Lost Gems – Sonic the Hedgehog Pocket Adventure (Neo Geo Pocket Color)

Hello, I am back again with the next Lost Gems feature, discussing forgotten classics that are sadly unavailable in an official capacity. In this instalment, I will be covering an unusual collaboration between SEGA and SNK, with a handheld game for the Neo Geo Pocket Color system. So it is time to take a good look at Sonic the Hedgehog Pocket Adventure, developed by SNK under supervision from Sonic Team.

Disclaimer: while the game discussed here is no longer officially on sale, there are ways to obtain the game. This can either be through the second hand market, or through unofficial digital roms/rips. I do not condone or promote piracy, so there won’t be any links to roms or rips of the games being covered.

So with the introductions out of the way, let’s get started. I will be starting with the general game experience, then giving my personal thoughts on the title.

About the game

Released all the way back in 1999, Sonic Pocket Adventure is a rather unique standalone platform adventure, based upon the classic trilogy of games. This title uses colourful 16-Bit sprites, created in such a way to fit the Neo Pocket style, which gives it a distinct unique feel. The game is mostly based on Sonic 2 for the Mega Drive/Genesis, taking stages styles, graphics and enemies. This is contrasted with music that comes from a few different games.

The game itself is made up of 7 zones, alongside a special secret zone 8. All of the zones aside from the final and secret zone are made up of two acts, with the second having a boss battle. The core objective for each of the main zones is to get from the start to the goal, collecting rings and avoiding the hazards of the stage. There are many dangers in the stages, with spikes, deadly pitfalls and numerous robotic Badniks that will try to kill sonic.

During the stages, if Sonic takes damage while holding rings, he will drop all of them, being invincible for a limited time to escape danger. But if Sonic takes a hit with no rings, he will die. In order to survive the different zones, sonic has a few tools that can be used. The main one is the Spin Jump, which is his regular jump skill. Then there is the Spin Attack, by pressing down while moving and the Spin Dash, which can be charged for a powerful burst of speed.

As Sonic makes their way through the stages, there will be Star Posts at different points. These checkpoints make death less painful, especially before the boss battles, which can be pretty challenging. There are many gimmicks for the bosses, which can further push the difficulty up. These include Robotnik bouncing around like a pinball, a battle against knuckles and an appearance of the first Sonic robot, Silver Sonic.   

If Sonic runs out of lives, the player will get a game over and they must either use a continue (detailed further down), or go back to the title screen and use the continue option there. This system lets players quickly get back into the action, returning to the point that they were at when they lost their last life. The inclusion of this system makes failure less painful, giving players a good chance to clear the game without needing to start from the beginning.

Then there are the item monitors, containing additional rings, shields, extra lives and the super speed shoes. These are scattered around the stages, increasing the replay value through exploration on repeat play. If the player manages to reach the end of the first act with 50 rings, a special ring will appear for sonic to jump into. If the player chooses to enter this special ring, they will be transported to the special stage before going to the next act.

The special stages are taken directly from Sonic 2, with Sonic running through a half-pipe, needing to collect rings to match targets, while avoiding bombs. During the special stages, there will be three targets to match, increasing in number as each one is passed. If the target is missed, the stage will end, but if all three are passed, Sonic will get a chaos emerald, with 6 of them to collect in special stages. Players can also collect continues in bonus stages.

If the player is able to collect all 6 chaos emeralds before reaching the final zone, they will collect the 7th final emerald. This will unlock the secret zone and the true ending, but if emeralds are missed, the regular ending will play out. The main single player isn’t the only thing to do with this game, as there are additional bonus modes to take on. These are found in the Room menu from the title screen, below the start game option.

There is a time trial mode, where players are able to replay cleared stages to get the best possible time. The stages will be added to this mode as they are cleared, giving the player a chance to put their skills to the test. There is a ranking system for the time trial, making it a solid challenge mode. Then there is the Puzzle Room, where players can arrange puzzle pieces that are collected during play, with the completion of puzzles unlocking special features.

Last are the Options and Multiplayer options. In the options, the player can set the number of lives that sonic will have, as well as difficulty and the ability to time out. Turning the Time Out option off prevents Sonic from dying if the time limit is reached. Multiplayer occurs in the Duel Room, where two systems are linked together, letting players battle it out as sonic and tails. There are two challenges to play, a race and ring collection objective.

Personal Thoughts

This was a game I played here and there during the time it was available officially, as well as in the years after. I have a soft spot for this game, as it is one of those unusual things that we never thought would happen, like Sonic going to a Nintendo System. But at the time, this was something very special as it was a collaboration between two hardware Juggernauts. If only we knew they would both cease console development in the years after.

When playing Sonic Pocket Adventure, there is this familiarity to it with the classic gameplay style and adaptations of stages from Sonic 2. It feels comfortable and natural to play, with a good sense of momentum and it doesn’t suffer from the dreaded screen crunch. The sprites have been scaled in such a way that most elements can be seen well, which was vastly different from the other Sonic handheld games in the past.

Sonic Pocket Adventure is still a very odd experience, especially for those who know the classic series well. This is due to the unusual mash up of stage elements and music, as the environments are almost entirely from Sonic 2 (aside from scrap brain in the final full zone) and music mostly from Sonic 3. There is this absurd feeling that happens, due to hearing the Angel Island music over an Emerald Hill style stage, but it works really well.

I have a deep love for this game, as it reminds me of a time where collaboration between developers was a rarity, making it feel more special. This was long before the Mario and Sonic games, having guest characters in fighting games and all the licensed characters in Fortnite. There was the Game.Com version of Sonic Jam, but many ignore this as it is an abomination of a game, that barely runs in a playable manner.

This game has not been acknowledged by either SEGA or SNK, becoming a memory to most over the years due to the failure of the Neo Geo Pocket Color. However, there was a new revival of Neo Geo in recent times, with the MVS Mini systems and the ACA series of digital releases. There has also been several releases of Neo Pocket games, with two collections available, giving me some hope that Sonic Pocket Adventure may get a re-release in the future.

With that being said, I do not have high hopes that the game will be available any time soon. There hasn’t been a new Neo Geo Pocket digital release in a long time, so it appears that the only way to buy it is through the second hand market. This is pretty unfortunate, as the prices for the game are very expensive, with the cartridge alone being very pricey through resellers. So maybe, just maybe, we will get a re-release in the future.

If you have enjoyed this feature, please take a look at the other content that is available on the site. There are more entries in this feature, Gaming Oddities and the Retro Revivals, with reviews of new games and a special Co-op feature on its way. So stay tuned for more, take a look around and see what catches your eye.

Gal*Gun 2 – Steam Review

Overview – developed by Inti Creates and published by PQube Games, Gal*Gun 2 is the third entry in the action packed bishojo shooter series, combining on-rails action and dating sim mechanics. The angel Risu has recruited you to help fight demons, as she needs to meet her Demon Busting Quota as part of AR. Co. This title is available for Nintendo Switch, PlayStation and Steam with a link to each version of the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank PQube for providing the copy of Gal*Gun 2 that was used for this piece, via the Keymailer service. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained with are my own. Please Note: there is a special VR mode that can be accessed after purchasing DLC, I was unable to experience this content, so that will be omitted from this coverage.

Mature Content Warning: Gal*Gun 2 is intended for mature audiences, featuring sexual content, imagery and innuendo featured throughout the experience. If you are under the recommended age for this release, or find the content mentioned offensive, feel free to check out the other content on the site. Discretion is advised.

Now with the introductions out of the way, let’s get into the review, starting with the story. I have previously covered the Nintendo Switch version of the game, which you can find (HERE). With this revisiting of a previously covered game, I will be providing expanded coverage, adding significantly more details that were omitted from the previous review. I also have Coverage of Gal*Gun Returns (HERE) and Gal*Gun Double Peace (HERE).

Story – at the Sakurazaki Academy, a student is sitting at your desk, talking to their childhood friend when an unusual app is discovered on their phone. This is from a company called AR. Co. which causes a mysterious headset to appear on the desk after opening it. After putting the headset on, the angel Risu appears, informing them they have become the chosen hero, and they have 20 days to save the Academy from being taken over by demons.

Gameplay – Gal*Gun 2 is a rail shooting style action game, where the player must use the special Demon Sweeper and Pheromone Goggles to meet a Demon Busting Quota. This has to be completed in 20 days, or else the demons will succeed in taking over the school. To accomplish this feat, the player must complete missions, with the capability to clear two of them each day. The missions will take place across the campus grounds and areas surrounding it.

The missions are split into three set classifications, with Main, Side and Free designations for the challenge. The Main missions are the core story progression challenges, where players will work towards the completion of the main story. Then there are the Side and Free missions, where players take on bonus objectives, giving extra story details, items and rewards for completion. Many of the cleared missions can be replayed from the mission menu.

During the mission stages, the player will be able to use the Demon Sweeper, along with the Pheromone Goggles to battle the demonic presence at the school. However, the Goggles come with an unintended side effect, they make the player irresistible to almost every female at the school. This is due to an effect called Popul-Aura, which causes the player to be swarmed with admirers, trying to get a piece of this sudden heartthrob.

The action plays out like a relatively traditional Rail Shooter, where the player is stationary as they are swarmed by enemies. While the player is stuck in position, they can still look around with a full 360 degree camera control, while also adjusting the camera higher, lower and shifting left/right. As the player is attacked, they must use their Pheromone shot to subdue them, which can be achieved by rapid fire or a well time weak points shot.

As the player takes down their amorous pursuers, they will gain points for each successful take down. There is a special combo system with this title, known as Ecsasty Shot, which will count up a streak with each successful weak point hit. This will continue until the player is hit by an enemy, resetting the streak to zero. This makes it important to be quick when taking down enemies, as they can attack up close and at a distance.

Then there is the Lovestrike, which will clear away a bunch of enemies at once. This is achieved by zooming in to a girls eyes, filling up a heart shaped mark on screen, which will activate when full and take down multiple enemies. The different skills can be very useful, as enemies will can hit hard and fast, especially with the ranged attacks that need to be shot down. The player can also be knocked down, making them vulnerable to attack.

But be advised that not all enemies can be taken down with the Pheromone shot alone, as some will be possessed by demons, known as Mini Kurona. These demonic parasites will make the target more aggressive, making their attacks more powerful. To exorcise this presence the player must first shoot them off their host, then use the Demon Sweeper to suck them up. This will make the girl vulnerable to being pacified with regular attacks.

The demon sweeper has limited energy which will run down when using it, starting out at 100%. This can be replenished by taking down enemies, hitting Ecstasy Shots and there will be special angels that can be sucked up for a boost. When the Sweeper runs out of energy, it will recharge to 20% automatically. As the game progresses, the Sweeper can be upgraded, unlocking the special Hyper Sweeper skill for some scandalous results.

Within most stages, there will be transition points, where the player will be able to move between different points. These points will usually pop up when all of the enemies in the area are neutralised, letting the player push forward. In a stage, there will be a mix of single transitions alongside branching paths. The addition of multiple paths to take give stages a lot of replay value, making repeat runs of stages more enjoyable.  

There are a few different action types for the stages, with the main one being the elimination stages, where the player needs to reach the goal. Then there are defence missions, where targets must be protected from Mini Kurona demons. The most unique objective is the search, where a set number of items must be located in an area, all while fighting off demons and admirers. These different challenges keep the experience from getting stale.

At set points during the main story and even during the side story events, the player will be pulled into a boss battle. These encounters can be pretty challenging, with the player needing to repeatedly hit the enemy, avoid attacks and clear away items with the Sweeper. The main bosses occur through general play, whereas the side story battles will occur when conditions are met. This makes them optional and can be missed.

When any stage is cleared, the player will get a final score with bonuses provided based on performance. These bonuses are based on the number of Mini Kurona that have been either defeated or captured. When a day ends, the player will return to their room, where they can get additional rewards based on their accumulated Demon Busting score. The higher the total score, the better the rewards that are earned during play.

Returning from the other games in the series is Doki Doki mode, where the player needs to purify a specific character from Demonic possession. These involve targeting set points of the target girl, where they will be shot at until the demons are expelled. As the player removes the evil influence, they will get closer to the target, deepening their bond. If the player is successful with Doki Doki, they will be see the target in their most vulnerable state.

The final element of the gameplay to discuss is the progression system and endings for the game. Unlike the other games, there are no preset character routes, with a general good and bad ending. However, if the player is able to fulfil a set of conditions, they will be able to get one of six special endings. To achieve these special endings, the player may need to build affection, clear missions and complete special events for the love interests.

When an ending has been achieved, the option for new game plus will be included. This feature allows the player to start a fresh game, maintaining their upgrades, items and other unlocks that have been obtained. This allows for players to go for all endings and rewards, making it easier to get 100% completion of the game. Multiple clears of the game will also make all stages available for the bonus Score Attack mode.

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

Controls – there is a pretty easy to use control system for this release, offering players the option for either controller or Mouse and Keyboard. I personally preferred to use the PC style inputs, as they allowed for faster aim, better precision for long shots and generally smoother gameplay. But the controller input worked very well, giving a comfortable and playable experience. All of the inputs can be freely mapped, allowing players to tailor it to their personal tastes.

Difficulty – there is a rather balanced difficulty curve to this release, offering a challenge that will slowly build over time. This allows for players to take it easy, get used to the mechanics and improve their skills during the experience. If the player fails at a stage, they will be able to easily restart the stage. This isn’t an issue, as the player will be able to quickly jump back into the action. The only big challenge, may be trying to achieve all the special endings.

Presentation – from a visual standpoint Gal*Gun 2 is a real pleasure to look at, with an excellent use of color and anime style characters that are highly expressive. The overall quality of the visual experience is good, with no issues when playing the game in terms of lag or stutter. The interaction scenes, special events and risqué artwork are very high quality, improving the fanservice on offer. This was a very smooth experience.

The sound matches the high quality of the visuals, providing a soundtrack and music that enhances the overall atmosphere present. The opening theme and title music are my favorites, as the opening is an energetic J-pop style anthem, which is further complimented by the happy bouncy title music. The rest of the music is just as good, fitting all of the events and scenes. There is full Japanese VO for this game, which ties the whole game together.

Final Thoughts – I enjoyed this game on the Nintendo Switch, so it is easy to say I enjoyed this version of Gal*Gun 2 just as much, if not more. There is a lot of fun on offer in this release, with plenty of action to enjoy and a heck of a lot of fanservice. While the other entries in the Gal*Gun series are more traditional rail shooters, this takes the formula and expands it further. It is a little frantic at times, but the story scenes break it up nicely.

There is very little to complain about with this release, the gameplay may become repetitive to some and the fanservice tasteless. The overall package is so much fun to play, with a pretty solid narrative experience that has plenty of depth. There is an unusual bug that causes hiccups, but can be easily fixed by playing in offline mode (it is unknown why it happens). But, I can happily recommend this game to fans of shooters, dating sims and fanservice in general.

In the end, I give Gal*Gun 2 a final score of 4.75/5. This is an over the top shooter filled with some chaotic action, over the top fanservice, comedy and lots of girls to shoot. For what seems like a surface level shooter, there is a lot of depth and enjoyment to be found. There is also a ton of extra DLC content for players on offer. If you want to check this title out for yourself, a link to each version of the game is below.

Link to Steam version (HERE)

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Farming Simulator 16-Bit Edition – Special Physical Release Announcement

Hello, I have some exciting news to share today! The Developer of Farming Simulator, GIANTS Software have partnered with Strictly Limited games to collaborate on a special release. Following the success of the Farming Simulator 25 special collector’s edition, which hit PC shelves back in 2024, the positive response to one of the included bonuses lead to todays announcement.

Inside the Box for the Farming Simulator 25 Collector’s Edition, GIANTS Software included a special retro version of the game. The overwhelmingly positive feedback on this release has caused GIANTS Software to partner with Strictly Limited games. This Partnership has blossomed with the announcement for Farming Simulator 16-Bit Edition. Which will be available as both a Standard Limited Edition and a special Deluxe Edition.

This unique release will be compatible with both Mega Drive and Genesis Systems, alongside dedicated systems that run cartridge games, like the Mega Sg and others. Rebuilt from the ground up, this game will feature full high definition 16-Bit graphics, digital recreations of real world equipment and spirtes that push all 512 colors of the system to the limit.

But this isn’t all, not only will you grow the crops, you can havest them to sell, invest in new equipment and explore a vast world of agricultural action. All while listening to a soundtrack composed by the legendary Chris Huelsbeck. This new experience will push the limits of 16-Bit tech, allowing players to experience the joys of farming like never before.

This Limited edition will be produced with a special green cartridge, produced in a quantity of 500 copies worldwide, whereas the Deluxe edition, will contain special bonus items and a presentation box, also limited to 500 copies. In addition to this special release, a standard retail version will be made available, through selected retailers. This will consist of a black cartridge to distinguish it from the Strictly Limited variations.

Statement from Strictly Limited Games: “A rare opportunity awaits retro gaming enthusiasts and fans of the Farming Simulator series to experience the franchise in a fresh format, reimagined with the authentic feel of classic 16-bit gameplay. Both editions are fully compatible with Mega Drive/Genesis-like retro hardware and reflect Strictly Limited’s ongoing commitment to preserving and celebrating gaming culture through high-quality physical releases.”

If you want to check this out for yourself, you can find more information about the Strictly Limited version of Farming Simulator 16-Bit Edition, on their store page (HERE). You can also follow them on Twitter/X (HERE) and BlueSky (HERE) to keep up to date with all of their releases and projects.

Gaming Oddities – Pepsiman (PlayStation)

I am back again with a fresh entry in the Gaming Oddities special feature, which is currently going to be a monthly release. Here I discuss the titles that were considered weird, odd and straight up ridiculous. In this entry, I will be discussing an unusual superhero game, developed around the Japanese mascot of an American cola company. So join me as I take a look at the misadventures of Pepsiman, the superhero that wants to bring Pepsi to everyone who needs it.

Disclaimer: the games discussed here are often out of circulation, making them difficult to obtain officially. There will likely be unofficial digital rips/roms of the games out there, but there will not be any links to those games. I do not condone or promote piracy, so if you want to experience these titles, please seek them out for yourself or if possible, purchase them on the secondary market.

So with the introductions out of the way, let’s get started. I will be covering the general game experience, then I will be giving my own personal thoughts on the title, alongside other relevant information.

About the game

Pepsiman is a third-person on rails running platformer, developed by KID (Kindle Image Develop) and released on the PlayStation, exclusively in Japan back in 1999. In this adventure, the player takes the role of Pepsiman, the cola powered superhero that delivers Pepsi to those in need. The main objective is relatively easy to follow. The player controls Pepsiman as he makes his to those who need the refreshing taste of Pepsi.

As the player makes their way through each of the four stages, split into segmented scenes. These scenes are split into two distinct types, the main scenes and special scenes. In the main stage scenes, Pepsiman will run through the city streets, going past (and through) houses in a suburb, crossing intersections and even through sewers. After clearing the unnamed cities, the player will find themselves in Pepsi City.

During his adventures, Pepsiman will encounter many hazards and obstacles in his path. These include construction workers that need to be avoided, cars that cross the road and even a moving truck that drops furniture. To avoid the dangers that stand in the way of delivering a refreshing Pepsi, the cola powered superhero has a few different skills. Pepsiman is always running, but he can also jump, dash, slide and brake for a moment.

These skills are very important, as they will help the player reach the goal in time, as there is a time limit to reach the goal. This can put pressure on players, as any mistakes can lead to a lot of time being lost. If the timer does expire, a life will be lost and the player will need to try again. But this is not the only way a life can be lost, with damage being taken reducing Pepsiman’s power, shown as a Pepsi logo on screen. If enough damage is taken, Pepsiman will die.

When Pepsiman takes damage, the logo will shrink, but it can be restored by collecting the many cans of Pepsi that litter the stages. Each of the main stages have 100 Pepsi cans to collect. There are also traps that can instantly kill Pepsiman, like pitfalls that the hero must jump over. There will also be gimmick sections with instant death, like riding a skateboard downhill, with Pepsiman losing a life when being knocked off the board.

Thankfully, there will be checkpoints at key points in the main scenes, which will allow the player to resume where they left off. This is possible as long as the player has lives remaining. But be careful, as remaining time will recorded at checkpoints, possibly softlocking the player. If the player runs out of lives, they will get a game over and must continue from the main menu. This starts them at the stage they died on.

The last scene in a stage is a special challenge, where Pepsiman must run into the screen, trying to outrun a deadly pursuer. This scene has some comedic elements to it, with the first being the best as Pepsiman is chased by a giant Pepsi can. As the player attempts to outrun the object, they must avoid hazards that appear in front of them. If Pepsiman hits any of the obstacles, the object gets closer and if they hit too many, Pepsiman gets run over.

Between the scenes of a stage, there are cutscenes where Pepsiman will talk to those in need, enjoy a refreshing Pepsi, or get involved in comical shenanigans. But these are not the only scenes that players will see, as this game uses full motion video of a man, known by fans as the “Pepsi Guy”. In these live action sequences, the American will drink pepsi, eat snacks and talk to the camera, like advertisements during episodes of TV shows.

All of these elements come together to create a unique and charming platforming experience, which is often referred to as one of the progenitors of the endless runner.

Personal Thoughts

I don’t remember when I first discovered Pepsiman for PlayStation, but it has been something that has stuck with me in the decades since I experienced it. It may not be the longest game experience, which can be cleared in about an hour. However, there is a lot of fun to be had with this game, offering a very solid challenge and replay value for players. The only real negative I can say this game has, is there is a bit of a learning curve to get used to it.

It is a very silly game, with Pepsi branding throughout that makes it more of an advertising game, but it isn’t the first or last to do it. There have been many “advergames” over the years, with games featuring food mascots like McDonalds Treasure Land Adventure, BK Sneak King and Yo! Noid. So this being a playable advertisement doesn’t take away from the experience, as it just enhances how unusual and downright weird Pepsiman is.

The whole package has this strange surreal feel to it, with the game cutting between the in game visuals and the live action video. There is a big focus on comedy, alongside the occasional movie reference like the iconic Indiana Jones boulder chase. These elements further add to the comedic feel of the game, with the ridiculous slapstick style of action. Topped off with the now legendary Pepsiman theme and cheer that is heard throughout the game.  

I am not the best at this game, I can’t beat it without needing to continue multiple times. Even then, I find myself coming back to this game, trying to improve my skills and get that no continue run. When it released in Japan, the only way to get it was through the grey import market, which was not very common in the 90s and early 2000s. So when you told Kids on the playground you had a Pepsi game for PlayStation, they thought you were making it up.

There was talk of it coming to the west, which would have been easy as the entire game is in English, but this fell through and kept Pepsiman exclusive to Japan. But over the years and with the rise of the internet, this game has gained a cult following. There are even dedicated Pepsiman cosplayers, donning bodysuits based on the varieties of drink during his time. The actor who played “Pepsi Guy” was also found and gained a new found fame.

This wasn’t the first time that Pepsiman has made an appearance in a video game. Several years prior, SEGA had an agreement with Pepsi to feature their branding in the game Fighting Vipers. In the arcade release, this was limited to billboards and the skateboard used by fighter Picky. However, when the game reached the SEGA Saturn in Japan, Pepsiman was included as a hidden fighter, made playable after being encountered.

Pepsiman and the Japanese Saturn version of Fighting Vipers has never seen a re-release, which is likely due to licensing issues. This limited availability has caused the cost of the games to fluctuate over the years. Thankfully, Fighting Vipers has remained relatively inexpensive, but the cost of Pepsiman has since skyrocketed, making it a very expensive purchase. The character has been dormant for some time, but I would love to see him return.

If you have enjoyed this look at one of the oddities in gaming, then please stick around, crack open an ice cold Pepsi and take a look at the other content on the site. I have reviews of recent game releases, as well as several features, including the first Gaming Oddities feature (HERE), retro features and one focusing on co-op gaming coming soon. I have plenty more content coming regularly to the site, so take a look and see what catches your eye.

Sports: Renovations – Steam Review

Overview – developed by Goat Gamez and published by Dear Villagers, Sports: Renovations is a title in the relatively popular decorating/renovation genre of games, set around a local basketball court. You have been tasked with renovating and refurbishing the Goats Stadium, a local basketball court that is going to be demolished if it can’t be saved. This title is currently exclusive for 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 the rep for Dear Villagers that provided the copy of Sports: Renovations that was used for this piece, via the Keymailer service. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review, starting with the story. I will only be covering the basic mechanics of the game, this is for the sake of brevity. Images provided by publisher and may not match final product.

Story – your hometown basketball course is in danger, as a real estate developer wants to demolish it and build a new shopping mall. You receive a call from a friend, who informs you that you have 160 days to renovate, rebuild and build the building to its former glory. Work hard and use your skills to pain, refurbish and restore all of the facilities, between jobs where you help to rebuild other sports facilities to fund your own project.

Gameplay – this is a rather straightforward house flipping style of game, centered around rebuilding the Goats basketball court. In order to do this, you will need to fulfil two core objectives, with the first being to clean up the court, as the player only has 160 days before inspection. But before that can be done, they need to earn some money. In order to do that, you need to earn funds by performing additional renovation jobs.

At the start of the game, the player will be given details on the events that are occurring, telling them about the backstory of the basketball court. Then the player will arrive at their new base of operations for the game, with a workshop, car park and office. In the office, the player will be able to access the computer, where they can accept special jobs moving to other sports facilities. These have their own stories and reasons for being refurbished.

Each of the jobs will be in a different sports facility, including a boxing gym and climbing club. When visiting a location, the player will be given a set of tasks to complete, while also given some story details about the location. The general tasks that players can be given are as follows;

  • Throw out the garbage – Collect all of the trash and waste that has been left behind, including general waste like drinks cups and general trash. There will also be debris and broken furniture that needs to be disposed of. To dispose of the waste, the player must collect smaller trash into a bag, then throw the filled bags in a dumpster. All items must be picked up one at a time and disposed of.
  • Remove the Junk – using a hammer, break down the junk that is scattered around, including shelves, old furniture and even metal barrels. These items must be struck multiple times to break them down, with the items disappearing after dismantling them.
  • Sweep the floor – using a broom, clean up dust and debris from the different areas, making sure to keep going until it is all cleaned up. When enough of the pile has been swept, the rest will disappear.
  • Paint the walls – with your trusty tools, apply a fresh coat of paint to the different surfaces of your renovation jobs, giving the tired décor a new lease on life. When enough of the wall has been painted manually, finish the job with a single click with the bucket tool.
  • Replace and add new furniture – there will be existing furniture that needs to be replaced, with a selection of contemporary pieces to select from. New dedicated furniture can be added, within a budget, further increasing the value of the property. There will be some special items that are provided free of charge, but many furniture items will need to be purchased.

To help with the completion of the tasks, a scan button is available, which will show things that may have been missed. As the player completes the different tasks, there will be bonus objectives available alongside some simple puzzles. The addition of these tasks gives more to do for the player to do, making it more than just a simple decorating game. Before and after each job, the player will need to take a photo to provide to the client.

The renovation jobs aren’t the only thing that this game has for players to do, as they will need to fix up the basketball court itself. This is accomplished by performing the same types of task as the missions, but there is an extra wrinkle to the progression. To unlock new missions and earn funds for the court, the player needs to clean set areas up, like the main court, commentary booth and locker rooms. These are accessed with money earned on jobs.

But simple cleaning and a fresh coat of paint isn’t all that can be done at the court. There is a full selection of furniture that players can add to the different areas of the home base, providing freedom to get creative. There are many options that can be chosen from, like plants, desks, chairs and more, but they can get expensive, so make sure to save up. This can break up the tedium that occurs with the basic renovation tasks.

There is also a levelling system for the various tools that can be used, with upgraded painting tools, new types of brooms and more to unlock. This will cost money to access, with new items being unlocked for purchase as the player makes their way through the game. To access the tools and equipment, players can use a handy tablet, which can has a variety of handy features for players to use during the different jobs.

As the player makes their way through the different jobs and general renovations, there will be calls from Jess. She is the companion for the player, narrating events and giving more detail to the events that are occurring. But she is not the only voice that you will hear, as a radio DJ will often be heard during the game. He will pop up during play, telling stories and information about the sport tied to the facility being renovated.

The last thing to discuss is the investigation system. In this game, players will be able to pick up items and look at them, learning about the item itself or lore pertaining to the game world. This is a nice addition as it makes the world feel inhabited, as it will end up feeling empty and lifeless over time. Sadly the empty world makes for a lonely experience, with the only break from the feeling of isolation being the radio and one sided phone calls.

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

Controls – the controls have a rather convoluted feel to them, using a mostly traditional mouse and keyboard layout, with the option for controller support. There is an unfortunate awkwardness to some of the inputs, which can be a frustration when trying to quickly complete tasks. The biggest issue with the controls is the need to consistently move, for painting and washing, but thankfully there is the option to adjust sensitivity.

Difficulty – there is little in terms of difficulty in this release, as there is no real challenge when renovating the different areas of the game. It feels like there is more busy work to be done, rather than any jeopardy to try and overcome. This can work for a game that has a level of satisfaction to the overall experience, but sadly this game tends to lack that fulfilment. But it may have an appeal for those who like these types of simulator.

Presentation – This release looks good if not a little generic, with the some decent environmental designs and locations, alongside a fairly well done intro movie. The overall visual presentation is effective in what it attempts to do, with varying options for quality of texture. The sound for this game is a bit of a mixed bag, the music is pleasant enough when it is playing, but there is something unusual about the voice work, as it feels inhuman at times.

Final Thoughts – Sports Renovations was offered to me as part of a promotion, so I was not sure what to expect when I accepted it. When I got started with it, I found it to be rather enjoyable when working with the introduction. But the further I got into the game experience, the more boring and tedious it started to become. The completion of tasks in the small area was fulfilling, but that quickly wore off when working in bigger areas.

There are flaws to this release, like the inability to pick up more than one item for disposal, or the clunky cleaning mechanics. Then there is the voice work, which can feel stilted at times with the VA saying some words incorrectly. I tried my best to play this game through to the end, but I found it to become increasingly dull to play. So with that being said, I am unsure if I am able to recommend this game. There may be some value for some, but for me it is not a fun experience.

In the end, I give Sports: Renovations a final score of 2/5. This is a fairly well put together renovation simulator, but there are numerous small issues that unfortunately hinder it, causing the gameplay loop and general experience to become tedious quickly. If you want to check it out for yourself, there will be a link to the game below.

Link to Steam version (HERE)

Retro Revivals – Sunset Riders (Arcade Archives)

Hello, and welcome to Retro Revival a new regular feature, where I will be discussing retro titles that have been given a new lease of life on modern platforms. The titles featured in this series will range from HD remasters, emulated ports and titles that are included in collections. To start off this new feature, I will be covering the arcade title Sunset Riders, a western run and gun action title from Konami, powered by Hamster’s Arcade Archives.

Disclaimer: the games discussed in this feature have been purchased by me, so the opinions given within are all my own. There has been no sponsorship of the content within this feature. Links to the different versions of the game will be provided at the bottom of this feature where possible.

So with the introductions out of the way, let’s get started with the premier instalment of the new Retro Revival feature. This will follow a similar formula to other features, discussing the game and then some personal thoughts on them.

About the game

Sunset Riders is a side-scrolling run and gun action game, set in a version of the American Old West, inspired by the tales of Outlaws and Bounty Hunters. In this arcade release, the player can select one of four gunslingers, who are on a mission to take down a rogue’s gallery of bandits and outlaws. This title can be played in two variants, a 2 player or 4 player mode is available, with a choice between the original Japanese and international versions.

There are four bounty hunters in this release, split into two specific play styles. The first is the gunslingers, Billy and Steve, who are armed with rapid fire six shooters for quick shots. Then there are the shotgunners, Bob and Cormano, who use powerful spread guns to dispatch enemies. This gives a good amount of variety when playing the game alone, or with others as there is a lot of content on offer in this title.

The game itself is made up of 8 stages with a boss battle in each of them. These stages usually play out in a traditional side scrolling fare, with the ability to jump between upper and lower levels, alongside platforming challenges. Then there are the auto scrolling stages, where the player rides a horse moving back and forth. There are even stages where the player has to cross a moving train, and a battle inside a saloon.

As the player makes their way through the stages, there will be gangs of outlaws that try to take the bounty hunters down. These include the traditional bandits, dynamite throwing cowgirls and fantastical depictions of Native Americans from the Spaghetti Western genre of film. These foes will attack the player with projectile and ranged weapons, appearing from windows, balconies and even jumping down from rooftops.

There will also be enemies holding sacks, who drop items when defeated. These include piles of gold, a turkey roast and the most important, power up stars. These stars give one of two benefits when first picked up, separated into gold and silver. The gold stars give ultra-rapid fire, whereas silver stars give the player a second gun, doubling the shots. All items can also be collected from Saloon girls and by entering open doors.

The power-ups will be with the character for as long as they can avoid death, as they will be reset upon being defeated. This will revert them to their standard attack, which can be a little frustrating during boss battles. Thankfully, there is an abundance of power-ups that can be found, with the number increasing as do the players. This can make it a little frantic during co-op play, as players can scramble to get the upgrades.

At the end of each stage, the boss will appear and throw out a digitized voice line, usually a quote that is inspired by outlaws in media. Then the battle begins, with each of the encounters having a unique gimmick to them. These include a hotshot gunfighter that can dodge roll, a hulking bandit on an armored horse and twins that use explosives/bombs. The unique gimmicks keep the action exciting, preventing it from getting tedious during play.

Each of the bosses has a bounty attached to them, increasing with their infamy and power. When playing single player, the bounty will be immediately given to the player. But if there is more than one, the player who deals the most damage to the boss will win the bounty, shown as a percentage on the results screen. This gives a competitive element to the co-op gameplay, as this is still a score based arcade game.

When all of the bosses have been defeated, the game will start again from the first stage for a second loop. This will occur with increased difficulty, increasing the number of enemies and dangers they possess. If the player chooses to play the Japanese version, the game will end after a second loop giving a definitive ending. However, if the player chooses to play the international version, the game will continue indefinitely after each loop.

After stage 2 and 5 during a loop, the player can challenge a bonus round, which acts as a shooting gallery, where 50 targets will pop up on screen. Players have a short window of time to shoot the outlaws, or they will disappear. The patterns are set for both stages, so after some practice it is possible to get perfect scores. When in solo or co-op mode, points will be awarded to a player based on how many targets they have managed to hit.

Since this is an arcade game, there is an in-game leaderboard that will record the score that players have earned. Then there are the online rankings, which let players across the world compete against each other for the top spot. Then we finish with the bonus challenge modes, with Caravan Mode that gives players a 5 minute time limit and Hi Score Mode, where players get one credit. The best score achieved in these modes is added to the global rankings.

Personal thoughts

I remember coming across sunset riders while on holiday as a kid, seeing the two player cabinet at a seaside arcade. This was alongside other Konami arcade machines, like the Simpsons and Teenage Mutant Ninja Turtles, which were a highlight of the summer holidays. When the Arcade Archives brand launched on the PlayStation 4 and Nintendo Switch, I had no idea that Sunset Riders would get a revival through this brand.

However, I was happily surprised when this title was added to the Hamster Arcade Archives library, making it an easy pick up. When I booted this up for the first time, I was instantly taken back to those days in the arcade. I grabbed my controller, picked my favourite bounty hunter and before I knew it a couple hours had passed. In the end, I had cleared the true ending of the Japanese version and multiple loops of the International release.

I had previously played the game via early versions of MAME, alongside the two home ports, but they had their limitations. This is the best possible way to experience Sunset Riders, as it features both versions of the game in 2 and 4 player variants, alongside dipswitch access and video filters. Then there are the extra modes, which really expand the replay value for players. This is alongside the global rankings, where players can compete across the world.

As a single player experience, this is a great game on its own, with a lot of fun to be offered for those who enjoy a good run and gun. However, when playing this game with at least one person in co-op mode, the chaos is elevated even further. The enjoyment you can have looping the game over and over, is just pure arcade fun at its core, all wrapped in vibrant spaghetti western camp. There is even a Can-Can scene in a saloon as a transition cutscene.

This is one of those games that I thought would never get released again, as Konami has a pretty bad track record of ignoring a lot of their old games. It was part of the short lived Game Room app on the Xbox 360, which was poorly promoted and shut down in 2017, making Sunset Riders inaccessible once again. I am thankful that Hamster has put the effort into their Arcade Archives label, offering many games that have not seen a re-release, a second chance to be appreciated.

If you couldn’t tell, I have a lot of love for this game, and with the popularity of games that feature a western setting, I feel that it deserves a chance to shine again. Before Call of Juarez, Red Dead Redemption and Red Dead Revolver, Sunset Riders brought the wild west bounty hunter to game screens. I cannot recommend this game enough, as it the perfect for fans of westerns and co-op action games, with a low cost of admission.

If you have enjoyed reading this feature, then please check out my other content on the site, including additional features and game reviews. There will also be more entries in this new Retro Revival feature, the Lost Gems series and a new entry in Gaming Oddities will be coming soon. I will also be working on a series of features focusing on co-op experiences. So stick around and see what catches your fancy.

Links to Arcade Archives Sunset Riders below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Lost Gems – Clockwork Knight (Sega Saturn)

Hello! It is that time again, with the next entry in my series discussing classic games that are no longer officially available. In this instalment, I am going to be discussing a forgotten classic for the SEGA Saturn, Clockwork Knight. This is the first part of a duology of games, with the first being a launch title for the western Saturn launch. So let’s take a look at this (at the time) revolutionary platformer in this entry of Lost Gems.

Disclaimer: while the game discussed here is no longer officially on sale, there are ways to obtain the game. This can either be through the second hand market, or through unofficial digital roms/rips. I do not condone or promote piracy, so there won’t be an links to roms or rips of the game being covered.

So with the introductions out of the way, let’s get started. I will be starting with the general game experience, then giving my personal thoughts on the title.

About the game

Clockwork Knight is a 2.5D platformer, using a combination of pre-rendered sprites, polygon models and stages that make good use of 3D depth. This title also featured full video cutscenes, with these videos at a much higher quality compared to early FMV offerings. These video scenes play out during the opening and ending of the game, as well as being used to push the story forward at key points. This was a big leap in game video quality at the time.

The premise of the game is simple, at midnight each night, the toys in the house are awoken by the princess Chelsea. During one night, two Clockwork Knights Ginger and Tongara de Pepperouchau (Pepper) are trying to win the love of the princess. During their contest, the lights go out and the princess is kidnapped. Now the two Knights go into action to save her, while many of the toys become hostile in order to stop her rescue.

The gameplay loop for this release is easy to understand, with the player taking control of the protagonist Pepperouchau. As the titular Clockwork Knight, they must travel through various parts of the house they are in, battling the evil toys in order to save the princess. There are 4 rooms to travel through, made up of two stages and a boss each, with a final boss battle to cap the adventure off. Each room has unique gimmicks and themes that make them unique.

This platforming title follows the traditional action structure, where the player can move left and right, as well as jump across gaps or over enemies. There will also be hazards and obstacles that can damage the player, like enemies that will jump from the background, spikes on the ground and pitfalls. Pepper starts each life with 3 gears, losing one when damage is taken, but they can be restored and increased by collecting clockwork keys.

As Pepper is a Knight, he is armed with a sword in the shape of a key, which is used to battle the various enemies that appear. The player can use this weapon to attack by thrusting directly in front of him. This will stun many of the enemies, or outright destroy them. if an enemy is stunned, they can be attacked again to kill them or picked up and thrown. Players can also tap the attack button, causing his body to spin as he turns the key.

While travelling through the different stages, there will be elements that are distinct to them. Betsy’s Room is the starting zone, with dolls houses that can fall over and story books that will try to crush pepper. Then there is Kevin’s room, which has battery powered elements, like trains and mechanical cranes. The kitchen uses water, as well as low traction platforms to make them more hazardous. Last is the Attic, which contains spikes and explosive enemies.

The different stage mechanics keep the experience exciting and fresh, keeping players on their toes during the course of the game. But there is one more thing that enhances the general experience, which is the alternate path system. Like other platformers, the stages are not just a straight line to the goal. In most of the stages, the player will be able to use special boxes, which are opened with his sword and can transport him to a new area.

These boxes aren’t the only form of transportation in the game however, as some stages contain tunnels to move through. There are even some secret passages in stages to be discovered, expanding the replay value of the game. At the end of a stage, the player is given a challenge to fill a missing letter in the word clockwork, by jumping on a moving platform. If this is successful, the player gets an extra life to go into the following stages.

Moving onto the bosses, each of the boss battles will have their own challenges, where pepper has to hit them in a weak point. These battles will have multiple phases and patterns for players to figure out. The Bosses will have a theme that is similar to the stage that they are in, with the exception being the Attic boss, which plays out before the final true boss. After the first three boss battles, there is a special bonus round that occurs.

In this special bonus round, the player can wager coins they have collected during the stages. The player can wager 5, 10 or 15 coins and take on a spinning box challenge, where the player must follow the boxes as they spin to get the item they seek. But if they get a clown face, they get nothing. If the player does win, they can try to double it and go for a huge payout, but if they fail they lose it all. It is important not to waste your coins.

If the player runs out of lives, they will be sent to the continue screen, where 20 coins must be paid to keep playing. When this happens, the player will be sent back to the stage they died on.  To keep the game going, extra lives can be collected in stages and in the bonus game, these are shown as helmets with blue giving one life and red giving 3. If the player clears the game, all remaining lives are converted into points for the players score.

Speaking of Score, this is the main replay value of the game. The player will score points based on performance, with bonuses for time and damage taken at the end of the stage. To ensure the best score is obtained, with as little damage taken as possible, it is important to make good use of items that appear. These include items like footballs, springs and even an invincibility orb that will make Pepper invulnerable for a time.

Personal Thoughts

I first experienced Clockwork Knight as a kid, being blown away by the leap from the Mega Drive and SNES, to this whole new world of 3D gaming. There was something special about it and everything that made it new and fresh has stuck with me since I first played it. I will admit that it does have some small flaws, like the length of the game with only 13 stages, including the bosses. But this is for a reason, as the first game ends on a cliffhanger.

The general moment to moment action of the game is fun, with a lot of exploration, secrets and bonuses to be found during play. this game can even be run through pretty quickly, as there are secret exits, letting players pass to the boss from the second stage pretty quick. Then there are the fun boss battles, which really keep the player on their toes. These are very challenging, as you can suffer a lot if you try to rush for a quick kill.

The thing that stood out to me the most is the music and cutscenes, which were something that was pretty revolutionary for the time. The animation between scenes is really good, pushing the story forward without the need for dialogue. Then there is the music, which is wonderful to listen to, offering a selection of tracks that enhance the experience for players. Then there is the opening song which sets everything up for the adventure ahead.

I really love the experience that Clockwork Knight and the sequel provides (which will be covered in the future), as it is just a good simple platformer. This was a showcase for the SEGA Saturn, with the use of depth for the stages and backgrounds, making it feel less flat than the games that came before. It is a real shame that the game is still locked to the Saturn, as there are emulation options out there to bring the game to new systems.

I wish that SEGA would bring this series back, but not as a remake as I feel that would spoil the experience. Last year was the 30th anniversary for the game in japan, with this year being the anniversary in the west, a long time to ignore such a wonderful series. Thankfully, the games are not too expensive on the secondary market, with the game being affordably priced. This is good as games of this age on dead hardware often explode in price.

Thank you for checking this piece out. if you enjoyed it, please take a look at the other content that is available on the site, as well as the other entries in this feature. More content will be coming soon, so stay tuned for that and see what catches your eye.

Morkull Ragast’s Rage – Nintendo Switch Review

Overview – developed by Disaster Games and published by Selecta Play, Morkull Ragast’s Rage is a comedic Metroidvania with a focus on platforming and action. Morkull, the God of death, seeks to escape from the Ragast where he has been imprisoned, after discovering that he is a character in a video game. This title is available on Steam, Nintendo Switch, PlayStation 5 and Xbox Series systems, 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 the rep for Selecta Play who provided the copy of Morkull Ragast’s Rage that was used for this piece, via the Keymailer service. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review, starting with the story. I will be covering the core gameplay of this game, as there are some elements of the game that I don’t wish to spoil for players.

Story – Morkull, the God of death has found himself trapped in the Ragast, imprisoned within it. He has decided to break out of his bondage, becoming aware of his existence as a video game character. He has recruited the player to aid him in this quest, as he wishes to combat the developer and escape the confines of his programming, seeking to bring his evil to the world.

Gameplay – Morkull Ragast’s Rage is a rather simplified Metroidvania, where the player takes control of the eponymous villain and god of death. The game features a rather straight forward gameplay loop, focused on platforming and action, with a little exploration. When the player starts the game, they will be moved through a simple tutorial, teaching the player the basics of the game. This introduces the players to basic combat and platforming.

As the player gets further through the game, there will be new mechanics that get added to death god’s skill set. These include the ability to block enemy attacks and parry, this is alongside the ability to dash and cross large gaps. As the skill set increases, the player will be able to reach new areas that may have been inaccessible beforehand. This means there is a little bit of back-tracking during play, but it doesn’t impact the gameplay too much.

During exploration of the different areas of the Ragast, the player will come across various foes. There will be enemies that can attack on the ground and in the air, alongside invulnerable monsters, which can deal serious damage to Morkull. To battle the dangers of the labyrinth, the player can use two attacks, consisting of a light and heavy attack. The move-set is limited at the start, but can be upgraded during the course of the game.

Enemies will have a variety of attacks that can hurt the player, dealing significant damage to him as he is rather frail in battle. Morkull has a health bar that is shown onscreen, which will be depleted from enemies as well as traps in the dungeon. These traps include acid pools, spikes and rolling boulders. In order to recover health, the player can heal up at special points and use potions, with one to start but more can be obtained.

When enemies are defeated, the player will gain souls of varying amounts. These souls are added to the players total, with no upper limit that can be obtained. The souls can also be found in hidden areas, where they can be picked up once as a bonus. If the player dies during the course of the game, they will lose half of their total souls as punishment. The souls that have been collected serve an important purpose during play.

At set points on the map, the player will come across arches, where they will be able to talk to Morkull’s servant. This vassal of the death god provides a very important service for the player, the ability to unlock new skills. By upgrading the skill tree, the player can get new combo attacks, additional potion slots and more special skills. Morkull can also heal at these points and fast travel between them, as well as respawn at them.

As this title uses elements of the metroidvania genre, the player must open up locked gates. The gates are locked in three ways, the first and most common is via keys, which are obtained from defeating enemies. Then there are the switch gates, which can be opened by triggering a switch during exploration. The last type of gate is the encounter gate, where Morkull is locked in a battle, which must be cleared to pass the gate.

Then we have the boss battles. These are challenging battles where Morkull is trapped in an arena, fighting to the death against a powerful opponent. Entering these battles will push the story forward, giving the player new special abilities and special cutscenes. But these are not the only cutscenes that occur during the game, as Morkull will break the fourth wall and talk to the player, as well as other NPC characters in the story.

The last thing to discuss is the collectable system. During the adventure, the player will discover special items that are scattered throughout the dungeons. These are added to the collection screen, where the player will be able to view special abilities, enemies encountered and more during the adventure. This is a very useful screen, as the player will also be able to access the skill tree, alongside the expanding map on this screen.

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

Controls – the control system for this game is laid out in a comfortable manner, with all of the most common inputs on the face, and secondary actions on the shoulders. This gives the game a straight forward and beginner friendly feel, allowing newer players trying the genre a good foundation to get started. However, during play there are moments where the inputs can be missed, which is very likely to cause frustration for players.

Difficulty – in terms of challenge, this game is balanced fairly well for the most part. But there are moments where the difficulty can spike, due in part to the non-linear nature of the game. This can cause players to enter some areas unprepared, be swarmed by enemies and killed quickly, losing souls in the process. These sudden jumps in challenge can be frustrating, but with patience and resilience, they can be overcome.

Presentation – visually Morkull Ragast’s Rage looks fantastic, with hand-drawn art and frame by frame animation. This enhances the overall feel of the game, making characters and movements feel fluid and lively. There is the occasional hiccup with performance, but it isn’t prevelant enough to be considered a detriment. The sound for this release is a good accompaniment to the visuals, with atmospheric music for exploration and heavy tracks for battle.

Final Thoughts – I do enjoy a good Metroidvania or Search Action game, with a fondness for those that do things a little different. So I went into Morkull Ragast’s Rage with some enthusiasm, with mixed results. The general game experience is fun, with the fast but simple combat offering a good challenge, combined with platforming that doesn’t feel sloppy. I also enjoyed the humor and fourth wall breaks, as they add a little more spark to the game world.

Unfortunately, the game doesn’t come without flaws. The frequency of save gates where upgrades can occur is much lower than I had hoped. This can be a significant frustration when trying to get back to one with a large amount of souls, due to the penalties for death. There were some minor bugs during play too, but these will likely be addressed in the future. In general, I can recommend this to those who are looking for a fun Metroidvania style adventure.

In the end, I give Morkull Ragast’s Rage a final score of 3.5/5. This is a charming and entertaining Metroidvania style adventure, with solid humor, satisfying combat and simple but challenging platforming. Unfortunately, it is brought down by a couple minor hiccups during play. if you want to check this game out for yourself, a link to each version of the game will be below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

Link to Steam version (HERE)

Fluffy Sailors – Steam Review

Overview – developed and published by Skaldery Games, Fluffy Sailors is a nautical action roguelite game, where the player takes the role of a little mouse on a quest from the mouse queen. Engage in challenging sea battles, with an interesting mechanic to battle, by using the fluffy crew on the ship as cannon balls. This title is available exclusively for the Steam platform, with a link to the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank the rep who provided the copy of Fluffy Sailors that was used for this piece, via the Keymailer Service. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review, starting with the story. I will be focusing on the core mechanic of the game when talking gameplay, as there a many variables that can affect the game as a roguelite.

Story – in a world ruled by fluffy animals, the Mouse Queen delivers the distressing news that her royal chef has been captured. The culprits of this fluffnapping are the Alligators, who captured the cook while they were trying to collect yummy ingredients. In order to get the royal cook back, her highness has given you the map to the alligator territory, along with a ship to set sail. Can you make it across the treacherous waters and complete your quest.

Gameplay – Fluffy Sailors is a naval combat roguelite, where the player is tasked with rescuing the Royal Cook for the Mouse Queen. To achieve this goal, the player must sail through various areas, combating the enemy ships that hold those territories. When starting a run in this game, the player always starts at the mouse kingdom island, where the tutorial battle occurs. Here the player will learn how to handle the ship.

During ship to ship combat, the player can fire from cannons on the left and right of the ship. This is where the unique gimmick for the game comes in, as the ammo for the cannons is the fluffy crew of the ship. Each time a cannon is fired, crew members will be fired at the enemy, dealing damage when a successful hit is made. But this comes with a caveat, if the ship runs out of crew, they will be defenceless, leaving them open to getting sunk.

Thankfully, the crew can be replenished, which can be done in two ways. The first and main way is restocking at islands. This will be free at the mouse kingdom, but every upgrade after will cost seashells, which are earned by destroying enemy ships and collecting salvage. However, there will also be rafts that can be found floating in the seas, which will add some crew members to the ship. This gives the combat system an element of tactics.

The game is split into stages, with the foes that you face varying from run to run. These enemy vessels have themes based on their species, including Rat Pirates (Pirats) in black sail ships, Hamsters with wheels on their boats and more. When all enemy ships have been sunk, the player will clear the stage and be given Seashells as a reward. There is also the chance for skill points (discussed further below), or if the player is lucky they can capture an enemy ship.

When an enemy ship is captured, they will be able to use that ship as part of their fleet from the next stage. All of the different ships have their own unique strengths and weaknesses. Some will deal big damage at the cost of ammo supply, whereas others can do low damage with a lot of ammo and fire rate. If a ship is destroyed, they will be removed from the fleet, but don’t fret as damaged ships can be repaired at islands for seashells.

The further the player gets into the game, the more things that will appear on the islands. There is the chance for item shops to spawn, providing temporary boosts for the player. These items can have both positive and negative effects, like increased damage dealt at the cost of reduced defense. Each ship in a fleet (if the player captures any), has one slot for an item which will be with them for the duration of the run.

After clearing a set number of smaller islands, the player will encounter milestone areas which act as bosses. In these areas, the player will battle a higher number of enemies, with areas of the stage that have gimmicks that are unique to them. These milestone stages are highly challenging, with the chance for defeat being pretty high. The further the player gets into a run, the more challenging and deadly the stages will become.

If the player gets all of their ships sunk, they will be sent back to the Mouse kingdom. When this happens, the player will be able to use all of their earned skill points to get new permanent upgrades. These upgrades are set into three tiers, with the first tier unlocked and the other two unlocked when milestones are cleared. These skills include the ability to ram enemy ships, reduce costs to restock/repair ships and even rescue ammo crew.

Due to the nature of the roguelite genre, there is a lot of luck that players will need to hope for in order to succeed. The random nature of this type of game can affect the way that runs play out, with the chance for very strong enemies to appear early on. This can lead to a quick defeat, which can be frustrating for players. If they are lucky, they will get lower level enemies, which will give the player a chance to build their supplies for the harder stages.

The last thing to discuss is the interactions between the Mouse Queen and the chosen Hero. Between each run, the player will return to the mouse kingdom, where they will speak to the queen, relaying information about the adventure. These can be both humorous and helpful, as the queen will react to the events that occur, occasionally giving advice to the player. This gives the game a unique charm that adds to the fun of the game.

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

Controls – Fluffy Sailors has a twin input system, with the option for mouse/keyboard as well as the ability to use controllers. The player controls the ship and camera independently, with the skill functions and cannons on their own buttons. For ease of play, there are on screen inputs that players can use for quick reference. The controls work well, but there can be some janky camera movement with mouse, but adjusting the DPI can help.

Difficulty – since this is a roguelite, there is an odd difficulty curve that can be a little bit inconsistent. When playing through the game, it can be entirely dependant on luck if players will make it to the first milestone, let alone the end of the game. This is due to the high chance the game will spawn strong enemies early, reduce the amount of salvage that appears and even if ships can be captured. These systems can be frustrating, but also highly rewarding during play.

Presentation – there is a very pleasing style to the visuals of this game, with the animals having a cute look to them. This contrasts well with the look of the islands, the seas and the ships that appear on the seas, making the world feel lively and interesting. There is the odd hiccup with visual performance, but it doesn’t severely impact the game. The sound is pleasing, with cute squeaks for the mice and other animals, combined with an exciting soundtrack.

Final Thoughts – I am an enjoyer of the naval combat style of play, with the open movement and exciting cannon battles. So when Fluffy Sailors was made available, I decided to give it a chance. My first impression of the game was a little iffy, as I experienced some very bad luck which was a frustration. But as I spent more time playing, I got used to it and the experience was more enjoyable, being able to overcome some of the slightly wonky flaws.

The general gameplay experience can be a bit of a mixed bag, with the random nature of the roguelite genre, which can be frustrating for players. However, the gameplay loop is rewarding when getting to grips with it, becoming a little easier as the player gets used to it. There is even a special survival mode that can be unlocked. With all of that being said, I can recommend those looking for a challenging and rewarding game, all wrapped in a cutesy presentation.

In the end, I give Fluffy Sailors a final score of 3.75/5. This is a fun and enjoyable roguelite naval combat title, with a slightly awkward control system, but a rewarding and challenging gameplay loop that has an adorable style to it. if you want to check this release out for yourself, a link to the game will be below.

Link to Steam version (HERE)

Lost Gems – SimCity (Super Nintendo)

Hello there! I am back again with another entry in my feature covering games that are no longer available. This time for Lost Gems, I want to share one of my favourite game releases for the Super Nintendo (SNES), SimCity, which was a launch title for the System in Europe and North America. During a time when console simulation games were uncommon, Nintendo partnered with Maxis to create one of the best city management Sim games.

Disclaimer: While the game discussed here is no longer officially sold, there are ways to obtain the game. This can either be through the second hand market, or through unofficial digital roms/rips. I do not condone or promote piracy, so there won’t be any links to roms or rips of the game being discussed.

So with the introductions out of the way, let’s get started. I will be starting with the general game experience, then giving my personal thoughts on the title.

About the game

SimCity is the premier city building and management simulator, where players can construct their own city to build a bustling population. Starting off with a blank slate, the objective is to build Commercial, Industrial and Residential zones to grow the city. When starting the game for the first on SNES, the player is given three options to choose from, Practice, New City and Scenario. If a city is already in progress, players can choose to load an existing city.

In the Practice mode, the player will be given all of the tools to build a city up to a target population, using a preset map for this mode. All while learning the ins and outs of managing their city. The scenario option gives players a selection of prebuilt cities, with objectives and challenges to complete. These include an earthquake in San Francisco and monster attack in Tokyo, making them distinct from each other.

The main attraction for this game is the new city mode, where players can build up their own township from the ground up. When creating a new city, the player will need to select the land that they want to build on. There are a total of 1000 possible maps that can be used, giving an incredible amount of replay value. After the map is chosen, players must name the city and select a budget, with Easy at 20K, Medium at 10K and Hard at 5K.

When the player starts a new city, they have a blank canvas on which to build their civilization. The progression of the game is split into stages, with the first stage being a village. It is advised to start off by building a power source, with the choice between Nuclear and Coal. Then the player can start to build Residential, Commercial and Industrial zones to meet the demand for each, with power lines connecting them to the station.

To encourage the growth for different zones, the player will need to build roads and rail lines, connecting the different areas together. As the different areas are connected, the areas will grow and the population will increase. When the population reaches set milestones, the stage will increase, starting off at a village and increasing all the way to Megalopolis. As the stages advance, the music that plays will also change.

The main zones that players can build aren’t the only things players can build. There are police and fire stations, which protect the surrounding areas, Parks that add greenery and even stadiums for the residents. Players can even earn special items, including the Mayor’s House, Theme Parks and Casinos when special criteria are met. These rewards increase the options for a new mayor, while also providing various benefits.

As this is a city management game, the player will need to earn money in order to keep everything running smoothly. At the end of each in game year, taxes will be collected from the population, with money being added to the budget and expenses deducted. Players will also get special expenses from the rewards that have been obtained. The expenses consist of transport for rail/road, fire departments and police forces.

It is very important for the mayor of the city to make sure to keep expenses paid, as the city will fall into disrepair and the growth will suffer. If the expenses cannot be paid, the roads/rail will crumble and crime will increase. The funds will also be needed in the event of a natural disaster, like fires, flood or even Bowser attack. In the event that all funds run out, the player can get take out a loan, but if it cannot be repaid and the city goes bankrupt the game ends.

The last thing to discuss is the mascot of SimCity for Super Nintendo, DR. Wright, a personification of the creator of SimCity. DR. Wright will appear throughout the game, giving the player tutorials, important alerts and congratulations when milestones are met. This system adds to the colourful presentation of SimCity. There is even some humor added with DR. Wright reacting to crime, pollution and even natural disasters.

Personal Thoughts

This is another game that is ingrained in me, holding a special place in me for as long as I can remember. While I am not a fan of the city management genre of simulations, I do have an exception for SimCity as it doesn’t have the overly complicated systems later games do. There is also the distinct Nintendo charm that this game has, with the expressive mascot version of DR. Wright, alongside the inclusion of Bowser as a disaster.

The use of DR. Wright gives this version of the game its own unique identity, making it feel like there is an achievable goal, rather than a run of the mill simulation. This is enhanced by the inclusion of the stage system, going from village to town, all the way to Megalopolis as a final step. Then there is the soundtrack, which changes along with the growth of the city, as each stage is passed, the music becomes more grandiose.

Then there are the alerts that pop up, showing the DR. either happy or in distress, with their own distinct music and imagery. All of these elements give the game that Nintendo flavour, making it more than just a simple port of the PC game to a console. The ease of use for everything makes the game very approachable, so players can play without needing the manual. This is refreshing, given the progress the genre has made and how complex it has become.

I find this to be one of those games that needs to be experienced by everyone, as it has everything that would qualify it as a “cozy” game in this age. When the Nintendo Online library services were released, I was hoping that this game would be included, but sadly the omission of this game left me disappointed. It would have been perfect for the Nintendo Switch, given the hybrid nature of the system, allowing players to start their city at home and take it on the go.

Thankfully, it is not an expensive game to pick up on the secondary market, with loose cartridges and even boxed versions of the game at affordable prices. This is a fairly well-known game and I am surprised that it is as affordable as it is, given how the market tends to fluctuate with good games. I would have hope that this game can be made available to players again, but honestly there is probably no chance given how EA treat their old games with partners.

Thank you for taking the time to check this out, if you enjoyed it, please check out the other content that is available on the site, alongside the other instalments of this feature. There will be more features coming soon, so stick around and see what catches your fancy.