S. Prysm Destroyer – PlayStation 4 Review

Overview – developed by MaidsWithGuns and published by Eastasiasoft, the endless 2.5D run and gun platform shooter S. Prysm Destroyer comes to consoles. As anime girl Amor, pilot the giant mech Prysm Destroyer, taking on the primordial beasts that have overtaken humanity and pushed them underground. This version of the game is now available for all console platforms, with a link to each version of the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Eastasiasoft for providing the copy of S. Prysm Destroyer that was used for this piece. The provision of this software has not influenced the contents of the review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review. There is little in terms of game story, so I will be going straight into discussing the gameplay of S. Prysm Destroyer. Please be aware, I have already covered the Steam version of the game, so some of the details from that review will be similar between both reviews. You can find that coverage (HERE).

Gameplay – S. Prysm Destroyer is an endless run and fun shooter, taking gameplay elements from different shooters in the genre, all wrapped in a sci-fi presentation. The player controls a powerful mech armed with a powerful blaster, moving through each of the stage and wiping out the enemies within. The player is able to shoot in 8 different directions, move left and right, as well as jump and use a jet pack to get to higher points.

The core gameplay loop revolves around shooting the enemies on screen, platforming and trying to get to the goal. But enemies aren’t the only hazard that players will need to worry about, as there will be traps and hazards they will need to avoid. These consist of Turrets, flamethrowers and electrical traps, increasing the dangers of the surface world. As the player makes their way through each segment, the challenge will increase.

During the stages, the enemies will appear from all sides, which can make the run and gun action rather frantic. To help with this, players will be able to use a lock button, where they will be able to stand in place and shoot in all 8 directions. If the player tries to shoot down without using the lock button, the mech will go prone and shoot forward. Players can also shoot and jump/drop through thin platforms, giving the player options during the action.

While the player takes on the challenges of a run, the player will be able to pick up temporary upgrades. The power-ups can be dropped by destroying enemies and objects that are scattered through stages. These items include boosts to fire rate, temporary shields and even the ability to shoot through walls. Players will also be able to collect health upgrades, restoring damage that is taken as this game has one life per run.

This game has a special gimmick that makes it stand out among the others in the genre. There will be points during the stages where a glowing icon appears. When the player makes contact with this glow, they will activate an ultimate attack for a limited time. These special ultimate attacks will provide the player with a special weapon, with a flaming Katana, Ice thrower and thunder guitar, which change significantly increase attack power.

As this game has a permadeath system, the player has just one life to get the best possible score they can. As the player gets through the stages, the enemies will become more powerful, with their color changing to show how strong they are. This increases the risk to the player, as the damage increases with the enemy power. When the player dies, their score will be recorded on the local and global leaderboards, letting players compete against each other.

Speaking of score, there is a multiplier that will build when the player takes down enemies. This appears on the bottom of the screen, with a bar that runs down and players can keep the combo alive by defeating enemies. However, if the player takes any damage during a combo, it will be lost immediately. The best way to get a big score for the leaderboards is to get combos, but this can take some time and practice to consistently hit the big multipliers.

The last thing to discuss is the unlockable content. During the game, the player will be able to unlock new costumes for Amor, which are obtained by fulfilling special requirements, increasing replay value. These cosmetics include a bunny outfit, maid uniform and even a nod to the Touhou franchise. When using these different outfits, the model that appears on screen for Amor will change, appearing on screen in the HUD and during ultimate weapon cinematics.

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

Controls – as an arcade style run and gun game, there is an easy to pick up control system, allowing players to quickly get into the action. There are three buttons that players need to use, with the jump/jetpack, shoot and aim buttons set up in a comfortable way. All of the inputs are responsive, working well with the Dualshock 4 controller, making for an easy to play shooter. Everything feels just right during the flow of play.

Difficulty – as an endless shooter, there is no true ending that can be reached, with players looping through stages with ever increasing difficulty. The damage that is taken from enemies will increase, scaling up with their color changes. This is can really make the game tough during the later stages, with the difficulty ramping up the further the player gets. It can take a little while to get used to it, but with a little practice it is possible to go really far.

Presentation – this game uses an old school low poly style to the visuals, with chunky models and a filter on screen. These elements combine to give the game a retro feel, like the action is playing out on a CRT monitor. Then there is the sprite work, which adds an extra little wrinkle to the presentation. The sound is excellent, with music that has a spacey feel to it, really building the sci-fi atmosphere combined with minimal, but effective voice work.

Final Thoughts – I played this game on Steam several months ago, and had a great time. So it was easy to return to it for this review. When I got the game on the PlayStation 4, I jumped straight in and it took a moment to get used to it, but after a little while it just slotted into place. The console version feels much better to play in general, as the unfortunate jank that PC games introduce isn’t present here. So I had an easier time playing this version.

All of the mechanics that were satisfying in the PC release, are just as pleasing here, with the costumes and trophies giving the game a lot of replay value. There is a satisfying snap to the action, with fast paced shooting and challenging platforming. This is a super rewarding game, that is perfect for consoles and I am so glad I could play it. I am happy to recommend it to everyone as it is great for newbies and fans of the genre.

In the end, I give S. Prysm Destroyer a final score of 5/5. This game made the jump to consoles flawlessly, maintaining the satisfying gunplay, platforming and general smooth run and gun action, with a tremendous amount of replay value for players to get sunk into. If you want to check this title out for yourself, a link to each version of the game will be below.

Link to PlayStation version (HERE)

Link to Nintendo Switch version (HERE)

Link to Xbox version (HERE)

Lost Gems – Spawn in the Demon’s Hand (Dreamcast)

Hello and welcome to the next instalment of Lost Gems, covering games that are no longer available. In this entry of the feature, I will be discussing Spawn in the Demon’s Hand, an arcade action game from capcom for the SEGA Dreamcast. Based on the ultraviolent comic book series from Todd McFarlane, with the action taking place across the arcade boss rush and score battles, featuring characters from across the series.

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 any roms or rips of the game being discussed.

So with the introductions out of the way, let’s get started. I will be providing details of the general game experience, alongside my own personal thoughts on the title.

About the game

Spawn in the Demon’s Hand, developed by Capcom is an arcade action game based on the iconic comic series. This 3D action title uses elements of the comic book series, mixing locations that are inspired by the source, with more fantastical spaces. The game was originally released in arcades, using the Naomi hardware, with the core arcade experience ported to console. However, there are additional play modes that have been added to this game.

On the main menu, there are four options for players to select from. These are Arcade, Tournament, Gallery and Options. The main option that most players will spend their time with is Arcade, which provides an experience that is as close to the arcade as possible. when selecting Arcade mode, the player will be given the option to select a number of players, up to the number of controllers attached. This will affect the options available.

When playing the game alone, the player can access the main 3 game modes, Boss Attack, Battle Royal and Team Battle. The real star of this release is Boss Attack, which is a stage based boss rush, pitting the player against powerful foes. This can be played in two ways, Solo or with a partner. In single play mode, the player will only be able to play 7 stages, but if the player has a partner, either CPU or human, the whole game will be playable.

Before any mode can start, the player will be able to select their character from a starting roster of 12, with many more to be unlocked. The characters are split into a few different categories, with some using guns, others bladed weapons and even supernatural powers. It is recommended to try out the different characters to see which one feels right. In split screen, players are unable to select some of the characters due to their size.

The majority of characters will have unique weapon sets, with the title character Spawn having an assault rifle and grenades. Then there are characters like Redeemer and brimstone, who have powerful melee attacks, as well as magical power attacks. Additional weapons can be found in the stages, either from chests and boxes, or from enemies that are defeated. Picked up weapons will be lost if the player dies.

In the different boss rush stages, the player will be given a target and a time limit to beat them. These boss opponents include the Mafia, a demonic Clown, terrifying cyborgs and a wide array of hellish foes to fight. The different stages of boss attack will be split into two types, sectioned and arenas. In the sectioned stages, the player will need to defeat enemies that spawn in, with the boss appearing after a set time and enemies defeated.

During arena battle stages, the giant boss will appear immediately, with their subordinates at the same time. These differences keep the action of boss attack flowing well, with the different stages adding to the depth of the action. As mentioned earlier, there is a time limit that will run down during boss attack stages, with time penalties for each player death. If this time limit expires, the stage will be lost and the player will need to try again.

At the end of a run of Boss Attack, a new character will be unlocked to be used in subsequent attempts. Each of the playable characters will unlock a new one, with special ones that are unlocked when special conditions are met. All of the playable characters that can be unlocked appear in the games Boss Attack mode, giving players an idea of what can be unlocked. These characters can be in the Free-for-All and Battle Royal modes.

Speaking of the Team Battle and Battle Royal, the player will be pitted against the selected characters. During the PVP stages in both of them, the objective is to score as many points as possible. These points are awarded for killing the opponents, but will be deducted if the players accidentally kill themselves. When the time limit for the battle expires, the player or team with the highest score will win the battle.

Now after the Arcade mode, there is Tournament, where the player will battle through a series of opponents. There is a Battle Royal and Team Battle mode. In each of the battles, the player will be given a target score that they have to meet, alongside a time limit. If an opponent passes the target, the player must surpass them before the timer runs out. During a stage in Tournament mode, the same rules as the battles in Arcade mode apply.

The Tournament mode is single player only, which is unfortunate. However, both the Team Battle and Boss Attack are multiplayer, letting players work together is split-screen action. The last mode to discuss is Gallery, where artwork and game assets can be viewed. These are unlocked by completing various conditions that the game does not tell the player, further adding to the many secrets that this game holds for players to discover.

Personal Thoughts

I first experienced Spawn as a character from the 1997 film, not knowing it was a comic book series. Then I played the Dreamcast game and fell in love with the characters, the world and all of the crazy ultraviolent chaos that comes with it. I have many a memory of playing this game with friends as a kid, going through the Boss Attack mode and unlocking the new characters. The rush and excitement of fighting all the bosses was awesome.

Then we have the PVP modes, which were just as chaotic as the Boss mode. It was one of those things that would never get boring, as I would keep playing with the different characters, trying new combinations in team battle. It is one of those titles that manages to stay fresh in all modes, with an almost endless number of character combinations in the different modes. Then there are the secrets and rewards, which further add to the replay value.

There is a great satisfaction that comes from playing this game, with the fast paced action, the way you can decimate enemies and the over the top violence. There is also the option for adjustable violence and damage settings, with the potential to make every attack leave behind a fountain of blood. This makes the game perfect for those who want to enjoy carnage, especially with the Giant characters which turn foes into bloody chunks.

From a visual perspective, the game still holds up today. It may look dated to some with the chunky polygons, but the overall look of the game and design is timeless. If anything the game looks just as good now as it did back in the 2000s. Then we get the soundtrack filled with heavy rock tracks, which give further bring the world of spawn to life. All of the music fits the gory action, with the heavy metal feel perfectly fitting the carnage on screen.

This is another title that deserves to be re-released, either the original Arcade release of the home version. There are emulation options out there to bring this game to modern platforms, with the revival of classic games from Capcom that were released on the Naomi hardware. The game came out 25 years ago and is still as fun now as it was then. The game can be expensive to pick up, with the Japanese version being very pricey, but if you like arcade action it may be for you.

If you enjoyed this feature, please check out the other content I have put on the site. There will be more Lost Gems in the future, alongside additional instalments in the Gaming Oddities feature, which will be a semi regular release. There will also be more features coming very soon in a later slot.

Wanted: Dead or Alive – Steam Review

Overview – developed and published by Team Axeta, Wanted: Dead or Alive is a hidden object puzzle where the player must catch the bandit hiding in the crowd. As the bounty hunter, can you spot the outlaw trying to hide among the other cowboys, just make sure you don’t shoot the wrong guy. This title is available on 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 for Team Axeta that provided the copy of Wanted: Dead or Alive used for this piece, via the Keymailer service. The provision of this software has not influenced the contents of this review, all thoughts an opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review. There is no story for this release, so I will be going straight into discussing the gameplay.

Gameplay – Wanted: Dead or Alive is a fast paced puzzle title, mixing hidden object and spot the difference mechanics. The objective for the game is simple, spot the bandit on the wanted poster among the crowd. There are four different possible choices, with the difference between each of them being the color of their bandana and hat band. When starting a game, the screen is static, but as each target is captured the difficulty escalates.

The better the player does at spotting their target, the more challenging the puzzles become. After the static images, the targets will start to move, varying in pattern and speed. This will be combined with the timer, which will tick down, adding more pressure to the player. With every successful capture, a time bonus will be provided with the max capping out at 40 seconds. This timer adds further pressure to the gameplay.

Players must be careful not to let the timer run out, as the game will immediately end when the timer expires. Then there is the life system. When starting the game, the player will have three lives which will lost if the wrong target is selected. This gives the game an extra level of complexity, as the player can’t just mass click the screen. At the end of an attempt, the player will be prompted to enter their name and best score to the leaderboard.

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

Controls – as a spot the difference/hidden object game, there is only one style of control that is implemented. This is Mouse/touchpad and it makes the game very accessible, allowing all players to enjoy the game. There is the possibility that touch screen support may be available, but I am unable to test this out. In general the play experience is enjoyable and can be a fun time for all.

Difficulty – this is not the toughest of games, but it can be made a little more complicated by chance. There is a lot of random chance to this game, which can make some attempts end very quickly. But then the reverse can be true, with the chance to have a game be pretty easy, with the target findable very quickly. This does make a rather simple game a little more exciting.

Presentation – Wanted: Dead or Alive is a visually “basic” game, with little in terms of flair, but the simplistic pixel art works in favour of this game. The use of simple and bold colors makes the outlaw stand out, contrasted with the background. All of these details make it feel a little nostalgic, like a game you would find on a pc in school. The sound for this game has that western twang to it, with a gunshot effect that is simple yet effective.

Final Thoughts – this is a simple and enjoyable puzzle game, which I took the chance to cover because it reminded me of classic pc games. I had a real hit of nostalgia, as this type of game was part of the Mario 64 DS port, which I played a lot as a teen. I spent a few hours playing this game, improving my score each time, to the point that I reached the top of the leaderboard. I had a lot of fun playing this and it was very satisfying.

As a puzzle game, there is plenty of play value and can be a good challenge to share with friends, especially at such a low price point. The game is accessible by all, with the simple control scheme and easy to understand gameplay. I am more than happy to say, pick this game up, it is a good deal and plenty of fun for everyone. It is a really simple game, but is worth every second of play time that you put in.

In the end, I give Wanted: Dead or Alive a final score of 5/5. I am unable to find fault with this game, it is a fun game with plenty of challenge to the gameplay loop, all wrapped in a presentation that has a good kick of nostalgia to it. if you want to check this game out for yourself, a link to the game will be below.

Link to Steam version (HERE)

Coin Pusher Casino – Steam Review

Overview – developed and published by TreeNutsGames, Coin Pusher Casino brings the flashing lights and arcade sounds of classic coin pushers to computers. Bring the flashing lights and toppling towers home, with realistic physics and satisfying gameplay. This title is available exclusively on the Steam platform, with verified steam deck support, with a link to check the game out at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank TreeNutsGames for providing the copy of Coin Pusher Casino 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. There is no plotline for this release, so I will be going straight into discussing the gameplay for this release. Please note, this title uses A.I. generation for some elements of the text featured in the game.

Gameplay – Coin Pusher Casino is an arcade machine simulator, taking the arcade classic coin pusher mechanics and adding challenging gameplay mechanics. In this release, players are given a set amount of credits which are used in order to access the different machines. Each of the machines has a set buy-in, with the objective being to earn enough money to make a profit. This is achieved by collecting various cash items on the machine.

While playing a machine, the player will be given a set number of tokens for that challenge. This amount is all the player will be allotted, with the only way to keep playing is by pushing tokens into the loot chute.  But these aren’t the only things that can be pushed into the chute, as players can collect chips of varying amounts, gold/silver bars and money. These will add to the machines cash earnings, going towards breaking even and making a profit.

In these pushers, the player will also be able to collect items, like dice, keys and even chests. These items will vary from machine to machines, giving players an additional challenge for each of the pushers. Some of the items earned can be sold or used to earn credits, while others will be used in the arcade mode (discussed below). Once the player is done collecting money, items or is just finished playing, they can end the stage with the pay-out option.

There are multiple machines that players can enjoy, split between three gameplay modes. The first is Zen mode, where the player has no time limit, allowing them to drop tokens at their own pace. Then there is classic, where there is a time limit, with bonus time that is earned by dropping tokens. This is a challenging game mode, as players will need to keep earning tokens, as they will fail if they fail to break a profit within the time limit.

The last mode to discuss is Arcade, which features machines inspired by those that can be found in real arcades. The player has a time limit and no bonus time when dropping loot, making this a high intensity challenge compared to the other modes. Each of the tables in this mode has a special gimmick, alongside mechanics that can be used to yield high rewards. The player can also use items like magnets and dice to increase their earnings.

There are more than 80 different machine layouts that can be challenges, with some of being more extravagant than others. There is a nostalgic feel to some machines, using simple layouts that have been used in arcades for decades. Whereas some have a more fantastical look to them, with multi-level tiers, giant stacks of items and visual elements. This keeps the experience from getting stale, as there is a level of fatigue that can occur with long sessions.

Outside of the coin pushers, the player can access a few options that can affect the experience of the machines. In the coin shop, the player will be able to use credits to buy new types of token. These cosmetics will change the look of the coins that are used in machines, giving players a way to customise some elements of the machine. Then there are the special items, like chests and keys that will yield rewards when opened.

The last thing to discuss is the perk system. As the player earns credits, they will be able to gain new abilities and skills. These skills can be used on the different machines, improving the gameplay experience for the player. These perks include increasing the speed that tokens can be added, auto collection of loot dropped and even luck modifiers. In order to unlock the perks, players will need to spend credits, with some costing millions to obtain.

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

Controls – the controls for this game are incredibly simple. The player can use mouse, keyboard and controller to play the game. To play the game, the player will only need to use three buttons to get into the action for the most part. Due to the simplicity of the controls, the player can automate the gameplay experience by holding down the coin drop button. This can give the game a hands-off or idle feel, just sitting back and letting the game play itself.

Difficulty – there is an unusual difficulty curve to this game, as there are some of the machines that will be significantly harder than others. This can lead to some frustrations for players, due to the limited tokens and time limits of some of the tables. The three game modes also have three difficulty settings to them, which have different amounts of tokens, time limits and bonus time. These make a rather mundane challenge tougher.

Presentation – from a visual perspective, this title looks like a mobile release on the surface, with the simple menus and basic elements. But during play, the machines and general feel look pretty good, with a solid performance even with a lot of items on screen. Then we have the sound, which gives that brain tickling reward of clattering coins when they hit the chute. The music is okay, but can take away from the arcade feel.

Final Thoughts – when I first saw this, I thought it was just your run of the mill phone pusher, as the market has been flooded with them in recent times. However, when I got started, I was pleasantly surprised. There is more to this game than it seems on the surface. The machine designs, gameplay elements and gimmicks can make it an engaging experience. This may seem like a rather mundane game, which may put some players off and it can feel a little basic.

I did find myself resorting to just holding the coin button down, letting the game play itself and just sitting back and watching. But some of the machines require a little forward planning, as it is not possible to just drop coins and hope for the best. If you are into coin pushers or arcade sims, this may be for you and there is plenty of content. Sadly, this game is missing a little bit of polish in areas, like some text not working, but it is otherwise solid.

In the end, I give Coin Pusher Casino a final score of 3/5. This is a relatively easy to play arcade sim, offering an experience that is more challenging than it appears on the surface, with vibrant tables and interesting game mechanics. This is a pleasant time, but does need some more polish in areas. If you want to check this game out for yourself, a link to the game will be below.

Link to Steam version (HERE)

Lost Gems – Devil Crash MD (MegaDrive/Genesis)

Hello and welcome to the first instalment of the new Lost Gems feature, where I will be discussing games that are no longer able to purchase. Here I will be talking about these lost games, giving an overview of them, alongside some personal thoughts. So for this first entry, I want to share what may be considered one of the best pinball games of the 16-bit generation, Devil Crash MD for Sega Genesis/Mega Drive (known as Dragon’s Fury in western territories).

Disclaimer: while these games are not officially sold, there are ways to get this software, either through the second hand market, or through digital roms and rips. I do not condone or promote piracy, there will not be links to any roms/rips of the games discussed.  

So with that out of the way, let’s get started. My main experience with the game is with the Japanese Release, so I will be referring to the game with the name used for that region. This game was also released in an altered form on the PC-Engine and TurboGrafx-16, alongside a virtual console version on the Wii, which has since been delisted.

About the game

Devil Crash MD is an arcade pinball game, which uses a three tiered table system and a dark occult theme. The basic objective of the game is to score as many points as possible, using the flippers to hit as many bumpers and targets as possible. The table itself is split into three sections, with a set of flippers at the bottom. The targets that appear aren’t the traditional bumpers or drop targets, being replaced with various horror themed enemies.

These include skeletons, dark wizards and other monsters, giving the player more points as they are hit. Then there are the large field elements, with the iconic sleeping princess in the center of the middle field, which is affected by the player’s actions. As the player hits the princess and the pockets that are on the center table, the princess will gradually transform into a lizard demon. This is what the game is most known for.

In the lower field, there is the dragon and skeleton watcher, who will follow the ball with its eye. When hit enough, the dragon will breathe fire and the skull will laugh when the player loses a ball. In the middle of the lower portion of the table, there is a turret that the player can send the ball through. If the player can successfully hit this, the gap between the bottom flippers is covered acting as a safety, alongside the kickbacks that can be activated.

Then we have the upper field, containing a pentagram in the center (censored into various star shapes in different versions), overseen by a large skull and translucent wormlike creatures. If the player manages to get the ball into a ramp, the opening at the bottom will be blocked. While in this section of the table, druids will appear and circle the center pentagram, changing color and speed when entering the pockets in the corner of the section.

The main table is how the player will earn points for the most part, hitting the different enemy targets and racking up bonus points. But this is not the only way to rack up a high score. During each play, the player will be able to enter bonus stages which act as boss stages for the game. All of the bonus stages have one thing in common, hit the targets that appear on screen, while trying to avoid the ball falling through the flipper gaps.

To activate the bonus stages, the player must hit set targets on the different areas of the main table. These include entering the mouth of the dragon when hit enough times, as well as through the jaws of the princess when she has been fully transformed. When a bonus stage has been completed, the player will get a big score bonus and a multiplier when they return to the table. If the stage is failed, the player gets a smaller score boost based on performance.

There are 6 stages on the board, which can be cleared in any order. But if the player is able clear all of them, the player will be able to progress onto the final battle stage. This is what separates Devil Crash MD from other fantasy pinball games of the time. Exclusive to this version of the game, the player will be able to fight the Demon Lord. This battle features two phases, where they must hit the boss and deplete all of his health.

During this battle the player must ensure they don’t fall out of the bottom, as they will lose a life (ball) and if all are lost the game will be over. To give the player the best chance at success, the player can get extra balls on the main table, unlocked when special requirements are met. There is also a last chance bonus when the last ball is lost, where the player must match the last digit to get one final to try and beat the game.

The last thing to discuss is the password system, where players can save their progress during play. This is perfect for players who want to play the game in short bursts, allowing for the ability to pick up and continue. There are also secret passwords that can be used, allowing for special modes to be accessed, including time challenge where players get 3 minutes to get the best score. There is even an “Easy Mode” giving the player 99 balls to play.

Personal Thoughts

I have fond memories of the Mega Drive version of Devil Crash, as well as the original PC-Engine release. This is from the golden age of home pinball games, where there was an emphasis on creativity, making them more than the simulations of the time. The emphasis on the occult theme, multi-tiered table and bonus stages really elevate the experience, offering something that was rarely seen at the time.

The way that the game progresses, with the bonus stage system has been lost from modern pinball games. This blew me away when I first played the game, being able to battle dragons, monsters and evil wizards. There is so much depth to the game, with the unique theme, gameplay loop and the excellent soundtrack. Speaking of the soundtrack, the music itself is a real highlight of this release, as it made the most of the Mega Drive sound chip.

There is something so unique about this experience, with visual style that really pushed the boundaries of the hardware. The amount of detail in the dark fantasy and horror elements, alongside the creepy monsters on the table and bonus stages, made the most of the 16-bit system. Compared to what was available in the digital pinball space at the time, this stands out as highly polished and responsive pinball experience.

It is a special title that started my love for pinball in general, being a title that I return to quite often. I wish that there were more games like this in the Pinball genre, as the market is flooded with simulations and recreations of real tables. There is a gap in the market of pinball games for more games like Devil Crash, which was filled when Demon’s Tilt was released. But new games like it are few and far between, which is unfortunate.

This is one of those rare titles that has a cult following, with the obscurity of it not causing the price to dramatically rise. The game can be found for an affordable price, with the Dragon’s Fury version being available at a lower price. It is unfortunate that this game has not received a re-release, as it is a special title that deserves to be seen. Sadly the game may never see an official release again, as the companies that were involved have since become defunct.

If you enjoyed this piece, please check out the other content I have created. Also, keep an eye out for the other new features that will be coming to this site soon, as well as more instalments in this new series. So hang out and see what else gets your attention.

Mechanita – Nintendo Switch Review

Overview – developed by Sagitta Studios and published by Eastasiasoft, Mechanita is a precision platformer, with puzzle elements taking place across 50 stages that increase in complexity. As the goggle wearing heroine, run, jump and shoot to make it past the hazards of each stage, but be careful as one mistake makes sends you back to the start. This title is available on all console platforms, with a link to each version of the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Eastasiasoft for providing the copy of Mechanita 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 intrductions out of the way, let’s get into the review. There is no story in this release, so I will be going straight into discussing the gameplay for Mechanita.

Gameplay – Mechanita is a precision platformer, where the player must overcome the challenges of 50 puzzling stages. In each of the stages the player can run, jump and shoot with their blaster, making their way to the end goal of the levels. All stages are made of a single screen, filled with platforms and hazards. The challenges start of pretty simple, but become more complex with new gimmicks as the game progresses.

During the early stages of the game, the layouts will have spikes, moving platforms and gaps to cross. When the player crosses set stage milestones, there will be additional gimmicks and threats added to the stages. The first threat that players will encounter are the robo helmets, which will move back and forth, killing the player if contact is made. But if the player blasts them with their gun, they will be able to use them as steps.

Then as the player gets further into the game, more hazards and gimmicks will be introduced. There will be enhanced helmet robos, which can be used to spring the player to enhanced heights. The further the players get, the more challenges are added, like moving platform bots, which will fall or stay in place when shot. The player will need to use these to traverse the spike pits, as they will increase in number in later stages.

Then we get onto the enemies that can shoot at the player. There will be bots that can blast the payer with energy shots, with the only way to stop them being to shoot the bullets or the bots. However, these bots will only be stunned for a time, before being able to shoot at the player again. All of these dangers make the stages challenging, and thankfully, there are no lives in this game and players can keep retrying if they fail.

As a precision platformer, there is an emphasis on movement and tight platform jumping. Unfortunately, this is the weakest part of the experience, as the momentum and physics feel rough. This is most noticeable when trying to make tight jumps, as the player will need to jump at the last second to have a chance to succeed. If the player lets go of the direction being held for a split second, they will fall immediately.

All of the little inconsistencies of the general platforming mechanics can make this frustrating, but it is possible to adapt to the awkward momentum. There are 50 stages in this game for players to challenge, which can be retried and replayed from the main menu. There is some decent replay value in this game, but there would be more if there was a timer or some way to track a score. But as it is, the experience is solid.

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

Controls – the controls for this release are easy to pick up, with an arcade style to the inputs. There is a jump and shoot button, which have a bit of an unusual layout to them. The jump button is on the face, but the shoot button uses the right shoulder. This appears strange at first, but does make sense as the player needs to keep the jump button held to get maximum height. Overall it is different to others in the genre, but works pretty well.

Difficulty – this is a bit of a mixed bag when it comes to difficulty, as the precision platforming can be a little too precise. The player can die over and over when being just short of a jump, which can be very frustrating for players. There will also be stages where the difficulty spikes, leading to more unfortunate deaths during play. Thankfully, there is infinite retries for the player to use during play, which does lessen the pain of failure.

Presentation – from a visual perspective, the game looks quite nice, with a simple and colourful pixel art style. All of the sprites and elements can be seen very well, especially when the game is in handheld mode, which is a flaw of some precision platformers. The background is equally vibrant, tying the visuals together. The sound is decent, with some good effects and a soundtrack that has a spacey feel to it but can feel repetitive.

Final Thoughts – There is a deep rooted love for 2D platformers in me, having played them since I was a kid. So when I get the chance to check out a new one, I am always happy to give it a go. This was a fun but flawed experience, as the precision elements of the platforming and the momentum of jumping were a little awkward in execution. This was a little frustrating during play, as some of the sections felt like they were made to be overly hard.

It is a relatively short experience with only 50 stages, which works with the pricing as it is a budget release. This makes it easy to recommend for those looking for a cheap and cheerful little game, as it offers a good amount of content in a modest package. It can be a frustrating experience, with sudden spikes in difficulty, which may put some players off. But it can be a satisfying experience for those who stick it out to the end.

In the end, I give Mechanita a final score of 3/5. This is a fun but flawed platformer, with difficulty spikes that can spoil an otherwise enjoyable experience, but it has enough content to keep players engaged at a fairly low price point. If you want to check this title out for yourself, a link to each version of the game will be below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

Our World is Ended – Nintendo Switch Review

Overview – developed by Red Entertainment and published by PQube Games, Our World is Ended is a Visual Novel where the lines between fantasy and reality are blurred. Judgement 7, a team of game developers find that their creations are bleeding into reality, threatening to destroy Tokyo. 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 the rep who provided the copy of Our World is Ended 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.

Mature Content Warning: please be aware, this title is intended for mature audiences, as it contains strong language, sexual themes and depictions of violence. If you are under the recommended age for this, or find any of the content types listed offensive, please check out the other content available on the site.

Now with the introductions out of the way, let’s get into the review, starting with the story.

Story – Judgement 7, a small team of independent game developers set in Asakusa, are working on a new type of game. This new Augmented Reality game called W.O.R.L.D Program, changes the landscape the user sees in real time. When Reiji is testing the headset, he sees an unsettling cityscape and questions if it is a glitch in the programming. When this is brought up, there is scepticism of what he saw.

However, after a series of unusual events that involved members of Judgement 7, Reiji gets his answer. The members of Judgement 7 have found themselves trapped, stuck between the real world and the new reality that they created. In this strange new world, the characters and monsters from their games risk becoming reality, piercing the veil and entering reality. Now they must find a way to stop this, or the city may be lost forever.

Gameplay – as this is a visual novel, the vast majority of the content will be observing the narrative, seeing the story play out from the perspective of Reiji. The experience is split into chapters, with a prologue and epilogue. Each of the story chapters features special CG scenes, which give additional impact to moments of key points in the story. Between chapters, there will be a splash screen, showing the name of the chapter.

As this is an interactive visual novel, there is more to it than just reading the text that occurs. At set points during the chapters, a special mechanic will occur called Selection of Soul (Shortened to S.O.S). When this occurs the player must make a selection from responses that scroll across the screen, or if they choose, they can simply give no response. These responses can be positive or negative, leading to some interesting interactions.

But the S.O.S system isn’t the only way that players can impact the narrative. There will also be traditional choices that the player can use, with multiple choices that will pop up on screen. All of the choices made through both the S.O.S and normal dialogue choices, will have an impact on the dialogue that plays out. In general, the choices the player makes have little true impact on the narrative, but only during the first playthrough.

To get the full narrative experience, players will need to play through the game multiple times. This is due to the first playthrough resulting in the normal ending. When playing through the game again after the first clear, there will be more endings to obtain with each subsequent attempt. In each subsequent run, the player can find themselves on a set character route, which may lead to a character specific ending.

This title has a tremendous amount of replay value. This is due to the character specific routes that the player can get, as the player will find themselves on different routes. Each of the routes will give the player an insight into the characters, giving them more depth. When playing the game, the player will be able to freely save and load, allowing players to change decisions and making it easier to get the desired route/ending.

Last to cover is the side content for the game. There is a gallery and special section, which will fill up as the player makes their way through the experience. The gallery is unlocked upon completing the game for the first time, containing music, event images and the in game animation sequences. Then there is special, which contains details of the endings that have been achieved, as well as bonus content that is unlocked by fulfilling special conditions.   

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

Controls – there is a super easy to use control system, with the player only needing to use the D-Pad and action button for the vast majority of the experience. For those who want a more hands-off experience, the player can use the auto feature making text auto advance, stopping at the decision points. The menus are nice and easy to navigate, with all of the controls working well, making for a comfortable experience.

Difficulty – there is little if any difficulty for this release, as there are no challenging segments during the experience. Some players may have some difficulty with some words and text, as this is a visual novel, it does get very wordy in some sections. Aside from that, this is a pretty relaxed gameplay experience.

Presentation – as this is a visual novel, the game uses an anime style for the artwork and CG events, which is very pleasing to the eye. The characters are distinct, with effective use of expressions to give them life. The environments, UI assets and animations are vibrant and tie the visuals together. When it comes to sound, there is an excellent soundtrack which further enhances the experience, alongside fully voiced dialogue exclusively in Japanese.

Final Thoughts – I do enjoy visual novels, having covered many games in the genre or that use elements of it for storytelling. So when I was given the chance to experience this game, I was more than happy to jump onto it. My time with Our World is Ended was very entertaining, with a charming cast of characters and story that kept me invested. I experienced a few endings during my time playing, while looking forward to getting more of them.

There is a lot of humor that I enjoyed quite a lot, with fanservice as a key element to a lot of the experience. I will say, that this may not be to the tastes of some player, so it may not be for you if you don’t like sex jokes or fanservice. But if you are into the Ecchi style of Japanese humor, then you will get a lot of enjoyment out of this game. The only issue I had was there were some typos, which sadly haven’t been fixed.

In the end, I give Our World is Ended a final score of 4.75/5. This is a charming and entertaining visual novel, with gorgeous artwork, a cast of memorable characters, a lot of fanservice and a narrative that kept me invested through multiple ending routes. 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 Steam version (HERE)

Gaming Oddities – Muscle March (WiiWare)

Hello and welcome to a new feature for the site, where I will be discussing the more unusual titles in the weird and wacky world of gaming. This will be covering releases that were considered strange, odd and flat out weird. In this first entry in a new series, I will be discussing Muscle March, a WiiWare release from Bandai Namco back in 2009/2010. So please join me as we take a look at this wacky action game about bodybuilders and protein powder.

About the game

Muscle March is a mix of action and puzzle, where the player selects one of seven bodybuilders from a colourful cast of characters. These include Radimov, a Russian punk with a Mohawk and headphones, Brenda, a British muscle girl with pigtails and Rossi, the Norwegian bodybuilding polar bear. There are two gameplay modes for this game, Arcade, which is a single player challenge and endless rush, the multiplayer party mode.

In the Arcade mode, there are three challenges that can be chosen. These are split into the City (easy), Village (medium) and Station (hard), with three stages for each. During each run, the gameplay loop is pretty simple but a lot of fun. A thief has stolen the sacred protein powder, with the perpetrator being chased by a group of the bodybuilders. The group will be random for each stage, making each attempt different.

During a stage, the objective is easy to understand. As the thief tries to escape, the player and their three companions chase them in a line, with the target breaking through walls. Each time they smash through an obstacle, a shape will be left behind that they have to match. There are four poses that the player will use, requiring the player to move the Wii remote and Nunchuck, using the motion controls to match the hole in the wall.

With every successful pass, the combo counter will increase. But if the player fails to match the shape, they will take damage and lose a stamina heart. When all 5 stamina hearts are lost, the game will be over and the player must try again. As the stage progresses, the other bodybuilders will be eliminated, dropping out of the chase with the speed increasing. When all other characters have been taken down, the final phase occurs.

In this final phase, it is only the thief and player character, with the speed increased significantly. This requires faster reaction speeds to catch up with the target. When the player reaches a long open stretch, they will be able to dash to try and catch the protein powder bandit. To succeed at the capture, the player will need to shake the Wii-mote and Nunchuck rapidly. If the player can reach the target, they will take them down and clear the stage.

However, if the player is unable to catch them, the wall breaking phase will continue until the player reaches an open chase phase again. The first two characters are tied to the theme of the stage, with the City having an alien invader, alongside the Village featuring the Demon King Nobunaga.  The different characters are odd, but the most unusual is the Boss that appears in all areas, the all-powerful Mech-Muscle in his blue body suit.

Once all the stages of an area have been cleared, the player character and the thieves will do a little dance to celebrate. Then the Muscle God will judge the performance for the stages, giving a rank based on how well the player did. This ranking system is reminiscent of love testers, with 12 possible ratings. The lower ranks have Dainty, Skinny and lean, with the higher ranks having Macho, Buff and Ripped, further adding to the silliness of play.

The Arcade mode is the main core of the gameplay, but the Endless mode is a really fun challenge. In this mode, the player is tasked with passing through as many shapes as possible. This high score challenge starts off slow at first, but as the player successful clears the walls, the speed will increase. During an endless run, the player will have three stamina hearts, ending the run when all are lost. In multiplayer, all players take turns to try and set the best score.

Player Thoughts

I came across Muscle March way back during the life cycle of the Wii, being confused, bewildered and entertained by the absurdity of it. But over the years, I have gained a true appreciation for the sheer ridiculousness of it. There is such a lack of creative and surreal games that are there to entertain, making this game perfect to rework for the Nintendo Switch. Especially given the enhanced gyro controls and emphasis on motion inputs.

The arcade mode is challenging and fun, with plenty of content in what would be considered a budget title. During play, the motion controls work really well, being snappy and responsive making for an easy to play game. I have been playing it off and on for years, with regular revisits to the game when that itch to play something weird hits. All of the silly mechanics and ridiculous characters made it stand out from many of the WiiWare offerings of the time.

Sadly this game is now considered abandonware, as it was delisted during the Wii shop closure back in 2019. Due to the game being a WiiWare release, the only way you can access it now is through downloading it illegally, or getting a Wii with it already installed. Thankfully there is a good amount of preservation that has occurred with Wiiware games, so you may be able to find it yourself. It does work with emulators, but the best way to play is with official hardware.

It is unfortunate that this game has all but been lost, as it is one of those strange and unusual released that needs to be experienced. The surrealism to the game, the slapstick comedy and the general humor that is implemented makes it a unique title. Games like Muscle March are part of that special club, where they are so odd and gain so much notoriety that they gain a cult following. I just hope that Bandai Namco will be willing to bring it back for Nintendo Switch 2.

In the end, I think you should check this game out if you can. It is a surreal experience that needs a modern re-release on the current generation of hardware, as I feel there is a severe lack of new and creative games that embrace the weird parts of gaming.

If you like the content I put out, please check out the other works that I have put out. I write in-depth reviews of games, as well as plans for more gaming oddities and other side content. So stay around and see if something catches your eye.  

Kotodama: The 7 Mysteries of Fujisawa – Review

Overview – developed and published by PQube Games in collaboration with Art Co, Kotodama: The 7 Mysteries of Fujisawa is a hybrid of Puzzle and Visual Novel, where a new kid gets wrapped up in the mysteries of a High School. As the new Kid, Uncover the mysteries of the school, along with the hearts of the cast of characters. This title is available on PlayStation, 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 PQube for providing the PS4 copy of Kotodama: The 7 Mysteries of Fujisawa 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.

Mature Content Disclaimer: Please note, this game contains material that is not suitable for all audiences. The game features Partial Nudity and Sexual Content, so if you are uncomfortable with this, or under the age to access it, please check out the other content on this site. All characters depicted in this title are 18 years or older.

Now with the introductions out of the way, let’s get into the review, starting with the story. I will be referring to this game as simply Kotodama, for the sake of brevity.

Story – as a new transfer student, they have joined Fujisawa Academy midway through the semester. But they are not alone, as they are accompanied by a fox demon, who grants the new kid mysterious powers. On the first day, while looking for their homeroom, they encounter another student, who mentions something about a curse at the school before running away. This meeting sets in a series of events with seven mysteries tied to the school at the center.

Gameplay – Kotodama is a hybrid of visual novel and Puzzle gameplay, with the story playing out in chapters. During a chapter, the player will encounter a varied cast of characters, with the story taking place across the different locations of the academy. Using the traditional visual novel style of progression, the player will be presented with dialogue options. These choices have an impact on the story, with various endings to achieve.

During each chapter, there will be a mystery that the Occult club wants to solve. These mysteries are tied to the different characters the player will meet, as each character has some darkness in their heart. To uncover this darkness, as well the mysteries of the academy, the player uses a special power, provided by the fox demon companion. This power allows the player to enter the targets mind, uncovering the truth that they are hiding.

When this occurs, the player enters into puzzle battles using the power of Kotodama. These are where the puzzle aspect comes into play. The puzzle sections play out in match three action, but there is a bit of a twist to the gameplay. Instead of switching the gems on screen with those next to them, the players send the gems to the top of the screen. This causes the rest of the gems above to drop down, allowing players to create matches.

When the player matches three or more icons, either horizontally or vertically, they will be destroyed and the energy will attack the character. As the player attacks the target, they will fill up the happy meter on screen. The gems are split into color coded attributes, with each character having a preferred type. When the player matches the preferred gems, they will fill the happy meter faster, while also giving the player stars.

The stars are a key component to success, as collecting 4 will add a skill use for the player, allowing them to use one of the abilities on the right side of the screen. These are important, as the player has a limited number of turns they can make. But with the special skills, the player has the chance to earn more moves with each successful use. However, the skills come with a risk attached, as they can agitate the target causing them to attack the player.

When the target attacks the player, they will make gems unusable, reduce the Happy meter and more. These make the puzzles tougher, with the potential to fail by using up all of the moves. The Happy meter is split into four segments, with the stage being completed when all four segments are filled. When a segment is completed, the player will gain more moves and the target will lose a piece of clothing, as they get closer to the naked truth.

If the player runs out of moves during a puzzle stage, they will get a game over, sending them back to the title screen. When this occurs, the player must make their way back to the point they failed. Luckily, there is a skip button that will allow the player to pass the dialogue they have already seen. There is also the option to save at any point during story segments, which can minimize the loss of progress when failing a puzzle battle.

After successfully completing the stage, the narrative will progress, with the mystery of that chapter being uncovered. But this is not all the gameplay loop has to offer. There is a simple navigation system, where the player can go to different areas of the campus, allowing for a less linear story progression. This doesn’t make any significant changes, but it may lead to different dialogue options, which can be explored on later play routes.

There is also a rather simple levelling system, where the power of the Kotodama Gems will gain increased strength. This is accomplished by collecting color coded words, which are added to a magical book. When enough words of a set color are collected, the level of the associated gem will be increased. By strengthening the words, the investigation puzzles will become a little easier, but still pose a challenge.

If the player wants to practice, they will be able to go to the dormitory and use the power of Fantasize. This is a type of free play mode, where the player can freely play the puzzle stages. This lets the player polish their skills, set new scores and even unlock new underwear to be revealed. As puzzles are cleared, the target character will be added to this mode, so they can be challenged freely. This mode can also be accessed from the main menu.

Last to discuss is the additional side content of this release. There is a gallery for the player to view the different images that have been unlocked, this may take multiple attempts to fully fill out. Then there is the Tips section, which holds information on the different characters and story details. Finally, we have Quaker, which is a parody of social networks giving extra bits of story to the player, accessible from a pop up on screen or the menu.

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

Controls – there is a nice and easy control system for this release, as there is little in terms of complex gameplay. The inputs required will be shown on screen for the player, allowing for quick and easy reference at any time. During the puzzles, the player uses the D-Pad for moving the cursor within the field. The thumbstick is used to move the cursor to the skill actions and apply them to the target. The Nintendo Switch version also supports touch screen controls.

Difficulty – in terms of challenge, for over half of the game there is no challenge, due to the majority of the game experience being a visual novel. But during the puzzle battles, there is a fair amount of difficulty, due to the limited number of moves and possibility to get bad luck. This makes saving important before the puzzles, as it will reduce any time lost from failure. There is a Hard option that can be unlocked for puzzles when conditions are met.

Presentation – from a visual perspective, this is a pleasing title, as it has some art that is very pleasing to the eye. This is from the anime style of art that is used, alongside well designed backgrounds and a good use of color. There is little animation during the puzzles, but it doesn’t impact the game. The music is nice and simple, with some pleasant melodies, there is also a full Japanese voice over for all characters, except the player.

Final Thoughts – I am a rather casual enjoyer of the visual novel genre, due to the unfortunate amount of shovelware on the market. This also applies to the match 3 style of puzzle games, as there is a lot of low quality content out there. However, this game managed to offer a pleasing experience, with both of the genres it uses. The story was engaging and I enjoyed the narrative, with the gameplay adding to the experience by breaking up long stretches of text.

I had picked this game up a long time ago for the Nintendo Switch, and only recently got round to playing it. I was very happy with the experience, with the quality of the gameplay on both PlayStation 4 and Nintendo Switch. There is a lot of gameplay content on offer, with the story routes, endings and free play puzzle options. I am comfortable recommending this game to visual novel fans and puzzle enjoyers, as it offers a lot of content in a modest package.

In the end, I give Kotodama: The 7 Mysteries of Fujisawa a final score of 4.5/5. This is a fun and enjoyable mix of visual novel and puzzle gameplay, with a story that is engaging and well written, with multiple routes, endings and a lot of replay value for players to enjoy. If you want to check this game out for yourself, a link to each version of the game will be below.

Link to PlayStation version (HERE)

Link to Nintendo Switch version (HERE)

Link to Steam version (HERE)

Moons of Darsalon – PlayStation 4 Review

Overview – developed and published by Dr Kucho! Games in collaboration with Astrolabe Games, Moons of Darsalon is a retro styled sci-fi rescue adventure, where the player takes the role of a Darsanaut on a mission to save their companions. Traverse alien environments, interact with destructible environments and solve puzzles to rescue your comrades. This title is available on all platforms, with a link to each version of the dame at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Jesus Fabre for providing the copy of Moons of Darsalon 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. Please Note, the game has some elements of A.I. for art assets, which are optional and can be disabled for the original art, as this is an updated port of the game.

Now with the introductions out of the way, let’s get into the review. The game is light on plot, so I will be going straight into discussing the gameplay, any relevant plot details will be added to the gameplay section.

Gameplay – Moons of Darsalon is a retro styled action platformer, where the main objective is to rescue the Darsanauts who are lost in each stage. Through the various stages, the player needs to perform rescue missions, leading the lost spacemen to a base station. These lost cosmonauts will use A.I. path finding to follow the players commands, as they must use four orders to get them to follow. These are go left, go right, wait and follow.

During a mission, when a voice command is used it will pass through walls, this is tied to the puzzle solving mechanics of the game. When one of the missing starmen hears one of the commands, they will follow the order immediately. If the Command of Follow is given, the NPC will attempt to make it to the voice, but they can get further lost. This can occur if an area is dark, but a flashlight can be found, allowing the player to illuminate areas for better visibility.

When the player gives the command of go left or go right, they will keep moving for a set amount of time. After this, the character will wander around a little until another command is given. It is important to take the areas themselves into account, as an NPC during a rescue will have self-preservation built into them. Those being rescued won’t jump into holes or put themselves in danger, but they are still susceptible to getting hurt.  

As the player guides the rescue targets across the alien environments, there will be many dangers and hazards to overcome. Taking place across the Moons of Darsalon, there will be hazardous terrain, natural traps and even hostile alien life. These dangers must be overcome in order to complete each mission. If the Darsanauts are lost for good, the stage will end and the player will need to restart from the beginning.

To ensure the safety of those being rescued, the player must protect them. This is accomplished by using a variety of tools. The first is the Laser Gun, which can be used to fight alien invaders, but it can also destroy terrain. Speaking of terrain, there is the Ground Maker Gun, which can be used to create land bridges, block enemies and stop dangerous acid hazards. These guns use a twin stick system, allowing players 360 degree aiming.

Alongside the Laser and Ground guns, the player can also collect a Light Gun, which will allow them to throw lamps out that will illuminate areas. This weapon can be used where a flashlight may not be as useful. If a missing spaceman is in darkness, or darkness is in the direction they are travelling, they will stop or go back. This can cause issues when trying to guide a group, as they will get lost easily, so effective use of the Light Gun is very important.

The space age weaponry isn’t the only way to get through the missions. There will also be special vehicles that can be used, with the player having access to a rover, rescue air craft and more, there is even a Jetpack for players to get their hands on. The vehicles have their own durability, meaning they can be destroyed if the player is not careful, failing the mission. Then there is the Jetpack, which has several mechanics tied to it.

When the jetpack is acquired, the player must take a few things into account. The main one is the temperature, which will cause the Jetpack to cut out if it is used too much. When this happens the player will quickly descend. Then there is the fuel, which will run out over time and must be refilled from gas cans. If the player hits a wall or terrain while taking flight, they can take damage, this can happen a lot due to some awkward physics during flight.

The player must use all of these different elements, alongside special stage gimmicks to complete the rescue missions. But performing rescues aren’t the only challenge that players can take on. Each of the stages will have additional objectives, including time challenges, getting to the end without taking damage and limited commands. This system adds to the replay value of the game, as players will gain bonus stars for completing these missions.

All of the stages have four objectives, with the game being beatable by only focusing on the rescue objective. After clearing the stages, they can be replayed to get better scores and times. This gives players more reasons to return to the game, as a lot of the challenges won’t be beaten on the first attempt. However, there is a special bonus that requires all objectives to be completed at once, for even more stars, which is a very tough challenge.

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

Controls – there is an unconventional control scheme for this release. Movement and aiming uses a twin stick system, while jumping and firing of weapons uses the triggers. Then there is the weapon switch system, which uses the face buttons and voice commands, using the D-Pad. This system is unusual and feels counter intuitive, but with time it can be adapted to. But, if players have difficulty with this system, all inputs can be remapped.

Difficulty – this title uses both a fixed and adaptive difficulty system. When using the fixed option, the challenge will be fairly tough, where the enemies and environments will pose and increase to the player. This is for those who want a consistent challenge. Then there is the adaptive setting, which will change the difficulty depending on the player performance. This will ease the challenge if the player makes mistakes, making it easier for those who struggle.

Presentation – this game mixes many different art styles together, with a mix of pixel art, 3D models rendered into 2D and elements of old computers. The character animations for the Darsanauts have a high level of fluidity to them, combining retro looks with modernised lighting. Then there is the audio, which uses an 8-bit sound engine giving it an 80’s sound, combined with digitised robotic voices. All of these elements combine to create a nostalgic experience.

Final Thoughts – I had not heard of this game before it was presented to me, but the general look of the game appealed to me. When I got into the experience, there were some minor hiccups when starting, as the unconventional controls took a moment to adapt to. However, after a little time, it started to become more natural during play. I did enjoy the gameplay loop, but it did get a little frustrating in areas, due to some awkward physics.

In general the gameplay experience is fun, mixing the retro look with modern game mechanics. The rescue system has been done before, so it isn’t entirely new, but the implementation of it feels fresh. There has been some controversy around the use of A.I. assets, which are optional so they don’t impact the experience much. So I feel happy to recommend this game to other players, as it is a solid love letter to retro gaming, especially with the C64 style loading screens.

In the end, I give Moons of Darsalon a final score of 3.5/5. This is a fun and enjoyable action platformer, offering a distinct gameplay experience that is a real blast from the past, combined with pop culture references and retro aesthetics. If you want to check this game out for yourself, a link to each version of the game will be below.

Link to PlayStation version (HERE)

Link to Nintendo Switch version (HERE)

Link to Xbox version (HERE)

Link to Steam version (HERE)