4PGP – Steam Review

Overview – developed by Vision Reelle in collaboration with publisher 3goo, 4PGP is an arcade style racing sim, where players take the wheel of a formula style car in fast paced racing. Go around the world in four grand prix cups, taking on a field of challengers to secure the top spot and take the championship. This title is available on Steam, Nintendo Switch/Switch 2 and PlayStation 5, 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 4PGP 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. There is no plot or story for this release, so I will be going directly into covering the gameplay for 4PGP.

Gameplay – 4PGP is an arcade style motorsport racer, where players get behind the wheel of a formula style car, taking on circuits that are inspired by real world locations. There are several modes for players to take on, including a championship mode, where players take on four different championships. Then there is the quick race, where any track can be played (even in reverse), and Time Attack where players go for the top time on tracks.

In Championship mode, the player will play one of the four cups, consisting of three races against 9 other racers. The different Championship cups have tracks that share characteristics, like the Top Speed Cup, where players can floor it across different tracks. In the different grand prix cups, the player will need to finish in first place to win the championship. Depending on the difficulty selected for each of the cups, placing in first can unlock rewards.

At the start of the game, players will be able to use one of 9 cars, with lower level vehicles to start. However, as players complete the grand prix championships, more powerful vehicles will be made available. All of the cars in this release are based on real life vehicles, with fictionalised versions of sponsors on the cars, as well as the track. These include tyre manufacturers, motorsport gear and even a fictionalised version of Marlboro.

The racing itself is a mix between arcade style racing and motorsport sim, with easy to pick up gameplay at the lowest challenge levels. But players will need to take their foot off the accelerator when trying to take many of the turns, due to how tight they can be. If players don’t manage their speeds, they will go off track, losing almost all speed and quickly be overtaken. This means players will need to give the tracks a few attempts to nail the corners.

If the player does fall behind, or manages to get ahead, there is a way get even further along the track and that is the turbo boost. At the start of a race, the turbo charge for the player car will be fully charged, allowing them to use it immediately if they wish to. The boost can also be helpful for recovering if they go off track, as well as getting to speed after very tight turns. But be warned, the turbo charge is limited and does not last very long if players shotgun it.

At the end of each lap, players can recharge the Turbo by hitting the pit lane, with a stopwatch appearing when they enter the lane. On this watch, there will be a green section and a spinner that will move on its own. If the player is able to stop the spinner in the green section, they will get a full charge of the turbo boost for the next lap. However, in the event this is missed only a portion of the boost is restored while in the lane.

There is also tire wear which players need to keep in mind, as the lower the percentage gets, the harder it will be to handle the vehicle. Tire condition will deteriorate during races on the track, which is made worse by hitting the off road areas. This can severely impact the player’s performance in a race, leading to crashes and losing their position in the race. The only way to restore the condition of the tires, is via the pit stop at the end of each lap.

Away from the main championship mode, players can enjoy the Quick Race and Time Attack modes. In Quick Race, players will be able to pick any of the unlocked tracks, alongside special reverse versions for free races. Then we have the Time Attack mode, where players can challenge a single track alone to set the best time. All of the tracks have DEV times, with local leaderboards that players can record their best times on.

There is a special mechanic included as an accessibility feature called Assist Mode, which will nudge the player to the correct racing line. This makes learning the tracks easier, while also making the championships beatable for players who may struggle. Last is the split screen multiplayer, which allows up to four players to enjoy Championship and Quick race together. Unfortunately, I was not able to test this feature out.

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

Controls – the controls for this release are rather easy to pick up, with only three buttons used to play the game. The player only needs to accelerate, brake and use the turbo button to get around each of the tracks. It is recommended to use a controller to play the game, with Steam input offering the best way to enjoy the high speed action. However, it is playable when using the standard keyboard, with no issues in terms of delay with any input used.

Difficulty – 4PGP is a very challenging racing title, as the hybrid arcade racing sim style can take a little time to get used to. Thankfully, there is a beginner difficulty that will let players get used to the Championship play, before progressing to Novice, Veteran and Expert to unlock content. The Time Attack and Quick Race modes can be a great way to get used to the tracks. Also for those who struggle, the Assist mode can be a great way to make it accessible.

Presentation – from a visual perspective, the style of the game feels close to classic arcade racing games, with smoothed out models for the vehicles. Then there are the tracks, which a designed well looking fairly close to their real world inspirations. I very much like the fictionalised versions of classic sponsors, which made tracks feel lively. The sound is rather good, with music that sounds like it came straight out of a SEGA arcade game.

Final Thoughts – I have an appreciation for classic arcade racers, like Virtua Racing and Daytona, so 4PGP really appealed to me. The look of the game does have that feel of the classics, with cars that have a chunky look to them, as well as clean and smooth textures. There is a good sensation of speed with the game, making it satisfying to go at full speed on the tracks, or take turns at speed. But it does take a little getting used to at the start.

There are a couple hiccups, as the CPU racers are very aggressive and can push ahead after pushing the player off road. Luckily, the turbo boost can be used to recover and catch up, but sometimes they can get far ahead to the point you cannot catch up even with boosting. Also, it can be hard to unlock the extra content, as players need to get first place for the cups. In general, I do enjoy this game, and I am happy to recommend it to racing fans.

In the end, I give 4PGP a final score of 3.5/5. This is a solid and challenging racer that mixes arcade and sim racing styles, with a retro style to the look, alongside fast and responsive racing with a good amount of content to unlock, but it does have some minor flaws. If you want to check this title 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 Nintendo Switch 2 version (HERE)

Link to PlayStation 5 version (HERE)

Nitro City Racing – Review

Overview – developed by Inlogic Software, with porting/publishin handed by Eastasiasoft, Nitro City Racing is a single player racing game where players must dodge and weave through traffic in several settings. As a street racer, blast down the road and avoid the other vehicles on the road at high speeds, completing missions and challenges. This title is available on all major platforms, with a link to all versions of the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank Eastasiasoft for providing the copy of Nitro City Racing used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contain within are my own.

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

Gameplay – Nitro City Racing is an arcade style street racing game, with the objective being to drive down a straight road while weaving through traffic. Before players can get behind the wheel, they will need to select their car, starting with only one out of 10 cars to select from.  After selecting the car, players will be able to pick one of five modes. At the start of the game, there are two modes that players can jump into, Career and One Way.

In Career mode, players will be able to challenge a total of 54 missions. These all include the same basic gameplay loop, where the player must drive down a straight road, dodging vehicles on the road at high speed. However, the mission objectives vary between each of them. The challenges include covering a set distance, near missing other vehicles, driving on the other side of the road and scoring set amounts of points, some with a time limit.

The driving is very basic, with the roads being straight lines with four lanes, offering a very basic high speed driving experience. While driving, players can accelerate, brake and move to the left/right as the basic controls. Then there are the “special features”, which consist of a turbo that lasts a limited time, as well as a time slowing power that adds a black and white filter. This offers a shallow, but functional speed driving experience.

When clearing each of the missions, the player will be awarded coins for the missions, as well as for driving skills during play. The base award for the mission will be set, however, the bonuses will vary based on near misses, going on the opposing lanes and going at high speeds. All of the awards will be added to the player bank, which can be used outside of the Career mode. Players will also gain experience which will level them up and unlock new modes.

Away from the Career mode, the player can access four other game modes. These consist of One Way, where all traffic goes in the same direction, Free Ride where players can just drive endlessly. Then there is the Time Attack mode, where players score as many points as possible, and Two Way which plays out the same as One Way, but with an additional lane. Free Ride, Time Attack and Two Way unlock when players reach set levels.

During play in Career Mode, One Way and Two Way, if the player makes contact with another vehicle, the run will be ended and scores will be tallied. Yet, in the Free Ride and Time Attack mode, the player will auto-brake is the player hits another car, allowing players to continue driving. In the three challenge modes with scores, the player will be able to record their highest score, acting as a record due to the lack of any form of leaderboards.

Away from the rather basic gameplay, there are the cars and customisation options that can be purchased. After accumulating enough coins, players can purchase new cars, with different models inspired by real world vehicles. These have different stats that should affect the performance, but it only seems to affect speed. When a car has been unlocked, the player will be able to buy upgrades and new parts for their car.

The upgrade system allows players to improve their core performance and unlock turbo, with several steps for each of the performance boosts. Then we have the cosmetic customisation options, changing the look of the car, including wheels and spoilers, with several options to choose from. Players can also change the look of their vehicles with color choices, changing the palette of the car with several options to choose from on the menu.  

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

Controls – this has a very easy control method, with only a few buttons needed to play. These are to control speed through acceleration/braking, moving across the lanes and the time stop/turbo boost. This works rather well in terms of handling and general play, with the steam version offering players the option of using keyboard, or controller if using steam input. The general performance of the game is pretty intuitive, with no issues in terms of lag.

Difficulty – this game lacks any real difficulty or challenge, as the driving is just a straight line with some swerving between traffic. The challenge itself is all about knowing how to weave between cars, get the near miss combos and maintain high speeds. Due to this rather low difficulty level, it is pretty easy to get through all of the challenges. I just wish there was more to the racing than just going along a straight road.

Presentation – from a visual perspective this game looks rather basic, with simple models for the roads, environments and assets for cars. This does look like a low budget release, with the simplified look of the game, as well as a low render distance. Thankfully, there are no issues in terms of lag or frame rate, with the game playing rather smoothly. The sound is rather basic, with a small amount of music tracks that loop and simple sound effects.

Final Thoughts – I do enjoy arcade style racing games, being a fan of the classics like SEGA Rally and Ridge Racer, so this appealed to me. However, my gameplay experience was a little bit mixed, as the game feels like more of a mobile release. This was due to the very basic menu system, alongside a very simple HUD during play. But the gameplay itself does have an element of fun to it, with a good sense of speed while going down the long roads.

I do wish there was a little more to this game, with more than just the straight never ending roads. The lack of turns and only having players drive in straight lines, does lead to the gameplay becoming tedious rather quickly. If there was a leaderboard system included, or opponent racers, then this would likely hold more staying power. If this style of gameplay does interest you, the price is very low, so it can be good as a bit of a time waster.

In the end, I give Nitro City Racing a final score of 2.5/5. This is a passable budget racing game, with a single style of play that sadly becomes tired fast, but for those who are looking for a cheap street racing game, there is a decent amount of content present. If you want to check this game out for yourself, a link to each version of the game will be below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

Link to Steam version (HERE)

The Gecko Gods – Nintendo Switch Review

Overview – developed by Inresin and published by Super Rare Originals/Gamersky Games, The Gecko Gods is a platform adventure set on mysterious islands, where players take control of a tiny gecko. As the gecko, explore the ruins of a forgotten archipelago and solve the puzzles to uncover the mysteries they hold. This title is available for PlayStation 5, 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 Super Rare Originals for providing the copy of The Gecko Gods used for this piece, via the Keymailer service. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review. There is little in terms of a narrative that is presented, so I will be going straight into discussing gameplay, with available plot details sprinkled throughout. Please Note, images used for this piece are taken from official sources.

Gameplay – The Gecko Gods is a relaxed puzzle-adventure, where the player takes control of a little gecko, arriving on the shore of a mysterious archipelago. While exploring the island, the player will encounter the spirits of the Gecko Gods, who will guide the player on their quest. During the start of the adventure, the player will only be able to explore one of the islands. However, as the adventure progresses, players will be able to explore more of the islands.

While on each of the islands, the player will be able to climb any surface that they come across, allowing players to cling to walls and ceilings. The little gecko will also be able to jump, dash and swim across pools of water. There will also be environmental elements to interact with, including switches, moving platforms and levers to open gates. Many of the puzzles will have multiple steps to them that need to be solved to progress.

There will also be platforming elements to the various puzzle challenges, including hitting gongs, jumping through hoops and ringing bells. By completing the different puzzle challenges and objectives, they will be marked off the list and lead to interesting effects on the islands. Upon completing the challenges of the first island, the player will be able to access the boat, which allows the gecko to explore outside of the first island.

The sailing between islands allows for players to engage with open ended exploration, where the islands away from the first can be approached in any order. As the player explores the different islands, they will encounter guides, either through tablets or birds, who will provide hints on objectives. These will then be added to the quest guide, allowing players to track their progress, with objective area shown as circles on the different maps.

While this is a rather laid back adventure, there are some dangers present during the adventure. In some areas, there will be enemies that will attack the gecko. If the player takes too much damage, they will lose their tail and then be knocked out, sending them back to the last checkpoint. But players can fight back by dashing at enemies to defeat them. The open water will also harm the gecko, causing damage if they fall into the ocean.

Away from the main objectives, the player will be able to complete side objectives while exploring. While wandering through the islands, the little gecko can eat up various insects, with each new insect being added to a special page on progress screen. There will also be relics that are hidden around the islands, which players can find as they explore. These special collectables will also be added to the special collection page.

Throughout the journey across the islands, the player will be able to collect golden symbols. The main way is from destroying jars and pots, which will drop points when they are smashed by dashing into them. Enemies will also drop the points when they are defeated by the player. These points are added to a pot that is carried throughout the course of the adventure. Players can use these points to purchase special cosmetic items for the gecko.

As players explore, they will find special mirrors that players will be able to interact with. When one of these points has been found, the player will go into the cosmetics menus, where special colors and patterns that can be purchased. These items varying amounts of points to unlock, which are deducted from the player bank. The colors and patterns that can be purchased for the gecko unlock during the adventure, with many cosmetics to discover.

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

Controls – there is a relatively simple and intuitive control scheme for the Gecko Gods, offering players an easy to pick up and play experience. All of the inputs needed to experience the adventure are on the face, with the thumbsticks controlling movement and the camera. While the experience is generally smooth, there are a few little hiccups with control when getting stuck on corners, with the camera being difficult to control at times.

Difficulty – there is a relatively low level of difficulty, making this game approachable by players of all skill levels. This is due to a laid back and relaxed atmosphere, with the threats to the player being few and far between. The only real challenge for players is to solve the puzzles, which can require some wandering and can take time to figure out. This makes the Gecko Gods an excellent choice to be played with children, or as a family.

Presentation – visually, this title has a soft and vibrant look to it, with an excellent use of color and textures that give a soft shaded look. This works well for the game to give it a relaxed atmosphere, which is further enhanced by the music, which has soft compositions that add to the gentle feel. The game performs well, with fluid performance and no issues with lag. Sadly, there are some minor issues with pop in, as the render distance on switch is a little short.

Final thoughts – I had seen this game a few years back when the reveal trailer dropped in 2022, but there were several delays before being released this year. When the opportunity to cover the game was offered to me, I was more than happy to pick it up. I very much enjoy this adventure, as the gentle atmosphere and relaxed gameplay offer a refreshing experience. The platforming and puzzles have some challenges to them, but they are accessible by all players.

This is an excellent adventure, which encourages exploration with the ability to climb on all surfaces. However, there are some minor issues with this ability, as players can get stuck on surfaces, fall suddenly and have some difficulties finding the right direction. Thankfully, these are just hiccups that don’t sour the overall experience. I recommend this game to everyone that enjoys adventure games, as it is perfect for families and those who want a relaxed experience.

In the end, I give The Gecko Gods a final score of 4.25/5. This is an enjoyable and pleasant adventure, with a soft shaded look and relaxed environment that allows players to enjoy the game at their own pace, offering rewarding exploration and balanced platforming puzzles. If you want to check this game out for yourself, a link to each version of the game will be below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Steam version (HERE)

Retro Revival – ACA NEOGEO League Bowling (Various)

Hello there and welcome to the next entry in Retro Revival, the series where I cover classic games that have been given another chance at life. Here I cover HD remasters, emulated ports and compilations in part or as a whole. This week we continue going through the NEOGEO library, this time with League Bowling, a unique bowling arcade game developed by SNK in 1990. This title is available on modern platforms via the ACA NEOGEO series by Hamster Corporation.

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

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

About the game

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

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

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

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

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

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

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

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

Personal Thoughts

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

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

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

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

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

Link to Nintendo Switch Version (HERE)

Link to Xbox version (HERE)

Retro Revival – ACA NEOGEO: Burning Fight (Various)

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

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

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

About the game

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

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

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

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

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

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

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

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

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

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

Personal Thoughts

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

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

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

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

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

Link to Nintendo Switch Version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

OUTBLAST – Release Date Announcement

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

About the game

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

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

Features

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

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

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

R-Type Dimensions III – Steam Review

Overview – developed by KRITZELKRATZ 3000 and published by Tozai games/ININ Games, R-Type Dimensions III is a full remake of the classic Shooter for the SNES/Super Famicom from IREM. As the pilot of the R-90, embark on a mission into enemy territory, fighting the Bydo Empire that threatens humanity with destruction. This title is available for Xbox, PlayStation 5, Nintendo Switch, Switch 2 and Steam, with a link to each version of the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank PR Hound for providing the copy of R-Type Dimensions III that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review, starting with the story. I will be using details of the official manual and the store pages for the story. I have covered other recent R-Type titles, which you can find (HERE).

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Link to Steam version (HERE)

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

Link to PlayStation 5 version (HERE)

Link to Xbox version (HERE)

Neptunia Shooter – Steam Review

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Link to Steam version (HERE)

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

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

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

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

About the game

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

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

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

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

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

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

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

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

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

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

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

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

Personal Thoughts

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

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

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

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

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

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

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

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

Link to Nintendo Switch Version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)