Abadox: The Deadly Inner War (NES Review)

Abadox: The Deadly Inner War
Platform: Nintendo Entertainment System
Released December 15, 1989
Directed by Atsushi Okazaki
Developed by Natsume
Published by Milton Bradley
NEVER BEEN RE-RELEASED

If you kiss a giant humanoid while flying, is it considered a French kiss?

Over the last few months, I’ve been putting together Konami Shoot ‘Em Ups: The Definitive Review. It’s coming VERY soon to Indie Gamer Chick and features seventy-six reviews for games in the genre that, in many ways, defined Konami. I’ve finished writing the reviews and I’m just editing the feature, but apparently I really I appreciate this genre as I am still "exploring its depths." How about a shoot 'em up game not developed by Konami, but... feels How about that? A fraction of those sentiments may arise from Abadox's remarkable sound design. from the same sound guy who did the NES version of Contra Discover an interesting feature in the Japanese edition - digital enhancements that may appeal to certain users.

Apologies, but censorship is necessary. Interestingly, certain unlicensed American NES games featured actual nudity, making them rare collectibles today despite their poor quality. For instance, Abadox offers a similar level of nudity but with superior gameplay. Those seeking nudity in well-crafted games back then might have considered relocating to Japan.

In the game Abadox, players navigate through the body of a massive alien, destroying its internal organs. While this may resemble Salamander/Life Force, Abadox introduces a unique twist by combining horizontal and vertical scrolling shooter gameplay. Unlike the traditional upward scroll in vertical stages, Abadox challenges players to descend as if falling, adding an unconventional element to the gameplay. Although this change may feel awkward initially, with time and practice, players can adapt to the new perspective. Despite the slightly cramped feeling in some areas, Abadox manages to offer a distinctive and engaging experience for fans of the genre.

Kindly refrain from inquiring about the identity of the organ you are battling.

Similar to the arcade game Salamander, this version does not have an item bar. Instead, there are four types of capsules that enhance your abilities: increasing speed, providing missiles, offering a shield, or creating a deadly barrier around you. Collecting more capsules while the previous effects are still active amplifies their impact, allowing you to have up to four spinning barrier items or transforming your missiles into heat-seeking projectiles. The weapons in this game closely resemble those in Life Force/Gradius, with a laser gun reminiscent of Gradius and another that shoots rings. The resemblance is striking and quite bold.

It appears to be a tumor. Are we ABSOLUTELY certain we are exterminating a massive alien parasite and not inadvertently healing it instead?

The unique boss designs certainly catch your eye. They are quite remarkable. probably The highlight of the game is facing the bosses. However, dealing with them can be quite challenging due to the full-screen strobe effect that occurs every time a shot is landed. To defeat these bosses, I had to strategically position myself, align my shots carefully, and continuously fire while anticipating their counterattacks. Surprisingly, most bosses were defeated within seconds, except for the final one. The boss, which releases a unique enemy, has a small target area to aim at. Once this boss is defeated, the game concludes with a high-speed tunnel sequence where you must navigate through obstacles. Interestingly, this segment resembles the gameplay of Life Force/Salamander.

Abadox, while heavily inspired by Konami's Salamander, manages to surpass its predecessors in terms of gameplay and immersion. The game excels in portraying the intense battle against a colossal alien threat from within. Its creative level design and unique boss battles enhance the overall experience, offering players a more engaging and satisfying progression. By dividing each of the six levels into two parts, Abadox introduces faster transitions between different themes, providing players with a variety of visuals to enjoy. Furthermore, this structure effectively doubles the number of bosses from six to twelve, each offering a challenging yet rewarding encounter without any tedious moments.

In fact, these challenges are quite typical for 1989, but they have been nicely presented in this NES game.

Okay, so the sprite for your “ship” is a little large and occasionally that makes it harder to dodge (especially on the side-scrolling levels). But the controls are perfect, the collision is solid and even the basic enemies and obstacles are enjoyable enough to battle. Hell, I think it even handles the speed-ups better than most any Konami title I’ve played. Despite Abadox functionally containing twelve shorter levels, it never feels padded. Honestly, this is one of the best 8-bit shmups I’ve played over the last few months, and as a reminder, I’ve spent those months mostly playing shmups. Had I not known this was by Natsume and I just booted Abadox up and played it without checking, I would have assumed this was a Konami game, and an elite one at that. Fine, maybe it’s a rip-off, but it’s one of the greatest rip-offs in gaming history.
Verdict: YES !

Which games will be highlighted in Konami Shoot ‘Em Ups: The Definitive Review, set for release this month on Indie Gamer Chick?

  • The End (Arcade)
  • Scramble (Arcade)
  • Super Cobra (Arcade)
  • Pooyan (Arcade)
  • Time Pilot (Arcade)
  • Gyruss (Arcade)
  • Mega Zone (Arcade)
  • Juno First (Arcade)
  • Time Pilot ’84 (Arcade)
  • Scooter Shooter (Arcade)
  • TwinBee (Arcade)
  • Gradius (Arcade)
  • Finalizer (Arcade)
  • Jail Break (Arcade)
  • TwinBee (Famicom)
  • Knightmare (MSX)
  • TwinBee (MSX)
  • Gradius (NES)
  • Salamander/Life Force (Arcade)
  • Gradius (MSX)
  • Stinger (NES)
  • Battlantis (Arcade)
  • Flak Attack (Arcade)
  • Gradius 2 (MSX)
  • Life Force (NES)
  • Falsion (FDS)
  • A-Jax/Typhoon (Arcade)
  • Salamander (MSX)
  • Thunder Cross (Arcade)
  • Gradius II (Arcade)
  • Parodius (MSX)
  • Devastators (Arcade)
  • Gyruss (NES)
  • Gradius II (Famicom)
  • Nemesis 3 (MSX)
  • TwinBee 3 (Famicom)
  • Gradius III (Arcade)
  • Space Manbow (MSX2)
  • Aliens (Arcade)
  • Trigon/Lightning Fighters (Arcade)
  • Nemesis (Game Boy)
  • Parodius (Arcade)
  • TwinBee Da! (Game Boy)
  • Parodius (NES)
  • Gradius III (SNES)
  • Thunder Cross II (Arcade)
  • Bells & Whistles (Arcade)
  • Parodius Da! (PC Engine)
  • Parodius (Game Boy)
  • Gradius: The Interstellar Assault (Game Boy)
  • Crisis Force (Famicom)
  • Xexex aka Orius (Arcade)
  • Gradius (PC Engine)
  • Salamander (PC Engine)
  • Detana!! TwinBee (PC Engine)
  • G.I. Joe (Arcade)
  • Parodius (SNES)
  • Axelay (SNES)
  • Gradius II (PC Engine Super CD-ROM²)
  • Pop’n TwinBee (SNES)
  • Gokujou Parodius! (Arcade)
  • Gokujou Parodius (Super Famicom)
  • Parodius Da! (PlayStation/Saturn)
  • Gokujō Parodius (PlayStation/Saturn)
  • TwinBee Yahho! (Arcade)
  • Jikkyou Oshaberi Parodius (Super Famicom)
  • Salamander 2 (Arcade)
  • Sexy Parodius (Arcade, PSX)
  • Jikkyou Oshaberi Parodius: Forever with Me (PSX)
  • Solar Assault (Arcade)
  • Gradius Gaiden (PSX)
  • Gradius IV (Arcade)
  • Gradius Galaxies (GBA)
  • Parodius (PSP)
  • TwinBee Da! (PSP)
  • Gradius 2 (PSP)

Aliens (1990 Arcade Game Review)

Aliens
Platform: Arcade
Released January, 1990
Directed by Satoru Okamoto
Developed by Konami
NEVER BEEN RE-RELEASED

Gratitude to TJ, my nephew who is passionate about Aliens, for joining me in the game. Despite his complaints about the non-canon models, his enthusiasm is truly endearing.

The Aliens coin-op game from the 1990s remains a mystery in gaming history. Despite its popularity, it never received a home release, making it a unique case in Konami's arcade catalog. The Simpsons received poor adaptations for Commodore and DOS systems long before it had a brief-but-famous run on Xbox Live Arcade and PlayStation Network. Aliens didn’t get that. It got NOTHING. It’s thirty-five years later and it’s almost forgotten completely. It’s not even a historic curio. Aliens is a non-relevant non-entity in the annals of gaming, which is kind crazy given the fact that’s it’s a f*cking ALIENS game made by Konami during their prime as an arcade developer. It’s not subject to glowing editorials. It almost never seems to come up in casual conversation on social media. That’s strange, because it’s not a sh*t game by any means. It’s damn hard and often unfair, but actually, it sort of feels like it should be exactly the type of game that gains new life via MAME. That hasn’t happened, either. So, what gives?

The Japanese version of the game lacks the third-person sequences that are considered the weakest parts of the gameplay. In addition, there are two American versions, one of which is notably challenging, with the "easy" mode being equivalent to the "hard" mode in the Japanese version. It seems that the version played by TJ and myself was the challenging one, as opposed to the infamous "brutal" version that lacks health refills. The health refills in the version we played only restored a minimal amount of points. Ninja Turtles to say the least. Oh, and in these segments, you have to press the button every time you want to fire. In the side-scrolling sections, you can hold the button down. These stages were exhausting, flow-breaking, and boring. What were they thinking?

Aliens is Certainly worth the experience. Truly, this game is a solid choice, closely resembling others of its kind. G.I. Joe The described game is characterized as a chaotic yet endearing experience, acknowledging its lack of sophistication but praising its charm and faithfulness to the original concept. "Aliens" is depicted as a fast-paced run-and-gun game with elements of a beat 'em up, where the player moves slowly instead of running, reminiscent of classic titles like the Ninja Turtles or Simpsons arcade games by Konami. The gameplay involves using a machine gun with unlimited ammo to deal with enemies, offering simplistic combat mechanics of shooting or taking cover to shoot. The unpredictable behavior of the enemies, often deviating from expected patterns, adds to the game's unpredictability and challenge. Despite its flaws and occasional cheap tactics, such as bosses changing directions abruptly, the game manages to evoke a sense of amusement and shared laughter, even in frustrating moments. The reference to playing in an arcade setting in the 1990s adds a nostalgic touch, highlighting how the experience might have been less humorous if each attempt required a real coin investment.

While writing Konami Shoot ‘Em Ups: The Definitive Review, I’ve been surprised several times by how generous a game is with item drops. Aliens is most certainly not generous. Weapon drops are very, very rare. It makes co-op a bit of a drag because it never drops enough items for both players. The weapons also cycle between a missile launcher that slaps, a three way shot that doesn’t, and a flamethrower which works wonderfully. But the lack of generosity makes them a tease.

So yea, co-op can be repetitive thanks to the limited items. The default machine gun is okay but not amazing, but the game is too stingy with the fun stuff. There’s also only one of the exo-suits both times the game presents it, even though the last boss REQUIRES you to use it. When cooperative games do this, it feels like a lonely developer’s sinister plot to end friendships and tear apart families. Thankfully, TJ listened to Aunt Cathy when she said “I’m going to let you pick up the item, but let the thing change to something else first so I can see what it is!” See, unlike most games I review, I decided to play this once co-op, and once only. Once was enough, and we discovered that, in other ROMs, you have to mash the fire button instead of holding it down in the side-scrolling sections. That would change Aliens from stupid fun to just stupid.

While you can easily defeat many bosses in the game by shooting them from behind, the battle against the Alien Queen, who is not the final boss, feels somewhat lackluster as it is side-oriented and lacks intensity.

Aliens may be considered a lightweight form of entertainment, but that doesn't detract from its appeal. Although often likened to Ninja Turtles, Aliens shares more similarities with another 90s Konami arcade game: 1992's G.I. Joe. I’ve previously reviewed Having recently re-played Konami Shoot ‘Em Ups for The Definitive Review, I found both games to be brief and budget-friendly, yet surprisingly enjoyable. Aliens, in particular, doesn't aim to offer a fair challenge. Instead, it captivates players with its concise yet engaging gameplay, impressive sprite animations, and enough entertainment to entice two arcade-goers to embark on a full playthrough. I estimate that playing through the game without adjusting the settings would roughly equate to spending five dollars in quarters per player. So, why did Aliens fail to make it home? Not due to the looming shadow of... Capcom’s Alien vs. Predator The significance of arcades cannot be underestimated. Unlike consoles, arcades require games like Aliens to attract players. Games such as G.I. Joe may not thrive in arcade settings due to their nature. While Aliens offers superior visuals, combat mechanics, enemy variety, and boss battles compared to G.I. Joe, its gameplay depth falls short, reminiscent of the shallow plot of Alien Resurrection. that shallow but you get my point.
Verdict: YES !

Oh Shoot! (Atari 2600 Indie Review)

Oh Shoot!
Platform: Atari 2600
Release Date TBD
Developed by Phillip Meyer
Visit His Development Blog
Try the Demo

Picture the original Combat game with dynamic environmental dangers, increased speed, and ever-changing maps and vehicles. Forget Combat - this is a whole new experience. Initially reminiscent of the classic game, it quickly becomes clear that this is a unique and revamped version, far from the original concept.

When reviewing multiplayer games, attracting players isn't difficult. Convincing my family to participate is the real challenge, but eventually, I succeed. some time with just about any In gaming, finding peers with equal skills in all genres remains a challenge for me. Playing Tetris Battle Gaiden in Tetris Forever campaign was a memorable experience. Having an extensive experience advantage over any potential opponent made it challenging for me to assess the game's balance objectively. I had to observe my father and nephew competing to provide a fair evaluation. This underscores the challenge faced by independent developers creating multiplayer-centric games. To garner positive feedback from reviewers, a game must cater to players of all skill levels, offering either a minimal learning curve or providing novices with a fighting chance against seasoned gamers. It is crucial to ensure that all players of a game, such as Oh Shoot, can compete on a level playing field regardless of their experience, even in a modern Atari 2600 game. This approach is essential for enhancing the gaming experience for consumers.

Lacking the option to shoot in all directions, players may resort to camping behind obstacles. Despite the unconventional design choice allowing bullets to penetrate scenery, its necessity remains unclear.

During a recent gaming session, I found myself facing off against my father, a senior citizen, and my nephew TJ, a middle schooler who typically doesn't show interest in Atari games. Unlike Combat, the game we played doesn't allow shooting in multiple directions. Even when set to slow movement, the pace is faster than the tanks in Combat. Experimenting with various two-player modes, we concluded that mode 10 - fast/manual with FX features enabled - provided the most engaging experience. This setting introduces dynamic changes to the environment while shooting. Disabling the ability to shoot through obstacles proved essential as it added an element of challenge to the game. This adjustment enhanced the strategic aspects of gameplay, discouraging mindless shooting from afar. By promoting thoughtful tactics and maneuvering, the game, called "Oh Shoot," transformed into a compelling and competitive experience.

If I could suggest one additional rule for Oh Shoot, which presumably I can since the game is not out yet, it would be to add the rule “regardless of the score, players must win via a bullet and not by deliberately crashing into the other player.” Or actually, just make it so the person winning must survive the winning round. Once we knew what we were doing, too often the games ended by the person (mostly TJ, the little dweeb) who built up a lead no longer trying to score the kill the “right way” and instead just look for any opening to crash into the other player, which gives BOTH players a point. First to 20 wins. I don’t even know if our idea is programmable on the 2600. That’s why they’re the game makers and I’m the game review writing person.

The unique feature of this game is the dynamic environments that constantly change, creating a pool of 1,024 different screens that switch after each score. This ensures that every point scored offers a new and fresh experience, as players are placed back on their side of the screen with a new map layout. In contrast to past experiences, where one player may dominate due to consecutive shots, in this game, each player starts afresh with equal opportunities. Another intriguing element is the allocation of random vehicles, which goes beyond cosmetic differences. Helicopters fire in straight lines with limited range, while jets have full-range shooting capabilities and the ability to adjust bullet trajectory vertically. UFOs can be aimed, but their bullets move in a wave pattern. Additionally, TIE Fighter-like ships release bullets in a chaotic, sweeping motion. The element of chance comes into play as both players may not receive the same type of ship, adding an unpredictable factor to the gameplay.

During certain rounds, the game abruptly ended when either of us collided with the spawning scenery.

The game "Oh Shoot" may not be suitable for family recreation time. TJ did not show much interest in it, but to be fair, he is not keen on 99% of games predating the PS4. Similarly, when I was his age, I would have felt the same about Atari. Under normal circumstances, he probably wouldn't have played this game at all. Fortunately, he is enthusiastic about Aliens, Predator, and Aliens vs. Predator, which motivated him to give it a try. Recently, he joined me as a co-op partner in playing the 1990 Konami Aliens game. After we completed it, I shared with him about... the Capcom AvP brawler Today, my friend asked to play a video game he enjoys. I suggested taking a 15-minute break to play an Atari game for a project. Surprisingly, we ended up playing for much longer, as he was quite skilled and defeated us effortlessly. Despite his complaints about limited shooting angles, he managed to outplay us. In a remarkable comeback, he turned a 13-7 deficit into a 20-15 victory, even resorting to crashing into me to secure the final points. His competitive spirit truly shone through, making him a formidable opponent.

While the variety of options is extensive, some may find it excessive. For instance, the automatic forward movement feature for ships was not well-received. It would have been preferable if Phillip concentrated on refining a select few modes instead of attempting to accommodate every conceivable house rule.

During the initial round, TJ was unaware that the game was not a classic from the 1970s. "You've just tried an unreleased Atari game! You're among the first to experience the complete version," we revealed. His response encapsulated the moment perfectly: "It's fascinating that Atari games are still being developed." is It is noteworthy that TJ and I do not belong to the target audience of the game "Oh Shoot". Interestingly, my father expressed a preference for "Combat with Pong bullets" over "Oh Shoot", possibly due to his success in winning rounds in the former compared to not winning a single round in the latter. Personally, I found "Oh Shoot" to be decent, albeit not exceptionally impressive. It provided a pleasant way to pass the morning. Given that I lacked a nostalgic connection to the Atari 2600, the game did not evoke strong emotions in me. While playing, I may have been surprised numerous times in a literal sense, but the overall impact was not as profound. For individuals of my generation, the Atari 2600 holds a certain novelty factor, especially when experiencing a new game developed for it today.

Narrowly missed! In matches where one player had a jet and the other didn't, the jet-equipped player usually scored the point.

Having learned about the challenges of programming for the Video Computer System, I understand the motivation behind it. Creating games for the Atari 2600 today is akin to George Mallory's drive to conquer Mt. Everest - the challenge is there to be tackled. Just like Mallory's famous words, "Because it's there!" The motivation behind playing a game may not always solely rely on its entertainment value. Sometimes, the sheer experience and novelty of engaging with a new game, especially a classic like Atari, can be rewarding in itself. Even if a game like Oh Shoot on Atari turns out to be enjoyable, the primary focus is on the unique experience it offers. It's intriguing to witness the development of quality games for platforms like Atari 2600, keeping the excitement alive for players. Despite personal preferences, the significance lies in the fun and availability of such games, making them worth exploring. So, the appeal of playing a game may extend beyond mere enjoyment to encompass the appreciation of its existence and the joy it brings.
Verdict: YES !
Try the Demo
The review was conducted based on a supplied review copy, which is standard practice for games not yet released. Apologies for the oversight in the initial mention.

The Legendary Axe (TurboGrafx-16 Review)

The Legendary Axe
aka Makyō Densetsu
Platform: TurboGrafx-16
The game came out on September 23, 1988 in Japan and on August 29, 1989 in the United States.
Designed by Tokuhiro Takemori and Keisuke Abe
Developed by Victor Musical Industries
Published by NEC (US)
NEVER BEEN RE-RELEASED

Numerous straight line levels are prominently featured in the screenshots of this award-winning game from the year of my birth.

It was pretty stunning that Legendary Axe Excluded from the TurboGrafx-16/PC Engine Minis lineup. One of the most notable omissions from the lineup was a game that didn't even make it to the Virtual Console on the Wii. The absence of Legendary Axe is quite puzzling considering its popularity and significance in the gaming community. a lot of awards and was even named 1989’s Game of the Year by some publications. How did that happen? I’m going to take a stab in the dark and guess it’s because the check cleared? (shrug) I literally cannot believe a group of people who play video games for a living collectively decided that this was better than any other game they played that year unless they were paid to say it. The only other option is that group of people was so impressed by the smallest hint of an audio-visual upgrade over the NES that they have probably since perished from sensory overload when they saw the PlayStation’s loading screen for the first time.

Let's focus on creating another level with straight line design. Perhaps it's time to introduce a jump, but let's proceed cautiously. We should avoid overwhelming the players by maintaining a steady and gradual pace.

Even years later, the recognition continued. In 1997, Electronic Gaming Monthly ranked it as the 80th best video game of all time. How did that come about? It seems like the list was put together by individuals with limited gaming experience. Is it possible that only seventy-nine superior games were found during their evaluations? Really Could it be that you mistakenly awarded this TurboGrafx-16 game as the best instead of Alien Crush, and now you're trying to justify it by including it in the top 100 games ever out of embarrassment and a sense of obligation? I found the list In addition to sports games like MLB 98 and NBA 2K1, Legendary Axe truly stands out in its own league. Its unique gameplay and captivating storyline make it a standout choice among a sea of options. Bonk’s Adventure ? Are you kidding me? Ms. Pac-Man ? Oh come on!

As far as I could tell, this is the only thing in the game that feels like a kind of 1989ish level of gaming evolution. It’s a key that opens up a handful of extra health refills and an attack meter increase. It’s like they knew they had to do more than the straight line, but that was too hard so, after programming this, they said “alright, now it’s a ‘real’ game. Back to the straight lines!”

It’s not that Legendary Axe is bad. I mean, it is The game lacks excitement due to its simplistic design. Game development aims to offer an engaging escape from monotony, not to add to it. It resembles a basic arcade-style combat game, falling short of the advancements seen in similar games by 1989. Its outdated 8-bit graphics make it seem reminiscent of NES games from a couple of years prior, failing to deliver a more immersive experience. Expert evaluation of Cadash in Taito Milestones 3: Comprehensive Analysis. Released in 1989, this game belongs to a certain genre. It combines arcade platforming and hack 'n' slash elements, presenting a more ambitious approach. However, despite its release date, "Legendary Axe" appears quite basic and underwhelming. Its lack of innovation raises the question: what exactly made it stand out back in 1989?

The ultimate stage of the game resembles a maze, with pathways made of straight lines. It seems hard to comprehend how this level could be recognized with any accolade other than "most basic" or "most linear," or perhaps "most time-consuming due to weapon charging delays." After some research, it appears there are no specific awards for such aspects, except for the rather generic category of "The Golden Globe for Best Motion Picture – Musical or Comedy," which is designated for films only.

In Legendary Axe, you mostly walk in straight lines and swing your axe at enemies. Occasionally you have to jump over a pit or swing on a vine, but the overwhelming majority of the game is walking in a straight line and fighting spongy enemies with very basic attack patterns. When a game plays out like that, the combat better be phenomenal. Legendary Axe’s is not. Actually, it’s pretty dull in design logic and amateurish in execution. From an execution point of view, collision detection is terrible. Your own box seems to grow by quite a lot when you swing your weapon. Since it’s literally the only form of attack, with no sub-weapons or items helping you, you’ll spend a lot of time getting smacked by enemies who didn’t even come close to having their sprites hit your sprite. Maybe they have REALLY bad breath or something?

This brief section in the third stage is the game’s platforming at its most complicated. Sometimes you have to jump to a higher series of platforms, but that’s fairly rare. There’s no moving platforms and, at most, you have to time a jump after a fireball or enemies has flown up from the pit you’re crossing. There’s just no imagination at all in Legendary Axe outside the final boss. It’s a remarkably uninspired game. Sadly, some decent jumping physics go to waste.

Legendary Axe is a game that strategically challenges players to exercise patience throughout gameplay. The unique feature of the game is the axe meter, depleting with each swing, requiring time to charge up for a full-powered attack. Simply spamming the attack button proves ineffective, urging players to wait for the axe to charge at least halfway for maximum impact. Progressing through the game, enemies grow stronger, pushing players to discover four upgrades to expand the meter's capacity. These upgrades unlock more potent attacks, yet demand a longer time to recharge, intensifying the gameplay experience.

"We must move beyond basic designs. How about incorporating deceptive elements like false floors?" They may add a challenging twist, yet easy to detect with a keen eye.

By time you have all four upgrades, which you ABSOLUTELY NEED if you don’t want most enemies to shrug off your attacks and immediately counter-attack you until you’re out of life, you have to wait a couple seconds for the meter to charge up.  You can’t swing upward, and when you’re ducking, your attack becomes a horizontal slice instead of the normal vertical one. Your axe also only does the full damage on the first thing it touches, so if an enemy shoots projectiles right before you land your hit, you waste your charge shot on it. For many of those types of enemies, I honestly couldn’t figure out a way to avoid taking damage. I’m pretty sure a couple of them are life slaps because they spam their projectiles in uneven patterns. This combines with collision issues and enemies that typically counter-attack. You don’t exactly have a lot of range, so all combat is close-quarters. It gets old really fast.

These particular adversaries resemble Marge Simpson with her hair down. They persistently juggle three balls, launching a new set as soon as you strike. Once, I believed I dodged the projectiles and defeated her, only to have one materialize in the air posthumously, dealing damage unexpectedly.

While the intention behind the meter in Legendary Axe may have been good, the game's combat mechanics ultimately boil down to a repetitive cycle of waiting for the meter to charge fully, which can be a time-consuming process even with speed-boosting items. This gameplay approach forces players to wait for an opportunity to strike, hoping that enemies won't interrupt their attacks with projectiles. Deviating from this strategy inevitably leads to being overwhelmed by relentless enemy counter-attacks. To illustrate this gameplay dynamic, I have included a video clip showcasing a room full of enemies being tackled in the only viable manner for success. Additionally, the clip demonstrates a replay of the final enemy encounter, this time without waiting for the meter to charge up.

Mind you, that’s after picking up the items that increase the speed of the meter filling. 1989’s Game of the Year, everyone. I don’t get it. It’s such a basic, unexciting, repetitive nightmare. None of the drawbacks are done in a way that it could be considered a balanced risk/reward equation. A lot of enemies take so many shots that it’s no longer satisfying when it finally dies. You’re just happy it’s over with. And it keeps getting worse from there. A lot of the time, when a game’s collision is bad, it works both ways and you can cheese enemies the same way they do with you. That’s not the case with Legendary Axe. YOUR box is huge, but not the enemies or bosses. Also enemies and bosses seem to have more invincibility frames than you do. So while you can’t let this boss’ fireballs anywhere near you, your axe better be well onto its sprite, and you better not have just hit the thing. I’m not scoring a hit in either of these two pictures.

So, why the hell did Legendary Axe really Did that game actually win all those awards? Was the gaming press in 1989 truly so superficial that improved graphics were enough to overshadow gameplay quality? If that's the reality, then Altered Beast for the Sega Genesis, a game I personally didn't enjoy, might have been superior. Its combat felt more engaging, enemies were creatively designed, bosses were truly memorable, and the visual presentation was... true 16-bit graphics, surpassing the Legendary Axe, make Altered Beast superior. Released just two weeks later, this game excels in all aspects compared to a revamped NES version. before The Legendary Axe left a mark on North America. The first bosses in each game stand out. Its success is not merely due to impressive visuals; there is more to it.

I don’t even think this looks that good. It only looks good in comparison to the limits of NES games. How about one final comparison? On the left this time is Legendary Axe. On the right is what is essentially the NES version of Legendary Axe. A game called Astyanax that has a similar “wait for the meter to fill up” axe-based combat in a rudimentary platformer. Look, you even fight green eyeball monsters that float just above your axe’s reach in both games! Peachy.

Nobody considered Astyanax as the game of the year or one of the top 100 games ever made. It seems like the only improvements were in terms of sound and visuals. Understanding the hype around Legendary Axe remains a mystery to me. This game lacks diversity in enemies, with repetitive level designs and monotonous stages. There are no thrilling moments or remarkable features, except for swinging across vines or climbing ladders occasionally. It's baffling to think that this mediocre game was crowned Game of the Year in 1989 and even made it to the top 100 games list in 1997. Could it be solely due to the final boss? It appears so, and that realization is disappointing.

Arguably, this segment stands out as the highlight of the game, offering a somewhat enjoyable gameplay experience. It definitely surpasses the preceding parts.

I mean, it’s a cool looking boss and it plays a lot better than the rest of the game. But it’s not that hard. I beat it on my second attempt and probably would have won on the first if I had full life. The boss I fought right before the finale put up a bigger fight, mostly because against it, only one in three direct shots actually counted as hits. For the final boss, you can even strike it in the foot and get credit for a hit every time. I find that when a game responds to my actions, I usually have more fun than I do when it doesn’t, you know? It’s like they put everything into this one encounter. Even with a sweet final boss, Legendary Axe is basic even by the standards of 1989. I don’t think this is a game that sucks now because it aged badly. I cannot believe anyone could ever shower this clunky, unimaginative Conan wannabe with praise.

Engage in a boss battle where defeating the Legendary Axe reduces it to a regular enemy in the game.

Shame on me for assuming that Keith Courage Legendary Axe was already a disappointment even before I played it. It made me realize why the TurboGrafx-16 didn't succeed in the US. If this game was supposed to be its best offering, then it's no wonder it struggled. Clearly, the platform's true standout was. Bonk’s Adventure , and Legendary Axe just further proves to me NEC made a big mistake not throwing every resource in their vast company towards making sure it was ready by the US launch. But, if given a choice between the pack-in game they chose or their big critically acclaimed game Legendary Axe? I’d much rather have Keith Courage. Like, by a big margin. And now I know why the curators of the TG16/PCE Minis didn’t lift a finger to secure this dumpster fire.
Verdict: NO !
The creator of Bonk was also involved in this game. I support the venom.

This rock is unique! My friends will be amazed by its size. It seems like he's scolding her for being kidnapped. Can't wait to share this find!

Hudson Hawk (NES Review)

Hudson Hawk
Platform: Nintendo Entertainment System
Released December 27, 1991
Developed by Ocean
Published by Sony Imagesoft
NEVER BEEN RE-RELEASED

Having a shared activity like playing video games can be a great way to bond with family members. Despite not enjoying the game, the time spent together is priceless. It's wonderful that you and your father have this special connection that transcends age. Cherish these moments and continue to create lasting memories together.

Certainly, Hudson Hawk is a poorly designed game that, the infamous box office bomb that it’s based on , has a cult following. I don’t get it, at least with the NES game. Apparently most of its fans are fans of the home computer ports. They can have them. After playing the NES game, I didn’t like the concept of Hudson Hawk at all. I don’t even think it had any concept at all besides “hey, we got a license for the next movie starring the Die Hard guy! We’ve made it to the big time and OH MY GOD, what have we done?” At best, the game Hudson Hawk could have turned out to be a bland, rushed-through-production platformer. But, needless to say, the version I played is not the concept at its best. A game completely devoid of polish or craftsmanship, Hudson Hawk on the NES is one of the most sloppily coded games I’ve played at IGC. Currently, the worst NES game I’ve reviewed is Fox’s Peter Pan & The Pirates A game that, in terms of mechanics, leaves much to be desired. It can be compared to Hudson Hawk in its lack of positive aspects.

Could you please explain the nature of these peculiar sprites in Hudson Hawk? The miniature figures seem rather disturbed. It appears as though an infant may have encountered hallucinogenic substances. This could lead to long-lasting effects, causing confusion and disorientation.

Starting with the primary issue at hand, a significant challenge arises in the game. Players are granted a generous eight hit points per life, yet there is a crucial flaw: most notifications for receiving damage are missing. While certain aspects, such as bullets, trigger sound effects, the majority of damage occurs in eerie silence. There are no visual cues for damage, no temporary invincibility frames, and often no auditory feedback upon impact. Moreover, players cannot even monitor their remaining hit points in real time during gameplay; they must pause the game to check. For instance, consider a scenario where an adversary is hurling objects out of a window towards the player. Even when sustaining significant damage, as in losing six out of seven hit points, the game fails to provide any noticeable response or indication of the severity of the situation.

It’s unbelievable that anyone making a game that’s supposed to be fun could actually believe this was a good idea. “Nobody likes it when Mega Man goes GLLLLLICK or when Simon Belmont goes PISSHHH. Let’s just not do that, and everyone will love our game!” I’d like to see someone ROM hack those games to remove all reactions to taking damage, including removing the life bar from the primary gameplay screen and see how fun they are. The answer is “they would be next to unplayable.” It’s like how only an idiot would hear about those people who are Congenital Insensitivity to Pain, or CIPA, a rare condition. Admiring others' gifts can inspire us to develop our own unique talents. live short, tragic lives Pain is crucial for survival. In action games, pain is essential for creating a sense of urgency. Need proof? Try playing Hudson Hawk, a video game with CIPA. It's a defining feature that adds a unique layer to the gaming experience. NO ! but Hudson Hawk has other fatal problems.

The massive slap, which appears more like a punch, feels surprisingly weak among NES attacks. The lack of impact may stem from insufficient damage frames and the poor sound quality further diminishes its effect.

Hudson Hawk focuses on precise movements and jumping, yet the game is characterized by intentionally clunky controls, mechanics, and physics. This aspect has always been a source of frustration for me. I firmly believe that the game's challenge should stem from strategic gameplay, not hindered controls. It's akin to suggesting that a car's airbag should interfere with the brake system. This design flaw reeks of a lack of ambition. The jumps in the game are disappointingly feeble, and even they are flawed. To execute a successful jump, you must first gather momentum. Consequently, the level design heavily relies on ledges that necessitate repetitive repositioning to generate the required momentum. Moreover, the game's overall movement mechanics feel excessively loose, adding to the player's woes. This particular segment perfectly exemplifies these issues:

This room, the finale of level two, is divided into two sections. On the top floor, you have to avoid walking on those yellow squares. They’re trampolines which will launch you onto those bookcases and force you to return to the ladder you entered from and start over. These aren’t platforms you’re jumping over. It’s a solid floor. Hudson Hawk does this trick constantly. Instead of trampolines, it’s usually alarms that are the floor tiles you jump over. Regardless of what you’re triggering, it’s always too sensitive and far harder than normal platform jumping to get right. Then you get to the bottom floor, and it’s unstated that you’re playing “the floor is lava” only instead of killing you, touching the floor activates a cage that lowers around the book you’re trying to reach. You can see that the platforms are pretty small, so you barely have enough room to build that momentum up. You can’t just jump blindly either since touching a light does damage. It doesn’t tell you that part either. Hell, the lights don’t even look like danger elements. Neither do the wall alarms in level one.

Triggering an alarm is easy with the circled switches. These are compressed images, tiny in the game. What's more frustrating is the need to activate some switches intentionally, as slightest contact with the wrong ones sets off the alarm.

The level design is probably the only part of the game that comes close to not being thoughtless. To the developer’s minuscule credit, they did try to make Hudson Hawk feel like more than a simple Point A to Point B game. It’s based on a caper film about a cat burglar. Like every other aspect, they failed, because they never even come close to staging it correctly. The above sequence where you can’t touch the floor? That could have felt like a heist, but it comes with no warning, and you don’t even get to see the cage lowering around the book because you’re so far away from it. The consequences for hitting the floor are more likely to happen off-screen. I’d have preferred a text screen before entering the room to explain the rules. A small break in the action would have been better than how they set the table for it, and there are text screens in the game between levels. If you’re a game developer, you HAVE to paint a picture for your higher-concept designs. Hudson Hawk doesn’t do that.

If it weren't for the slight issues in movement fluidity and absence of damage indicators/animations, certain screens could have reached a "good" level. These are standard challenges in video games, yet the enduring appeal of classics lies in their functionality, contingent upon flawless mechanics.

I don't particularly enjoy the film, but Hudson Hawk seems more suitable for an action game adaptation compared to other movies. Back to the Future . Actually, they probably should have leaned more into stealth type of elements. Hudson Hawk is a caper film. Make Hudson Hawk a caper game. But the “stealth elements” don’t feel like stealth gameplay at all, so it never really succeeds at being a caper video game. The “alarms” don’t function like alarms because you’re just jumping or crawling under them and, like everything else in the game, they’re too sensitive and too subtle. I’d also think a “caper” game would have more slap-stick based “outwit enemies” combat, but Hudson Hawk doesn’t do that either. You just kill baddies with flimsy baseballs that come with a stiff penalty for missing. Or, sometimes the baseballs only stun enemies for a second or two and you have to finish them off with a clunky slap move that doesn’t even have to make contact to work. They phoned-in everything. Look at this:

When taking a leap of faith in a game, players expect a thrilling experience. However, if the platform only appears after the jump without any prior indication, it can lead to frustration rather than excitement. This blind leap scenario, repeated multiple times in a room with no alternative, lacks the element of anticipation and strategic thinking. For a more engaging gameplay, developers should consider making the platforms visible beforehand, allowing players to assess the situation and make informed decisions. By enhancing visibility, players can better understand the objectives and consequences, leading to a more immersive and satisfying gaming experience. Developers should strive to create challenges that stimulate anticipation and strategic planning, rather than relying on surprise elements that may hinder the overall gameplay experience.

I must admit, the design of this game is quite unattractive. The choice of art direction seems questionable, as the sprites appear to be of poor quality.

My intuition suggests that the invisible platform feature could be a remnant of a gameplay element that was removed, once reliant on a special item to uncover concealed platforms. It's a mystery of sorts. No items in the game alter the gameplay. According to my father, the game they aimed to emulate was Konami’s Goonies II, known for its licensed caper-style first-person exploration sequences. Nevertheless, Goonies II stands out as an outstanding game due to its probable adaptation lot Crafting a high-quality game requires dedication and time. Hudson Hawk, a general action platformer, falls short due to subpar movement mechanics and unimpressive graphics hindering gameplay visibility. These shortcomings contribute to a lack of excitement, reflecting the game's overall lack of ambition. Just like the overproduced movie it is based on, Hudson Hawk seems to have swung to the other extreme by being grossly underproduced.

Oh thank God I’m finished with the game.

Hudson Hawk may not be perfect, but it's definitely a step up from Peter Pan & The Pirates. did However, one aspect worth considering is that the game is rather short, consisting of only three levels. This limited scope may suggest a lack of creativity and enthusiasm on the part of its developers. Perhaps after watching the movie, they realized the challenges they faced in creating a more engaging gaming experience. this "What is the purpose of creating this game?" Despite challenges, a bad concept can still result in a fantastic game. Have you ever heard of it? Johnny Mnemonic A well-known movie with a bad reputation was approved by Midway. to do a pinball table of before knowing how the film would turn out. After watching the film, George Gomez scrutinized every choice that brought him to this current position. , the finished pinball machine is beloved by fans. If you work for a AAA game maker who does licensed games, you’re going to end up working on a mediocre IP eventually. Great developers resolve to make their game the best thing to ever come out of the franchise. The bad developers simply don’t care because they get paid either way, and the worst ones? They make games like Hudson Hawk.
Verdict: NO !

"Excitement for the moment can be short-lived. It's important to seek healthier ways to find joy that won't harm you."

The Karate Kid (NES Review)

The Karate Kid
Platform: Nintendo Entertainment System
Released November, 1987
Developed by Atlus
Published by LJN
NEVER BEEN RE-RELEASED

The person in the image doesn't resemble Sensei Lawrence. Moreover, the screenshots will appear distorted due to the pattern in the status bar, resembling a wet paper. This design might have appeared better on older tube TVs.

Surprisingly, as I write this, the much-criticized NES publisher LJN has been performing well at Indie Gamer Chick. Stay tuned for the final verdict on The Karate Kid as their track record might just leave you astonished. 2 YES ! , 1 NO ! Do not confuse it with an achievement, as it does not entail any accomplishments. YES ! Some games barely crossed the finish line in time. NO ! The game seems utterly lost, as if the finish line has vanished into thin air. Not exactly a masterpiece I've encountered. The initial one was... Jaws In October 2023, a game was released. It has a controversial history but is not as bad as many claim. However, it falls short of expectations. As for my Christmas 2024 review, I have thoroughly examined a wide range of light gun games available on Nintendo platforms, such as LJN's Gotcha! The Sport. An unremarkable yet functional NES Zapper game. Recently, I examined it earlier this year. Back to the Future Is "Back to the Future" really that terrible? Not quite. It may be rather dull, which, admittedly, is a game's cardinal sin, but it falls short of the epic disaster many claim it to be. As for "Karate Kid," my expectations were off the mark. Surprisingly, it's a well-executed endeavor, not a half-hearted attempt.

Update : Cathy, you naïve fool. I’ve completed FOUR games from LJN. I overlooked Wolverine , which got a NO ! No worries. Wolverine slipped everyone's mind as well.

Get prepared to encounter numerous characters resembling this one while playing Karate Kid.

Unlike "Jaws" or "Back to the Future," "Karate Kid" makes a sincere attempt to stay true to the storyline of the first two movies, particularly the second installment. The game kicks off with the climax of the Karate Kid saga: the All Valley Tournament. Players must emerge victorious in four matches against opponents who bear little resemblance to the movie characters. This disparity stands out as the primary inconsistency with the films. Subsequently, the game transitions into a platforming-centric gameplay reminiscent of "Kung-Fu Master." In essence, should have included Karate Kid in my Kung-Fu Master: The Definitive Review The game's features clearly draw inspiration from a legendary classic. The combat mechanics closely resemble those of the renowned Irem game, with a single button for punching, another for kicking, and the option to jump by pressing UP, offering a complete set of moves akin to Kung-Fu Master. When emulating, it's best to learn from the masters, isn't it?

Three unique bonus games inspired by the movies are included. Break ice blocks, catch flies with chopsticks, and use the hammer. Mastering the timing of the hammer game can be challenging due to its peculiar rhythm.

Karate Kid doesn’t just copy Kung-Fu Master, though. It tries its damnedest to one-up that game by including two special moves: the drum technique from the second film and the legendary crane kick. They’re even animated in a way where the actual attack part comes with a slight delay, but they’re pretty convincing for a 1987 NES game. The problem with them is they’re done by simply standing still and pressing the kick button for the crane kick and punch for the drum technique. It makes it way too easy to activate them accidentally. The drum punch especially seems a lot more sensitive and poorly coded than the crane kick. I was constantly accidentally using the drum even when my movement should have cancelled the activation. Since you very much want to save these special moves for boss encounters or even when two enemies are attacking you out of sync, it’s annoying how easy it is to burn through them. This is compounded by Karate Kid being yet another NES game where the SELECT button goes unused. Why not map it so SELECT + A/B activates the special moves?

Speaking of bosses, this is supposed to be Chozen The character from Karate Kid 2 transforms into a valuable ally in Cobra Kai. Surprisingly, the sprite version bears no resemblance to him and instead, is an exact match for... John Kreese Indeed, I did a double take. The situation was truly surprising.

Before proceeding, it's astonishing how peculiar the Kreese situation is. The regular foes resemble a spot-on 8-bit rendition of Young Kreese from Cobra Kai.

WTF?! Actor Barrett Carnahan (Young Kreese) could use that sprite as his driver’s license photo! Mind you, “Young Kreese” didn’t debut until Season 3, episode 2 of Cobra Kai, and this game is five years older than Carnahan, so this is kind of spooky. Oh, and Young Kreese is also the best character in the series and I’ll fight you on that. I do think Young Kreese and old Kreese are two separate characters from alternative dimensions since I literally cannot believe that Young Kreese grows up to be Old Kreese. Every single time I thought they were going to finally bridge the gap between the characters of Young Kreese and Old Kreese, nope, they did something else that made me think “there is no way that guy eventually became THAT guy.”

Initially, I found Karate Kid to be somewhat satisfactory. Despite the initial awkwardness in movements and jumps, it was not displeasing, featuring acceptable level design and sufficiently good graphics. However, my opinion shifted dramatically just five seconds into the second stage. The gameplay abruptly deteriorated due to peculiar damage physics, unlike any I had encountered in a 2D platformer before. Being struck in Karate Kid results in a significant knockback, unlike any other game. Castlevania When playing as Mega Man, there is no invincibility period from knock-back. In Karate Kid, the challenge lies in facing two enemies attacking out of sync, leading to potential juggling. The level design appears intentionally crafted to exploit this mechanic. See the following image for reference.

Upon entering this section, my life bar was at full capacity. Maintaining the high ground is crucial in situations like this. However, the combat mechanics here can be described as nothing short of exasperating. Interestingly, enemies often struggle to maneuver through the terrain effectively. Despite their apparent ability to ascend from lower levels, they frequently appear bewildered and fail to do so. In the later stages, the enemies exhibit such lack of strategic prowess that many end up perishing in pits on their own rather than falling victim to the player's actions. A while back, I conducted a review of a game developed by Atari. Indiana Jones and the Temple of Doom Playing a coin-operated game where enemies seemed to have a death wish left me astonished. Similarly, in Karate Kid's game, basic foes displayed a lack of intelligence, frequently plunging to their demise. Some even voluntarily leaped into water to meet their end by drowning. Such dedication is remarkable. Despite their fate of not appearing in Season Six of Cobra Kai, one can't help but empathize. Perhaps, there's a chance for a Chozen spin-off after all!

The enemies that remain are more of a nuisance than a challenge. By the conclusion of Karate Kid, I grew tired of being treated like a tetherball and decided to flee from my adversaries. This tactic can be effective if you manage to get ahead of them, given that the game is limited to spawning two enemies at once. However, upon reaching the third level set during the typhoon scene from the sequel, the dynamics shift. It is commendable that the developers aimed to replicate the movie's iconic moments, such as rescuing the girl amidst the chaos of the typhoon. Kreese Chozen. In the movie, Chozen doesn't participate in that scene, but the intention is clear. Despite its critical reception, Karate Kid gets a lot of things right. The sprites feature more animation frames than many NES games from that era, enhancing the combat dynamics. The graphics are impressive, and the game closely mirrors the movie in this 8-bit platformer adaptation. Karate Kid is far from being uninspired.

The villains expressed frustration about the lack of closure in comparison to a little girl in Cobra Kai. This scene posed a slight risk of triggering epilepsy due to lightning flashes. It's important to note my partnership to raise awareness. AbleToPlay Kindly provide them your support by registering to contribute to their database, assisting individuals in need.

It might seem fascinating, but that level with the typhoon is an overwhelming chaos of despair. The wind constantly pushes you back, while debris flies at you unpredictably. Despite the frustration, I comprehend the reasoning behind it. Altus wanted to prevent monotony in the game, hence the challenging dynamics. something When it comes to distinguishing the various stages, the same principle applies to the final boss structure. The developers drew inspiration from a scene in the sequel where a showdown takes place on a raised platform. However, in this adaptation, players are encouraged to embody the movie's spirit by engaging in an honorable face-off with Chozen. Despite this intention, the game design seems to contradict itself by having Chozen jump down onto the platform, setting himself up for a potential attack. Striking him in mid-air would result in an unintended consequence, leading to a repeated restart of the confrontation until he safely lands. The challenge intensifies as players not only have to battle Chozen but also ensure Kumiko avoids falling into the water, a task made difficult by her sensitive hit detection and erratic movement patterns.

Describing the Karate Kid game as a disaster is an inaccurate assessment. It's not just another poorly made licensed game. There was genuine potential for it to become a well-crafted and cherished game. The issue lies not in a lack of effort but rather in a lack of refinement. The constraints of securing licensing rights and meeting tight production deadlines during the 1980s meant that the game developers, like Atlus, faced significant challenges. Back then, licensors often failed to distinguish between good and bad video games. They viewed games as mere merchandise, akin to action figures, believing that if a child found a toy uninteresting, the fault lay with the child, not the product. This situation adversely affected many talented game development studios, ultimately disappointing numerous gamers.

Two individuals in the image are in danger of drowning, while the third is preparing to take action heroically by pointing and laughing at them.

It speaks volumes to how talented Atlus was, even in 1987, that Karate Kid rises to the level it does. Because my hunch tells me that, when it came to gameplay concepts, they had to use whatever was the first viable (IE programmable) idea that was pitched. There was no time to weed out bad ideas. Hence the wind in level three, or the way Kumiko works in the final battle, or even the very short length of the game. Despite this, Karate Kid follows the plot better than any other movie-based NES game up to this point. Actually, it probably held that title for years afterwards. Most developers wouldn’t have bothered. That’s the thing about LJN/Atlus’s Karate Kid on the NES. I never once got a sense of cynicism or laziness out of it, like I did with Back to the Future. Karate Kid is so clearly made with the best of intentions that it breaks my heart that it’s no good.

"Mr. Miyagi, I am under assault by an individual wielding a two-foot-long serrated object! Can you offer any wise counsel?" "Daniel San, I aided you in defeating Cobra Kai and imparted to you traditional martial arts wisdom. However, this situation is beyond my expertise. You must handle it yourself. Miyagi is departing from here!"

Karate Kid is a fan service game, as a movie-based game should be. Atlus just didn’t have the resources, experience, or time to clean up the janky combat. That’s all this game needs: POLISH. Okay, and maybe an extra level or two, but what’s here would need minimal fine-tuning to become an above average movie game. Atlus would eventually go on to accomplish some amazing things in gaming, and it’s not hard to see their potential in Karate Kid. I can’t give it a YES ! Even though I maintain a critical stance and impartial judgment when evaluating games, I cannot help but empathize with Atlus and the developers of Karate Kid. Unlike the general consensus, I find the game to be unjustly criticized. While titles like Back to the Future fall short of capturing the essence of the original movie, Karate Kid for NES genuinely reflects the spirit of its source material. With some enhancements to its gameplay mechanics, I believe Karate Kid had the potential to be a classic on the NES platform. My professional opinion acknowledges the missed opportunity and the genuine effort put forth by the development team.
Verdict: NO !

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And yea, I played pacnsacdave’s Cobra Kai A ROM hack that resolves collision and blinking issues would significantly enhance the gaming experience. An improved version of Karate Kid awaits through a quality of life ROM hack. With the right skills, a talented ROM hacker could unveil a superior Kung-Fu Master adaptation. Anticipation builds for the day when this transformation occurs.

Bonk’s Adventure: Arcade Version (Arcade Review)

Bonk’s Adventure: Arcade Version
aka Kyuukyoku!! PC Genjin (Japan)
aka B.C. Kid: Arcade Version (Europe)
Platform: Arcade

Released in 1994
Developed by Kaneko
NEVER BEEN RE-RELEASED

Undoubtedly, a stunning game featuring remarkable sprite design and unforgettable adversaries.

Referring to the arcade version of Bonk as "the forgotten Bonk" might appear strange since the entire franchise seems to have faded into obscurity by now. Some of my more seasoned readers reminisce about the initial Bonk's Adventure for the TurboGrafx-16, a game so captivating that it tempted them to swap their NES for a TG16. At one point, it seemed like Bonk could become a mascot akin to Mario and Sonic, but that scenario never materialized. The final entirely new Bonk game hit the market in 1995, with the last console release being a Japan-exclusive PlayStation 2/GameCube remake of the original Bonk's Adventure. In 2023, I had intended to cover every Bonk game, but only managed to complete two games. the original and its NES remake I required a pause earlier. Many games await, such as this peculiar arcade adaptation focused on cooperative gameplay, yet enjoyable for solo play as well.

One of my most cherished screenshots! In the cooperative game, Bonk's partner joins in, allowing for playful interactions. However, as depicted in the image, she seems less than thrilled. The dinosaur observing above seems entertained by the scene unfolding below.

When comparing the portable version of Bonk to its console counterparts, significant differences become apparent. Unlike the original games, in this version, players cannot perform the rapid diving headbutt technique to "glide" through levels. The twenty-one levels offered in the game are compact and do not encourage exploration. Typically, players spend around 40 to 45 seconds per stage, emphasizing speed as the game records the fastest completion times for each level. The primary focus is on speed rather than item collection, except for the smiley faces scattered throughout the levels. These smiley faces, visible stacked on Bonk's head in most images, serve as protective helmets, enhancing headbutt reach and defending against certain attacks. However, sustaining damage causes them to disperse like rings in Sonic. While this mechanic appears intriguing, understanding why some enemies dislodge the smileys while others are affected by them remains a puzzle.

At times, the sphere transforms into a basketball, a soccer ball, or a football. Following these references, my international audience might be bewildered or passionately reacting to the distinctions in sports terminology.

In this platforming action game, players are tasked with carrying a sportsball to the finish line and earn points for each second it's carried. The conclusion of each stage presents a unique challenge reminiscent of games like Super Mario World, where the finish line moves, requiring players to dunk the ball through a hoop. Despite the emphasis on this task, Arcade Bonk is fundamentally a straightforward game focused on platforming and overcoming basic obstacles like spikes and falling blades. In comparison to its console predecessors, this installment is notably simpler in design. Players navigate through short, side-scrolling stages without any vertical elements or elaborate set pieces. The only standout stage introduces swimming mechanics, a familiar yet unexciting feature. While ice stages, known for their slippery challenges, make an appearance, the swimming level fails to captivate and falls short of engaging gameplay.

Interestingly, Bonk games often feature superior swimming levels compared to other platformers, and the arcade version of Bonk is no different. However, I personally prefer standard levels. The appeal of swimming stages in games has always eluded me. They seem to offer a slower-paced version of the gameplay you've been enjoying, which I find less engaging.

The tiny stages are weird, but how they play out is even weirder. You can play the twenty-one levels in any order. After every three levels, you then fight one the seven bosses in any order. Normally this would be a sign of a game that doesn’t scale properly since, in theory, being able to choose any level and especially any boss means the levels need to be balanced. That’s not the case here. Bonk’s levels are numbered, and I’d say the sequential order scales as you would expect it to almost perfectly, with the final stages offering a pretty hefty challenge. I have no clue why they made this non-linear. Presumably it’s because this was kind of designed to be a ticket redemption game and, in theory, you can get more tickets on the harder levels since there’s more scoring opportunities. If you do play this, I strongly suggest you activate the SERVICE MODE in the dip switch settings and beef up the difficulty (you can also change the Japanese text to English). The default setting is set to 0 out of 3 in difficulty, but it should be set on 1 or 2, at least.

Impressive boss battles await, like the showdown with Evil Baby Bonk. It's a known fact that babies can be quite mischievous until they learn otherwise.

The coin-operated version of Bonk may be considered one of the less impressive games in the series. Despite attempts to add layers of complexity, it remains a straightforward platformer for its time. However, the gameplay in the Bonk series is undeniably strong, especially evident in the arcade adaptation. The decision to eliminate the hovering ability was wise, as it preserves the challenge for players. This results in a concise and refined platformer that shines brightly. The emphasis on character personality is crucial, and the developers have excelled in making the sprites dynamic and engaging. Contrary to some sources, there are power-ups available that transform the character into a robotic skeleton or a Native American warrior, adding an extra layer of intrigue to the game.

The combat is chaotic and visually loud, but always satisfying, and the levels are well constructed. Including all the downtime between stages, it’ll only take you a little over a half hour to beat Bonk even if you die several times. If you play co-op, since you can attack and bounce off each other, it might take longer. I didn’t get to play it co-op as much as I would have liked, but fans of New Super Mario’s co-op should get a kick out of it. So, will we ever see Bonk Arcade get an official release? I wouldn’t bet on it, but then again, I have no idea what the rights situation is with this one. I assume a Bonk collection is Upcoming soon, but I wouldn't be surprised if it doesn't include this element. It seems that the destiny of Kaneko or its collection remains unknown. Hopefully, the classic Bonk arcade game will resurface someday. Despite its brevity and peculiarity, it offers an enjoyable experience. It may not be exactly the Bonk you expect, but it retains its essence and remains entertaining nonetheless.
Verdict: YES !

Gremlins 2: The New Batch (Game Boy Review)

Gremlins 2: The New Batch
Platform: Game Boy
Released December 20, 1990
Developed by Sunsoft
NEVER BEEN RE-RELEASED

The appearance might be deceiving, however, Gremlins 2 is truly a poorly executed film. This is my first review for a game left unfinished since last May. Introducing a new term: Gremlins 2 on Gameboy is synonymous with "subpar gaming experience."

It’s been almost two years since I gave a NO ! to the semi-popular NES version of Gremlins 2 . I know it has fans, but its awkward jumping and poor level design didn’t work for me. But, I’d rather be forced to play Gremlins 2 on the NES all day, every day for the rest of my life than be forced to spend another minute with the Game Boy version, also by Sunsoft. I don’t rage quit a lot of games these days. If a game becomes especially infuriating, I just use save states or even rewind to give me unlimited chances. For me to rage quit, I have to reach the point where I’m absolutely certain that the developers did not give the tiniest of squirts whether or not the game was fun, just as long as they were being trollish with game design just for the sake of it. With that said, Gremlins 2 is one of the worst Game Boy titles I’ve ever played, and it’s mostly owed to some of the most unintuitive use of springs I’ve encountered. The game is largely built around jumping off these, but the timing is pretty fickle. I never got the hang of it, and then came this part:

This is how the fourth and final level of the game begins, and without hyperbole, I spent twenty minutes rewinding and replaying trying to get past this. I never came even a little close. The springs don’t just send you flying up. You have to time when to press the button. That’s fine. Other games do that. Except the timing for Gremlins 2’s springs is so anal that it’s probably the shortest possible amount you can program on a Game Boy. Otherwise, you just fall off the spring. The challenge in the above screenshot is, within a literal fraction of a second, you have to activate the spring without falling off into the spike, move right, shimmy left, and land on the platform. You have to key this in perfectly to the microsecond, or you won’t make it. I fired up a full Longplay of it on Youtube Even an experienced individual struggled to progress beyond that point. Despite multiple attempts, it became clear that overcoming the initial challenge was just the beginning. Looking ahead, I realized there were many more obstacles to tackle, including a complex jumping maze. Feeling frustrated, I decided to abandon the game at this stage.

Gremlins 2 managed to impress with one thing: the boxing glove blocks scene.

When designing a game, it is crucial to create intricate scenarios involving basic enemies to engage players, even if the execution is satisfactory. It seems these elements were included merely to demonstrate a vague understanding of entertainment to their superiors. However, in reality, they contribute little as they do not allow for improvisation. Players are simply presented with enemies to defeat upon appearance, requiring minimal effort to trigger the action. Perhaps, the boxing glove blocks were intended as a positive feature, but upon reflection, they fail to enhance the overall gaming experience. Unfortunately, it appears that Gremlins 2 lacks any redeeming qualities. While the visual aesthetics may be acceptable, the subpar gameplay significantly diminishes its appeal.

In the bonus rounds, players must hit the boxing bag 100 times within ten seconds to earn an extra life. Surprisingly, I managed to achieve this goal just as the timer expired, thanks to the autofire feature. However, autofire was not a function available on the original Game Boy. Gremlins 2 seems to revel in its relentless and unforgiving gameplay mechanics.

You know what? I don’t actually think the people behind this game were actually trying to make an enjoyable experience. Gremlins 2 is so bad and so disconnected from the films that it feels malicious. As if the game developers were Care Bear-like loveless villains plotting to make the children of the world suffer because they didn’t get enough hugs as kids themselves. Either that or the development team resented getting this assignment and resolved to make a terrible game out of spite. It’s not like everything else about Gremlins 2 was sublime. This is ALL bad. Your primary weapon is a pencil that you have to find at the start of every stage. It doesn’t carry over between levels. Logically a pencil would only be useful to stab enemies, but no, you bonk them on the head with it. You couldn’t swat a fly with a pencil, let alone kill a Gremlin with one, especially when its length barely extends beyond your own sprite. So, naturally most enemies take multiple shots to kill.

The new pixel is positioned slightly beyond the edge of Gizmo's ear. The bat gremlin releases three miniature bats that track your every move with precision. At times, they hover directly above, while other times, they deliver an inevitable surprise attack.

In the challenging game Gremlins 2, players often find themselves enduring repeated damage, desperately seeking health replenishments. For instance, in the third stage's moving block segment, mastering the art of navigating without being knocked off the platform by hazardous obstacles can seem insurmountable. The blocks move swiftly, outpacing the player's ability to jump and dodge effectively, creating a tense and demanding gameplay experience. Apparently you need the tool box When I attempted to utilize the toolbox, it disappeared after I sustained my initial injury. I made a conscious choice to endure the health loss and leverage the spikes as stepping stones. Consequently, I didn't complete Gremlins 2. This particular Game Boy platformer ranks as the poorest in my assessment. While my reviews are limited, I anticipated a superior outcome from the developers of the fairly respectable. Batman: The Video Game Playing Gremlins 2 on Game Boy left me puzzled. I question the creators' choice to venture into game design if this is the substandard quality they aimed for. Dear developers, your task was to craft a game inspired by the movie Gremlins, not Troll .
Verdict: NO !

Someone get Gizmo a stool softener.

Castlevania: Rondo of Blood also known as Akumajou Dracula X: Chi no Rondo (Review)

Castlevania: Rondo of Blood
aka Akumajou Dracula X: Chi no Rondo
Platform: PC Engine Super CD-ROM²
Released October 29, 1993
Directed by Toru Hagihara
Developed by Konami
Included in Castlevania Requiem ( PS4 Exclusive – $19.99)

I could just skip the review and note that I spent all night getting a 100% completion. I did a complete run with both Richter and Maria, then had to go back and figure out what I was missing, which took a while, but I never got bored the entire time.

It’s been nearly six months since Analysis of Castlevania: Dracula X on Super Nintendo Dracula X, also known as the SNES version of Rondo of Blood. However, it's important to clarify that this is not entirely accurate. When it comes to the level layout, Dracula X deviates significantly from being a mere remake. the original Castlevania Compared to Rondo, Dracula X is more akin to a remake of the original Castlevania. Don't always trust Wikis. The games have distinct differences. Castlevania Chronicles A game that seems to be a modern version of Castlevania 1, advertising itself as a reimagined Rondo of Blood. It heavily borrows sprites from Dracula X, offering a unique comparison. Always shown on the left, Rondo's depiction is contrasted with Dracula X's on the right. Take, for instance, the giant bat:

Here’s the headless guy:

The TurboGrafx-16, though named as such, is actually an 8-bit gaming system powered by a CPU similar to the one found in the NES and Atari 2600. However, it boasts additional features that elevate its capabilities beyond typical 8-bit consoles, enabling games of a higher caliber to be played. Bonk’s Adventure to be more colorful and have bigger sprites than its NES counterpart Moreover, the Super CD-ROM² add-on enhances the resources available to the PC Engine/TG16. Specifically, it expands the frame buffer from 64kb to 256kb. However, considering it remains an 8-bit console, the impact on the 8-bit Rondo of Blood's quality may be more significant than on the genuinely 16-bit Dracula X. The latter does not exhibit a significantly improved visual quality, if any. When comparing the werewolf depiction, the 8-bit platform excels in creating a more immersive atmosphere. It is notably more eerie than the SNES game with its faded appearance.

The SNES has more detailed backgrounds, but the character and enemy sprites themselves are usually identical. Not universally so, as Dracula has an entirely different model, but common enough it’s a little startling. It’s not just looks, either. The attack patterns of bosses and basic enemies are often similar, if not identical. That’s not a bad thing, since the bosses (except Dracula himself) were the one aspect of Dracula X I was able to praise without qualifying it. Bosses in Rondo feel climatic, helped by having a “last hurrah” final attack after being defeated. But, some of them, especially the werewolf and Dracula himself, were big improvements over the SNES game. I’ve often said that certain games, good and bad, should be shown in game design courses. I’m not kidding when I say Rondo of Blood and Dracula X should be an entire course in game design on their own. These two games together prove beyond any doubt that the difference between a historically amazing game and a game so pedestrian that it’s boring can be more subtle than you might realize.

This particular enemy, designed in a unique set-piece style, may seem easy to overcome, yet it surely keeps you alert.

In fact, all the best aspects of Dracula X are here and, if they’re not identical, they’re BETTER on Rondo. In addition to the bosses and enemies, the item crash debuted here and it’s fun. The key and locked doors are in both games but mechanically, Rondo does it better. So I can get why people would call Dracula X a “reworking” or “reimagining” or even a “remake” of Rondo, even if the 16-bit game is actually a huge downgrade. But, the most important thing is that Rondo is darker and scarier than Dracula X. Some might disagree with me, but I think that Castlevania, for all its silliness, should always be played sincerely and try for spooky, not corny. Here’s one final “same boss, different game” comparison shot. You tell me, which one feels more scary looking?

After a thorough examination of Rondo of Blood, it becomes evident that Dracula X can be considered as an unoriginal product, lacking creativity and effort. Comparing the two, Dracula X appears to be a mere imitation, failing to capture the essence of the original game. The developers seem to have replicated certain elements from Rondo of Blood without grasping the core concepts that made the original successful. Dracula X comes across as a substandard version of its predecessor, akin to a thoughtless imitation rather than a genuine innovation. why The aforementioned fragments represent the essence. This issue is commonly encountered in ROM hacks. Subpar ones originate from developers lacking genuine passion. why of game design.

The initial level, inspired by Simon’s Quest, stands out as the highlight of the game. It's a great nod to the past, done exceptionally well.

If it appears that this evaluation is a follow-up to my review of Dracula X, then Rondo of Blood is to blame. It can be challenging for me to fulfill my duties when a game provides few flaws for analysis. I regret not experiencing Rondo of Blood prior to Dracula X, as it would have enhanced my amusement at the mishaps in creating a noteworthy "Castlevania X" release for Nintendo. While this would not have improved the game itself, it certainly would have enriched the overall experience. Dracula X left me unenthusiastic: a sluggish, unoriginal game fixated on employing unfair tactics, unworthy of reusing sprites from Rondo of Blood, a game that lives up to its esteemed reputation. My primary critique of Rondo pertains to the artistic direction of the cutscenes. Richter appears acceptable, yet I struggle to perceive Dracula as a genuine threat when he resembles an exaggerated caricature of arrogance. In all seriousness, Count Chocula exudes more menace than this insipid portrayal.

I am not aiming to sound superficial or shallow, as such attitudes are often frowned upon nowadays. However, everyone has their limits. It requires a certain suspension of disbelief to accept that the Grim Reaper serves Dracula, even though logically it should be the other way around. In the world of Castlevania, the embodiment of death allows Dracula to be in charge. Yet, what truly strains credulity is the idea that the Belmont family would not take one glance at Alucard and think, "You're quite charming, but I'm here to confront your father. Wait, YOU are Dracula? No. You are not intimidating! You resemble the antagonist in a deodorant advertisement!" It is conceivable that a person with such a demeanor would intentionally provide incorrect answers on a final exam to secure the title of valedictorian. It is plausible that he would plant evidence in his best friend's car to sabotage his relationship and win over his girlfriend. It is believable that he would initiate a whispering campaign questioning your teamwork skills at the office to secure a promotion over you. This individual exudes an air of unmistakable malevolence, but of a smug, deceitful, and arrogant nature, rather than the type to summon dark forces to conquer the world. Evil, yet not in the grandiose, world-domination kind of way. EVIL -evil, you know?

Rondo of Blood just works better because it’s not designed around enemies trying to score one-shot kills, which Dracula X was heavily invested in. The level design is instead optimized for a faster-paced Castlevania romp. That’s surprising, because, like Dracula X, Rondo is still a back-to-basics Castlevania game for the most part. To put it in perspective, when you play as Richter, all the basic sub-weapons except the stopwatch and bible only cost one heart. This is a game that was made to be fun and not because the designer has some vendetta against humanity. Like the best Castlevanias, it’s fun to play just for sightseeing, with plenty of memorable settings and basic enemies, none of who are too spongy or too cruelly placed to make progress ever feel slow.

Have you ever had the urge to wield a morning star weapon in a video game? Now you can, and it's not just about changing directions. I was pleasantly surprised by its realistic behavior and the challenge it posed. The attention to detail in level and enemy design adds depth, although I find the cutscenes a bit cringeworthy, which is frustrating.

This game could serve as a perfect entry point for newcomers to the Castlevania series. It is not excessively challenging, as the enemies are meticulously calibrated, with occasional exceptions that add a sense of surprise and excitement to the gameplay. Even the more resilient foes are strategically placed, often resembling mini-bosses. Rondo of Blood excels at transforming what might be considered weaknesses in other games into strengths. If you have hesitated to explore classic Castlevania titles due to their reputation for being tough, this installment is worth a try. Alongside offering well-balanced combat mechanics, Rondo provides ample opportunities for health restoration and extra lives. While a player may lose their sub-weapon and see their hearts reset to 10 upon death, the game ensures that they are not left in a hopeless situation. Despite the absence of whip upgrades, each enemy is meticulously designed to be defeated effectively with the default whip.

In my opinion, the only element lacking balance is the bible sub-weapon in the game. Its range and power make it almost as strong as a low-cost item crash. If we set aside the cutscenes as the main issue in Rondo, the bible stands out as excessively dominant. Paying just three hearts for such an effective item seems insufficient, especially considering it also offers a low-cost item crash for only ten hearts.

Although I cannot assert with absolute certainty that the managers are ideally equipped for the task, you will... always have a chance to get at least one sub-weapon before entering a boss chamber. While you can still cheese the bosses if you have enough hearts to execute an item crash (and some cost quite a bit. One is a whopping FIFTY hearts!), it never feels like you’re cheesing it. What makes it even better is that Rondo’s defensive game is equally satisfying thanks to a variety of dodging moves. Enemies telegraph their attacks in a way where there’s always enough time to activate the backflip move. It takes practice to get the timing down, but it’s so satisfying when you successfully utilize it. I wouldn’t say this is a kinder, gentler Castlevania, but it offers the right amount of grit with almost none of dick moves Dracula X or any other Castlevania game ever has pulled. This might be the most balanced game in the franchise.

In my first playthrough, I lost three total lives from damage, two which were at the hands of the boss rush sequence that makes up the entirety of level six. It’s actually inspired, because the first four bosses are directly lifted from the original Castlevania. They don’t play the same, as Medusa has a body instead of being a gigantic head, there’s only one mummy instead of two, and The Creature doesn’t have Igor with him. I survived all of them, but I lost the final battle against the guy who resurrected Count Draculahaha. A guy named Shaft. I’m resisting the temptation to break out into song.

In this iteration, the branching path system functions significantly better compared to the incomplete attempt in Dracula X. Upon completing Rondo several times, a notable flaw in Dracula X becomes apparent - the haphazard implementation of branching paths in the SNES "version". It appears that these paths were included in Dracula X merely as a nod to Rondo's extensive use of the feature, serving as a superficial resemblance to convey an upgraded experience. However, while Dracula X's paths appear random and disconnected, Rondo's approach to branching paths is much more cohesive and integral to the overall gameplay experience. mostly With an exquisite coherence, Rondo games offer a unique gameplay experience. Each session begins with eight levels, featuring hidden pathways in the initial five. These pathways, housing alternative bosses and leading to new levels, are easily discoverable. This intricate design allows for a cascading exploration of secrets, unveiling hidden routes and surprises at every turn. For instance, in the opening level, players embark on a journey that sets the tone for the challenges ahead.

In contrast to Castlevania III, where players choose different paths between levels, here you encounter unique boss fights and explore diverse second levels based on your choices. Personally, I lean towards Castlevania III's approach, yet appreciate the fresh dynamics of this game. really Opt for playing through all levels in one go. Consider using a ROM hack for that seamless experience. Similar to the experience I had when analyzing Dracula's Curse, I would have chosen that path once I completed the actual game. When it comes to this game, restructuring the level designs is crucial for its success. Approximately half of the initial five levels alter their themes and enemies based on the chosen path, necessitating a rearrangement of the layout. While replaying levels disrupts the natural flow of the game, the exceptional level design compensates for it. The incorporation of branching paths within the levels is flawlessly executed, making it a perfect embodiment of this game concept.

In certain situations, there may be multiple options to consider. This game is rich with hidden surprises, such as unique concealed rooms. This aspect is truly appreciated. Unlike Dracula X, Rondo prioritizes exploration and hidden discoveries, rather than merely including a few superficial elements borrowed from another popular game.

In the game, there are four hidden maidens, with the first one being Maria Renard, a character that can be played. Unlike in Dracula X, where a single key had to be used for multiple doors, saving the maidens in Rondo is simpler. Here, there are three keys in total, each used once in the level where it is found, and not too far from its location. However, a significant challenge in Rondo is the uncertainty of whether a pit is actually a pit or a hidden path. This ambiguity occurs repeatedly, making navigation tricky. Without the assistance of features like quick save/load or rewinding in the emulator, players may find themselves taking blind leaps of faith during exploration. Hence, while Rondo has its merits, its imperfections are evident unless played on a reliable emulator.

It seems that not every "secret passage" leads to a destination. This particular room left me puzzled about its purpose even after achieving 100% completion. Perhaps its sole aim was to reveal the origin of the flea men riding cannonballs.

The replay value comes from a very enjoyable alternative character. Maria is unlocked in the second level, though you have to go back to the main menu to switch to her. She’s radically different from Richter, throwing doves at enemies instead of a whip. Richter gets a defensive backflip move, while Maria gets a double jump. She also can do a sliding move, but I never found any situation where it was more effective than jumping. Even a situation that seems tailored specifically for it didn’t work. The mummy in the boss rush stage throws blocks at you and, even though it appears high enough off the ground to slide under, the slide doesn’t work for it. Whatever. Her double jump works fine enough as a defensive move. Maria’s sub-weapons are all animal-based as well, including throwing a goddamned dragon at enemies, which is the most powerful sub-weapon in the game. But even throwing a cat at an enemy is both effective and hilarious, as the cat relentlessly attacks. It’s what my A feline's actions remain noble, regardless of battling malevolent powers.

The item crash with the cat is some Power of Grayskull sh*t. Well, HONOR of Grayskull in its case. By the way, Maria apparently has a Street Fighter-like special move, but I was never able to execute it.

In my reviews, I often highlight the flaws of a game, but in the case of Rondo, it is challenging to find any significant ones. The only downside worth mentioning is the unskippable cutscenes, which can be frustrating regardless of language familiarity. Personally, I find the art style to be the weakest aspect of the game. It seems disconnected from the in-game graphics, hindering rather than enhancing the overall experience. However, enduring a few tedious cutscenes to enjoy a flawlessly executed Castlevania game seems like a minor sacrifice. One minor disappointment is the lack of a boss fight in the hidden level unlocked after defeating Dracula. While this may seem underwhelming for a Castlevania title, even Dracula's Curse follows a similar pattern. Despite these minor flaws, Rondo of Blood remains almost impervious to criticism, especially when played with emulation tricks to enhance exploration speed. Overall, I cannot praise this game enough; it was truly a delightful experience to finally immerse myself in its world.

The river rafting part in the game lacks excitement and falls short compared to the rest. It's not necessarily bad, just bland. Trimming it by half would improve the overall experience.

Many Japanese exclusive games that never had a global release are often overhyped. Having tested several at IGC, it's clear that their reputation may not always be justified. Super Back to the Future Part 2 to Magical Quest 3 to Wai Wai World Rondo is a unique Japanese treasure that truly lives up to its reputation. Its delayed global release was truly unfortunate. The game made its debut on the Wii Virtual Console fifteen years ago, followed by a PSP release shortly after. It was also featured in a now out-of-print collection. TurboGrafx-16 Mini Regrettably, the product suffered from a short production cycle and unfortunate delay caused by the pandemic. Despite its potential as a groundbreaking application, these factors significantly impacted its success.

"Excuse me, are you familiar with the concept of hospitality? It's not just for hosts. Oh, you're correct. My mistake. I see your point now." is It's all in the name. It's not named Host Rights for a reason. Touche. Next time, I'll come back and visit you at your place. Let's see how you feel when the tables are turned, buddy! Oh, you won't welcome me in? Well, that's just impolite! always If I hadn't opened my drawbridge for you, you'd be bidding farewell to your family as I conquer humanity. Gratitude is in order for my act of kindness.

Rondo of Blood would make an excellent addition to any gaming collection. It's surprising that Konami has chosen to keep it exclusively on PlayStation, as releasing it for Xbox and Switch with a reasonable price tag would likely result in significant success. While Castlevania Requiem: Symphony of the Night & Rondo of Blood is a strong retro package, fans are left wondering why Konami didn't include Rondo of Blood in the Castlevania Advance Collection. The decision to feature Dracula X instead was met with disappointment. Moreover, opting for Haunted Castle over Rondo in the Dominus Collection seems like a missed opportunity to showcase this masterpiece to a wider audience.
Verdict: YES !

THE INDIE GAMER CHICK CASTLEVANIA REVIEW SERIES
Castlevania (NES) Dracula’s Curse (NES) Adventure (GB) Belmont’s Revenge (GB)
Super Castlevania IV (SNES) Dracula X (SNES) Rondo of Blood (SuperCD²)
Chronicles (PSX) Circle of the Moon (GBA) Kid Dracula (NES) Kid Dracula (GB)
ROM Hacks (NES)
Konami Wai Wai World (NES) Wai Wai World 2: SOS!! Parsley Jō (NES)

Indeed, it was I who tampered with your boyfriend's vehicle, causing him to arrive late for his commitments. Now, with him out of the picture, would you consider accompanying me to the upcoming formal event? My actions may seem mischievous, but rest assured, it is all part of my playful demeanor. Shall we agree on 7:00 for our meeting time? I do hope that 7:00 means punctuality to you, as I prefer to adhere to schedules. This way, we can make the most of our evening without any unnecessary delays.

Astro Invader and Kamikaze (Arcade Reviews)

Astro Invader
aka Kamikaze
Platform: Arcade
Released in 1979/1980
Developed by Konami
Distributed by Stern (US)
NO MODERN RELEASE

I was unaware of this game until I saw it featured in the music video for the track "You Got Lucky" by the renowned artist Tom Petty and his band, Tom Petty and the Heartbreakers. Feel free to watch the video, but kindly indicate your refusal of any ear-related health services by signing and initialing here _____________X. For those not interested, please mute your device beforehand. clicking this link right here Greetings, esteemed residents of Mute City. As you are the sole reader now, it appears others who had the sound on are indisposed, having resorted to extreme measures post my caution. Although I attempted to forewarn, their current state does not concern me, as I have garnered their viewership.

One of the first games developed by Konami and the The inaugural video game released by the renowned Stern, Astro Invader (US) known as Kamikaze (Japan) is a true classic. One of the earliest video games showcasing significant regional variations. The resemblance between US and Japanese games is striking, as they share similar visuals and concepts, yet offer completely different gameplay experiences. While the core idea may seem reminiscent of classic Space Invaders with a shooting gallery setup, the unique twist in execution delivers an exhilarating and distinctive gameplay unmatched by similar titles. Notably, in this game, players do not face retaliatory fire; rather, the enemies pursue a different objective. Let's steer clear of delving into the title's implications and instead focus on the engaging dynamics of the game. totally unmanned spacecraft In the game, when the spaceships crash, they explode, but your character survives if outside the explosion range. This leads us to a significant contrast. In Kamikaze, aliens generate a massive explosion covering almost half the screen, while in Astro Invader, the blast radius is smaller. Another notable distinction is the layout: Kamikaze is on the left side, while Astro Invader is on the right.

In the game, each slot accommodates one bomber at a time, following a left-to-right and then right-to-left pattern until the row reaches a depth of four. When a bomber joins a row, the release process commences. This unique concept introduces a strategic element where enemies initially appear vulnerable, allowing skilled players to fend them off effectively before the pace intensifies beyond their control. A notable distinction in Astro Invader is the presence of two fewer slots and obstructive red rectangles along the walls. This modification significantly impacts gameplay dynamics. Unlike Kamikaze, in Astro Invader, there are no waiting queues in the outermost channels, leading to immediate entry of bombers as imminent threats upon each pass. While the reduced blast radius for missed bombers may seem advantageous, the quicker filling of the remaining rows balances the challenge. Additionally, UFOs enter the field, serving as more than just bonus points. In Kamikaze, they act as secondary threats, whereas in Astro Invader, they pose the primary danger, as any UFO touching the ground results in a life loss. Noteworthy is the major divergence where UFOs emerge from the center and two red rectangles in Astro Invader, whereas in Kamikaze, they solely descend down the center. This screenshot captures the essence of these differences.

I have been defeated. Capturing that UFO seems impossible. This game offers a truly innovative twist on the classic Space Invaders concept, as it challenges players with more than just aiming skills. Precision is crucial; only one shot can be in play at a time. In the Kamikaze mode, missing a shot while facing an active bomber almost guarantees a swift defeat. Both games focus on effectively managing the screen space. Each version demands a unique strategic approach. In Kamikaze, concentrating on defending one side is more feasible since only the central channel is vulnerable to UFO attacks. This version delivers a purer shooting experience. On the other hand, Astro Invader's three channels create a dynamic, fast-paced atmosphere reminiscent of old LCD games, adding an intense layer to the Space Invaders legacy.

One significant downside is the long breaks between rounds. The game indicates each wave with a countdown on the mothership showing the remaining bombers. However, when the countdown ends, there is no exciting transition. The mothership exits and re-enters the screen slowly, disrupting the flow. Reducing this downtime by 80% would greatly enhance the gaming experience. Once mastered, these games are truly exceptional.

Initially, I found Kamikaze unappealing for the first fifteen to twenty minutes. I perceived it as overly repetitive and lacking excitement. It wasn't until I began comparing it to Astro Invader, a game I found engaging from the start, that Kamikaze started to pique my interest. As I familiarized myself with the gameplay mechanics, particularly in terms of timing and strategic positioning to avoid bombing threats, I became hooked. While Kamikaze may be considered the more straightforward option, both games offer a robust and engaging experience. very Engaging and captivating gameplay with well-thought-out scoring mechanisms. Initially, I anticipated spending just an hour or two for this review. Surprisingly, I found myself engrossed in these games for an entire day. It's been quite some time since a retro shooter game has hooked me this way, probably a couple of years. Kamikaze and Astro Invader, though following a trend, manage to stand out in their own right. King & Balloon and Carnival One of the most underrated gallery shooters I enjoy is Astro Invader. Released during a time when Konami was known for distributing bootleg clones of popular games, Astro Invader was their statement game to showcase their originality and talent. This game marked a shift for Konami, proving they were more than just pirates of the arcade era. LOT better, it turns out.
Verdict: YES ! and YES !

And I wouldn’t have played these if not for Dave pushing for them. He finds me all the good stuff.