Lost Gems – ZOOM! (Mega Drive/Genesis)

Hello and welcome to another instalment of Lost Gems, the series where I discuss classic games that have been abandoned, forgotten or removed from distribution. This week I will be covering one of the earlier releases in the Mega Drive/Genesis Library, originally released for home computers in 1988 before being ported in 1990. So let’s take a look at ZOOM!, an arcade puzzle game developed by Discovery Software and ported by SEGA.

Disclaimer: While the discussed here is no longer officially on sale, there are ways to obtain the game. This can be either through the second hand 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 game being covered.

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

About the game

Zoom is a grid based puzzle game, where players control Mr Smart, who is on an adventure to save the world. The Space Phantoms have captured Earth, setting up force fields around the planet. Now Mr Smart must skate across these fields to destroy them and save the planet, while out running and outsmarting the space Phantoms that are chasing him. But be careful, because any contact with the wiggly Phantoms will stop Mr Smart in his tracks.

The objective for this game is very simple, the player must move across the grid based fields, tracing the lines on the field. The grids are set up into squares, which will glow when all four sides of the square are covered. By tracing all of the lines and making the whole grid glow, the field will be cleared and the player will move onto the next. The game is made up of 36 fields, separated into 6 stages for players to challenge during the course of the game.

As the player moves across the fields, there will be Space Phantoms that appear to stop the player. There will be Rowdy Fingers, a disembodied hand that will chase the player endlessly, trying to kill them. But players will also encounter the Spiler, that clears lines away, the Charm that slows Mr Smart down and more that will get in the way. These enemies will appear at the start of the stage, with contact against all but Charm killing the player.

To avoid the Space Phantoms that the player has two options available to them, with the first being the jump, which will allow Mr Smart the ability to dodge enemies. This skill will let the player jump to different parts of the field, as some of them will have gaps and breaks in the grid. Then there are the rubber ball attacks, which will be thrown backwards and knock the Phantoms back a little. These are limited so it is important to use them wisely.

During each of the fields, there will be items called Goodies that players can collect. These appear rather frequently, with Candy that give points, Mushrooms that recover from Charm and the Banana that slows down Phantoms. But there are more powerful items to get, the Hour Glass freezes time, the Sun will give invincibility and the Star provides a random Goodie. The most powerful item is the Wing, which will clear the stage, but they are very rare to see.

Each of the fields have a time limit, which will vary from screen to screen. The timer adds some pressure to the stages, as clearing the field before the timer expires provides a score bonus. But if the time does expire, there will be an increased number of Phantoms, with several spawning onto the field. Thankfully, to compensate for this, there will sometimes be increased numbers of Goodies appearing, giving players a chance to finish the level.  

As this is an early arcade style game, the focus is on earning points to set a high score. So there are special score bonuses that can be earned during play. The most basic is to make one box flash, earning 10 points, but if a pair is lit 40 points will be scored. If the player is able to chain box flashes, they will get a multiplier for the number of boxes in the combo. This applies to both single and pairs being lit up, offering the chance for big scores.

The score and combos are important to making it through the stages, as players will earn additional live based on point milestones and hidden combo bonuses. If the player does lose a life from being caught by a Phantom, they will revive on the field to try and finish the stage. The player will start with four lives, with bonus lives keeping the game going. If all lives are lost and a game over occurs, the player can continue from the start of the stage they reached.

There are four game modes for this title, with the 1 player mode being the main focus of the game. Then there are the multiplayer modes that can be enjoyed with a friend or family member. There are three multiplayer modes, with alternating play, where players share a single control pad or a pad each. Players can also enjoy simultaneous competitive play, with players working together in the main game and for scores in the competition mode.

Personal thoughts

ZOOM! Is one of those unique games that was released during the early years of 16 bit graphics, offering a rather unique game experience. There is a pseudo 3D style to the game, with the grid fields rotating in and out of the screen during level transitions. It also uses a perspective that attempts to emulate 3D depth, with sprite scaling when the player/enemies move around the stage, zooming in and out depending on the position.

I have fond memories of this game, remembering it as a kid and playing a lot, but not being too good at it. I had owned personal copies of it with a loose cartridge that was lost, but I had managed to obtain the Japanese version complete in box. I returned to the game over the years, getting better at it, but I have yet to clear it without relying on the use of save states. This is due to it being a pretty long game, with no passwords or save batteries.

This game has plenty of content in it and I have a lot of fun with it, but sadly the audience and critics of the time didn’t enjoy it as much. There was a lot of negative response to the game, with critics comparing it to games from earlier systems, which I feel is undeserved. It may lack some of the bells and whistles that other games had, but it has a lot of content and an enjoyable challenge. Everyone can pick the game up, which is what makes it a good, fun time.

Unfortunately, while the game may be easy to pick up, there are some minor hiccups with the movements which can lead to some frustrations. It is possible to miss turns and get caught by enemies, which is similar to console versions of Pac-Man, where movement can be sloppy. But after a little while, it is easy to adapt to these little flaws. If you are going to play the game with third party controllers, you may have a better experience during play.  

The original version of the game on home computers came out two years ago, and you can see the difference. While the grid based stages are still present, with the Pseudo 3D look and perspective, the sprite work and audio is relatively simple. The SEGA port improves on all aspects of the release, offering a more vibrant and charming experience. The sound does get a little repetitive, with the voice sample of “come on boy” being the only voice line.

It seems there is a lack of popularity for this release, which is reflected in the cost of the game on the secondary market. The price for the Pal and Japanese Mega Drive release, as well as the NTSC Genesis versions are low, making it easy to pick up for those interested in the game. The game has also been lost to time, with no ports or re-releases of the game since the Mega Drive/Genesis release, even lacking a Virtual Console release.

I have a lot of love for this game, as it is one of those unique and fun titles from the 16-bit console boom. There is a charm to the game, with the catchy melodies for the game, easy to pick up gameplay and plenty of content. It is unfortunate that there appears to be no information on the developer, meaning it is possible that there may never be a new version of the game. But it may be picked up by someone and get a new chance at life.

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.

Homura Hime – Steam Review

Overview – developed by Crimson Dusk and published by PLAYISM, Homura Hime is an anime style action game, mixing reactive hack and slash action and bullet hell tension. As the Exorcist Homura Hime, travel across the human world and the demon realm on missions to exorcise the supernatural, facing dangers at every turn. This title is available exclusively for the Steam Platform, with a link to the game at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank the rep at EVOLVE PR who provided the copy of Homura Hime used for this piece, via the Terminals service. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.

Now with the introductions out of the way, let’s get into the review, starting with the story. Please note, I will only be covering the core gameplay of this release, as I do not wish to spoil any of the secrets and surprises of the game.

Story – in a world where humans and demons coexist, Souls harbouring strong emotions and deep regrets are transformed into Archdemons upon death. These beings corrupt and contaminate the world around them, creating lesser demons. Five powerful Archdemons threaten the world, so the High Priestess deploys the “Flame Princess” Homura Hime and her aide Ann. Together, they embark on a divine mission to defeat the demons and purify the world.

Gameplay – Homura Hime is a 3D action adventure, where the player takes control of the eponymous Excorcist. The adventure takes place over several chapters, starting with Homura Hime being tested in her skills as an Exorcist. After this is completed, the player will be transported to the Mihare Shrine, the base of operations for their missions. Each of the chapters will each of the chapters will start here, before departing to take down their target.

To begin each mission, the player must enter the Gate which will teleport them to the target location. At the start of each mission the journey, adding background to the mission that is about to unfold. When the player lands in their target location, they will need to reach the target and eliminate them to complete the mission. Each of the missions will be split into sections, where the player will need to clear objectives to progress.

The objectives can be as simple as reaching a designated point, or finding items during the mission. But the completion of these objectives is easier said than done, as there will be numerous hazards that will threaten Homura Hime. As the player traverses the human and demon realms, they will encounter deadly enemies that will try to stop them. Throughout the game, the player will encounter demons that must be slain to advance.

As Homura Hime travels each area, there will be encounters where a barrier appears to block the path. When this happens, the player will need to defeat the demons that appear before they can move on. In battle, the player has access to a light and heavy sword strike, alongside a ranged attack called Blessed shot. The strikes can be linked in a combo, allowing for rapid attacks to be unleashed for maximum damage against the demon horde.

It is also possible for players to launch enemies into the air, following up with aerial strikes and slamming them down. Then there is the Blessed shot, which uses spirit energy to eliminate the enemy forces, gradually draining their life bar. If the energy runs out, players must wait for a moment for the bar to refill before ranged attacks can be used again. To make targeting enemies easier, there is also a lock-on mechanic to focus on the demons.

The enemy attacks will be relentless, but players have two ways to be able to avoid taking damage. The most important defensive manoeuvre is the parry, which blocks attacks that are highlighted in red giving a chance to block them. If the strike is successfully guarded, the player can move quickly in any direction, with the ability to chain multiple parries together. However, not all attacks can be blocked, which is where the dash comes into play.

Throughout the adventure, there will be enemies that can unleash a hail of bullets upon Homura Hime, increasing the challenge of battles. The shots will appear in bullet hell style patterns, covering large areas and causing significant damage. Then there are the yellow marker attacks, which cannot be parried so the player will need to dash out of the way. It is important to keep an eye on the type of attack happening, as some can switch between yellow and red strikes.

When fighting enemies, many of them will have a stun meter above their health bar. This will be depleted by damaging them, or by successfully parrying their strike. When the bar is fully drained, the enemy will be stunned for a brief time, taking more damage from slash attacks. However, some enemies will have shields, which can be blue or red. The blue shields need to be broken with Blessed shots, whereas the red are destroyed with slash attacks.

Most of the enemies that will be encountered can be destroyed simply by beating them down. But there are some stronger demons that will take more to defeat. These monsters have a purple portion on the lower end of their health bar, becoming enraged upon reaching that point. Enraged enemies will create a domain, where they must either have a Blessed shield broken, or have a flurry of attacks successfully parried, setting up a counter attack.

Once enemies within the domain are open to attack, players must time a strike to be able to unleash a flurry of slashes on the target. This will break the enraged state and escape the domain, slowing time to be able to chain strikes for maximum damage. As time is slowed, a Diamond will be filled from slashing enemies, allowing for a finishing strike to be used when full. This slowdown can also be activated when red shields are broken.

Over the course of the game, the player can also unlock enhanced Blessed Shots, which will change the way that it works, with three total shots available. Then there are the skill attacks, which offer close and long range attacks, alongside the ultimate Daydream Mirage ultimate strike for massive damage on enemies. The special skills and ultimate attacks are charged by slashing enemies, or by successfully parrying attacks, making combat frantic and exciting.

Defeating enemies will drop a currency called Konpeito, which can be used with the in game merchant (explained further below), as well as health pellets to recover from damage. As the last enemy falls in a battle, the player will get a rating for the battle, which is based on the performance and score that is earned during combat. The highest rank that can be earned in arena battles is Perfect, with scores being tallied for all battles during the mission.

While battles are an important part of the experience, there is also an emphasis on platforming and exploration. Throughout the missions, player will find areas where they will need to jump and dash, covering perilous gaps including bottomless pits. To help cover large areas, there will be interaction points, including air markers to launch Homura Hime and blades in walls that can be grabbed. To reach these points, the parry button can be used when in range.

Alongside the platforming and general navigation of the different locations, there will be light puzzle and challenge sections. These include plants that need to be destroyed to open paths, floors that will disappear and sections where players need to avoid touching the ground. Players will also encounter the friendly demon Nurikabe, who will need help as he blocks the way, needing an item to be returned before letting them pass him.

There will also be special challenges, including optional battles that players can discover while they explore. The most common optional battles are the ambush events, where enemies will appear out of nowhere and attack Homura Hime. Players can also find timed trials, where they need to chase unique creatures and catch them before the timer expires. Clearing these optional challenges can provide great rewards for the player.

 Scattered throughout the locations, there will also be treasure chests separated into two colors. There are blue chests that contain a large amount of Konpeito within, but there are also the special red chests that have fragments inside. There are two types of fragment that can be found, with green life fragments and blue spirit fragments. When three of a fragment is collected, the player will gain a permanent increase in their life or spirit meters.

Within each chapter, the player will encounter powerful boss opponents that will have their own unique attacks, bullet patterns and gimmicks. These battles are incredibly tough and will have the player locked in a unique arena, where they must effectively dodge and parry attacks to survive. The enemies in these battles will often have phases that they will change between, altering their attack patterns and making them increasingly deadly.

During some of the boss fights, there will be perspective changes, where the camera will go into top down camera angle, needing to avoid a hail of bullets from all directions. There will also be the domain sections, where the enemy must be parried or hit with blessed shots while avoiding unblockable attacks. In the parry domains, if the player gets hit or misses the parry window, they will be kicked out of the domain, this also happens with lesser demon domains.

When the last battle of the mission/chapter is cleared, the player will be returned to Mihare Shrine after a cutscene plays out. Then the mission results screen will appear, showing the performance in all of the battles, an overall time and the total score for the chapter. The player will get a rating for the mission with the highest ranking being perfect. After each of the chapters, the player will be provided a reward, with special upgrades and money being handed out.

Between missions and chapters, the player will be able to explore Mihare Shrine and prepare for the next stage. While in the Shrine, the player will be able to interact with the different residents, including Kushinada who operates the Shop in the shrine. She offers a variety of options for players to purchase in exchange for Konpeito and Senbei, a special currecy collected during missions. The items will vary in price, making purchases a strategic choice.

The most versatile upgrade that players can get are combo moves, which will expand the attack options that can be chained together in battle. By upgrading the combos, players will be able to mix up light and heavy slashes, which will expand the flexibility of combat. Skill attacks can also be purchased from Kushinada, which needs the Senbei as well as Konpeito. There are four skill slots to use, allowing for players to customise their loadout.

Kushinada also offers special support items for purchase, with the Omamori talismans being the most useful. The Omamori are special support items that can be equipped, which will provide benefits like increased attack and improved health. These talismans have a cost attached to them, with a limited number of points that can be applied to equip them. Up to five Omamori can be equipped, offering some flexibility to the system.  

Kushinada will also sell life and spirit fragments, full gems and a special item called Hanami Dango. The Dango is a very special item that will come in handy during very tough battles, especially during bosses as they are used as revival items. If the player falls in battle, they will be given the option to return to main menu, continue from a checkpoint or use revival item. By selecting revival item, the player will get right back in the action but at a cost penalty for doing so.

Last to discuss is the Journal, which will collect various information and documents that have been collected in chapters. These files will provide background story details to the events that occurred, expanding the depth of the narrative. This gives players looking for lore, adding more of a reason to explore the areas. There will also be a log of all enemies, tutorials and key items, which can be viewed from the Journal menu when pausing the game.

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

Controls – This game supports both controller and Keyboard/Mouse, with the game recommending the use of a control pad for play. The recommended way is the most comfortable, as it allows all of the inputs and actions to be accessed easily. This also allows for Steam Deck support, but I was unable to test this out. The Keyboard inputs work well, but don’t feel as natural as using a regular controller, due to the slightly awkward layout.

Difficulty – there are two difficulty settings for this game, with an easy and normal setting. The Easy setting is adjusted to ease the experience, but the Normal setting is the full experience. This is a solid challenge, with some difficulty spikes during Boss Battles, optional encounters and challenge sections which get very tough. Thankfully, there are generous checkpoints, as well as upgrades and Dango items that can ease some of the challenges.

Presentation – visually this game is gorgeous, with an anime inspired look to the experience with cultural elements from both Japan and wider parts of Asia. The look of the characters, environments and details are vibrant, really popping off the screen with the amount of detail to them. The game flows almost perfectly, but there are some minor issues of slowdown, especially when there is a lot of attacks and effects on screen during combat.

The sound is really good, with atmospheric sound for many of the areas, alongside beautiful and haunting compositions when exploring the demonic realms. There is also an excellent set of boss themes, including a special vocal track that appears during a key part of the game. This game also has excellent voice work, with a lot of dialogue all in Japanese that is performed well. But the sound isn’t perfect, as there is some unfortunate crackling at times during play.

Final Thoughts – I am a big fan of action games that utlize the 3D hack and slash style of combat, with games like Devil May Cry being a comparable. I saw the announcement for this and I was excited to give it a go. That excitement was not misplaced, as this is possibly one of the best action games I have played recently, with combat that was reactive and a lot of fun. The combat is a lot of fun and the unique mechanics keep it exciting throughout the experience.

Then there is the story, which pulled me in and made me feel a whole range of emotions, which can be very rare for a game. All of the elements work well, with the combat, platforming and narrative set pieces keeping me engaged the whole time. But there are a couple hiccups with the sound, as well as unfortunate bugs that can soft lock the game, requiring loading the game. However, I am happy to recommend this game to everyone who enjoys 3D action games.   

In the end, I give Homura Hime a final Score of 4.75/5. This is a fantastic 3D action game, with unique gameplay mechanics, a beautiful art style, intense action and an emotional story that kept me invested, making it an early contender for one of the best games of the year. If you want to check this game out for yourself, a link to the game will be below.

Link to steam version (HERE)

Retro Revival – Arcade Archives: Rave Racer (Various)

Hello again and welcome to the latest instalment of Retro Revival, where I discuss classic games that have been brought to modern platforms. These can be via HD Remasters, emulated ports and titles that are part of ollections. This time will be a follow up to a previous feature, covering a sequel to the original Arcade Ridge Racer that has been a long time coming. So let’s take a look at Rave Racer, now available through Hamster’s Arcade Archives/Archives 2 series.

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

So with the introductions out of the way, let’s get started. I will be discussing the general gameplay experience for the game, with some details behind the scenes where possible, then my person thoughts on it. Please note, the Arcade Archives 2 version of Rave Racer is the copy I own, so I will be discussing features that are only available in this version.

About the game

Rave Racer is the second sequel to the iconic Ridge Racer, a full 3D racing game with an emphasis on high speed racing and tight drifting. Unlike the first Ridge Racer, there are four different tracks available for players, with both configurations of the Ridge Racer track, alongside two new races for players. This title also features View Change, where players can switch between bumper view and behind the car, giving players a choice of perspectives.

The four different race tracks have difficulty tied to them, with the races designated as Novice, Intermediate, Advanced and professional, although this is not shown. At the default settings, the races all have three laps with a max speed of 230KMH/143MPH. In these races, the player will face off with 11 other competitors, with one of them being the rival for the race. Before selecting a track, the player can select manual or automatic gear change.

However, if the player presses down the view change button, they can access the T.T. Time Trial race. This is a head to head race against a single opponent, where the player must beat them to the finish line, just like a regular race. But this one is different as the speed is increased to 255KMH/159MPH, adding a little more challenge to these races. There is also a mirror mode, which can be accessed via code during the countdown for a race.

The returning Ridge Racer track and its variants are the same as before, with some cosmetic additions, like billboard signs promoting other Namco titles. These include signs for the original Tekken, Alpine Racer, Cyber Command and signs for classics like Pac-Man and Sky Kid, all of which were available in arcades at this time. Players can also see people watching the races, further adding life to the world the races are taking place in.

The new tracks of Mountain and City maintain the same details, which makes all of them feel like they fit together in a cohesive place. These tracks also have alternate paths that players can take intentionally or not, with some of them taking longer to reach the finish. All of these elements make the game feel like a natural evolution of the series, further building on the foundations of the previous games. There is also a brand new soundtrack for this game too.

As the player races through each of the tracks, players will need to keep an eye on two different timers. The first being the race timer, which will run during each of the laps, with a best single lap and total race records that player can challenge. Then there is the time limit, which will count down as the player is racing and end the race if it expires. To extend the time, the player will need to pass checkpoints on the track, extending the time to reach the finish line.

If the player is able to finish a race in first place, they will get an interactive minigame where the player can knock over cones. This lasts for less than a minutes, but is a fun little bonus for players to have some fun with. If the player is able to get the best time in a T.T. race, the player will be able to enter their name into the rankings. These rankings will show up during the attract demo, but sadly the game doesn’t save the rankings that players enter between sessions.

As this is part of the Arcade Archives line of games, there are additional modes and bonuses that players have access to. This includes the addition of adjustable dip switches, where players can change difficulty and lap settings for all the different tracks. By changing these settings, the game will adjust to match, increasing the opponents in the races and the time target for Time Trials. This allows players to have more control over the experience.

Then there are the game modes that players can access, with the main mode Original Game, having the option of Japanese and English versions. These are available as SD and DX variants, which are based upon the cabinets that were released. The SD variation only uses a simple up and down gear shift, however, the DX version features a more complex gear system for maximum realism. Both variations are the same aside from text that appears.

There are also additional game modes that players can take on, with the Caravan and High Score modes, where players will be able to compete with players globally. In Caravan mode, players have 5 minutes to get the best score possible, counting the distance as Milage points. Then in High Score, the player must get the fastest time during a stage. The last challenge is Time Attack, where players race all of the tracks and record the best time for each.

Unique to this release is the multiplayer mode, available in 2 or 4 player split screen available in the Japanese or English version of the game. When playing this mode, the active players can challenge the single player mode, or they can accept link mode for competitive play. When playing either mode, the players will have car colors based on their position. This car setting can be altered in single player, which has 8 colors to choose from as the multiple systems could be linked.

There have been a few quality of life additions that have been added, which is standard for Arcade Archives releases. These include the ability to save and load freely, as well as the ability to rewind the game to fix mistakes. There are also visual settings, that let players modify the way the game looks, with CRT filters and settings, including the ability to add screen noise. These features and the Dip Switch access make the experience highly customisable for players.

Personal Thoughts

Ridge Racer is one of my favourite arcade racers of all time, alongside games like Daytona USA and SEGA Rally Championship (those will be covered in the future). So when Rave Racer was revealed during a recent Nintendo Direct, the excitement was there immediately. There was a little bit of a wait, but as soon as I got the chance to pick it up, I immediately grabbed it and didn’t look back because this is a very special game.

Ridge Racer was released in 1993, with a numbered sequel as Ridge Racer 2 in 1994. Then in 1995, Rave Racer was released in the arcades on the Namco System 22 Arcade Hardware, offering single machines or Dual cabinets in Standard and Deluxe varieties. The Dual Cabinets are special, as you could connect up to four of them in sequence for 8 player multiplayer games. This was a year after SEGA released DAYTONA USA, which had an 8 player variant.

What makes this game as special as it is, is the fact that it has been locked to the arcades officially since 1995. This release marks one of the longest gaps between release in arcades and the home, although there was unofficial emulation out there which kept the game alive. I had tried to play it in the past, but the emulation was not there at that time. This however feels natural, with Hamster doing another excellent job bringing the game to the modern hardware.

This game is a big leap over the previously released Ridge Racer, as there are four playable tracks, multiplayer and the inclusion of view change. The gameplay feels near identical, which is good as any of the skills gained from playing the first game can transfer to this. Just be aware that this game is a little tougher, as the A.I. for the rival racer can be a little aggressive. It takes a little while to get used to the new tracks, but they are a tremendous amount of fun.

The racing flows perfectly, as it has that amazing sense of speed, which is felt when drifting around corners and taking tight turns. There is sadly a little bit of a downgrade with the tracks, as the day/night transitions for the Ridge Racer track are missing. But they do make up for this by expanding the tracks visual details, like the billboards, spectators and Namco references/imagery that are added.  This makes it feel more lively when racing.

I very much enjoy this game and while I still prefer the original Ridge Racer, there is plenty of content on offer in this release. It expands on everything that was implemented in the original, with the experience being very satisfying and a lot of fun to play. Playing Solo in handheld or on TV has that rush of speed, showing off the excitement that players in the arcade experienced. Just make sure if you play multiplayer, you use a TV as the player screens can be pretty small.

This is another home run from Hamster, making another game that has been saved from obscurity, and the hope I had for more games in the Ridge Racer feature was not misplaced. The fact that Namco gave the green light for this to be released, makes me happy and I do hope they let more of their classics to be released. Maybe we will see games like Tekken, Alpine Racer or Cyber Command in the future, all of which are featured on billboards in Rave Racer.  

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 covering forgotten games, more Retro Revival features and the occasional Gaming Oddities piece, where I cover weird and wacky titles. So stay a while and have a look around. Links to the game are below.

Link to Nintendo Switch 2 version (HERE)

Link to Nintendo Switch version (HERE)

Link to PlayStation 4 version (HERE)

Link to PlayStation 5 version (HERE)

Link to Xbox version (HERE)

THE NEWZEALAND STORY: Untold Adventure – Steam Review

Overview – developed and published by Bitobit under license from Taito, THE NEWZEALAND STORY: Untold Adventure is a full remake of the classic arcade game about the little bird on a big adventure. As Tiki, go on an adventure that covers the forests, caves and labyrinths, all to save Phee-Phee and the other Kiwis that have been kidnapped by the Wulrus. This title is available exclusively on Steam with a link to 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 THE NEWZEALAND STORY: Untold Adventure 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 also wrote a feature on the Japanese Exclusive Mega Drive version of the game, which you can find (HERE).

Story – in the land of NewZealand, the Kiwi bird Tiki, his girlfriend Phee-Phee and their friends lived in peace. But one day, their peace is shattered by the Wulrus, who captures the Kiwis ready to take them away. But Tiki manages to escape from the Wulrus, and he sets out on a mission to save his love and friends. To do this, he must navigate the different parts of the Islands, encountering deadly hazards and dangerous enemies that seek to stop the rescue.

Gameplay – NEWZEALAND STORY: Untold Adventure is a full remake of the classic arcade platformer, where player must control Tiki in each of the maze like stages, split into worlds. The objective for each of the stages is to reach the goal to save the captive Kiwi, encountering deadly hazards that could stop him. Tiki must run, jump and even swim to make his way through the labyrinthine stages, avoiding spikes and enemies that will appear.

The enemies that Tiki will encounter are minions of the Wulrus, including spike monsters, pig men and even sentient fire. Many of these enemies will appear through magic doors, often riding upon flying vehicles, with balloons being the most common. These air vehicles can be stolen from enemies by shooting them down, allowing Tiki to navigate some areas with ease. But the enemies will often be able to fight back, with their own projectile attacks.

Then there are the water sections, where Tiki must go under water to reach different places. While under water, Tiki will need to navigate tight paths with enemies that can hurt them. There will also be an air meter that players need to keep an eye on, as they will need to refill it by reaching air pockets. Enemies can appear where the water ends, effectively trapping Tiki, but he can spray water at them to knock them down.

As the player shoots down enemies, they will drop items that can be collected for a limited time. Items are split into three different types, with the most abundant being fruit providing points that get added to the total. Then there are the weapons, which offer unique combat opportunities for the play, with bombs, lasers and more that can be picked up. The Power-ups are rare, but offer big benefits, like a temporary time stop and enhanced speed.

The weapons will stay with Tiki after being picked up, but will be replaced if another is picked up and if the player loses all their lives, they will be reset to the basic Bow. The items that drop are random, meaning the player may pick up weapons without realising, changing the strategy on the fly. If the player reaches the end of stage, they will find the trapped Kiwi waiting for them, usually a single touch away from being saved by Tiki.

However, the Wulrus is not the only big bad threat in this adventure, as there are powerful bosses that are waiting at the end of each world. When the player enters the boss space, a warp gate will appear and the player will be sent to an enclosed arena to fight the boss. In this new version, the bosses have been altered, with multiple boss phases that increase the difficulty. There are even escape sections where Tiki needs to reach an exit point in a hurry.

In the different stages, there will be various secrets and alternate paths that players can take. This can lead to rewards for exploration, like secret warp gates, that let the player jump ahead. There will also be bonus points and letters that spell EXTEND, which will provide an extra life when complete. But it is important that players don’t take too long, as there is a time limit to the stages, which will lead to a sudden death situation if it expires.

As this is a remake, there have been several changes made to the experience. The first big change is the inclusion of the world map, which will let players move around the stages, unlocking them as they are cleared to be replayed. Then there are the changes to core elements of the experience, replacing the one hit deaths with three hits before death, as well as altering the checkpoint system. When the player dies, they start at the beginning of the stage.

There are also alterations that have been made to the physics, performance and general feel of the game. The rapid fire mechanic of the original game has been removed, which means that the player can no longer send out quick shots to quickly kill enemies. This also affects the flutter, where players could mash jump to allow Tiki to float, leading to only a little push that may or may not help. But the changes to the game don’t stop there.

The hitboxes have also been changed, with areas that would otherwise be easy to get through are harder, if not impossible. As Tiki can no longer walk through areas with spikes on the ceiling, which he would pass in the original, causing damage and death quickly. Enemies have also been affected, like the spikey monsters which can no longer jump through platforms, rendering them ineffective. There are also odd changes that affect the experience.

Mentioned further up is the warp system, with the gates being hidden in the original release. Yet, in this version they are sign posted with golden sparkles, making them easy to find and less secret than before. The Heaven secret stage is also included, but no longer has the signature music for this section. It also doesn’t appear to follow the rules of the original game, appearing as a bonus stage at random when the player dies instead of when the last life is lost.  

If the player does lose all their lives, they will get a game over, their score will be reset and they will be kicked to the main map. If the player has used warps to progress, they will be returned to the last cleared stage, often rendering the progress meaningless. The general game feel of the original content feels awkward, which may be due to the game being updated from sprite to 3D models. The checkpoint differences also make it feel off at times.

Then we get to the new content, which consists of the new boss battles as discussed above, a new world and new gimmicks for that world. Between the final two worlds of the original game, players will challenge a mining themed world, which heavily borrows some stage design from the prototype. Then there is the Drill, which replaces all other weapons as the main gimmick, with players being able to dig and fight a shark like animal with a Drill nose that jumps from the ground.

The new contain doesn’t add a great deal of substance to the game experience, as it is made up of a world that has recycled elements. There is a new boss and the drill gimmick, which are fun and quirky challenges but they are the only elements that feel new. While this additional content is a nice touch, it doesn’t feel like it fits the original experience. Sadly, these are the pitfalls when it comes to remaking an existing title.

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

Controls – while the original arcade version of NEWZEALAND STORY is tight, responsive and feels good to play. This title sadly doesn’t have that polish, feeling slippery at times and the inputs have an inconsistent delay to them. Due to these issues, the general game experience lacks that polish and fun that made the original such a joy to play. It supports Controllers, but needs steam input to make it work, but there is mouse and keyboard support as an option.

Difficulty – the arcade game is tough, with the one hit deaths, so it wasn’t a surprise that there are extra hits to alleviate the tension. But while it attempts to ease some difficulty with this change, the changes to the physics nullify the good intentions. Tiki has a bigger hit box, which makes it easier to hit traps, take damage from enemies and die from spikes. The removal of the checkpoints also make the game harder than it should be, which becomes very frustrating.

Presentation – visually the new assets look pretty nice, but don’t have the same charm as the original sprite work. The environments are done well, but some of the details have been lost, like the sign posts that point the player on their way. It can look a little choppy without Vsync enabled, which is unfortunate, but is easily remedied. The sound is okay, but only has a few music tracks, with the main theme playing in all stages, including heaven which is disappointing.

Final Thoughts – I have a lot of love for NEWZEALAND STORY, having played many version of it over the years. So I was very, very excited when this was first announced, as it would allow a whole new audience to experience the adventure. But sadly that excitement was misplaced, as the general game experience just feels off. The overall experience feels like it takes one step forward and two steps back, with any improvements coming at the cost of polish.

Most of the game can easily be handled, but there are sections that just feel unfair to play through, due to the hit box and physics issues. Sections that were originally shortcuts are now unusable, due to spikes that Tiki can’t pass and Ice is no longer slippery. Then there is the new content, which is nice, but it doesn’t add a great deal to the experience. I don’t know if I can recommend this game, as it does a lot of things right, but so much wrong unfortunately.

In the end, I give THE NEWZEALAND STORY: Untold Adventure a final score of 2.5/5. This is an okay attempt to remake a classic platformer, with a lot of promise and some clean visuals, but there is an unfortunate lack of polish which brings the overall experience down. If you do want to check this game out for yourself, a link to the game will be below.

Link to Steam version (HERE)

BOULDER DASH 40TH Anniversary – Steam Review

Overview – developed and published by BBG Entertainment, Boulder Dash 40th Anniversary is a special celebratory release of the classic puzzle game, about grabbing gems in dangerous caves. Take on a selection of brand new stages, while also having the option to experience new ports of the classic games that established the series. This title is available on PlayStation, Nintendo Switch, Xbox and Steam, with a link to each version at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank PR Hound fpr providing the copy of Boulder Dash 40th Anniversary 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 real plotline to this release, so I will be going directly into covering the gameplay experience. I will be referring to the release as simply Boulder Dash for the sake of brevity.

Gameplay – Boulder Dash is a puzzle game, where players need to collect Gems to be able to clear the stage. To do this, the player digs through the ground on the stage, dropping Gems and boulders while avoiding being crushed. The player can move through the ground in four directions, going up, down, left and right as they dig through the ground. If the player is able to collect enough Gems, the exit will open and the can be cleared.

As the player moves through the stages, there will be various dangers within each of the stages. These include the boulders that will fall and crush the player, but there will also be enemies that will appear in stages. These include the butterflies and fireflies, which will move around the stage and kill the player if contact is made. The enemies can be used to the advantage of the player, as they can be used to destroy walls by dropping boulders on them.

If the player drops a boulder on a butterfly, they will explode and turn into Gems, allowing the player to reach the target for the stage. There will also be gimmicks, like the Amoeba, which will expand through the stage, turning into either boulders or Gems when they can’t grow anymore. Then there are the hidden mechanics, like the magic wall, which will turn boulders into Gems when falling and passing through it. Boulders can also be pushed if there is a gap next to them.

As this is a puzzle game, there is a lot of strategy that is needed to figure out the right way to approach things. This can also be pretty cryptic, as the game doesn’t tell players the path they need to take, leading to players having to figure things out for themselves. This can lead to repeated deaths and fail states, including getting trapped or having boulders block Gems, preventing them from being picked up having to restart the stage.

Once the stage is cleared, the player will be given a rating from one to three stars, based on the score earned in the stage. The main meat of the experience is the 12 special worlds, made up of brand new content for players to dive into. These worlds consist of 20 stages each, with 6 of them being created in house, alongside 6 collaboration worlds. Each world is unlocked from the start, having three stages to play, opening more as they are cleared.

Then there are the four classic worlds that have been added to the game, with 20 stages from Boulder Dash 1-4, utilizing the classic graphics from the time. There are options for Atari, Commodore 64, ZX Spectrum and Apple II styles of graphics, which can be set in the options menu before playing. These bonus stages will be very challenging, as some of them have a trial and error approach to them, where players will need to figure out the puzzles.

The included stages are not the only ones that players are able to play, as there is a construction kit for players to make their own stages. This feature allows players to share their creations with players around the world, offering the possibility for endless content opportunities. The star system is also applied here, offering additional replay value. The community and main game stages have a simple ranking system, with the highest score being listed as the world record.

As this is a special anniversary release, there is special content that has been added. There are six characters that have been included, with characters that are based on concepts, box art and in game sprites. There is also a history section, which covers some of the details behind the creation of Boulder Dash, the impact of it and some of the different releases. They also direct players to view a video on the series, created by DJ Slope of Slope’s Game Room.

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

Controls – there is a pretty simple to use control system, using both keyboard and controller inputs for the gameplay. To play the game, the player only needs to use four buttons to move, with a button to interact in the four different directions. The keyboard inputs work well, but for a more classic feel to the gameplay, Steam Input can be used to play with different controllers. Inputs can also be reassigned, letting players change them based on preference.

Difficulty – this game can be quite challenging, due to the cryptic nature of some stages. Thankfully, there is a pretty in depth tutorial for the first world, which explains the game mechanics to players. Due to the trial and error nature of the puzzles, the player will probably die a few times when trying to figure out what to do. This can be frustrating to some, but there are infinite retries, so players can continue to try until they figure it out.

Presentation – from a visual perspective, this game looks pretty good, with a distinct style to it that gives it some personality. There is some good use of color and lighting for the game, which further adds some charm to the game. The classic stages utilize the classic sprite work from the originals, with some having support for the classic systems listed further up. For sound, there is some decent music, which plays over all stages with bright and up beat melodies.

Final Thoughts – I have played Boulder Dash in different forms over the years, like the Commodore and Game Boy, having some fun with them. So when this was offered, I was happy to give it a try and I was pleasantly surprised. The new content is a lot of fun, although it is a tough if not tougher than the originals. Then there are the classic stages, which have been implemented well offering a time capsule of the past, which is a wonderful touch.

Now I have to say that this game won’t be for everyone, as it is one of those games that can really frustrate. This is due to the way that players must figure things out, without any hints or support for the solutions. Unfortunately, this will be the tipping point for many players on if they want to pick it up. However, for those who are looking for a challenging and strategic puzzle game, then I can happily recommend this game to play.

In the end, I give Boulder Dash 40th Anniversary a final score of 4/5. This is a good celebration of the Boulder Dash series, offering players a new experience, while also showcasing the content that made it so popular when it first emerged in gaming. If you want to check out this release for yourself, a link to each version will be below.

Link to Steam Version (HERE)

Link to PlayStation version (HERE)

Link to Nintendo Switch version (HERE)

Link to Xbox version (HERE)

Book of Korvald – Console Review

Overview – developed by Punching Donut and Shady Corner, with porting/publishing by Eastasiasoft, Book of Korvald is a side scrolling action adventure, taking place in a bloody Nordic landscape. As Korvald, embark on a violent rampage against the church and eldritch horrors, beyond human comprehension on a mission of revenge. This version of the game is available on PlayStation 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 Eastasiasoft for providing the copy of Book of Korvald 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.

Mature Content Disclaimer: The Book of Korvald is intended for mature audiences, with the game receiving a 17+ rating for the game. This is due to the inclusion of strong language, suggestive imagery and dialogue, alongside graphic scenes of violence blood and gore. If you are uncomfortable with this content or under the rated age, please check out the other content on offer on this site.  

Now with the introductions out of the way, let’s get into the review, starting with the story. I will be only covering the core elements of the gameplay, as there are many hidden secrets that I do not want to spoil for players. This version of the game is modified from the original PC release, which has explicit adult content in it. That material has been altered/removed from this version of the game to comply with guidelines and rating boards.

Story – this is the Saga of Korvald, the Norse Scribe and his alliance with the eldritch entity Qhroth’un. Korvald’s village is destroyed, his family slain and he is branded a heretic, condemned to death by the church. During his imprisonment, Korvald is approached by Qhroth’un and an agreement is made, giving him the power to free himself. Now Korvald sets out on a bloody campaign to avenge those killed, but there are more sinister forces at work in the shadows.

Gameplay – Book of Korvald is a side scrolling action adventure, similar to titles like Castlevania and Ender Magnolia, offering a large interconnected world to explore. As Korvald, the player must explore the different locations, inspired by 9th century Scandinavia during the crusades. With over 30 areas to carve a bloody path of revenge through, including towns, forests, dungeons and the imposing stronghold of Ribe Cathedral.

During the course of the adventure, the player will need to complete objectives that will push the narrative forward. These will be marked on the world map and segmented maps, which is rather expansive showing doors, pathways and markers for the objectives. There will be the main objective for the player to pursue, alongside secondary objectives that provide special bonuses. Some of the side missions can be done at a more leisurely pace.

There will be elements of platforming and exploration during this adventure, with the player needing to jump, double jump and climb to reach new heights. There will be hazards and various dangers that the player will need to avoid, including instant death traps and pits. When exploring, some areas will be inaccessible without upgrades, or will need to be unlocked by meeting set conditions. This adds an element of backtracking to the adventure.  

As this is a side scrolling action game, there will be enemies that appear throughout the different locations, attacking Korvald as they try to bring him down. In order to survive the fights with these enemy forces, Korvald can wield a variety of weaponry. These include Swords, Axes, Whips and Spears, which are equipped in the main hand as the main form of attack. Then there are the off-hand weaponry, like Shields and Throwing Knives as support weapons.

Each of the main weapons will have a relatively simple combo, dealing various levels of damage based on their level and their rarity. Off-Hand weapons operate in a slightly different way, with special attacks that use Korvald’s spirit energy. There will also be pieces of Armor that can be found, separated into parts that can be equipped individually. The quality and rarity of gear will influence how effective they are, improving the chances of survival.

The last part of the equipment system to discuss is Artifacts, special unique items that will provide a range of benefits. These include magical powers that can harm enemies, provide benefits, but be warned as some of them may just be cursed. By equipping these items, the appearance of Korvald will change, allowing players to customise the look to their liking. To equip items, the player must navigate the inventory, with slots for all of the different pieces of gear.

By equipping gear, the player stats will be affected, altering the strength, defense, luck and more which will strengthen Korvald during the journey. When picking up different gear, the player will get to see if the items will offer positive or negative stat boosts, with red for negative and green for positive. Gear and items can be collected from downed enemies, boxes and chests, with a rarity system that can be affected by Korvald’s luck stat.

It is also possible to find Alcohol, medicine and scrap items during the adventure. When using Alcohol, Korvald will become drunk, which has the chance to affect his other stats, lasting for a limited time when the bar is full. The Medicine will restore health that is lost during combat, allowing Korvald to survive the dangerous encounters against enemies. Scrap will be added to the player inventory, with various uses for players to discover.  

Korvald will also be able to collect gold throughout the adventure, which is added to the players balance when it is collected. The gold can be used to purchase special items and equipment from merchants, who can be encountered throughout the world. There are many uses for gold, but the most important is in the Ribe Tavern, which becomes a base of operations for Korvald. The Tavern is run by the sister of Qhroth’un, who offers several services.

In the Tavern, Korvald can buy alcoholic beverages, as well as purchase upgrades for the Tavern, providing different facilities that can be used by the player. She will also be able to give the player quests, which will provide gold upon completion. The upgrades for the Tavern will be operated by NPC characters encountered during the game, needing to complete set objectives to recruit them. When the Tavern is unlocked, the player will also activate Fast Travel.

There is also a crafting system, where players can craft weaponry, armor and even foods. This system is a little cumbersome as the parts needed to create items can be hard to obtain, this leads to players needing to grind and search to find the needed items. There is sadly no way to know if the recipe has been unlocked yet, unless the player manually checks at a crafting point. This is the only blemish on an otherwise well rounded out equipment system.

As this is an action RPG, Korvald will unlock new skills and abilities during the course of his journey. The main way to obtain new powers, is through defeating boss opponents, who are powerful enemies that can annihilate Korvald if the player is not careful. The abilities that are unlocked can open up new areas, like a slide that will provide safety from traps, and a teleport that can cross large gaps. These are key to progressing through the game.

Players can also collect talent points, which can buy upgrades on the skill tree. These include increased chances of getting rare items, improved stats and faster recovery of special attack power. Many of the talents will have more than one level to them, which will increase the power of the skill attributed to it. Then there are the unique skills which will have only a single level, giving Korvald special powers that will be important to survival.

Then there are the Rune Stones, which are ancient stones that are imbued with magic. When a rune stone is discovered, the player will be able to learn new magic powers. These powers offer both passive and active effects, the passive effects will be active at all times, letting the player use them freely. But the active effects can only be used when the Rune meter is full, unleashing a powerful magic attack against enemies, with only one that can be equipped at a time.

The last mechanic to discuss is the “Urge” system and companion system, which causes Korvald to be overwhelmed by an insatiable lust. At set points during the course of the adventure, Korvald will encounter various maidens that he will lay with. When this happens the game will fade to black, before transitioning to the next section, with a few exceptions. These scenes will push the narrative forward, as they occur at key points of the story.

Many of those who Korvald lays with will become available to be recruited, allowing them to accompany Korvald on his journey. There are many companions that can be recruited, with each of them having their own unique powers, that can be called upon when they have enough energy. This makes them very useful during combat, as they can be of great help during boss battles. Many of the Companions can be called to action freely, switching between them on the fly.

This is not the only way that the system can be used, as Korvald can use his power of seduction to gain secondary allies. When the urge meter is full, the player can unleash the built up energy, seducing an enemy maiden and causing them to follow Korvald. This will last until the recruited companion is defeated, with only one secondary companion that can be Seduced at a time. Having two companions can improve the chances of Korvald’s survival.

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

Controls – there is a pretty easy to use control system with this release, with easy to use inputs for the combat, movement and platforming. Throughout the game, the player will be given tutorials on the inputs, which can allow the player to get acclimated to them quickly. Everything feels snappy and responsive, with all controllers used, including the Switch 2 Joy-Cons feeling comfortable to use. In general the game feels good in action.

Difficulty – Book of Korvald has multiple difficulty settings, with the lowest two offering a relatively straight forward experience. However, the higher up in the choices the player gets, the more brutal the experience will be. At higher levels of difficulty, the enemies that the player encounters will be siginificantly more deadly, with the capability to wipe the player out quickly. Thankfully, there are checkpoints that will allow the player to get back into the action upon death.

Presentation – there is a unique style to the visuals with this game, with highly detailed, hand made sprites for the game world and characters. This is part of the original design as an adult game, with the variety of maidens having soft, appealing faces and sex appeal to them. This is contrasted by the stoic males and horrific abominations, which are equally as detailed in terms of quality. The attention to detail is incredible, there are even “special” paintings in the background.

Then there are the combat effects, like the blood and gore, which is over the top like everything else, especially when enemies are reduced to bloody skeletons. Last is the sound, with some excellently implemented music and ambient sound, which fits the experience very well. There is also a lot of voiced dialogue present, with performances from various independent voice actors, including Pixie Willow, Pear Blossom and Sed21.

Final Thoughts – I had been aware of Book of Korvald during the development of the PC version, having had a chance to see and play little snippets of the game. So I was already familiar with the title, but sadly I didn’t have the time to fully commit to it. So when this game was announced for consoles, I knew it was my chance to give it a proper look. I can safely say, that this is a worthwhile action game, with a lot of passion and care put into it.

There is a lot of work that has gone into making the Book of Korvald, which is apparent from the detail in the sprite work, environments and general setting. The gameplay and narrative are also fleshed out very well, with the game feeling fully complete even if the sexual elements of the PC version are omitted. There are elements of the original version still here, with the sex appeal, suggestive content and lust mechanic still present.

This title is very good, but unfortunately the game is not without some minor flaws. There are some elements that are a little cumbersome, like the crafting system, which isn’t explained very well. I will also say that the objectives are a little awkward to find, needing to go between two map menus. But these are minor complaints and don’t hurt the main experience. So with that said, I am happy to recommend this game, there is so much depth and content to enjoy.

In the end, I give Book of Korvald a final score of 4.5/5. This is one of the few adult titles that have successfully made the jump to console, with a lot of substance to the gameplay and narrative, offering a satisfying yet bloody action experience. 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)

Lost Gems – Bomberman ’94 (PC-Engine)

Hello again and welcome to Lost Gems, the feature series where I discuss titles that have been forgotten, abandoned or pulled from circulation. This week is a follow-up to a previous feature from last year, covering another title from explosive puzzle series Hudson Soft for the NEC PC-Engine. So let us take a look at Bomberman ’94, the sequel that was released in 1993 and ported as Mega Bomberman the following year.

Disclaimer: while the game discussed here is no longer officially on sale, there are ways to obtain the game. This can be either through the second hand 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 game being covered.

So with the introductions out of the way, let’s get started. I will be discussing the general game experience, then give my personal thoughts on the title. As this is a sequel feature, you can find my piece on the previous game (HERE).

About the game

Just like the other titles in the Bomberman series, this title is a maze based puzzle action game, where the player controls White Bomberman. This time, there has been a catastrophic event which has caused Planet Bomber to break apart, splitting into 5 different zones. The Bomberman must now collect the pieces of artifacts known as the Spirit Pictures, which have been fractured by the villain Buglear. Only after they are restored can Planet Bomber be restored.

This game takes place across six zones, with the first 5 making up Planet Bomber with the final zone being the villain’s lair. The areas of Planet Bomber are split into different themes, including a Forest, a volcanic mountain and the bottom of the sea. Each of the areas are split into stages, with the player having a single objective, collect the fragment of the Spirit Picture. This is achieved by blowing up the shield beacons, that keep it locked up.

In the stages, the player must navigate the each of the maze like grids, where soft blocks must be destroyed to open up the paths. At the start of the game, or after continuing from a game over, the player has only one bomb and level of fire. By blowing up the soft blocks, the player can also uncover items, which can improve the abilities of Bomberman. The most common are bomb and fire upgrades, increasing the number and length of the flames.

As the player progresses through the game, more unique items can be found, like the boot that lets players kick bombs and the remote to manually detonate bombs. Many of the items will be carried over between stages, but some are only temporary, like the fire vest that grants limited invulnerability to flames. If the player dies, they will lose the special power-ups, aside from the bomb quantity and fire power upgrades.

Introduced in this game, eggs appear in set stages which hatch into kangaroo-like animals called Rooi (called Louie in English). These adorable companions act as an extra life, as well as a special partner that provides a skill for bomber man. There are five colors of Rooi in this game, with Green, Pink, Blue, Yellow and Purple. The color determines the skill of the Rooi, which include the ability to kick bombs, jump blocks and the best skill of all, a cute dance.

The Rooi that appears is randomised each time, and will last for the duration of the area, or until they are blown up. But if the player does lose their companion, it is likely that it won’t be long before they will get another as the. The stages in a world are replayable, so if the player knows a stage in the current world where a Rooi appears, they can take the risk to get another one. Sadly, the Rooi cannot be carried between the worlds.

During the early portion of the game, the player will learn the ins and outs of play, starting with a single screen before expanding in two different ways. There will be expanded stages, where the player needs to travel horizontally or vertically to reach the other side. Then there are the multi-section stages, where each segment must be cleared before progressing to the next. Most of the stages will have some form of vertical or horizontal scrolling.

Each of the worlds after the first has unique gimmicks tied to the theme, like the mine cart in the volcano zone, which lets the player travel across the stage. But it doesn’t just apply to the stage, as enemies will have their own distinct mechanics, like the submarine in the Sea zone that can go under the sand. These different elements make each of the zones and the stages within feel unique, as they offer distinct challenges for the player.

Once all of the fragments for a Spirit Picture have been collected, the player will face off with the Boss for the stage. These will lock the player into a single screen arena, where the opponent must be hit a set number of times to defeat them. Each of the big bosses have a gimmick that is tied to their theme, like a giant Crab in the Sea zone and a stone golem in the mountain zone. Once the boss has been defeated, the player will be able to move to the next Area.

Cleared stages and areas can be revisited, allowing the player to recollect power-ups if a stage is too tough. If the player gets a game over, they will be able to continue the game, but they will lose the power-ups that were collected, being reset to a single bomb and the lowest fire power. There is also a password system, that lets players continue their progress, passwords are given after getting a game over using a four digit number system.

Alongside the single player mode, the battle game is present again, with the option for up to five players to battle it out. There is the option for human and CPU players, allowing players to enjoy the mode alone or with others. This mode has been updated from the previous release, with this version having 9 versions for each Bomberman. The characters have no unique effect for human players, but as CPU enemies, they will have their own unique behaviours.

Just like the previous game, the player can battle it out in matches needing 1-5 wins to be declared the victor. The classic grey and green stage is here, which is included in most Bomberman games, but this game also includes some unique gimmick based stages. The gimmicks include conveyor belts, trap doors and Snow domes that extend the blasts. This time there are 10 stages, further expanding on the previous release.

Most of the items from the normal mode also appear in this release, with the bomb upgrades, kick boot and Rooi eggs popping up during the chaos. There will also be the exclusive Curse item, which appears as a skull icon when uncovered. If the player makes contact with a skull, they will be infected for a limited time giving a range of effects to them. These negatives are also contagious, meaning they can be passed on if contact is made with another player.

Personal Thoughts

As mentioned in the previous feature, I have a deep appreciation for the Bomberman series, with more features planned in the future. I didn’t get to play this game during the era it was released, but I did manage to get some hands-on experience with the Virtual Console release on Wii. Compared to the previous release, this is a big leap in terms of gameplay and scope, with the expanded mechanics alongside the inclusion of the popular Rooi companions.

It is one of the better games that weren’t under the Super Bomberman name, alongside Saturn Bomberman which was another standout title (keep an eye out for that feature). The fact that players could challenge the stages or a Zone in any order was a great choice, making it distinct from the others. The premise of having to locate the Spirit Picture fragments is also a nice touch, as the game loop for most of the games is to just defeat all the enemies.

Then there are the visuals really pop off the screen, with special techniques used that pushed the limits of the PC-Engine hardware. There is a lot of depth to the content for this release, offering a fun experience either in single player or in the multiplayer mode. I have spent a lot of time playing this game, coming back to it when the itch hits for an explosive adventure. This title is another reason why the PC-Engine was such a special little machine.

This game was released on the PC-Engine exclusively in Japan, but it was ported to the SEGA Mega Drive/Genesis as the aptly titled Mega Bomberman. The game was dormant for many years, but it was eventually brought back to the Wii and PlayStation. Konami also released the game on the PC-Engine Mini in 2020, but it was eventually discontinued becoming lost again. Luckily, the game is pretty affordable on the secondary markets.  

I mentioned previously that the franchise had hit a rough patch, due to Konami not doing much of anything with the series. This statement appears to have aged poorly, as the Super Bomberman Collection was announced and released digitally recently. Due to this, there has been a renewed interest in the older titles of the series and I plan to cover this collection in the future. With this resurgence, I hope that the other games get a second chance at life.

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.

Street Combat Fighting – Nintendo Switch Review

Overview – developed and published by Upscale Studio/APPWILL COMPANY, Street Combat Fighting is a 3D brawler that uses low-poly models for the fighters, as well as the “combat arenas”. As the street fighter, take on a variety of opponents, from construction workers, to punks and hipsters in street combat. This title is available on Nintendo Switch and PlayStation, with a link to each version of the game at the bottom of this review.

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

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

Gameplay – Street Combat Fighting is an attempt at creating an arcade style one on one fighter, taking place within a 3D space. The player controls the fighter, who goes through the different areas and throws down with the workers there. The game uses a very simple four button system to fight, with a punch, kick, guard and dodge with the prompts on screen for them. The punches and kicks have basic combo, as well as unique directional input strings.

This fighting system uses a stamina mechanic, which affects the way that actions will function. The player has a blue stamina meter, which is used when throwing out attacks, with successive strikes draining the bar quickly. Stamina is also used to guard against attacks, being reduced when enemy strikes are blocked. If the meter is depleted during an attack string or blocking, the player will be slowed or have the guard broken, leaving them open to attack.

The combat itself is pretty basic, with single round fights where the only objective is to knock out your opponent. The fighting itself is pretty clunky, as there is an odd delay between the button presses and attacks happening. Then there is the movement, which feels a little awkward and sluggish when trying to move. As this is a 3D fighter, the opponent will get pushed aside, with the player just going in a straight line continuing to attack.

It is possible for the opponent to get stuck in a state where they can be perpetually stunned, leaving them open to attacks. There is also the chance for heavy knock down attacks, which will put the player on the ground and leaving them dazed for a little while. But the same can occur with the player, but it is not explained how this occurs. The extent of the tutorials are how to do the basic attacks and movements, with no additional details.

There are four game modes for this game, with the Career mode where players fight through a series of opponent, escalating in difficulty. Then there is the Arcade mode, which has the player set custom battles, using coins earned in fights to unlock opponents and stages. Next is Champion mode, where 5 fights occur in sequence that get tougher. Last to cover is Boss mode, where a single giant opponent appears, with increased power and health.

When a fight is won or lost, the player will gain upgrade points and money. The money is used to unlock character skins, which will change the look of the player and give simple stat bonuses. The upgrade points are used to boost the stats of the player, using them to increase attack power, stamina and health. There are 10 levels of stat boosts for the character, which are shown as 5 stars that fill up at the hate of a half star per upgrade.

There is the attempt at progression, with a level system and challenges on the main menu screen. However, these just don’t work as there are three challenges that can be cleared in 30 minutes, and the levelling starts at level 1 then loops back after. There is also a daily log in system that doesn’t seem to work, as it gave me the first and then nothing afterwards. There are the skins and emote unlocks, but they don’t really add much to the game.

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

Controls – there is an awkward and delayed feel to the inputs, with the button presses feeling like they have lag when pressed. Sadly this doesn’t make the fighting feel as reactive as it should be, with the fighters feeling a little slow and lumbering. This unfortunately gets worse the longer the game is running, as it will start to slow down and stutter during fights. This is not a good fighting experience, as there can be a second before attacks come out.

Difficulty – this isn’t that tough a game, as it is possible to get all of the fights in the career mode done quickly. When the game starts, it can be a little slow and it is easy to lose, but with enough time it is possible to overpower the character. By fully levelling up the character, all of the fights and challenges can be done in short order. It is possible to take down all opponents by mashing the punch button, trapping the opponent in a stun loop.

Presentation – sadly this game looks as cheap as the price tag, with models that are available as asset packs. There is a mismatch between the player characters and the enemy fighters, with different model styles from different packs. Then there is the audio, which consists of just two pieces of music, with the fighting music being generic noise. All of these issues make it feel cheap and lazy, with menus and HUD elements that look like a mobile game.

Final Thoughts – when I first saw this I thought it was interesting, given the relatively positive experience with games using the Unity Asset packs. However, the interest quickly started to fade after playing the game for ten minutes. The game doesn’t have a title screen, developer splash screens or credits, which further adds to how lazy it feels. This game is sadly one of the many titles that just appears, with little to no info about it.

I enjoy fighting games, with a lot of experience in the different genres over the years, but this is nothing like those games. There is so little depth to the gameplay, it becomes a chore to play through, where I could beat every fight by just spamming punches. The worst thing about this is thatthere appears to be a memory leak, that caused severe slowdown, even on the Nintendo Switch 2. I cannot recommend this game at all, it is just cheap and broken.

In the end, I give Street Combat Fighting a final score of 2/5. This is an unfortunately lazy and disappointing game, which feels worse the more it is played, and the game can be “beaten” in less than an hour. It looks cheap, feels cheap and the price tag matches it. If you want to play this game for yourself, a link to each version of the game will be below, but I recommend getting it when it is on sale for a buck.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Ys X: Proud Nordics – Nintendo Switch 2 Review

Overview – developed by Nihon Falcom and published by NIS America, Ys X: Proud Nordics is an enhanced release of the most recent entry in the Action RPG series. The newest adventure of Adol Christin, the young adventurer takes him to Obelia Gulf, where he encounters a threat that could devastate the archipelago. This new version of the game is available for PlayStation 5, Nintendo Switch 2 and Steam, with a link to each version at the bottom of this review.

Disclaimer: before I get into the review, I would like to thank NIS America for providing the copy of Ys X: Proud Nordics 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. I have previously covered the original version of Ys X: Nordics, which you can find (HERE), so a large portion of the content below will be mostly the same. I will however be covering the new additions to the game after the gameplay segment, discussing them in a manner that avoids spoilers.

Story – Adol Christin, a young adventurer from a small mountain village sets out on a journey to Celceta, accompanied by his friends Dogi and Dr. Flair. During the journey on a passenger ship through the Obelia Gulf, they encounter the Balta Seaforce, a band of Normans who control the waters they are sailing. After this encounter, Adol and his companions land at the town of Carnac where they get to know the residents.

Later, Adol discovers a mysterious shell after hearing a voice call to him and is confronted by a strange immortal beast. While Adol is fighting this creature, he is imbued with the power of Mana from the shell, allowing him to slay the beast. After this unusual turn of events, Adol meets Karja, the “Pirate Princess” who shares the same power as Adol. The two become linked against their will and Adol learns of the undying “griegr”, leading to a new adventure to begin.

Gameplay – Ys X: Proud Nordics is the latest action JRPG in the long running series, with an emphasis on exploration, hack ‘n’ slash combat and dungeon crawling. There is also the inclusion of puzzle sequences, automated action sequences and new to the series with this release, there is the addition of sailing. In this adventure, the player commands the Sandras, a large ship that is used to explore Obelia Gulf, which will expand as the adventure progresses.

This adventure plays out over the course of several chapters, with each segment of the story having multiple objectives, which are each tied to the current chapter. During the opening of the prologue, the player will only control Adol, where the basics of combat and action are introduced. As the player makes their way through the adventure, Karja will be introduced as the secondary protagonist, linked to Adol through a shared power.

The different areas of Obelia Gulf are split into different areas, with open exploration zones and dungeons. This is where the Monsters and Griegr appear, the undying Griegr are enemies that can only be defeated by those with Mana, having taken over areas of Obelia Gulf. These monstrous creatures come in various forms, with Bestial, Humanoid and Special Griegr that will show up during the story, standing in the way of Adol and Karja.

Adol and Karja together form the Cross Action system, replacing the traditional party system that other games have used. This unique combat system functions in two distinct ways, with Solo and Duo modes. In Solo mode, the player controls either Adol or Karja (with the player able to switch freely), with the other acting independently. In Duo mode, both characters act together, allowing the player to deal massive damage to enemies with special skills.

Both Adol and Karja have a basic and air combo while in Solo mode, which can be extended by switching characters during combos. Both characters also have their own special skills, which use SP to perform them for varying costs, which regenerates over time. Adol and Karja also have special Mana Burst abilities, which can harm enemies, but can also be used to solve puzzles, with Karja wielding the element of Ice and Adol commanding the power of Fire.

While in Solo mode, players can also dash and jump, which allows for movement during combat as well as during some platforming challenges. In Duo mode, players can deal significantly more damage with extended combo, alongside special Duo Skills. These ultimate skills will devastate enemies, with significant damage being dealt to enemies. The Duo mode prevents the ability to dash, being replaced by the capability of blocking attacks.

In battle, as the player battles the monsters and undying Grieger, guarding attacks will charge up the Revenge Gauge, which will increase the damage of Duo Skills. The Revenge Gauge has a multiplier attached to it, which starts at 2X but can be increased. Some enemies have deadly Red and Blue attacks, which will significantly increase the meter. Red attacks must be guarded against, but Blue attacks must be countered with the Dash ability.

Throughout the game, the player must be aware of all threats, which is where the lock-on system comes into play. This lets players target a specific enemy, with the ability to switch between them automatically or manually. It is key to player survival to have awareness of enemies, as many of them can attack from a distance a deal big damage. There are also status effects that enemies can inflict, with poison, paralysis and the deadly curse.

Some of the enemies will have Shields attached to them, which will prevent them from taking damage. In order to break through the enemy defences, players will need to either bombard their foe with relentless attacks or use special Break Skills. Once their guards are down, the enemies will take damage as normal from attacks. However, some of the enemies will be regenerate their shield, extending the battle by needing to break through again.

At set points through the adventure, the player will encounter powerful Bosses, who must be defeated before the story can progress. These encounters are highly challenging, as the player can often be trapped in an arena with deadly gimmicks. The bosses include giant monsters, as well as unique Puppet Griegr, which are humans that have been transformed. When the Puppet Griegr are neutralized, the player must purify them to restore their humanity.

 As the player defeats enemies, they will be able to collect treasure and resources, which will be added to the player total. These items can be used to craft items and strengthen equipment, strengthening Adol and Karja for the adventure. Players can also find treasure chests and harvestable items throughout Obelia Gulf, with the ability to find rare and powerful items, which can have the chance to push the adventure forward.

By slaying the Griegr and monsters, Adol and Karja will both gain experience, levelling both of them up together and increasing their power. As levels increase, the player will be able unlock new skills by opening up Release Lines, a skill tree that opens up as the duo gains levels. This system allows the player to use Mana Seeds, which will provide benefits based on the type used. In this screen, players can build their own unique builds for the two characters.  

Players will also be able to unlock special powers called Mana Actions. These skills will allow the player to reach previously inaccessible areas, opening up exploration options during the adventure. The Mana Actions include the Mana String, which is a whip like skill that will let Adol and Karja to swing across gaps. Then there is Mana Ride, which uses the Gullinboard to cross dangerous terrain, as well as use rails to reach inaccessible areas.

Throughout the adventure, the player will also discover Rune Stones, which will tell stories of the past. These will be scattered throughout the islands, with the main story ones being tied to the adventure. However, there are hidden Rune Stones, which will provide additional stories and details that players can seek out on islands. When the story has been seen, the player will have the details logged to revisit, with a Mana Seed being rewarded after.

Away from dry land, Adol and Karja helm the Sandras, a ship that was due to be turned to scrap. This ship allows them to cross Obelia Gulf and travel between its many islands. The archipelago is separated into different regions, which become accessible as the narrative progresses. At the helm of the ship, the player will be able to steer the ship and explore the islands. The crew starts small, but as Puppet Griegr are purified, they will join the Sandras.

There is the option for manual and auto control of the ship, letting players either go hands-on with control or take a more relaxed approach. If the player wants to cross the waters faster, they can activate the Mana Sail, giving the player a speed boost for a brief time. Starting with a single charge, the player will gain additional charges over the course of the game. Players can also get upgrades for the ship, improving the Sandras and unlocking new abilities.

On the waters, the player will be able to ride the currents of the seas, which will carry the player if they set it to auto navigation. These currents will provide the player with a boost of speed, aiding them in crossing the vast seas. They will also increase the regeneration rate for Mana Sails, allowing the player to reach their destinations much quicker. Lost cargo can also be picked up, providing money and resources for the player while riding the currents.

If the player wants to take a break from sailing, they can step away from the helm and explore the Sandras. As the player moves around the ship, they will be able to interact with those who have come aboard the ship. There are also facilities that can be used, with the ability to create potions and medicines to recover in the field, as well as food to provide a range of effects. As new crew join, the options and facilities for the player will increase.   

While sailing the seas, there will be three camera angles that can be used. These include Dynamic, which is positioned behind the helm, a medium view and a far position camera angle. During the voyage, the player will encounter the Undying Fleet, Griegr ships that will engage the player in battle. When taking on enemies in naval combat, players will be able to use standard and special artillery to sink the opposing forces.

There will also be moments where the duo of Adol and Karja will perform an aboardage, getting onto the enemy ship and activating wave based battles. Here the pair will battle multiple waves of Griegr, taking them on aboard their vessel. There will be several waves of battle, with defeated enemies dropping gold and resources to collect upon defeat. At the end of an Aboardage, the player will be rewarded with special treasures for success.

Throughout the archipelago Obelia Gulf, there are many islands both big and small, which can be explored by the player. Many of the islands that can be disembarked from will have an enemy presence, alongside treasures and resources to collect. Then there are the settlements, where players can interact with the residents, learning more about the world and buying their wares, making landfall pretty useful for progression.

When visiting the settlements, merchants on the sea and within the Sandras, new equipment can be purchased. The items that can be obtained include weapons for Adol and Karja, as well as armor, crafting materials and more. To buy items, players can use gold with all traders, but many of them will also accept resources. The equipment that players use can be upgraded, increasing the stat boosts that they provide in exchange for rare resources.

Throughout the experience, there will be side quests that will pop up, offering optional adventures for the player to challenge. These can be provided by island residents, the crew of the Sandras and the loyal raven Hugill via letters or scouting. Many of these quests will provide special rewards for completing them, making them worth the time spent to do them. Crew Conversations will also pop up, with those on the ship discussing the events unfolding.  

There are also special sea battles, shown as red markers or disguised merchant ships, which will activate if the player enters within range. These battles can be tough, but will give resource rewards if the player is successful in taking on the Undying Fleet. There will also be multi-stage recapture challenges, where islands must be liberated from the Griegr to earn rewards. These play out in sea battles first, before entering the stronghold for on-land battles.

The last part of the core gameplay to discuss is Viewpoint Isle, a mysterious island that Adol visits throughout the adventure. This place exists within a separate time space, where Adol interacts with an old man that lives there alone. Here, Adol will learn the mysteries of the island, while learning more about the Mana Actions that have been obtained. But this island is not safe, as there are monster and Griegr that roam this mysterious island.

New Content – as this is an updated release, there have been some changes and additions to the gameplay experience. The biggest new addition to this version of the game is Öland Island, a vast isle of mystery with a brand new storyline that runs alongside the main narrative. Here the Shield siblings Astrid and Canute reside, offering new content that further expands the world of Ys X. There is even a special dungeon somewhere on the island.

Alongside the brand new island and story, there are special challenge modes that players can unlock to challenge. The first is the Coliseum, where deadly beasts can be battled for rewards, facing many dangerous foes. These battles provide rewards for completion, as well as special items for getting specific rankings based on time. Players can challenge the monsters with Adol and Karja in the duo mode, or with only one of them in solo battles.

There are additional challenges that players can discover, but those become available later in the story. Alongside the new narrative content, several improvements to the game have been made, with tweaks to some areas and boss battles. There are new upgrade systems that have been added, with resources that can be used to improve skills and Mana Actions. This further enhances the game experience, as it makes battle and exploration more flexible.

Alongside the other enhancements to the game, there are new wind currents that can be added to the seas of Obelia Gulf. These are opened up by destroying Undying Fleet ships, appearing when entering the golden encounter zones that appear on the map. The last thing to discuss is that inclusion of all existing premium DLC, with costumes, accessories and cosmetic items for the Sandras as a bonus. However, there will be new DLC for this release.

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

Controls – This release has a comfortable input system, allowing for easy to pick up action that flows smoothly. It is snappy and responsive with zero issues in terms of lag, with movement and combat being satisfying. The sailing felt clunky before, but feels improved and refined. The game handles well with the Joy-Cons in handheld and docked play, but for those with bigger hands or alternative needs, the game works well with a range of controllers.

Difficulty – in this adventure, players can take on 5 different challenge levels when starting the game. There are the Easy and Normal options offering a more relaxed experience, whereas Nightmare and Inferno are for those who want a brutally tough challenge. Hard is the recommended option for those experienced with Ys, as it I tailored to those who experienced the other games. For those who may struggle, there are several assist options to help.

Presentation – the original release of Ys X looked good, with the anime style and Nordic theming that is present throughout. The designs and artwork is gorgeous, with the environments feeling vibrant and exciting. This title also has new art elements, like Chibi Adol and Karja pins for the HUD. The visual performance has also been upgraded, with quality and performance settings, offering 60/120 FPS performance as well as improved resolutions.

The influence of Norse folklore and themes further elevate the experience, with musical elements having elements of Nordic theming. The soundtrack is still fantastic, with the existing soundtrack coming over as well as having brand new compositions added to the game. There is both English and Japanese Voice work, with the cast including Bryce Papenbrook (Demon Slayer) and Cherami Leigh (Dorohedoro) and Patrick Seitz (One Piece).

Final Thoughts – when I reviewed Ys X: Nordics back in 2024, it was one of the best Action RPG titles that I had played, even giving it a place in my best of list for the year. I said back then that this continued to uphold the legacy of the Ys franchise, with this enhanced release further bolstering that feeling. The narrative was as engaging the second time around, with the same emotional experience, made even better by the additional story.

The action feels refined and flows well, with a buttery smooth experience at either 60 or 120 fps, which is a significant improvement over the previous release. This is especially so with the first Nintendo Switch release, which was hampered due to hardware constraints. The battle system, exploration and general game experience is greatly satisfying, and the sailing which was the only issue feels polished. This rounded out the experience.

All of the elements that made this release great, with the Duo system feeling more responsive due to the improved performance. There is little graphical downgrade when playing in performance mode, with both versions looking gorgeous. Then there is the extra content and bundled DLC, which just tie the whole package together. If you played Ys X before or missed out on it the first time, I whole heartedly recommend this release, even if you never played Ys before.

In the end, I give Ys X: Proud Nordics a final score of 5/5. What was one of the best games of 2024 is back and better than ever, with enhanced performance, gameplay and brand new content. This is the definitive way to experience the latest and greatest entry in the legendary Ys series. 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 PlayStation 5 version (HERE)

Link to Steam version (HERE)

Retro Revival – Console Archives: Cool Boarders (various)

Hello and welcome to a new instalment of Retro Revival, the series where I cover classic titles that have been given a new lease on life. Here I discuss HD remasters, emulated ports and compilations in part or as a whole. This week, I am covering a classic game from UEP Systems, which has been brought back through Hamster’s brand new Console Archives label with Studio Zan. So let us take a look at Cool Boarders, the revolutionary Snowboarding game originally released in 1996.

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

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

About the game

Cool Boarders is a full 3D downhill snowboarding game, offering 3 playable tracks separated into Novice, Advanced and Expert, with additional secret tracks to unlock. When selecting a course to challenge, the player will be able to select from several boards, with Freestyle, Alpine and All-Round options. Each of the boards have their own stats, dividing into Max Speed, Response and Stability, making each of them react differently when carving the snow.

The six different boards have four color options, which will change the look of the board to give them some variety. When the board has been chosen, the player gets to select their rider, with male and female options available. The two playable characters have four different styles available, with unique looks for them that have that distinct 90s charm. If players can clear a secret set of conditions, there is also a special rider that can be unlocked.

After all of the pre-game options have been selected, the action begins. Each of the courses have the player carving down the slopes, gaining high speeds while going downhill. The action for the snowboarding is smooth, with a good sensation of speed while navigating the courses. While taking on the twists and turns of the courses, players can use board drift. This allows the player to handle both wide and narrow corners with ease.

However, if the player turns too hard, or is over-reliant on the drifting, all speed can be lost while riding. It is also possible for the player hit the edges of the slopes, causing the rider to either bounce off or crash, losing speed and time. Managing to maintain a good speed is important to getting a good time, as each of the stages has section records and a full course record to beat. There is also a time limit for the run, which is extended by hitting checkpoints.

The time limits for the tracks can be tight, with only a limited amount of time granted when a checkpoint is reached. This makes board control important, as there are cliffs that the rider can fall from, which can eat up a lot of time. If the player loses enough time, the run will be ended and the player will need to try again. This system adds to the adrenaline rush of going down the slopes, with the tension of the timer looming over the player.   

Now the timer isn’t the only thing that players will need to focus on for the courses, as there are special trick jump zones that will appear. This is where the trick system comes into play, with a simple yet satisfying controls to perform a decent number of tricks. To perform tricks, the player can hold down the jump button, then use specific inputs to perform spins, flips and grab tricks, with points only counting from designated trick jumps.

For players to perform the movement tricks, the player must hold the jump button and a direction, allowing them to charge up their movement. Depending on how long the player holds the direction, the speed of the rotation will increase, which seems unusual but is fairly flexible. Then there are the grab tricks, which are done by pressing a direction and then the grab button. There are 12 grabs available, with the inputs being rather intuitive in play.

The points that players earn from the trick jumps will vary, with the rotations, flips and grabs giving different amounts when used alone. But if the different moves are combined together, there will be the chance for significantly higher scores. If the player lands the trick successfully, they will earn all of the points for the trick. However, if the player bails and crashes, they will be given a lower amount of points as a consolation prize, making every jump yield some score.

As standard the game view is in third person, but there is also a special view button, that allows the player to switch to first person. This gives players a new view that makes it more dynamic, but can cause motion sickness. Once the run is completed, a replay will start offering several different camera angles. This makes the post run more dynamic, giving it more of an exciting view to see how the performance.

After the replay, the player will have their time and trick points tallied, with a total overall score based on time and tick points. If the player has a fast time, big score and high trick points, they will be able to input a name to the rankings. The player can also save Ghost times for the run, which will allow them to race against, adding another rider on the course to challenge. This adds more replay value to the game, as it opens up local and personal challenges.

The text for this game is in Japanese, but this only applies to the save and load menu, which doesn’t impact the experience. As this has been brought to modern systems through Hamster, there is the addition of save/load states and a decently implemented manual. Players can also use virtual memory cards, as well as filters that attempt to emulate the look of classic screens. These features elevate it above other attempts of emulation for the game.

Personal Thoughts

I have been a fan of the Cool Boarders franchise for many years, having experienced the first two games from UEP Systems on PlayStation back when I was a kid. So there is some nostalgia there for me, as I have many fond memories with the game. I did go back to it over the years, either through the original version or the various ports for newer PlayStation systems. But sadly, the Sony re-releases were inconsistent in terms of quality for me.

However, when Hamster announced that Cool Boarders was going to launch their Console Archives brand, I was very excited, as they have a track record for high quality emulation. When I started the game for the first time, it did look rather bare bones, with only the option to play the game. This may disappoint some, as Hamster usually include different versions of a game, but it isn’t a negative, as there are no regional differences with this game.

The emulation for this release is fantastic, bringing the original experience of the 32 bit system to new hardware, with no issues like other systems have had. Unlike recent attempts to revive the game, the original visuals and sound are kept intact, looking just like it did when it first came out. It feels right in motion, with no issues in terms of lag, or delay during play with a smooth experience out of the box. This is a great sign of things to come from Hamster.

It may be limited in content, with only three courses to start and two that unlockable, but what it lacks in content it makes up for with replay value. There is a lot of depth to the gameplay and challenge, with the trick system that laid the foundation for many games that followed. This makes it an important piece of gaming history, which I feel all players should experience, especially those who missed out on the game the first time.

Hamster put a lot of work into this, with quality of life improvements that make it more accessible to all players. The addition of a fairly detailed manual is a great one, explaining the mechanics, gameplay system and giving some tips. However, the way to unlock the secret content is not told, so players will need to figure it out for themselves or look it up. The retro filters are a good bonus, but I personally don’t use it though they do look good.

There are other games already announced for the Console Archives label, with games from the 8-bit up to 32-bit currently announced. Although there have been talks of later systems being included, so I am very excited to see how the series expands over time. Hamster continues to be one of the leading figures in game preservation, as they allow many classic games to be experienced by new audiences, which I hope they continues for years to come.

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 2 version (HERE)

Link to PlayStation 5 version (HERE)