternative to a Steam Deck. In general, I am happy to recommend this game to everyone who is looking for a new challenging platformer with a retro aesthetic.

In the end, I give Judy’s Adventure DX a final score of 4.75/5. This is an excellent retro precision platformer, which feels like it was pulled from the end of the millennium, offering a challenging experience, with vibrant visuals, a solid soundtrack and plenty of content in a relatively compact package. If you want to check this game out for yourself, a link to the game will be below.  

Link to Steam version (HERE)

MOMO Crash – Steam Review

Overview – developed by SKOOTA GAMES and published by SCOOTER FILMS, MOMO Crash is an anime style rhythm action games about the adventures of the Thigh Warriors. Take on rhythm action challenges as one of three Thigh Warriors, who possess the power to save souls with their thighs, while also battling a mysterious virus. This title is available exclusively on Steam, with a link to the game and the new Expansion DLC at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank SCOOTER FILMS for providing the copy of MOMO Crash 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. I will be omitting the main details of the story, as I don’t wish to ruin the surprises of the experience, so I will be going directly into the gameplay with some details sprinkled in.

Gameplay – MOMO Crash is a rhythm action game with a unique theme, as players don’t control musicians, but instead the focus is on three girls dubbed the Thigh Warriors. This trio is made up of the fashionable Daia, the optimistic traveller Hikaru and the shy sister Seika. These girls will battle against a mysterious virus that causes an obsession with thighs, while also saving the souls of the inflicted with the power of their thighs.

The game is split into two distinct modes, with the story mode being the main focus of the experience. In this mode, players will play through a story arc that begins with a cinematic, establishing the Virus and the role of the Thigh Warriors. After this, the player can dive into the Arc itself, which is split into stages to challenge. The game is separated into three segments, one for each girl, with their own set of stages, culminating in a finale.

To clear the stages, players must fight the virus and save souls to the beat of various songs. For the rhythm gameplay, there is a lane in the center of the screen, with the thighs of the chosen girl at the bottom. During each song, the embodiment of the virus, as well as the souls of the affected, will move down the lane towards the selected girl. When they reach a designated marker, the player must act by using their thighs at the right time.

During play, there is a dedicated button to attack and to perform a squishing movement. The red viruses must be struck to defeat them, knocking them off the lane when hit, with the blue lost souls being squished to offer salvation. There will also be feline visitors that will appear on the land, wanting attention from the Thigh Warriors. When the cat reaches the girl, the player must hold the squish button as a heart fills up with the cat jumping off when full.

As the player performs these actions, depending on the timing a rating will be given, going from bad, to good and the best being perfect. Each success will fill a meter under the score, while also building up a combo that can be seen on the lane. If the player uses the wrong action, or fails to act at all, a miss will occur causing the combo to end and bar progress lost. At the end of the song, if the player fills the meter past the clear marker, the song will be cleared.

On the results screen for the stage/song, the player will be given a performance rating, with D being the lowest going up to A and maybe even higher. If the player is able to hit all of the beats without missing a single one, they will also get a full combo mark on the song as a bonus. The player will also gain affinity with the girls by clearing songs, increasing based on the rating. When the affinity meter reaches milestone, pieces of a puzzle are earned for a gallery.

Between stages for each of the girls, there will be cutscenes that will push the narrative forward, presented in a more traditional anime style. There is currently only one story arc available, with the potential for more to be released in the future. Outside of the main story mode, there is the free play mode, offering players the ability to freely play any of the songs. It is also possible to select costumes from purchased DLC, which will change the look of the girls.

In free play Rhythm mode, the songs that appear in the main story mode will be playable here, unlocked as the player makes their way through. There is also a selection of bonus songs for players to challenge, included with the base version of the game. Additionally, players can also purchase a special song expansion pack, offering 10 more songs to add to the game. The bonuses and DLC add more play value to the game, extending it after the main story.

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

Controls – MOMO Crash uses a very simple control scheme, making it accessible for all players to jump into it. There are only two buttons that are need to engage with this title, the strike and squish buttons. This allows players using a keyboard or any standardised controller, the ability to jump in and play. It may even be possible through steam input to allow for more unorthodox controls to be used, such as dance pads and music game controllers.

Difficulty – there are three difficulty settings available for this game, offering an Easy, Normal and Hard setting for all the songs. The difficulty affects the number of beats and their pattern, with a level tied to the challenge of each song. As this is a skill based game, the reflexes and timing will determine how well the players do, but the Easy setting can be beaten by everyone. Players can change lane speed, which can affect the difficulty of songs.

Presentation – visually this release has a very cutesy aesthetic, that is bolstered by the anime style that permeates the whole experience. This works with the comedy elements of the game, making the time watching the animations and gameplay fun, but it can be a slight distraction. The animations themselves are done very well, with a quality similar to broadcast anime. The scenes are also subtitled, with easy to read text and good timing.

The music selection is very good, with electronic versions of classic music tracks, like Holst’s Jupiter, Pachelbel’s Canon and Ode to Joy. There is also a variety of sound effects that can be used, adding to the fun of play. Throughout the story and in the menus, there is a lot of dialogue that is entirely in Japanese, which is performed very well by the voice actors. There is a lot of energy to the voice work, which adds a level of excitement and fun to the narrative.   

Final Thoughts – I very much enjoy rhythm action games, having played games like Rock Band, Osu!, Beat Mania and Pop ‘n’ Music over the years. So I am often on the lookout for unique and interesting music/rhythm games, with MOMO Crash really scratching that itch. The gameplay may be simple, with only three different types of action to perform, there is plenty of challenge on offer. This simplicity also makes it accessible to all, which is often a hindrance for rhythm games.  

Then there is the entertaining narrative, which is relatively short, but the amount of content on offer overall does make up for this. There is a good amount of variety and value to basic soundtrack, with the additional DLC song packs boosting this further, and hopefully there will be more in the future. This is an easy recommendation for those who like games with unusual themes, as well as those looking for a unique and interesting rhythm action experience.

In the end, I give MOMO Crash a final score of 4/5. This is a solid and unique rhythm action game, with an easy to access game loop, a goofy yet fun story, a gorgeous art style and a soundtrack selection that starts of great, made even better with the addition of DLC song packs. If you want to check this game out for yourself, a link to the game and the DLC will be below.

Link to Steam version (HERE)

Link to Song DLC page (HERE)

The Liar Princess and the Blind Prince – Steam Review

Overview – developed by Nippon Ichi Software and Systemsoft Beta, with publishing by NIS America, The Liar Princess and the Blind Prince is a hand-drawn puzzle adventure with a heartwarming story. As a princess with a magical secret, guide a prince who has lost his eyesight on a perilous journey to restore his vision. This title is available on PlayStation, Nintendo Switch and Steam, with links to each version of the game at the bottom of this review.

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

Now with the introductions out of the way, let’s get into the review, starting with the story. Please note, I will be keeping the details on some parts of the game light, as I don’t want to spoil any parts of the experience. I will be referring to the game as the shortened name of Liar Princess for the sake of brevity.

Story – once upon a time, a wolf lived in the forest and sang in the moonlight, with a voice that didn’t match her monstrous appearance. This voice attracted the prince who lived in the nearby kingdom, who would listen to her singing. The cliff the wolf sang from obscured her appearance from the prince, but this was about to change. One night, after the wolf finished singing, she looked down and saw the prince climbing the cliff.

In a panic that the prince would never want to see her again, the wolf attempted to cover the prince’s eyes with her paw. However, her claws tore at the prince’s eyes and left him blind. The prince no longer came to hear the wolf sing, having been locked in the tower for bringing shame to the royal family. The wolf discovered this and broke into the castle, finding the prince in rags with his face wrapped in dirty bandages.

The sight of the prince made the wolf’s heart ache. She called out to him, with the prince realising it was the voice that would sing to him. To hide that she was the monster that hurt him, the wolf lied that she was a princess. She wanted to take him to the witch of the forest, who had the power to make any wish come true. The wolf went to the witch’s house, she was going to become a princess, who would rescue the prince from the dreary tower.

Gameplay – in Liar Princess, the main objective is for the player to escort the prince to the Witch’s house. To achieve this goal, players assume the form of the princess, allowing them to hold hands with the prince. While holding hands, the player can guide the prince through the perils of the forest, keeping him safe from harm. As the princess, players will be able to run, jump and interact with different environmental elements.

While travelling through the areas, there will be puzzle elements that need to be solved to progress. There will be switches, which will activate platforms, gates and more to open the way forward. Some of these will require multiple steps, like the player needing to activate multiple switches and plates. There will also be puzzles that require the player to perform multiple steps to progress, like using solving a number puzzle or lighting fires.

For many of these segments, the player will need to use both the princess and the prince to get through. The main way that a lot of the sections can be handled is by holding hands, with the prince following behind and letting go when needed. But as the game progresses, it will be possible to issue commands to the prince. These allow the princess to guide the prince at a distance, or when two actions must be performed.

There will also be physics based areas, like logs that need to be weighed to reach higher points, as well as platforms that will be weight sensitive. Some of the platforms will be unstable, needing to be crossed one at a time, as too much weight will cause them to collapse. For the weight related areas, The wolf weighs more than both the prince and princess, so it will be important to know when to use that weight, making it possible to progress.

Many of the areas will contain monsters, which will hurt both the prince and the princess. In order to navigate these areas, the player can transform the princess into her wolf form. When she is her true self, she will be able to use her claws to fight the monsters, slashing them to defeat them. The wolf will also be able to use her claws to interact with the environment, such as pushing heavy weights to hold down pressure plates or breaking boxes.

Alongside the puzzle solving and monster combat, there is also a heavy focus on platforming and exploration. With the princess and the prince, they are able to cross small gaps and traverse some of the bumps and jumps. There will also be moving platforms, as well as bouncy mushrooms that will launch the prince and princess into the air. It is important to take care when platforming, as Both the prince and princess can die if they fall from a great height.

It is also possible for the princess and prince to die from being attacked by monsters, with a single hit ending the journey for them. But there are ways to prevent this, with the main one being the use of the wolf form, allowing the player to fight back. There will also be the lantern, which will scare monsters away from the prince as he carries the flame. This flame does not last forever, so it is important to clear out the monsters to ensure safe passage.

While in wolf form, players will be able to jump much higher than the princess, allowing her to reach higher points and cross perilous gaps. She will also be able to fall from great heights, not taking damage when landing on the ground. There will still be points that the wolf can die, like falling into a bottomless pit, which will lead to failure. Thankfully, there are generous checkpoints, so deaths and failure aren’t a significant setback for players.

Throughout the experience there will be story segments, which give important details to the narrative as it unfolds. These interludes in the adventure, feature images behind text that is read aloud by a narrator. In the scenes, there is more depth given to the world, the characters and the events that are playing out. This is akin to that of a story being read aloud, with page turning effects that add to the charm of the presentation.  

The last thing to discuss is the collection system, as there are items that can be found throughout the adventure. These consist of golden leaves, scattered through the stages that are discovered through exploration. Players can also find flowers, which the princess will gift to the prince in special scenes. If the player misses any of the collectables, they will be able to return to previous stages, allowing players to get 100% of the items to complete the collection.

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

Controls – Liar Princess has an easy to use control scheme, with the ability to play the game with a controller or keyboard/mouse. The feel of the inputs with both control options are reliable, with reactive and responsive inputs. The game also supports a variety of controllers via steam input, allowing players to enjoy the game however they want. I will say that my preference is to use a controller, as it feels the most natural way to experience the game.

Difficulty – there is a relatively soft difficulty curve with this release, offering players of all skill levels an experience that can be cleared. Some of the areas have more challenging segments, which may lead to some frustrations. This can be due to some awkward platforming and the chance to softlock progress. Thankfully, there are generous checkpoints and the option to skip stages, which take the sting out of failure a little, and they can be challenged again later.

Presentation – the artstyle for Liar Princess is beautiful, with hand drawn art that looks like it leapt from the pages of a story book. This works very well to present the fairy tale aesthetic, as it has hatch lines for shading and details that look like they were painted by hand. The sound is excellent too, with a soundtrack that builds the atmosphere, complimented by a narrator that adds an additional layer of warmth to the experience.

Final Thoughts – I had missed The Liar Princess and the Blind Prince the first time around, as it was released on PlayStation and Nintendo Switch several years ago. But I had covered the follow up, The Cruel King and the Great Hero (available HERE). So that experience made this very appealing to me, and I am happy to say that I wasn’t disappointed. The gameplay is fun and engaging, with an emotional narrative that made it hard to pull myself away from it.

The different elements of the experience are crafted well, with the visuals and presentation being my favourite aspect, as it is something of a rarity. There are some minor hiccups with the platforming, especially when trying to guide the prince, but I don’t feel like they hinder the experience. There are allowances made for those who struggle, with the option to skip stages. I am happy to recommend this game, as it is a beautiful and heartwarming experience.

In the end, I give The Liar Princess and the Blind Prince a final score of 4.75/5. This is a beautiful game, with a narrative that is emotional and engaging, alongside a challenge that can be overcome by all players, with a presentation that makes it stand out among all of the other offerings in the genre. If you want to check the game out for yourself, links to each version of the game will be below.

Link to Steam version (HERE)

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)