Retro Revival – ACA NEOGEO Blue’s Journey (Various)

Hello again, I am back with the next instalment of Retro Revival, the series where I discuss classic games that have been given a second chance at life. In this series I cover HD remasters, emulated ports and compilations either in part or as a whole. This week we return to the NEOGEO library, with Blue’s Journey, a platformer developed by Alpha Denshi (ADK) in 1991. The game is available on modern platforms via the ACA NEOGEO series by Hamster Corporation.

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

So with the introductions out of the way, let’s get started. I will be discussing the general gameplay experience, then provide my personal thoughts on the release.

About the game

Blue’s Journey is set in the world of Raguy, a lush planet where nature is in harmony with those who live within it. However, the land was invaded by the Daruma Family, who destroyed their own world through industrialisation and pollution. This alien force has also polluted Raguy, leading to the environment becoming heavily toxic. Due to the heavy pollution, the princess of Raguy has become very sick, leading to one person standing up against the Daruma Family.

A boy named Blue, who has the ability to use magic to change his size and interact with nature, sets out on a quest to save the princess and stop the Daruma Family. Aid Blue in his quest to rid his home of pollution, bring down the disgusting invaders and restore the princess back to good health. This adventure is a platformer, taking place across the planet of Raguy, where the player controls the hero Blue with a second player controlling Shadow Blue.

The action of the adventure takes place across different areas of the planet, with six different areas that make up the playable stages. However, players won’t see all of the areas, as there are branching paths to reach the final area. The player will play through the first area of the game, then players be select the area they want to explore next. There are two branch options for players to select for stages 2 and 3, which changes up the game with each playthrough.

During each of the stages, the player will need to travel to the end goal, avoiding the hazards and traps of the area. The stages will have pitfalls and environmental dangers, like water and fire, which the player will need to jump over. The player will be able to use the jump to cross gaps, but if they need a little more distance, they can use their power to shrink. When Blue is in shrink mode, Players can cover bigger jumps, but they are more vulnerable.

When players are in small mode, they are unable to protect themselves, as the attack can only be used when the player is regular size. The standard attack is the leaf drop, which can be used to stun enemies for a limited time. Enemies that are stunned can be picked up and thrown, taking out other foes that make they make contact with. It is also possible to jump onto some enemies, stunning them and sending them across ground when jumping again.

The player can pick up items during the course of the game, including weapon power-ups that make the Leaf stronger. There are also alternate weapon pick ups, switching the leaf with a bomb and boomerang. Alternate weapons will defeat enemies outright, taking them down with great efficiency. Players can also pick up a special Bamboo Shoot weapon, which will make Blue grow huge and make him invincible for a limited time, running through enemies.

Alongside the weapons and invincibility, there will be additional items, which are all related to plants. The most important are the flowers, which are the currency of Raguy, which are added to Blue’s total when they are picked up. Then there are the recovery items, which will restore lost health, as well as special cocoon items, that will provide the player with an extra life. if the player dies, all items will be reset to zero, losing everything.

As the player makes their way through the adventure, they will encounter houses, where blue can enter and talk to their residents. When in the houses the player will be asked questions, which will have an effect on the adventure. These include getting assistance across water, getting clues and there is even a warp that can send the player deeper into the game. It is also possible for players to encounter Blue’s Rival, who will challenge them to a battle.

There will also be shops that can appear in the stages, which are operated by the shopkeeper Shul. She will offer a variety of items for Blue to purchase with collected flowers, lasting for as long as the current life of the player. The items that can be purchased include spike shoes for more traction, boots that allow for better swimming in water sections and health potions. The most important is the Safe, which will prevent item loss for one death.

Death is an ever present possibility throughout the game, with the enemies and traps that appear. From the start of the game, players have only two hits before death, with limited opportunity to increase the strength of the character. If the player does die, they will be sent back to the most recently reached checkpoint, which are very frequent as there are some very difficult segments. When all lives are lost the player must use a credit to continue.

At the end of the stage, the player will find the bell tree which must be jumped on to clear the round. Depending on where the player lands, there will be bonus points that are provided, alongside a bonus if the roulette above it lands on a crown. The player will then be given additional bonus points based on the performance of the player. Once the stage is cleared, the player will directly move onto the next round of the zone.

The last round of each zone has a boss battle, with a gate that needs to be opened before the player gets to battle them. Each of the boss battles have the player in an arena with the boss, where the battles have unique attack patterns and gimmicks. If the player can beat the boss, they will be given the chance of playing a lottery for 10 flowers, with the opportunity to get great rewards, including an extra hit point for the remainder of the game.

With this being an ACA NEOGEO release, there are the usual extra game modes, with Caravan and High Score mode where players compete for the best score. Players can also select between Japanese and International releases, with the domestic version using the original name of Raguy. There is also full dipswitch access, letting players adjust the settings to change the game, as well as a digital manual and CRT filter options.

Personal Thoughts

I enjoy Blue’s Journey, having played it as a kid during the time my dad had an original NEOGEO AES system. The color and vibrancy of the game is on par with the best platformers of the time, like Sonic the Hedgehog and Super Mario World. There is this feeling of being a small guy in a huge world, which is caused by the scale of the world shown in the backgrounds. This works well thematically as Blue and the natives of Raguy have insect elements to them.

Over the years, I have come and gone from the game, having played through it solo and with a companion. There are also different endings that the player can get, based on hidden conditions which added more replay value alongside the branching paths. For an early game in the NEOGEO library, there is a surprising amount of depth to it, which does make it worth coming back to whenever that itch to play it hits.

This is one of the rare titles isn’t straight up action, like Magician Lord or Top-Hunter, but it still has enough action to it to keep players engaged. It has that pick up and play quality, making it approachable to all players. But it does have some difficulty spikes, with challenging platforming and boss battles, as well as the limited health in each life. This is unfortunately made worse by the luck based lottery at the end of zones, which is the only way to gain extra hit points.

Over the years, the game has received mixed reviews for the original releases, as well as the re-releases that have come out. There were complaints about repetitive music, short length and the limitations of the visuals. I feel this is due to it being released during a period that was saturated with platformers, with most reviews comparing the game to other major releases. This is the biggest thing that sadly holds the game back, as it is constantly compared to others.

Blue’s Journey isn’t a perfect game. There are flaws in the general experience, but that is likely due to how early it is in the life of the NEOGEO. Being released within the first year of the system, ADK were still working out the kinks, with Blue’s Journey as the fourth game developed (third game released). Like many other NEOGEO games, the original AES and MVS carts are expensive, so I would like to see an affordable AES+ release in the future.

If you have enjoyed this feature, then take a look at the other content available and see what catches your eye. There are reviews, sometimes news and features that cover a variety of games. There is the lost gems series, special Gaming Oddities and more coming in the future. So stick around for a while and check out the other content.

Link to Nintendo Switch Version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

Turnip Mountain – Steam Review

Overview – developed Luke Sanderson and Published by JanduSoft, Turnip Mountain is a physics-based climbing adventure, where players must find a way to reach the top of the mountain. The player controls a turnip with arms, who has been knocked from the top of the mountain as they gaze at their favourite star, using their arms independently to climb back up. This title is available for all 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 JanduSoft for providing the copy of Turnip Mountain 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 main elements of the gameplay that I was able to experience, but will provide some details about content present that I was unable to try out.

Story – Once upon a time, atop a lonely mountain there lived a turnip. This turnip was gazing upon its favourite star, enjoying the peace that the secluded spot offers. However, fate has other plans as a sudden earthquake knocked the turnip from its spot, sending it hurtling down the mountain. Upon reaching the base of the mountain, the turnip extended the arms it kept inside itself, ready to climb to the peak and regain its position to see that star once more.

Gameplay – Turnip Mountain is a mix of platforming and physics-based climbing game, where the player takes control of the turnip. In this adventure, the player must climb the different segments of the mountain, with several different themed environments. These different zones of the mountain have their own themes, with mushrooms, factories and water elements to them. Each of the areas has a name linked to their theme.

Starting at the base of the mountain, the objective is to climb each of the smaller peaks of the mountain, aiming to reach the very top of the mountain. To achieve this goal, players will need to use turnips arms independently of each other. This is done by having players use thumbsticks, or dual mouse controls to move each arm. Doing this allows the player to grab textured parts of walls, pulling themselves up and moving around the screen.

Each of the stages is split into segments, where the player will need to climb up, using their hands to grab onto surfaces to reach the next section. For the most part, it is possible to take it slow and move around the screen, scaling the surfaces hand over hand. However, as players make it further up the mountain the complexity of the areas will increase. With the introduction of moving surfaces, chains and mushroom shaped bounce pads.

These additional challenges will have the player needing to learn more advanced techniques, like super jumps. The super jump requires using both hands in tandem to slingshot the turnip, being able to move at a high speed in all directions. Players must also get to grips with the turnip roll, which pulls the arms in and allows the player to roll and bounce. By holding a direction while falling, the turnip can also perform a spin bounce upon landing.

In some of the stages, the player will also need to hold onto swinging vines, allowing players to cross gaps and reach the next grip. There will also be environmental elements to deal with, including areas without texture that need to be seeded to give them grips. Navigation of the different areas requires mastery of the movement, as the player will die if they fall in a pit or make contact with spikes. There will be many hazards to try and avoid in this adventure.

If the player does die, they will be sent back to the start of the segment, resetting the progress that is made and causing players to lose time. There is no definitive fail state for the game, allowing players to keep trying as many times as needed to clear the stage. To move to the next section, the player will need to reach the transfer boundary, with stages having different routes and shortcuts that players can make use of.

Within the stages, there will be arrows to guide the player, as well as some areas having ghosts to give players hints on how to perform tasks. Once the player reaches the end of a stage, they will find a flag that must be raised to clear the peak that they are climbing. After completing the stage, a cutscene will play out to push the story along before the next stage opens up. Players can return to previous stages to improve their times, or grab items.

Speaking of items, there are coins in the level which act as both a guide and a secondary objective. These are scattered throughout the areas of the level, being added to the player total when they are picked up. These coins are used for a special Gacha style mechanic, unlocking special cosmetics that can be applied to the turnip. Players can also collect paint brushes, which will unlock new color palettes that will change the visuals during play.

Last to discuss is the 2 player mode, which allows for co-operative play through the game. This can be done in a few ways, with players being able to use a controller each, dual mouse control or a controller and mouse together. This can be enabled and turned off at any time between stages, adding flexibility to co-op play. The two player mode works rather well, but has the potential to cause some fallout when playing with another.

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

Controls – Turnip Mountain has an interesting control scheme, using dual mouse and twin thumbstick controls to control the arms during play. This can be a little awkward for some players to get used to, as players also need to use the triggers or mouse buttons to grip surfaces. It does take a little time to get used to, with the unique control method, but the general control experience is fun and works well once players adapt.

Difficulty – there is a moderate difficulty curve to the game, with the challenge increasing in complexity the further up the mountain players get. There is a level of trial and error to Turnip Mountain, as some of the segments can feel like puzzles, which need some practical thinking. The tutorial/ghost system helps a lot when getting used to play, with the infinite retry system also taking the sting out of failure during tricky sections.

Presentation – Visually Turnip Mountain is very leasing to the eye, with a good use of monochrome color palettes for the environments and sprites. This gives the game a very classic retro look, while making it feel vibrant and unique. Music and sound is done well, with a wonderful soundtrack from composer IsabelleChiming, giving it a whimsical feel. The cutscenes are a nice touch to round it all out, adding to the charm of the experience.

Final Thoughts – the first time I saw Turnip Mountain, I was reminded of the classic arcade game Crazy Climber, which utilizes a gameplay style similar to this. So when the chance to check this game out came up, I was very interested in checking it out. This title has a quirky unique charm to it, with a unique gameplay loop and control scheme that worked rather well, but may lead to frustration. All wrapped in a retro, yet modern presentation that elevates the experience.

I really enjoyed my time with this game, as it offered a fun twist on the climbing genre of platformer. Turnip Mountain takes gameplay that is often attributed to rage games, making it more fun and relaxed while also offering a challenge for those who want to go fast. The co-op mode is also an interesting addition, making for a fun (or not so fun) way for couples to bond. So I would recommend this game to those looking for something unique and fun.

In the end, I give Turnip Mountain a final score of 4.5/5. This climbing action adventure takes what is often applied to rage games, making it fun and enjoyable with unique control styles, vibrant monochrome pixel art visuals and a delightful soundtrack to tie it all together. If you want to check this out for yourself, a link to each version of the game will be below.

Link to Steam Version (HERE)

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

BOMCAT – Nintendo Switch Review

Overview – developed and published by TANZI GAMES, in collaboration with Regista for console publishing, BOMCAT is an arcade style action game about throwing bombs to rescue the damsel. As the hero Aoneko, collect bombs and blow up the machines while avoiding enemies to rescue the lady, who has been kidnapped by TakoBrain. This title is available on Steam and Nintendo Switch, with a link to each version of the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank console publisher Regista for providing the copy of BOMCAT used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review. As there is no real story for this release, I will be going directly into discussing the gameplay for BOMCAT.

Gameplay – BOMCAT is an arcade style single screen platformer, where players take control of Aoneko, the hero BOMCAT. His goal is to rescue Lady, who has been kidnapped by TakoBrain, who is keeping her at his factory. To save Lady, Aoneko must make his way through the different parts of the factory, destroying terminals to take down the barriers that protect the boss TakoBrain. Once the barriers are down, players can attack the boss to try and save Lady.

There are three game modes that players can select from. These consist of Easy Mode, Hard Mode and Endless, which are available right from the off. The Easy and Hard game modes are the arcade style modes, where the player must make their way through six stages. Each of the stages have the player control Aoneko, where he must collect bombs from spawn points and throw them at terminals, with bombs exploding when the fuse runs out.

As the player destroys the terminals, the barriers that protect TakoBrain will be deactivated, making him vulnerable when they are all taken down. But the destruction of terminals is no easy feat, as there will be the henchmen that roam the factory zones. These mechanical followers will wander the stages, needing to be avoided or blown up, as Aoneko will die if contact is made. As the player progresses, the enemies will become more dangerous.

Once all terminals are down, TakoBrain will be exposed and the player will be able to throw a bomb at him. But while he is vulnerable, he will attempt to attack the player by stomping, causing debris to fall from the sky adding to the obstacles in the stage. If the player can successfully blow up TakoBrain, they will flee to the next stage, taking lady with them. After this, ladders will appear, allowing the player to go to the next stage.

For the main stages, the hazards and obstacles will change, introducing conveyor belts, balloons and more challenging enemies. These keep the action varied and will require the player to think outside the box, making use of the stage elements and the ability to wrap around the screen. All of these elements work together, creating an authentic arcade experience for players. Between stages there will be little animations before the action begins.

Once all of the main stages are cleared, the player will go to the final boss stage, where the player will battle TakoBrain directly. During the boss battle, the player will need to directly attack TakoBrain several times to defeat him. But there is more than one phase to the battle, as the boss will reappear and must be taken down by throwing Lady at him. After the final hit, the player will rescue Lady and the game will be cleared, showing an ending screen.

During the arcade style game, the player has three lives, which are lost if the player gets blown up, makes contact with an enemy or falls into a pit. If the player loses all of their lives, a game over will occur and the player will be given the option to continue (if they have any) or go to the title screen. Continues are added by collecting fruit, with one appearing in each of the stages. If the player continues, they restart the current stage from the start.

The last game mode to discuss is Endless Mode, which is a special score challenge that will test the skills of the player. The majority of the game loop is the same as the arcade style modes, with the objective being to destroy the terminals. In this mode, once all terminals are destroyed, ladders will appear immediately for the player to move onto the next stage. As each stage is cleared, the challenge will increase, becoming more complex.

While playing Endless Mode, the player only has one set of lives to clear as many stages as they can, ending the game once the last life is lost. In this mode, if the timer expires during a stage, there will be debris that falls from the sky, acting as a sudden death mode. This will only go away once the stage has been cleared. This will also occur in the arcade style modes, but if the player can stay alive for long enough in the chaos, extra lives can be collected.

Finally we have the score systems for BOMCAT. In the Easy/Hard arcade style game, the player will earn points for destroying terminals, blowing up enemies and collecting fruit, with bonus points for left over time. If a high enough score is reached, the player will record their score at the top of the screen. In Endless mode, the score that players set is the number of stages cleared, giving the possibility of competition during game nights.

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

Controls – as BOMCAT is an arcade style game, there is a very limited control scheme for play with only two buttons for actions. These make it easy to get into the action, with an on screen tutorial showing the controls on the title screen. The inputs for this release work well, offering a comfortable way to play the game, which works with a variety of controllers. For an authentic arcade experience, the game works well with an arcade stick.

Difficulty – there is a relatively balanced difficulty curve to this release, with the arcade style modes escalating the challenge as each stage progresses. There is also a step up in difficulty between Easy and Hard, with additional enemies and obstacles in the stages. The Boss battle is the toughest part of the arcade mode, with the two phase battle and limited lives. In Endless mode, the difficulty can spike, with stage elements that can be a real challenge.

Presentation – The overall style for BOMCAT is right out of the arcades, with colorful sprite work and stage designs that are reminiscent of the classics. The animations are fluid and the designs are easy to see on the smaller screen of the Nintendo Switch, which can often be an issue with sprite games. All of the sound is pleasant with music that feels authentic to the era, with the blips and bloops creating melodies that are dynamic, adding to the charm of the game.

Final Thoughts – I like arcade style games that use the retro pixel aesthetic, as it feels like a lost art in the modern landscape. This is due to many games that use pixel art being overly simplistic, with little detail. BOMCAT does the opposite of this, with detailed sprites and vibrant use of color, being closer to what arcade games looked like. The gameplay is also fairly unique, making it stand out among the unfortunate deluge of shovelware that fills digital storefronts.

Now, this game is not without its faults, as it can feel a little awkward during play when getting used to the game. Thankfully, this can be adjusted to quickly. A second minor issue for me is the length of the main game, as it feels very short, but the replayability of it gives it speedrunning potential. For the cost of the game in general, it offers a lot of value for money, especially the Endless mode, so I am happy to recommend this game to everyone.

In the end, I give BOMCAT a final score of 4.25/5. This is a very good arcade style game, that has elements that are reminiscent of the classics, while offering a gameplay challenge that feels unique and engaging, all in a delightfully vibrant pixel art style. 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 Steam version (HERE)

Valkyrie Saga – Review

Overview – developed and published by Public Void in collaboration with RAWRLAB Games, Valkyrie Saga is a retro styled 3D platformer, where players explore an ancient sky island that is in danger. As the divine Valkyrie Roll, travel the different areas of the island, fighting dangerous foes and soar through the sky to stop the coming cataclysm. This title is available for Steam and Nintendo Switch 2, with a link to each version of the game at the bottom of the review.

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

Now with the introductions out of the way, let’s get into the review, starting with the story. Please note, I will be covering the core details of the game, preventing spoilers for some of the hidden details of the experience.

Story – Roll, a Valkyrie and divine warrior chosen by the Goddess for an important task, to prevent the floating island from falling to the earth. Given the tear of the Goddess, the player must reach the tower at the center of Piladia, preventing the cataclysm that may occur. During the quest, Roll will encounter corrupted lands, destroyed ruins and encounter powerful Seraphim. Can Roll reach the top of the tower, or will the island fall and the faith in the Goddess be lost.

Gameplay – Valkyrie Saga is an open 3D adventure, where the player must explore an island that is in a state of critical instability. As the Valkyrie Roll, players will be able to move around the sky island, being able to jump and glide through the air. The core objective of this adventure is to reach the top of the tower, where the Goddess tasked Roll with placing the Tear of the Goddess. But to achieve this goal, there are several tasks to complete.

At the start of the game, the player will only be able to run, jump and dash with their lance while on the ground in the introductory area. This allows players to get to grips with the general movement, basic combat skills and gliding/hovering abilities, learning how to handle the basic game controls. While in this area, players will be able to activate a special crystal, allowing Roll to collect a shard from it, adding it to her inventory.

These crystals are special as they will imbue Roll with energy, expanding her movement abilities. When equipped with crystals, players will be able to use that energy to move through the air more efficiently. This is possible through additional jumps and air dashes with the lance, which will embed itself into walls, allowing players to launch themselves upwards into the air. Each extra jump and dash use energy, which is refilled when the player touches the ground.

After leaving the start area, the entire map opens up and the player can roam the land. In the center of the map, there are the ruins and the tower, with smaller areas on the lower level of the island. While exploring the different locations, the player will be given tasks by the inhabitants of the land. These include collecting items, defeating specific targets and climbing to set points in a sub zone, with rewards for many of these tasks upon completion.

The rewards that players get will vary, with the main one being additional crystal shards, further enhancing Roll’s movement skills. Players will also be able to pick up life increases, which increase the number of hits that players can take before dying. This is alongside movement boosts that enhance ground and glide speed, letting players soar through the air at a higher speed. But these aren’t the only power-ups that players can pick up.  

While exploring the island, players will come across energy sources containing arcane power. When one of these is encountered, powerful magic spells will be unlocked for use during the adventure. There are several spells that can be found, including a fireball and wind that lifts Roll into the air. Each spell can be used once before they need to recharge, with an icon on screen that fills up to show the cooldown for the magical power.

There is a lot of opportunities for combat in this release, with cherubs, seraphim and even dragons that appear on the island. To battle these enemies, players can use spells or their trusty lance, which will require crystal energy for rapid usage of it. The attacks that the enemies will use vary, with melee and ranged attacks that can be used, which will keep players on their toes. If the player dies during combat, they will be sent to their last save point.

Throughout the game, players will discover special statues, which can be prayed at to restore lost health, save progress and select spells. Roll can also communicate with the Goddess through the statues, which may provide lore details and information about the task at hand. The statues can be used to fast travel, by using the restore feature to warp to the last statue or save point. Players can also freely pray to change their spells at any time.

The island has a map showing areas that can be explored, with the main locations being named. This can be useful for seeing all of the spots to check out, but it can be hard to use as there is a lack of marker for the player. There are also hidden points of interest, including dungeons and remote points that contain hidden additional power-ups and upgrades to collect. Some areas will be locked, needing to be unlocked by clearing other tasks first.

As the player explores the island and climbs higher, new platforming challenges will be added. These consist of moving platforms, floating objects and ledges on walls for players to recover crystal energy. As the adventure progresses, the challenge can fluctuate due to the non-linear nature of the game. The complexity of challenges will be affected by the number of crystals collected, the upgrades found and how players choose to approach the adventure.

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

Controls – this adventure makes full use of the available inputs on the controller, with a comfortable layout for all of the key actions. This makes the game rather easy to pick up and play, but it does have some minor hiccups when in use. Due to the way that the camera and movement are controlled via the sticks, it can be difficult to use the face buttons while adjusting the camera, leading to dropped inputs. But this can be adjusted to rather easily.

Difficulty – Valkyrie Saga is a rather flexible game in terms of challenge, as the non-linear nature of the game will affect the way that players can approach it. Players will be able to make the game easier, or more difficult based on the number of crystal shards they have. This also applies to the upgrades, health increases and spells that the player collects. In general, this adventure is approachable and offers a good challenge for all players.

Presentation – from a visual perspective, the style for this game does a good job at emulating the look of classic PlayStation games. This is done well, with low poly models and scaling techniques, making it feel authentic while avoiding things like fog of war. The audio and music is pleasing, with compositions that add to the experience, giving the world presented additional depth. All of these elements come together well, creating something that feels familiar yet new.

Final Thoughts – with the prevelance of low poly games in modern times, there are a lot of misses, with relatively few hits. Thankfully, Valkyrie Saga is one of those rare hits in the scene, with an experience that I very much enjoyed. The story is relatively light on the surface, but has a lot of depth that is hidden within in-game lore. Then there is the gameplay, with offers a flexible and enjoyable platforming experience, with fluid and exciting movement.

There are a few hiccups with the game, as the map is hard to use, some tasks are a little cryptic and it is possible to get stuck while gliding across the ground, needing to go to save points. Thankfully, these issues don’t ruin the overall experience, but can be a frustration for players. I do think this is a well-made game, with just a few blemishes that manages to replicate the feel of the PSX era. I am happy to recommend this game, as it offers a lot of content for a small cost of entry.

In the end, I give Valkyrie Saga a final score of 4/5. This is a solid and enjoyable retro style platforming adventure, which attempts to emulate the style of classic 32-bit games and does it quite well, with challenging platforming, open-ended exploration and enjoyable combat. 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 2 version (HERE)

Link to Steam version (HERE)

Lost Gems – Saturn Bomberman (SEGA Saturn)

Hello and welcome to the latest entry in Lost Gems, the series where I discuss games that have been lost, forgotten or completely removed from distribution. This week, we are taking another trip through the explosive catalogue from Hudson Soft, with the major leap into 32-Bit for the Bomberman series. So let us take a look at Saturn Bomberman, the exclusive release for the SEGA Saturn from Hudson Soft released between 96/97.

Disclaimer: while the game discussed in this feature is no longer officially on sale, there are still ways to obtain it. This can be either through the secondary market, or via unofficial digital roms/rips. I do not condone or promote piracy, so there won’t be any links to roms or rips of the 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 give my personal thoughts on the titles. I have covered other games in the Bomberman series, which you can find linked (HERE).

About the game

Saturn Bomberman takes place on Bomber Planet, the world that Bomberman and his companions defend. In this adventure, the demon Crator has been unleashed by the super villain Mujoe (Mr. Meanie outside Japan), who has brainwashed it with a mind control device. To save the world Bomberman must recover the gems that once sealed Crator from the Hige Hige bandits. Once all of the gems have been collected, Crator can be defeated once again.

Just like the other games in the series, we have the Normal adventure game and battle game, but exclusive to this release, there is the Master Game. Starting with the Normal game, the loop follows the formula established in Bomberman 94’ and Super Bomberman 3. The objective is to destroy target beacons, which will open up the exit when all of them have been destroyed, with enemies wandering around each of the areas to hinder the player.

The enemies that appear in stages are related to the world they appear in, with some worlds having multiple themes to them. These include the clowns and pirates of Amusement world, sentient dolls in samurai world and living revolvers in Wild West world. There is a good variety of enemy types in this release, offering a fun challenge for players during the adventure. Just be aware they don’t need to be defeated to clear the stages.

Progression through the world will vary as the game progresses, with the first three worlds having only one boss battle, whereas the fourth and fifth worlds feature two boss battles. This keeps the game from getting repetitive during the fairly long run time. Included in this game is the map screen, which will allow players to return to previous stages, with the ability to play easier stages to build power-ups on the player and farming lives.

Speaking of power-ups, all of the established powers have returned to this game, with the bomb and flame increases, the kick boot, glove and remote bomb to name a few. But introduced to this release are the marble bombs, based on the marble shooter B-Daman toys, allowing players to shoot bombs that detonate on impact. If the player dies during a stage, some of the special power-ups will be lost when restarting, with all upgrades going away on a game over.

Introduced in this game are the Tirras, dinosaur like creatures that are hatched from eggs which Bomberman can ride. When they are hatched, they are shown as babies, being small and cute and growing when an egg icon is filled on screen. There are five different types of Tirra that can be encountered, each with unique skills. We have Pink that can jump, Purple uses sonar to locate items, Blue kicks bombs, Green runs in a line and Yellow roars to stun enemies.

The Tirra can be dismounted so players will be able to switch to different ones if eggs appear, allowing players to try different options depending on the stage. As this game supports co-op play, it also allows players to be able to both have a Tirra companion, but be warned it is possible to blow up a partner causing them to lose their dino. Using the Map mechanic, players can return to previous stages to easily power up their Tirra.

On the topic of Co-op play, this game has two player action, where the White and Black Bomberman work together through the adventure. Just like the other games, this can be a chaotic and frantic experience. If player loses a life, they will be able to rejoin the game immediately at the cost of a life. This is where the challenge can ramp up, as the players share a pool of lives with the partner player unable to rejoin if they run out.

If the player dies during single player, or both die in co-op play, the current stage will be reset. In the event that all lives are lost, players will be given the option to continue, save the game or go to the main menu. If the player chooses to go to the main menu, or soft resets the game, they will be able to resume from the stage they go to. However, when continuing from the main menu or loading a save, all power-ups will be lost.

Moving onto the Master Game, this is a unique single player tower climb mode. In the spirit of the original games, the player must clear a total of 20 stages, with the objective being to defeat all enemies. In this mode, players have a single life to get as far as possible, with death immediately ending the playthrough. However, players can collect additional “lives” which will protect them from the flames and enemies, but they are limited in their usage.

Much like the other modes, there are special items that can help the player like the kick boot and glove. But in this mode, they are limited to the stage they are collected, being removed from the player when the current floor is cleared. This adds an element of strategy to the proceedings, as each stage has a different approach that players must take. Don’t dawdle however, as there is a time limit and if it expires, the game ends immediately.

Every four stages, there is a boss that will appear, each with their own unique thematic elements, which are tied to the overall martial arts theme. This extends to the look of Bomberman in this mode, who wears an outfit that is reminiscent of Goku’s signature look from the Dragon Ball series. When the player is able to clear all of the stages, or if they die during the attempt, they will be sent to the results menu, getting a ranking based on their performance.

The last part of the main game to discuss is the Battle Game. This is the classic multiplayer mode where players battle it out in chaotic and explosive combat, with free for all and team battle modes. There are two types of battle game, with Match Play, where players will face off in single match sets, alongside the Series Play, offering a league based tournament play. After selecting the style of play, players will be able to set the battle options.

In the Battle options menu, players will be able to select the size of the battlefield, there are two options to select from, with normal and wide (discussed in detail further below). Then players set the mode, number of players and rules for play, including the number of wins needed, length of time and more. Once all of the rules and settings have been chosen, players will then select the characters that will enter the battle.

For this release, the White and Black Bomberman appear as the only series representatives, with the rest of the roster consisting of guests from other Hudson properties. These guest characters include the Hudson mascot Honey, Milon of Milon’s Secret Castle and Bonk from the platformer series that was on PC-Engine. Players can also unlock two secret bonus characters, obtained via a code entered on the main battle screen, expanding the playable roster to 12 characters.

After all characters have been selected for battle, players will be able to select from one of 8 stages if in normal play. These include the classic arena, alongside special gimmick stages, like the soccer stadium where goals will spawn flames when bombs are kicked into them. The diversity of the stages gives this release a lot of chaotic variety, as they each offer a unique experience for players to enjoy. Then we get to the special Wide Stage.

If the player selects the Wide Stage option from the battle menu, the maximum number of players will go from eight to ten. This game mode is known in fan circles as Hi-Ten Bomberman, as it was heavily based on the unreleased special tech demo, created by Hudson in partnership with NHK to promote widescreen TV technology. When playing Wide mode battles, the field is significantly larger, with the camera zoomed out which does have its downsides.

Due to the much larger size of the battlefield, the sprites are smaller than usual making visibility harder on smaller screens. This gimmick can be a lot of fun for groups, but does require a larger viewing space for players to get the most out of it. At the time of release, this was difficult as the average size of television screens was around 18 for smaller rooms and 21-25 for larger spaces. Thankfully with new displays it is easier to enjoy this mode.

In both Normal and Wide mode, the traditional power-ups and items will appear just like the standard game modes. But there are some special unique items that can be found in the Battle Game. These include the Skull, which will curse the player that picks it up and can pass it on to other players, with effects like reversing movement, power reduction and auto bomb dropping. There is also the Devil which will curse all players immediately.

The Tirra eggs also appear, with the ability to level them up by collecting more eggs. The companion will grow by one level for each additional egg collected, up to the maximum of level 3, with the power of the Tirra enhanced with each upgrade. Just like the main game mode, if the player takes damage when riding the Tirra, they will survive but at the cost of their friend. There is no way of selecting the type of Tirra, adding to the chaos of multiplayer.

If Mad Bomber is activated, players will be able to continue to attack other players after death, appearing on the edge of the screen in a special machine to throw bombs into the field. At the end of a match in both normal and wide mode, if it has been activated, players can activate Bomber Catcher, which is a crane game mini game that will give the winner a bonus item, ready for the next series of battles with a special item exclusive for Wide Mode.

Personal thoughts

As mentioned in my previous features covering the PC-Engine releases of Bomberman, I am a fan of the series, with Saturn Bomberman being my personal favourite. I have had a deep love for this game for almost 30 years, having been able to experience the game before it as officially released in my region via import. There is something very special about this game, with the general look of the sprite work, transitions and depth of content in the game.

I spent many years playing the game off and on, with most of my time being in the battle mode with family, being a staple of game time together. Although, we didn’t have a multi-tap so we would have to pass the controller around, with the winner of each set staying on. I didn’t manage to stay on often, but I always had a lot of fun playing the game with my dad. We also got to play through the Main game together, but I wasn’t very good at it when I was a kid.

I would come back to the game whenever that itch needed to be scratched, managing to beat the Normal game mode after many attempts. The Master game did take a longer time to beat, as I just didn’t have the skill to get through it as a kid, but since then I am able to clear the mode fairly consistently. The main reason I return to the game is for multiplayer, having introduced others like my wife to the chaos of the Wide bomber stage.

The game made the most of the Saturn hardware, using the full FMV capabilities for the intro and in game scenes, with fantastic anime style animation. Then there is the highly detailed sprite work, which has both background and foreground elements that work well, giving the stages even more life to them. The only issue is that some of the stage elements can obscure breakable blocks, enemies and even items that can appear.

As this is an exclusive title for the SEGA Saturn, it also managed to feature online gameplay through a system called Net Link the US and XBAND modem in Japan. This system allowed players to connect via phone lines, making it one of the earliest examples of online console gameplay. As the Net Link system was discontinued long ago, it is not possible to play the US version online now aside from via emulation. But it is still possible to connect via XBAND in Japan.

The game received a positive reception from critics and players, with the game maintaining a fan following that has continued to this day. The popularity of the game, as well as the relative rarity of it due to the unfortunate poor performance of the Saturn in the west, has led to the game having a high cost for international versions. However, the Japanese version which is often seen as the superior release, is more affordable on the secondary market.

Now there has been a resurgence of popularity with the classic Bomberman games, with Konami re-releasing the Super Nintendo games via the Super Bomberman Collection. This has been a relative success, meaning there is a demand for these games in the modern day. Sadly, I don’t think that there will be a modern port of Saturn Bomberman, although with the Zebra Engine from City Connection, if a deal can be made, it is a possibility.

If you have enjoyed this feature, then please stick around and see what else catches your eye. I cover a wide range of games in reviews, get special previews and put out regular features. I have Lost Gems, Retro Revival where I discuss re-releases and the occasional Gaming Oddities piece, where I cover weird and wacky titles. So stay a while and have a look around.

Incremental Retro Racing – Steam Review

Overview – developed and published by Baardmoeder, Incremental Retro Racing is an arcade style pixel racing game inspired by classics of the genre like Outrun. Earn stars by hitting top speeds and unlock additional vehicles, upgrades and modification options while hitting an endless number of tracks. This title is available exclusively for PC platforms with Steam and SteamOS support, with a link to the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Baardmoeder for providing the copy of Incremental Retro Racing 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. As there is no story for this release, I will be going directly into discussing the gameplay. I will also be referring to the game as the abbreviated name of IRR for the sake of brevity.

Gameplay – Incremental Retro Racing is a throwback racing game, where players must floor it along varied locations and multi lane highways. As the player makes their way along the long roads, there will be traffic on the road that players will need to avoid. The driving is rather simple, with the player moving left and right, taking breakneck turns and the ability to use a turbo boost. There will also be buildings that encroach on the track, adding to the obstacles.

While hitting top speed along the tracks, players will earn stars when passing set checkpoints adding them to the total for the stage. The star total will carry through between each stage. At the end of the stage and before the next one begins with a rolling start, the player will be able to access the unlock shop. Here players can spend stars to unlock upgrades, additional features and new vehicles, with costs increasing with each purchase made.

The upgrades that players can unlock include performance upgrades, improving speed, handling and adding more turbo uses for the track. Alongside the vehicle improvements, the player will also be able to unlock star bonuses, adding the ability to earn stars from hitting high speeds and overtaking cars. Players can also pick up star multipliers, which will cause the total for players to rapidly balloon, as additional color stars will be added.

Vehicles that players can add to their garage include the standard sports cars, classic muscle cars and general runabout vehicles. But there are also more unique vehicles that players can get, like a dump truck, oil tanker and even a motor cycle. The different motors that players can pick up have their own capabilities, offering varied stats for the players to select from. There are many vehicles to unlock, which can be seen on the road during stages.

The most interesting of the unlockables for this game are the stage editor settings, which let players modify the way that stages will look and play out. As players unlock new mods, settings will be added to the pause menu that players can freely adjust. The adjustments that can be made include changing the cosmetic looks of the stages, with colors of the roads and stage elements, alongside the number of lanes, turns and valleys in stages.

When making modifications to the stages, they are applied to the next stage, as each of the tracks is generated during the transition between stages. This track generation makes IRR endless, with no real ending to the game and a lack of achievements, being an unfortunate downside. In IRR, the only goal is to obtain all of the in game unlocks, which may be a downside for players as that is the only form of progression.

As this is a retro style game, there are several visual settings that can be modified in the main menu. To give the look of the game a more retro feel, players will be able to add different CRT effects to emulate the look of classic tube screens. Players can adjust the brightness, add glow and scanlines, as well as effects that will distort the look of the screen. These are a nice touch, but they don’t add anything to the experience of the game aside from aesthetics.

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

Controls – IRR uses a very simple control scheme with only a few buttons that are used to play the game, with accelerate, brake and turbo needed for vehicle control. The handling of the vehicles when moving side to side are pretty reactive, but are impacted by the vehicle chosen. There is the ability to fully adjust the controls, remapping them on controller, keyboard and even steam deck, allowing players to use any controller they want.

Difficulty – there is no real difficulty to the game, as there is no significant failure state for this release, with only a timer that ticks down during play. As there is no ending, there is no real way to win or lose the game, so there is a real lack of difficulty with IRR. But that doesn’t mean there is a lack of challenge, as modifying the track can make things a little tricky. This is due to the density of traffic and the roadside elements that push into the track.

Presentation – IRR is a real throwback to the games that inspired it, with the Super Scaler style sprites that the game uses, showing dynamic roads and cars. This works well but has the capacity for some hiccups with sprites, and everything looks rather static and basic with no car animations. The sound is okay, with some decent music that is rather enjoyable, but there are issues with the effects as they can start to drone, especially the star sounds which get annoying.

Final Thoughts – I really like old super scaler racers like Outrun and Super Hang-On, where speed feels natural while burning down long stretches. So seeing this was coming out was pretty interesting to me. However, my experience with the game was a pretty mixed bag, with awkward collision detetction and driver behaviour. While I did enjoy the game loop, with the high speed and general arcade feel of the game, it does feel rather lacking in some areas.

There is a lot of content on offer, but due to the lack of a definitive ending, there is no true goal to work towards aside from unlocking all of the content. Due to this, the game fails to stick the landing as the endless nature of it can become repetitive quickly, potentially boring players after a while. The lack of achievements also adds to the potential tedium, as there is no way to measure progress. So I’m not sure I can recommend the game unless it really appeals to you.

In the end, I give Incremental Retro Racing a final score of 3/5. This title offers a rather fun arcade style throwback, with endless gameplay and a tremendous amount of unlockable content, but it is sadly let down by any lack of true progression or ending to the game. if you want to check this title out for yourself, you can find a link to the game at the bottom of the review.

Link to Steam version (HERE)

Disgaea Mayhem – Nintendo Switch 2 Review

Overview – developed by Nippon Ichi Software and published by NIS America, Disgaea Mayhem is an action RPG spin off in the Disgaea universe, allowing players to take control in battle. As the sword for hire N.A. enter the Netherworld of Super Duper, hired by the new Overlord Tichelle who has taken over from her late father. This title is available for Nintendo Switch, PlayStation and Steam, with a link to each version of the game at the bottom of the review.

Disclaimer: before I get into the review, I would like to thank NIS America for providing the copy of Disgaea Mayhem 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 off with the story. please note that I will only be covering the core mechanics and experience of the base game. There is DLC content available, but I was not able to test it out for this review. I have covered other games in the Disgaea franchise which you can find (HERE).

Story – N.A., a battle-hardened mercenary has been summoned by Princess Tichelle, the Overlord of Super Duper, a Netherworld where demons vie for supremacy. She gives him a job, which leaves him shocked when learning the details. The princess’ now deceased father, the former Overlord created the Pristine Gleam Flan, which has been stolen by his former subjects who rebelled upon his death. Now she wants it returned, hiring the mercenary N.A. to get the job done.

Gameplay – Disgaea Mayhem is a significant departure from the traditional SRPG games, taking the action from the board to open fields. In this new adventure, the player will have full control of the protagonist, the hired hand N.A. as they go across the areas of the Netherworld causing chaos. The game is split into chapters, where the player must complete a set of stages to progress. Each stage will have hordes of enemies to annihilate in battle.

While on the battlefield, the player will be able to use a variety of attacks, with a light and heavy strike that can be mixed together in a combo. There is a lot of versatility to the attacks, mixing them together to deal maximum damage to the enemies in battle. Depending on the weapon that players select for battle, some attacks can be charged up to deal maximum damage. Each weapon also has special attacks tied to them, giving them even more options in combat.

During the stage, the special attacks will have a cooldown to them. This means that players will need to wait between these power attacks, adding a level of strategy to the deployment of special skills. Players will also be able to use different defensive skills, including a dodge, jump and guard to avoid the onslaught of the enemies. It is also possible to interrupt enemy attacks, using special skills before enemies attack to interrupt them to devastating effect.

In each of the stages, the player will need to complete several objectives, before reaching the boss of the area. The boss battles can be dangerous, with a significantly larger enemy that can deal massive damage to the player. These battles will have the player needing to wear down the boss, dealing enough damage to break their shield, stunning them for a moment. In this weakened state damage is amplified, making it the perfect time to unleash special attacks.

Some enemies will be able to hit the player with status ailments, like poison or paralysis which will leave them to additional damage. They can also knock the player down and prevent them from getting out of danger. If the player is not careful, they can be defeated in battle and fail the stage. To prevent this from happening, there are items that can be used, with health recovery, status cures and more with up to four different items that can be used.

If the player succeeds in clearing the stage, they will gain several rewards once the stage boss is defeated. The main reward that the player will receive is experience points, levelling up N.A. when milestones are met and increasing their strength. Players will also receive money in the form of HL, which can be used in the different facilities in the castle hub world. New equipment and items will also be awarded for the battles ahead in the Super Duper Netherworld.

Between the stages, the player will be able to roam the castle of Princess Tichelle, having access to several different facilities. While in the Hub, the player will be able to use the Rosen Queen Store, offering a range of weapons, equipment and items that can be purchased. As the player progresses through the story, there will be more powerful items that will be made available for battle, with discounts available for buying items.

As the player progresses through the game, there will be additional features that are added to Castle. Here is a quick breakdown of the main features that players will be able to unlock in the hub world;

  • Dark Assembly – by visiting the Dark Assembly, players can call a vote to pass bills for different effects. These include adding new features to the castle (discussed below), giving bonuses for the next stage and even Reincarnation, where players reset their Level with a bonus to the base stats. All Bills cost Mana earned from battles.
  • Buddy Base – a special base that is unlocked during play, where monsters can be recruited as battle Buddies. These support characters can turn into weapons through Magichange, allowing N.A. to harness special attacks and ultimate destructive skills. Only one partner can be assigned at a time, levelling up alongside the player.
  • Chara Worlder – Enter the dungeon inside N.A. with Battle Buddies accompanied by Princess Tichelle, who will guide them on a boardgame style world, where they will take on a challenge to unlock the hidden potential of N.A. by taking on battles and events.
  • Item Worlder – Here the player can enter items as N.A. while accompanied by their chosen Battle Buddy, players will battle through multiple waves where hordes of enemies appear. Each of the waves have a gatekeeper that needs to be taken down to move onto the next, with bonuses like enhanced power to select between waves.

Before the player delves into the action of each battle, they can prepare themselves for the chaos by adjusting their weapons and equipment. Like many other Disgaea game, players can change their gear freely in the Castle to adjust their stats and skills. Unlike other games in the series, the player is fully proficient with all weapon styles. These include melee weapons like the sword and Axe, and ranged weapons like the Gun and Bow.

Each of the weapons have their own unique positives and negatives, with some dealing with crowds well, whereas others being better at taking down foes one by one. Finding a weapon that fits the players chosen style of play, as well as the stage can make battles exciting as the hordes of enemies are annihilated. The weapons and gear can be enhanced through the Item World, making them even stronger for battles and levelling the player up.

There is a lot of replay value for Disgaea Mayhem, with the variety of content available in the base game. This is due to the player being able to play any unlocked mission, as well as having endless challenges with the Item and Chara Worlds. Being able to return to previous stages, alongside the infinite battles within Item World is a good way to accelerate EXP gain. This can be useful for players to prepare for the tougher stages later in the game.

This is not as long as other Disgaea titles, with many games lasting for up to 100 hours. However, there is a good depth of content present here, with enough for players to enjoy and return to. It is possible to adjust difficulty and make the game tougher, making enemies stronger to deal more damage. Players can also unlock a range of achievements and trophies, which is a nice touch adding additional challenges to try and achieve.

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

Controls – Disgaea Mayhem has a very easy to pick up control system, with the main action inputs across the face buttons and character control with the thumbstick. This works well in battle, with snappy and responsive inputs in battle, especially when using the combo inputs for special skills and defensive moves. There is some awkwardness when using the camera, but it doesn’t sour the overall experience and action.

Difficulty – as this is an action RPG, there is a lower difficulty ceiling than the traditional Disgaea game, making it more approachable for players. It can become quite easy to over level the main character, which can make some parts of the game relatively easy. So to fix this, players can use the unlockable cheat shop to raise the difficulty, adding a level of control to the challenge. Players can also challenge themselves by entering areas under level, making stages tougher.

Presentation – from a graphical perspective, Disgaea Mayhem has the anime style that is the signature of the series. All character models are done well, with beautiful artworks for the character cut in portraits. The third person perspective gives this game a whole new dimension, as it is the first game to use this camera. Then we have the way the action flows on screen, with smooth animations for all attacks and the Magichange transformation skills.

The sound for the game is excellent, with the sound effects having a lot of weight and impact to them. Then we have the music overseen by Tenpei Sato, the long time composer for NIS behind the signature Disgaea sound, with an excellent mix of vibrant, exciting and heavy compositions. Last is dialogue, available in English and Japanese, with the EN voiceover featuring Blythe Melin (Digimon Ghost Game), Risa Mei (Phantom Brave the Lost Hero) and Kellen Goff (My Hero Academia).

Final Thoughts – I make no effort to hide that I am a pretty unabashed fan of Disgaea, having covered all of the releases for the Nintendo Switch. So when I first saw this mix of the Musou genre with signature Disgaea lunacy, I was immediately sold. The story is not as rich as a traditional entry, but the soul of Disgaea is present with the chaos of gameplay. There is a lot of content on offer, with the main story, Item/Chara worlds and some additional hidden content.

The combat is a lot of fun while being easy to pick up, making it accessible for people who have an interest in Disgaea, without needing to learn complex mechanics. Some people may find the game to be shallow on the surface, but there is a lot of depth with the endless replay value. My only negative for this is that was DLC released at the same time as the game. However, I am happy to recommend this game to fans of the series, Musou enjoyers and those looking to dip their toes in.

In the end, I give Disgaea Mayhem a final score of 5/5. This is another excellent entry in the Disgaea franchise, with satisfying combat, charming yet goofy characters that fit perfectly into the world, an excellent soundtrack and the signature chaos that the name is known for. 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 2 version (HERE)

Link to Nintendo Switch version (HERE)

Link to PlayStation 5 version (HERE)

Link to Steam version (HERE)

Slime Girl Smoothies Encore! – Special Preview

Hello there and welcome to a special preview feature, where I will be discussing the upcoming special definitive enhanced release of an adult puzzler. So today I will be sharing a special sneak peek of Slime Girl Smoothies Encore!. This deluxxxe version of the game is special as it marks the four year anniversary of the original game, with all of the base game content, DLC and exclusive for this release, a special extra story and bonus content. Coming August 29th.

Disclaimer: before I get into the preview, I want to thank Shady Corner Games for allowing me to be involved with this project. This was in the form of bug testing, providing feedback and some collaborative input. My involvement with this project has not influenced the contents of this preview, all thoughts and opinions contained within are my own.

Mature Content Disclaimer: This special definitive release is intended for adult audiences, with the rating of Adults Only/R18. This is due to the inclusion of strong language, explicit sexual content and graphic nudity. All characters featured in this game are ages 18 and up. If this content offends you or you are under the age of 18, please check out some of the other posts on the site.

About the game

Slime Girl Smoothies Encore is the special definitive release of the adult puzzle game, taking place at Slimey’s Bar. This establishment is operated by the Slime Girl Berry, with her staff consisting of daughter Cherry, the shy Plum and the standoffish Mint. The player takes the role of a new hire, working a trial as floor manager. To get the job, the player will need to work with all of the girls, make it through each week and prove they have what it takes for the job.

The core gameplay loop for the game involves players mixing drinks, which is done by dropping fruits on a grid to get flavour points. The available fruits change with each turn, with different combinations of fruits providing different flavors for the drink. Each drink has six flavour scores, which need to be met to succeed and progress. If the player exceeds the maximum flavour, or runs out of turns the drink will fail, failing twice means a game over.

The base game features four different girls that players must work with, making their way through four shifts together. During the course of each shift, the player will get to know the girls and become closer to them. Once the main girls have been cleared, the player will be able to access the additional guest characters. These offer three extra story chapters for players to engage with, getting to know these special visitors to Slimey’s bar.

This content makes up the original release of the game, which completed the initial release of the game last year. This year to mark the four year anniversary, a brand new chapter of Slimey’s bar has begun. With Slime Girl Smoothies Encore, there is the brand new additional game chapter, called Oozy Origins, which unveils some backstory of the girls before they joined the bar. This features brand new dialogue, story and art of each girl.

Alongside the Oozy Origins chapter, a special bonus game mode has been added called Afterhours, offering an extra challenge for players to dive into. This is a tough new challenge, where players will take on a gauntlet of drinks with special reward images for beating this ultimate test of endurance. Not only is there the extra mode rewards, but there is additional art, gameplay and audio content that has been added, giving players even more to discover during play.

All of the music has been remastered with Altered Ego providing fresh mixes, with a brand new song by Pommchu. There is also brand new voice work from the original cast, with a new voice for the character Mint by independent voice actress Podgekinn. This recast is due to the previous VA No longer being part of the project, having been blacklisted from the industry due to misconduct. However, Podgekinn makes this role her own, adding a new dimension to the character.

Players will also be able to unlock a whole host of new achievements, adding an additional 28 unlockable trophies for those who want the bragging rights. This is alongside the brand new unlockable arts, bonuses and special challenge mode, giving the game more replay value than ever before. There is even behind the scenes content, showing the groundwork that was used to build the world of Slimey’s that players came to know.

Personal Thoughts

I have a lot of love for Slime Girl Smoothies, having spent the last 4 years playing and testing the game, getting to see the evolution of the game and each expansion take shape. This has been an interesting part of my life, as this is the most involved I have been with a game since I started bug testing. I also got to enjoy the console port of the game, even purchasing it as a physical release when it was released for the Nintendo Switch.

What started as a small game with four characters, established itself as a brand with Slime Girl Smoothies Encore being the peak of this first instalment. The quality of story that was established with the base game is expertly maintained, with the new content expanding the world that Shades built. The additional chapter gives characters an extra dimension, adding further depth to the core cast and fully rounding out their personalities.

Slime Girl Smoothies Encore is a celebration of the game that started as a quirky little puzzler, all about slime girl bartenders mixing drinks with their bodies. I have spent many hours playing this game as a tester, as well as in my own time for the fun of it, as it is a fantastic title by its own merit. The gameplay itself is something that is wholly unique, managing to make it more than just a generic smut game, with the adult content not being the focus for me.

The way that the narrative is written, the core cast and guests are portrayed and the way the overall package is presented, makes this quite possibly one of the best games in the adult only space. When I play this game, the nudity and adult content is secondary to me, as I truly enjoy the challenge and complexity that the puzzle system provides. This is another example of Shady Corner being more than just boobs and butts, offering solid gameplay that is consistently engaging.

There are talks of sequels and additional titles in the works, making Slime Girl Smoothies a franchise which excites me. I genuinely enjoy games that have adult materials in them, but I am tired of the rampant shovelware that is in the space, with games that are just sliding puzzles with A.I. generated slop. So the prospect of more games that have the same attention to detail, engaging gameplay and well written narratives is something of a ray of light in the dark.

Trailer can be found on youtube (HERE), but be aware it is Age Restricted for mature content.

I have covered the base PC release, DLC and Nintendo Switch Port over the past 4 years, which you can find (HERE). You can also find the page for Slime Girl Smoothies Encore on Steam (HERE), to be able to wish list it before release, as well as the original release (HERE) and console version (HERE). If you want to keep up with the goings on at Shady Corner, you can find them on X (HERE) and BlueSky (HERE), but content here is 18+ so viewer discretion is advised.

Denshattack! – Review

Overview – developed by Undercoders and published by Fireshrine games/Boltray Games, Denshattack! is a train action game set in a colorful Japanese dystopia. As Emi, take to the tracks on your special train as you ride the rails, performing tricks and hitting grinds to be the best in the underground sport of Denshattack!. This title is available for Nintendo Switch 2, PlayStation 5, Xbox series 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 JF Games PR for providing the copies of Denshattack! that were used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review, starting with the story. Please be aware, I will only be covering the core elements of the game, as there I don’t wish to spoil the excitement and surprises that this game holds for players. Please note, all images used are from the Nintendo Switch 2 version early in the game to prevent major spoilers.

Story – In the future, a climate crisis pushed many into domed cities across Japan. But on the outside, people survived and even thrived. Emi is a Ramen Delivery girl, driving her train to get her ramen to the people on the outside. During a delivery, she meets Fernando, a photographer who tells her about Denshattack. An underground sport where the best drivers compete to be the best, inspiring Emi to want to jump in an take on the top Denshattackers.

Gameplay – Denshattack! is an interesting hybrid of racing, platforming and extreme sports, where trains hit the rails at high speeds, drift around corners and perform gravity defying tricks. This adventure is spread across multiple chapters, where the player will travel across Japan, hitting locations like Kyushu Osaka and Hokkaido. While travelling across the country, Emi will encounter a colorful cast of characters, who make up the Denshattack scene.

On each of the courses, the player will blast down the tracks at high speeds, hitting big jumps and break neck turns. To conquer each of the stages, players will need to master several skills. These include the ability to drift around the corners, maintaining the momentum and getting a boost, rail transfer where players switch tracks in the air and rail grinding. But the most important skill to learn is how to hit the big tricks while in the air.

While soaring through the air, the player will be able to perform tricks is a manner similar to Skateboarding games. Each time the player takes off from the ground by a ramp or using the gravity jump skill, the player can use the right stick to spin and flip their train. There are numerous tricks that players can pull off, with star ratings related to the skill that is being used. Easy tricks are one star with the most challenging tricks having four stars tied to them.

The tricks and skills will start of simple, only having jumps to perform the flips and spins on them. But as the adventure progresses, courses will introduce new more challenging mechanics for tricks, like rails for grinding, wall ride areas to cross gaps and vert ramps to get big air. All of the elements mix together allowing for extended trick combos, with the ability to manual on two wheels, giving players the potential for massive score combos.  

As the player makes their way through the Denshattack circuit, a special heightened power will be unlocked called Yaoyorozudo. This allows Denshattack drivers to see a special rainbow track, allowing them to ride on the air itself. To activate this power, players must fill a rainbow bolt on the side of the screen, with combo tricks being the fastest way to fill it up. It will activate automatically, with alternate paths and secret routes that will open up to players.

There will also be hazards and obstacles on these tracks, as there will be the corners that must be drifted on, stop signs and environmental hazards that will get in the way. If the player fails to drift, they will crash their train and be returned to the track. This will also occur if the player hits any of the hazards, like stop signs and fallen rocks they will also crash out. It is also possible to go out of bounds by jumping while on corners or not switching rails.  

In each of the chapters, the player will need to take on a variety of challenges and objectives, with the most common being the standard stages. Here the player will need to reach the goal in as short a time as they can, while also performing tricks to get the maximum score possible. Alongside the standard stages, there will be challenge stages, including objective based stages and score stages, where players must reach a target score to clear it.

When a stage ends, the player will get a medal rating based on three different criteria. There is the score and time targets, with three levels to them split into bronze, silver and gold. Then we have the Dares, which are special stage challenges including performing selected tricks, reaching combos and collecting special spray paint/film items on the track. The final medal awarded will be based on the average of all three end stage criteria.   

At set points during each of the chapters, players will encounter boss stages where they must engage in battles against the leader of the region. These battles stages can get chaotic, with each of the bosses having a unique mechanic tied to them, including giant mecha magical girls and a worm like chain of trains. To clear the boss, the player must survive dangerous hazards, dodge deadly attacks and stay on the track to take down the imposing rivals in battle.

Between stages, the player can access the garage where they can alter the look of their train, with colors, patterns and graffiti art that can be applied. From the start of the game, there are limited options for cosmetics, with a few options to select. However, throughout the adventure players will find castles on the overworld map, where they can access the shops. Here players can buy new cosmetics, as well as accessing the train market later in the game.

The overworld map itself is rather large, connecting all of the stages together across Japan. The player will see different details that are tied to the area they are in, with elements including the Domed Cities, Moai style statues and even a Ferris Wheel. Players can also find special printing shops, where they will be able to produce special Denshattack Fanzines. These give details on the region the player is in, showing character arts, action shots and more.

There is a lot of replay value with this release, where players will be able to return to previous stages to replay them to improve scores. This can be very useful as many of the stages will have no crash challenges, where the player must make their way to the end of the stage without crashing their train. These are the toughest challenges when first playing a stage, as it can take a few attempts to get used to layouts and be able to ride the rails flawlessly.

Last to discuss is the bonus and secret content to discover. There is a special optional seasonal skin pack, offering four different looks based on the seasons of the year, for a relatively low cost. Then we have the special collaboration packs, which feature art and some voices of popular internet personalities, including Ironmouse, Limealicious and RT Game. These are activated by entering special codes in the custom shop.

The codes for these special collaboration unlocks have appeared during streams, but can also be found scattered across the internet. Having these special codes included in the game are a great bonus, blending the different elements of internet culture with the Japanese inspirations. All of these bonuses are optional, but are a great addition and provide even more depth to the content on offer for players.

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

Controls – There is a rather well balanced control system for this release. The control for the train moving left and right is uses the left thumbstick, with the right being used to perform different tricks, similar to games like SKATE. For the drifting and jumping the player uses the triggers, which can cause some hiccups by pressing the wrong button during tense sections. However, all of the inputs are rather easy to pick up and play.

Difficulty – In general Denshattack! has a rather gradual difficulty curve, with the occasional difficulty spike during boss battles. Thankfully, there is no real punishment for failure in stages, as you can keep replaying the stage to clear it. During my time playing the game, there were no real struggles to get through a stage, but some of the challenges can be rather tricky. But with enough patience, it is possible to get the maximum ranks.

Presentation – visually, this game is just dripping in the style of its inspirations, with a cel-shaded and vibrant graphical presentation. The different Japanese aesthetics all meld together, with Gyaru and delinquent cultures, alongside anime themes like Mechs working well together. Then we have the artwork for characters that have been inspired by classic anime, with each theme being distinctly unique. Everything just pops with color, which adds to the experience.

The sound is also very good, with music from Tee Lopes, Ryo Nagamatsu, Sean Bialo and more. These different styles offer a robust variety of sounds, with electro funk, sampled vocal big beat, heavy rock and even classic Japanese instrumentation. This makes it feel familiar, yet fresh. For the voice lines, there is English and Japanese options, with the English cast featuring the talents of Rhianon Moushall (Honkai: Star Rail), Dev Joshi (Arknights) and Tei Sussex (The Witcher).

Performance – I was able to test Denshattack! on both Steam Deck and Lenovo Legion GO S (Steam OS version), alongside the Nintendo Switch 2 and standard PC release. Using the Handheld PC systems, there were no issues in terms of resolution, with no stutters or skipping at the default game settings. Sound comes through clean, without distortion or problems at max volume. The fan speed fluctuates to match the demands of the game, but doesn’t become and annoyance.

Inputs are responsive, with no issues in terms of delay or lag in play. The screen clarity and depth of color is good on both systems, but better on the Lenovo Legion GO S compared to the Steam Deck, which may be due to the bigger screen. Text Visibility is good at default size, but relatively small which is a downside to the portable nature of the systems. Loading times didn’t feel log or drawn out, and cutscenes played with no issues.  

The handheld PC versions play as well as it does on a nicely Spec’d PC. Speaking of the PC, the game plays well, with a wide variety of adjustable settings and modifications that can be made. The game is very well optimised and performs well on a range of hardware. This is proven by how smooth and clean the Nintendo Switch 2 version works, as it offers a stable and engaging experience, both on the big screen and via a handheld format.

Final Thoughts – I am a big fan of the extreme sports genre, as well as the experimental games from Japan that would go off the rails (pun intended). So when Denshattack! was announced, I was very excited, as it evoked the feel of games like Jet Set Radio and early Tony Hawk. I enjoyed every second of this chaotic adventure, with the exciting tricks and set pieces of different tracks being a highlight. There is just so much fun to have with this game.

All of the different elements come together to create something wholly unique, which is a rarity when it comes to the current gaming landscape. Denshattack! is challenging and a lot of fun to play, with a tremendous amount of replay value, and all that is missing is some form of global ranking, but the community will take care of that. I am happy to recommend this release to everyone, as I feel it must be experienced to feel that thrill that has mostly been lost in modern days.

In the end, I give Denshattack! a final score of 5/5. This is a chaotic, frantic and thrilling mash up of extreme sports, Japanese culture and a banging soundtrack, with a fantastic amount of depth to the content and a charm that persists throughout. If you want to check this release out for yourself, a link to each version of the game will be below.

Link to Nintendo Switch 2 version (HERE)

Link to Steam version (HERE)

Link to PlayStation 5 version (HERE)

Link to XBOX Series version (HERE)

70’s-style Robot Anime Geppy-X – Steam Review

Overview – Originally developed by Aroma, with porting by Implicit Conversions and published by Bliss Brain, 70’s-style Robot Anime Geppy-X is a revival of the cult classic blending shooting and anime together. Play through the episodes of the fictional anime Geppy-X in challenging shooting action, with fully remastered hand drawn animation and audio. This title is for 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 PR Hound for providing the copy of 70’s-style Robot Anime Geppy-X that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review, starting with the story. I will be referring to the game by the shortened name of Geppy-X for the sake of Brevity.

Story – it’s the year 197X, with the earth being suddenly attacked by an alien force called the Cosmic Demon Empire. This invading force commands an army of beast-like robots known as the Space Beasts. During the invasion, a top secret Space Robot Laboratory located in the far east scrambles to action, having prepared for a situation like this. They deploy the newly developed transforming combination robot Geppy-X, helmed by three ace pilots.

Gameplay – Geppy-X is an experimental title that mixes the concepts of an episodic anime series, with side scrolling shooting. Each of the episodes plays out in a manner similar to a traditional anime series, using the familiar format that is employed with shows of the time. Each stage will start with an introductory text and full vocal opening, then the first part of the “episode” plays before the action begins and the player enters the shooting.

During the shooting sections of the game, the player will control the Geppy-X mecha which is able to transform into three different forms. The initial form is dependent on the story with a preferred transformation, but it can freely changed during play. As the player challenges the main stages, they play out in classic horizontal shooting style, with enemies attacking the robot from the front and sometimes from behind.

To fight off the Cosmic Demon Empire, players will be able to use two basic attacks, with a main and sub weapon, which will change depending on the chosen form of the mech. The main attacks consist of a spread blaster, multi-beam lasers and power fist punches, with the sub weapons including powerful air slashes, bombs and missiles. If the attack button is held down, a super powered charge attack can be used, but be careful as it can be interrupted.

While traversing the different areas of a stage, the player will be able to turn and face the opposite direction to attack. This can be very useful as there will be enemies that appear behind the player, as well as players getting ahead of them to avoid attacks. If the player does take damage from an enemy, they will lose armor energy, reducing the defensive power that they have from varying amounts. If all of the energy is lost, the mech will be shot down.

Throughout the game, as the player shoots down the enemies or takes damage from enemies, the X Power bar will fill up on screen. If this bar is completely filled up, the player will be able to unleash a powerful ultimate attack. Each of the different forms of the Geppy-X robot has a unique special attack, which will fill the screen and wipe out all smaller enemies. In the event that the player is shot down, the player will lose all of their accumulated X Power.

By wiping out the enemy forces, there will be item drops that will support the player during battle. The main ones are the Main and Sub weapon upgrades, which will make the attacks more powerful as they level up. There will also be recovery items, which will restore the armor that has been lost in battle, as well as support items to pick up. When a support capsule is picked up, another mech will join the battle to aid the player for a limited time.

In some stages there will be Heat Signature warnings, which will herald the coming of a large powerful foe. These enemies are huge multi-phase combatants, where the player must damage several parts of the craft to bring them down. Players can also encounter named enemies, which are designated as more powerful than standard enemies. These are few and far between and often saved for key parts of specific episodes.

At the midway point of the stage, there will be a mid-boss that will appear to battle the player, being hailed by warning and occasionally a cutscene. The battles can be tense with the mecha beasts unleashing a hail of bullets, filling the screen with deadly projectiles. When the mid-boss is defeated by the player, there will be special attack animation that plays, showing off the finishing blow against the enemy. After this a classic style Eye Catch insert will appear.

After the Eye Catch, special mock commercials will play out, including advertisments for mechandise, food products and even parody film trailers. These can be a good way to ease the tension after a challenging mid boss battle. Once the commercial break is over, a second Eye Catch will appear and the second half of the Episode will begin. The action follows the same formula of the first part, where the player must battle the enemies to reach the end boss.

When the player reaches the end of the stage, they will be confronted by the main boss, with the same Giant Beast warning as the mid boss enemies. After the warning a cutscene will play to show off the full might of the boss that is appearing to battle the player. Just like the mid-boss battles, players will need to carefully avoid the attacks that the bosses use. These are often more chaotic with increasingly dense bullet patterns filling the screen.

Some of the bosses will have multiple forms, which will change after defeating them for the first time. There will also be bosses with multiple health bars, more deadly attacks and really pushing the player to their limits. If the player is able to defeat the boss, a special scene plays out showing the robot destroying the beast. After this the end of the episode plays out, with the effects of the battle, the ending theme and a preview of the next episode.

Between episodes, the player will be prompted to save the game to continue. This can be very useful as there are limited credits for the game, meaning if the player gets stuck during a battle and gets a game over, they can continue. Once all of the Episodes are completed, the player will get an ending before being taken to the score screen and the rankings. But there is more to the game that is hiding below the surface, just waiting to be discovered.

Geppy-X is more than just a single set of episodes, as there is a hidden secret that will alter the way the story progresses. Depending on the choice made during a key part of the game, the player will get put on a different route. There are three routes that players can experience, each offering a unique set of scenes and a unique ending. This expands the game significantly, as it will completely change interactions and events during the game.

Alongside the alternate routes and special endings, there are additional extras that players can unlock. The first is the Beast Guide, which is a compendium of all the enemies that have been encountered during the game. Then there are the extra stages, which are unique and special bonus game modes for players to challenge the game. These include the Boss Rush, called the Movie, which has the player battle all the bosses one after another.

Then there are the alternate stories, where the player will pilot a different robot for a special run through the game. But the most interesting of these alternate modes is the Star Geppys, which is a parody of American adaptations of Anime. This has all the names of characters changed, their personalities and the locations of the stages. Tokyo is changed to New York, Keiyo is switched to Detroit and all the characters speak in exaggerated English at points.

Since this is an HD remaster, all of the original crunched audio and video has been fully redone, with brand new transfers of the animations. There is also additional quality of life enhancements, with official translations of the game, a full manual and adjustable CRT filter settings to adjust the appearance of the game. Players can also use a rewind feature, allowing mistakes to be corrected, as well as quick save/load to stop and jump back in freely.

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

Controls – as Geppy-X is a console shooter the game makes full use of the inputs, with all buttons on the controller being used. The face buttons controlled the main action buttons, with the main and sub shots, the special attack and ability to turn. On the shoulders, players can switch their form of the robot craft, as well as use turbo fire during stages. There is also the option for Keyboard support, but it is recommended to play with a controller.

Difficulty – there is a rather well balanced difficulty curve for Geppy-X, with the action gradually escalating during play. The action of the game starts off easy and starts to ramp up, with the bosses being the toughest of enemies as they can verge on bullet hell at times. But this doesn’t mean the difficulty is punishing, as the player can get through the game with the limited credits. For those who may struggle, using the quick save/load and rewind can be a great help.

Presentation – from a visual perspective, Geppy-X is stunning, with restored animation from original master tapes and original compressed video options. This adds to the experience, with the cutscenes blending with the action sequences very well. Then we get into the gameplay itself, which flows perfectly with the use of rendered models and sprites. All of these look great against the stage backgrounds, with all of it coming together in a cohesive way.

Next is the sound, which is absolutely fantastic throughout the game, with clean and crisp audio that is balanced very well. The music that is used adds to the grandeur of the action on screen, with an exciting opening, melancholic ending and stage music with a lot of energy behind it. There is also extensive voice work, which features voice actors from across Anime, including Akira Kamiya, the voice of Kenshiro from Fist of the North Star.

Final Thoughts – I am a fan of old school anime, side scrolling shooters and games that go in a different direction, so Geppy-X really appeals to me. There is this unique and magical charm about the game, with the animated scenes and mock commercials really making it feel unique. The gameplay also has a lot of depth to it too, with the transforming robot gimmick, as well as the variety of weapon styles adding a lot of replay value to the action.

This release really feels like you are playing the episodes of an anime, with all of the elements coming together in a satisfying manner. The story of each episode is done well, the comedy doesn’t overstay its welcome and the alternate routes making worth going back to. All of this is wrapped in a challenging and satisfying horizontal shooter. For those who are fans of mecha anime, horizontal shooters or unusual games from the past, this is definitely for you.

In the end, I give 70’s-style Robot Anime Geppy-X a final score of 5/5. This is one of the most unique shooters I have played in a long time, with the episode gimmick and usage of the classic anime format, gameplay that is challenging and fun and a ton of bonus content that will keep you coming back for more. if you want to check this game out for yourself, a link to each version of the game will be below.

Link to Steam version (HERE)

Link to PlayStation version (HERE)

Link to Nintendo Switch version (HERE)