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Super Double Dragon Review

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Every so often a series will take a different direction, and as a result it will get a lot of flack for it. Sometimes this can seem justified, being so different it may as well be something else entirely. In these cases sometimes that may be a creative decision, or it may be a business decision. In the world of games, sometimes it may even be technical as new hardware isn’t necessarily built off of the previous standard. But sometimes these changes aren’t all bad. In the case of Super Double Dragon we have a mixed bag of changes.

PROS: Countering system. Soundtrack. Animations. Fun.

CONS: Slower movement. Sluggish platforming. Missing characters. Nonexistent story.

CHARGE: The meter comes in handier than you think.

Super Double Dragon was released in 1992 Stateside ahead of the Japanese version. As with the NES versions of the previous three Double Dragon games, Tradewest would publish the game in North America. You’ll find upon popping the game into your Super NES, and turning it on that there is nothing in the way of options. You’re given a single player option, and two player option with or without friendly fire. That’s it. Unless you count choosing stereo or monaural music. No options. No difficulty settings. Nothing.

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Starting the game doesn’t even set the pace with a cinema screen or an animation the way the older entries did. No Marion getting punched in the ribs, or getting killed by Black Shadow Warriors. No old lady sending you around the globe. You’re just going to start the game. Upon starting the game, you’ll find things do look a cut above the NES games as you’d expect. However your characters don’t move as briskly as they did in the NES Trilogy, or the arcade games they were based upon. Super Double Dragon does feel a bit slower than what you may be used to.

And the other major issue you’ll often hear brought up is that not every member of the Black Shadow Warriors makes an appearance here. Linda, who is basically the Evil-Lyn to the Shadow Boss’ Skeletor is notably absent, as is he. Also missing are major baddies like Burnov, and fan favorite henchman Abobo. But there are a number of fresh faces joining the Williams, and Ropers as they come out of the woodwork to kick your ass.

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This is where things start to improve. The soundtrack is definitely one of the strongest points in the game. While you’re not going to hold the melodies in the same regard as the first game, they are all quite good. All of the tracks make full use of the Super Nintendo’s sound chip, and you’ll hear a lot of that familiar orchestrated sound. The bass in many of the songs really accent things with some funk-inspired licks.

The sound effects are pretty good too with the crashes, thuds, and cries of pain. Though often times bad guys will sound like they’re vomiting when they finally go down for the count. It does a great job of enhancing the action. The action, while at a slower pace is pretty good as far as beat ’em ups go. New to the series is a new counter system. So in addition to the punch, and kick button you get a jump button, and a block button. If you time your button presses right, the block button will let you do reversals, and counter into combos. You can catch a fist, then launch a flurry of elbows into your attacker’s face, and send them flying.

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Of course being a Double Dragon game, you can also grab people, throw them into each other, or pits. There is even a charge attack you can use by holding down the right or left shoulder button. On the HUD it will show this grow the longer you hold it down. You can press the punch or kick during this process to do a powered up attack that does a lot of damage. Unfortunately a lot of these additions come at a cost. Unlike the older games, you can’t climb on people after you’ve knocked them down to slam their heads into the pavement, or punch them to death. These guys will be getting up again to come after you. But there are also a wealth of weapons that can be picked up again. Oil drums, Bo staffs, bats, nunchaku, and boulders are some of the more common ones you’ll find.

But again, changes bring good along with the bad. While you won’t be seeing certain enemies, some of the newer bad guys are pretty nuts. There’s an obese clown who has a flaming spin attack that is reminiscent of Blanka’s roll in Street Fighter II. There are guys in suits that give the game an almost Scarface flair. There’s even a guy wearing a pleather trench coat with Magnum P.I. mustache, and shades. Many of the enemy designs are still decidedly late 80’s even though this is a 1992 release. So it still manages to feel like part of the series even though so many elements feel like a departure from the norm.

 

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The stages aren’t quite as exotic as they were in the second or third game. You’re not going to fight any evil doppelgänger, modern magic warlords, or ancient Egyptians. Things feel a bit more grounded like the original game did. And by original I mean the arcade version. Stages nearly run into each other. Nearly. You’ll still have a brief cut between them, but you won’t have those entrance title cards like in the NES games either. And you’ll have bad guys swarming you this time out.  You’ll start out in what appears to be a Vegas strip fighting in front of casinos. But after making your way through one such casino, you’ll fight through an airport, city streets, the top of a moving truck, rooftops, a secret base, and an evil lair. There isn’t much of that tricky, sluggish platforming here either, although there is one pesky section near the end.

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The Japanese version (called Return Of Double Dragon) does address some of the shortcomings. The songs are all arranged to play on different levels than they do in Super Double Dragon, and it has an options menu. So you’ll be able to choose a difficulty setting, as well as the number of continues allowed. It doesn’t do much to resolve the lack of a story though. Which is a weird complaint to have considering how little of a story was in previous games. But that said, the first two games had a simple, if over the top storyline. This one has basically nothing. You’ll see the final boss without even realizing that they’re the final boss. When you manage to finally take him out, the game just abruptly ends. Things go to black, and you’ll be rewarded with a brief paragraph telling you that the Lee brothers disappear after finishing off the Black Shadow Warriors. Then the credits roll. It isn’t much of a spoiler because there isn’t any real story to spoil.

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Despite the issues, this is one of the best Double Dragon games you can find. Arguably the NES version of the second game could be considered the best one for its variety, and expanded story context. Or the first one for kick starting the series, and getting the spotlight on the beat ’em up genre. But the good parts that are here, are quite fun. In fact, I have an absolute blast playing through it every time I revisit it. The music is great, the animations are terrific, and the added mechanics keep things from getting monotonous. As great as Final Fight, Turtles In Time, and other beat ’em ups on the Super Nintendo are, a lot of the more generic ones can boil down to trapping bad guys off-screen. Then punching them in groups until you can move forward. Those games may have larger sprites, with more details, but this still looks pretty good. The new features set it apart, and make it worth looking into. It really can be a lot of fun.

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Really if this had more cinema screens, Abobo, Linda, and a faster walk speed, there wouldn’t be much to complain about. And according to an interview on a Double Dragon fan site, some of these things may have been included. But the game had a locked down release date, and so things had to be cut. As such, this is why some folks may consider this one merely average. Personally, I think it’s one of the more underrated games in the series. It isn’t one of the cheaper Game Paks on the system these days, but is still worth looking into if you enjoy a good beat ’em up. If you can find the Japanese version, you’ll get a couple of extra perks to boot. If you want a vintage game that will bring back the feelings of your favorite classic B action movies, pick this one up.

Final Score: 8 out of 10

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Bubsy: The Woolies Strike Back Review

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Every now, and again there will be a remake, or a reboot that just makes you ask yourself “Why?” Sometimes it’s a property that is universally reviled. Other times it’s something that wasn’t so bad it could make a Worst Of list, but not particularly good either. But to the surprise of everyone, someone, somewhere, decided to do it anyway.

PROS: It’s good. Seriously! It’s good!

CONS: Unbelievably short. Recycles a lot from a much more noteworthy game.

RETURN: The game promises Bubsy will.

Bubsy is one such franchise that falls under this scenario. Back in the days of the Super NES, and Sega Genesis, Accolade brought out their own mascot. The hope was they would have a game that could rival the two biggest franchises in the platformer genre. But while Bubsy wasn’t the horror show some folks make it out to be, it wasn’t great either. There were some problems on its quest to out-Sonic Sonic The Hedgehog. It had collision issues at times. It relied a lot on blind jumps that often led to cheap deaths. Every stage had multiple paths, but these paths could be confusing, and sometimes even malicious. Some would take you to traps, others would even go to the beginning of a stage!

A lot of the folks who complain about Bubsy, forget it did well enough to warrant, a sequel, a spinoff for the Atari Jaguar, and another sequel on the PlayStation in the form of Bubsy 3D. Hell, there was even a short-lived cartoon pilot, and a comic book series. But then, the series went dormant. Over time, popular opinion on these games soured, and these days it’s rare to hear anyone heralding any of them as an essential game in the genre. Still, when compared with some of the other Sonic, and Mario clones of the time, the first three Bubsy games weren’t all bad.

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So now around two decades later we have Bubsy: The Woolies Strike Back, and; it’s honestly not that bad. In some ways, it’s actually quite good! The new Accolade, (which owns some of the original Accolade’s IPs) hired Black Forest Games to give us this new game. For those who don’t know, Black Forest Games is the studio that gave us the excellent Giana Sisters: Twisted Dreams, and its expansion pack a few years ago. So Accolade chose a studio wisely.

Bubsy is a 2.5D platformer that runs on the same engine Giana Sisters: Twisted Dreams did. In fact, it has a lot of the same hallmarks, and mechanics. No more blind jumps, or awful hit detection. In this new Bubsy, you’ll know your mistakes are on your end. Stages are straightforward, but they do retain the idea of different paths. However there is no longer the brisk running of the old 16-bit games. Bubsy runs along at a slower pace these days. But this isn’t a crawl either. The camera is much better in this game too. No longer do you have to worry about blindly falling into a chasm, or bumping into an enemy.

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As in first game, the Woolies return. Obsessed with yarn, they steal the world’s supply, including Bubsy’s private reserve. So you’ll go across three worlds, each with five stages on your mission to stop them. When you fire up the game you’ll get a brief storybook segment explaining the simplistic story arc. From here you’ll start the game. You’ll see a map with a path through it. Each of the regular stages marked by a red ball of yarn, and boss stages marked by a purple one. Defeating a boss opens the next world, and you’ll repeat the process.

Each stage will give you achievements for meeting three metrics. Not losing any lives, entering a yarn room, and finding every T-shirt. When you’re in any given stage you’ll go around trying to get as many yarn balls, and T-Shirts as possible. You’ll also need to find a certain number of keys, if you want to be able to open the yarn room. The T-shirt mechanic is a little bit different from the way it was in the old games. Instead of having several types, here your first acquired shirt will allow you to take a second hit before dying. Any shirt you find while you’re able to take a second hit, will net you a 1-Up.

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So you’ll go along trying to find the end of any given stage while accomplishing these metrics. You don’t have to meet any of them to complete a given level, but it can help by boosting your score, and the number of lives you have in reserve. Each of the stages will have a variety of Wooly threats. Some of them will appear on foot, others will hover around on jetpacks. Sometimes you’ll find one in a small saucer shooting at you. In addition to the Woolies themselves, you’ll contend with spike traps, water hazards, and even killer sand sharks. A lot of sections with these dangerous environments employ many of the obstacles introduced in Giana Sisters: Twisted Dreams. There are fans that can push Bubsy up if he’s floating above them. There are sections with falling boulders. Near the end of the game, there is even a section where a room fills with lava, before draining it, and filling it again. Even one of the enemy types cribs an attack pattern from the knights in Giana Sisters: Twisted Dreams.

That isn’t to say the game is nothing more than a re-skin. There are plenty of differences. For instance, the deep, world shifting, and puzzle mechanics are exclusive to Giana Sisters. There aren’t many super secret areas, in the extent of that game. And the focus in that game was a lot more on challenging areas, and secrets than in Bubsy. Bubsy still tries to go more toward the 16-bit games’ feel. You’re going to try to find the fastest route possible unless you want to hunt down every last ball of yarn, and T-shirt, all without dying. Still, after playing Black Forest Games’ flagship franchise, you will definitely notice when one of its mechanics makes an appearance here.

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Visually, Bubsy looks quite nice. The game hits the Saturday morning cartoon look even the old games tried to go for. There are all kinds of nice visual touches throughout the backgrounds. There are even a few clever sight gags if you take the time to try to find them. The same dry comedy, and corny wordplay humor also return from the old games. Every now, and again you’ll see the character break the fourth wall (sometimes literally) with a joke. They even reference some of the criticism laid at the feet of the old games. One example is when the hero excitedly reminds the audience about how falling from beyond a certain height in the old games would kill him. There are also the expected cat themed pun titles for each stage. Boss fights are pretty fun encounters too. You’ll have to learn some intricate patterns in the later fights, but all in all they’re pretty fun.

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The audio is easily the strongest part of the game. They contracted the great Chris Huelsbeck to compose the game soundtrack, and it’s wonderful. Every stage has some catchy, bouncy New Wave, Synth-Wave, and Synth-Pop tracks that stick with you long after you’ve stopped playing. The sound effects are very nice with high quality explosions, splashes, and Saturday morning cartoon effects. The presentation is just great. Honestly, over the course of the game, you’ll have a good time.

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Unfortunately this iteration of Bubsy does have one major issue, and that’s its relatively short length. Part of this is due to the small sizes of the earlier stages. If you don’t make too many mistakes, and you’re not out for every last collectible they don’t take long to finish. The difficulty level is also very, very easy. For most players anyway. If you’re someone who has played a lot of platformers, you can probably clear the game in under two hours time. There are a couple of reasons for this. First, are the large number of lives you can stock up. You start with nine (because you’re a cat.), and if you don’t make a lot of mistakes by the end of a given stage you can have nearly twenty.

The other is in the boss fights. When you die, you don’t start the boss fight over again. You’ll re-enter the chamber, and the boss will have the amount of health it had when you died last. For most people, if you have more than five or six lives, you’ll get through these fights with little issue. Players obsessed with completion may squeeze out a bit more time. If you’re looking to collect every last trinket, maybe you can pull it off in three hours. Ultimately, some people won’t mind this. But most people likely will. If you’re someone in the latter camp, you may want to pick up another platformer you haven’t played yet instead. For example, Black Forest Games’ own Giana Sisters: Twisted Dreams is one of the best platformers to be released in recent years, and as good as this game is, Giana Sisters is still leagues better overall.

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But if you’re a big fan of the Bubsy games in general there’s nothing really bad here. It’s short, and it borrows heavily from a better game. But it’s still pretty good. Just know you’ll have to spend a lot of time re-playing it in speed runs to maximize your enjoyment out of it. The best audience for this game is probably younger children who are just getting into platformers. It’s got enough challenge for them, with plenty of charm, and atmosphere. Upon completing the game there is a hint that there will be another game in the series. If, and when Accolade brings it out, hopefully they’ll address the short length, and commission some more unique ideas. Bubsy’s latest endeavor isn’t a bad game, but there are a lot of better options in terms of the amount of content, and challenge.

Final Score: 7 out of 10

Pac-Attack Review

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Back at RetroWorld Expo I managed to snag up a number of Super NES, Atari 2600, and NES games for the collection. Among the mix of games was a Pac-Man game that I never saw once when it was new. Of course I grew up playing Pac-Man, Ms. Pac-Man, Jr. Pac-Man, and Super Pac-Man during visits to the arcade as a little kid. The earliest games have been on pretty much everything. But by the early 90’s, Namco did try to put the character in some other genres. Pac-Man 2 was noted for blending puzzle elements with point, and click elements. Years later, the Pac-Man World series would put the yellow icon in platformers. But there in my pile was Pac-Attack, a game I heard about, but never experienced. Until now.

PROS: An excellent combination of block dropping, and route planning.

CONS: Difficulty settings can be manipulated to boost your score.

PASSWORDS: Mercifully short.

Released in 1993, Pac-Attack is actually a retooled version of one of Namco’s other games, Cosmo Gang; The Puzzle. The original game was released a year prior, exclusively to the Japanese market. So essentially what we end up with is the same game with all new sprites, and backgrounds. But don’t assume that Namco swapped out characters to dupe the rest of the world into buying a mediocre game. Pac-Attack is actually, a lot of fun, and probably would have done exceptionally well as an arcade machine too.

But this was not to be. That said, Namco did bring it over to the Super NES, Sega Genesis, and Sega Game Gear. Where a lot of us likely missed it since we were obsessed with home ports of Street Fighter II, Mortal Kombat,  or Sonic The Hedgehog, Super Mario World, or any other high-profile game of the time. But if you did have this one back in the day, you had a treat on your hands. And if you didn’t, but love discovering oldies you missed out on, you’ll probably want to read on.

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So what do you do in Pac-Attack? At a first glance, you’d swear it was just another Tetris clone. The idea is of course to clear lines for points. However, that isn’t the main goal. The blocks drop down in similar fashion, but you’ll find they aren’t arranged in Tetris shapes. They’re in different formations, and they’re composed of bricks, and ghosts. Your initial instinct might be to group all of the ghosts together, to create some super ghost rectangles. Like the blocks in Super Puzzle Fighter II Turbo.

But this isn’t what you do at all. Eventually, you’ll get a Pac-Man block who of course, eats ghosts. But he will always travel whatever direction he faces. So you don’t want to group all of the ghosts together, as he won’t eat all of them this way. So you’ll actually want to create pathways with the ghosts, while simultaneously trying to create lines with the brick pieces that fall.

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The results are an addictive, and captivating puzzle game that you can easily sink hours into playing. Not only does the main objective of the game create an engrossing experience, eating ghosts fills a meter. When the meter gets filled, the fairy from Pac-Land shows up to clear up to eight rows worth of ghosts. This causes the blocks above them to fall, and if they create whole rows, you’ll get a huge point bonus.

But like any good arcade game, this one eases you in. In the early goings, the blocks will fall slowly. This allows you plenty of time to arrange the pieces how you want. The first few rounds you’ll get your rows of ghosts set up nicely. You’ll create rows of blocks pretty easily too. However, before long, the blocks will fall faster, and faster, until you can’t line things up anymore. Then like Tetris, things will stack to the top, and the game will end.

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As I said though, it’s executed so well, you can spend an entire day just trying to get your best possible score. But it doesn’t end there. Because Pac-Attack also has a second puzzle mode. This time there are 100 puzzles, each giving you only five attempts to have Pac-Man clear the board of ghosts. As with the main mode, the puzzles start out simple enough. But they quickly start throwing in some complexity. By around the tenth puzzle you’ll have to start predicting chain reactions at an almost Rube Goldberg level. Not to the degree of dominoes landing on dials just so, but there is a complexity there.

Fortunately you don’t have to solve all 100 puzzles in a single sitting. You do get to retry every time you fail, but you’ll also get a three character password. So it’s pretty easy to continue where you left off.  The one complaint I have with the game is that you start out with a bunch of points in advance should you choose to start the main mode on a higher difficulty setting. If you’re not the only one playing the game, this makes it easy to be cheap as you can get your name on the scoreboard just by doing so. Starting at zero, and listing the difficulty would have been a better solution for competitive roommates.

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But thankfully, this is mitigated with the inclusion of a versus mode. This is a two-player variation of the main game, where doing well will make things tougher for the other player, and vice-versa. A mechanic used in many head-to-head puzzle games, but it works well here. And this mode, like the main mode, is a lot of fun. Battles usually go quickly, but they’re a blast. Consider breaking out Pac-Attack when entertaining guests who come over for a party.

Overall, I’d say even if puzzle games aren’t your first choice when adding a title to your collection to consider this one. Pac-Attack is excellent. The base game may have origins in a different title, but Pac-Man almost seems born for it. It may not be as iconic as the maze games Pac-Man popularized. Nor as remembered as the third-person platformers he’s starred in since the original PlayStation was king of the hill. But Pac-Attack is easily one of the more attractive puzzle games to put in your rotation. And if you don’t have an old Super NES, Genesis, or Game Gear knocking around, it was in the Namco Museum compilation for the original Xbox, Gamecube, and PlayStation 2.

Final Score: 8 out of 10

Road Redemption Review

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Often times it seems there are a number of massive franchises, that suddenly go dormant. No warning, no announcement. It’s just decided that there will not be another entry in a given line up, and it slowly fades away. Sometimes even becoming relatively obscure. Sure, it’s unlikely anyone will forget about Half-Life in the not too distant future. But how about Mail Order Monsters? On that note, Electronic Arts actually has several franchises, and IPs they seem to have forgotten about. One of which is Road Rash.

PROS: Everything great about Road Rash 64. Rogue like elements used very effectively.

CONS: Dated visuals. Minor bugs.

EASTER EGG: There is a really great surprise for people who complete the campaign.

Road Rash was a long running arcade style racing game. In it you drove motorcycles, and attacked all of the opposing racers in the hopes you could take them out of commission. This made races a little bit more manageable as taking out competitors made it more likely you’d place. But there was still a great challenge in juggling attacking, defending, and watching the road. The series started on the Sega Genesis, but would appear on Windows, the 3D0, Saturn, PlayStation, Nintendo 64, and Game Boy Advance.

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The last game came out in 2003. So with that in mind, Ian Fisch, Pixel Dash Studios, and EQ Games began work on a spiritual successor. Road Redemption takes a lot of the elements of Road Rash, and retrofits them with some contemporary features. Interestingly, the game seems to take a lot of cues from Road Rash 64, the one game in the series EA licensed out entirely to another developer (Pacific Coast Power & Light), and publisher (THQ).

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Road Redemption was also an Early Access game for a few years, first landing on Steam’s Early Access service back in 2014. It went through many updates, and was pushed back a number of times before finally seeing release (as of this writing) a few days ago on October 4th 2017 when I bought it.

With the long development cycle, one wouldn’t be faulted for thinking the game could end up like the nefarious Ride To Hell. The game’s graphics might not inspire much confidence in some people either. They’re not terrible. But in an age where even many indie games are blowing people away (most recently, Cuphead), Road Redemption squeezes by. A lot of the geometry on display looks simple, yet the textures on much of that geometry is pretty good. It also has some respectable lighting effects going on. All in all, it kind of reminds me of an early Xbox 360 game in terms of looks.

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That isn’t to say there isn’t anything fun, or cool to look at though. Character designs are really engrossing. The racers take influence from all kinds of stuff. Mad Max almost immediately comes to mind when you first start playing. A lot of the bikers you see in the earlier parts of the game could have come out of the movies with a lot of the post apocalyptic motif in their costumes. You drive a lot in the desert in the early goings too, so this lends itself to that influence. But as you progress you’ll race along abandoned roof tops, mountains in a nuclear winter, and even completely obliterated cityscapes. The visuals may not hold up to things like Project Cars, or Forza Motorsport 7. But there is a lot of variety.

In many ways the game reminds me a lot of Road Rash 64. That game was also behind the curve in how it looked against other games on its respective platform. That game also had floaty, arcade handling, and so does Road Redemption. Again, the handling on the bikes isn’t going to be tight, and grounded. You have a gas pedal, an e-brake, and a jump button you can use with a certain power up. Combat works almost exactly the same as in Road Rash. You have a left punch, right punch, and a kick. You can also cycle between your weapons using the D-pad.

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Road Redemption does make a number of contemporary revisions to the game play though. The first, and most obvious one is the inclusion of Rogue like elements. The game takes a page from things like Rogue Stormers, Risk Of Rain, and Rogue Legacy. You’ll have one life to clear the campaign. In between races you can buy power ups for your character, and motorcycle like in the Road Rash games. But you’ll also get experience points to spend on permanent perks when you lose.

The storyline in Road Redemption loosely keeps the order of the scenery together. The Apocalypse has come, and gone. There is an assassin with a bounty on his head, and as a member of the Jackals, you have to go find him, kill him, and collect the money. To do this you’ll go through a series of races, each set of which are divided by gang territory. The first few races are in the desert where you’ll go up against the Reapers. Then onto rooftops, and mountains against the Sigmas. Then in dilapidated, war-torn cities against the Phantoms. There are a number of different track sections that can come up in any given race, and win conditions. Sometimes you’ll be told to get to the end before a timer runs out. Other times you’ll be told to kill a certain number of specific drivers. Still other times you’re just told to place in the top three of a race. As I alluded to before, in between the races you’ll use money to spend on items for that specific play through, and gain experience to spend on permanent items for repeat attempts after you lose. These items can be new bikes, level skips, or just things to help boost your starting stats.

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At the end of each gang territory, you’ll have to kill a gang leader in a boss fight. They’re not usually too difficult on their own. But the bosses call in many of their henchmen to kill you. When you catch up to the boss, you’ll probably be pretty softened up. Fortunately this game really expands on the weapon selection here. You’ll have the stuff you’ve come to expect. Pipes, wrenches, shovels, pool cues, and such. But they’ve also added swords, clubs, and other melee weapons, along with explosives. They’ve even added a variety of guns into the mix. When I first saw guns, and explosives I couldn’t help but wonder if things would feel too different from everything else they seemed to be going for. But they don’t. It feels like an extension. Guns especially, are balanced out by ensuring your target has to be in the reticule to be hit. Plus they have to be within a certain range. You can’t shoot blindly, and kill five riders a mile down the road from you. Also if you get too close, you’ll fire over their heads. Something handy to keep in mind for those boss fights. You’ll also feel like a T-800 when rocking a shotgun.

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Also handy is the nitro boosting. You’ll want to double tap the gas Cruisin’ USA style to engage it on straightaways. One really neat thing the game does is placing icons over the heads of certain characters. You’ll have the targets for well, targets on those specific missions. You’ll have a boss icon over the boss in boss stages too. But in every stage, you’ll run into some enemies with health logos, dollar signs, and nitro cans. Killing these enemies will get you the respective reward. You’ll also get short amounts of nitro, and sometimes weapons by killing any bad guys. Some enemies will have pipe bombs over their heads, which just reveals that they’re the ones randomly dropping explosives. All of this gives you all the more reason to take out other drivers.

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The results are a very fun, if sometimes frustrating campaign. It’s a blast jumping off of a ramp, sticking C4 to an enemy mid-air, and speeding by while they explode. The minor track changes, and randomized items, and objectives also helps keep the game from feeling too repetitive when you lose, and have to start over. A ton of games are borrowing these elements with varying results. But Road Redemption is one of the better games when implementing them. The campaign also features old school four-player split-screen play. This makes the game an excellent party game like the Road Rash games were. And even the crashes are great. When you get too focused on taking down another racer, and get hit by a car because you weren’t paying attention you’ll laugh. Why? Because the physics in the game allow for some really over the top scenes. When your racer flies off of his bike 500 feet in the air, then gets hit by an armored truck on his way down, and has actual health left you won’t believe it.  Witnessing the crazy wipe outs, decapitation, and pile ups alone is worth looking into. The game’s audio goes a long way toward making it come together. The sounds of dueling melee during combat, car horns, motors, all going on while a thumping metal soundtrack plays. It all melds nicely.

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Of course Road Redemption isn’t all roses. There are a number of strange bugs I’ve run into. I’ve had my racer crash into things, and get stuck instead of exploding, and falling headfirst onto the asphalt. When this happens I’m forced to go into the pause menu, and select the option to put my character back on the road. Which is another annoyance. One wonders why this couldn’t be mapped to another button on the keyboard or controller. Other times I’ve clipped through objects that should have been solid. Like the giant antennae on a rooftop during a race. Then there are the occasions where some of the craziness leads to a cheap death. Like the time the “Demolished cars fall from the heavens because you’re hallucinating” condition loaded, and without warning, a blown up taxi landed on me mid-jump. This got me a Game Over screen right as I was about to win the race.

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The only other issue really is the online multiplayer. It isn’t bad, but it is anemic. You can only really play a team mode. So when you, and friends go to play, you’ll likely be placed on opposite teams. Because of there only being the one mode, and the lack of an offline LAN mode things can become mundane quickly.  So if you’re coming into this game solely for online multiplayer you may want to reconsider it.

But for the campaign, and local co-op split-screen multiplayer, this is a solid choice. If you happen to have the computer hooked up to the TV in the living room, or you own a Steam Link device to stream the signal to the TV you’ll love playing this game in a living room environment. It’s a lot of fun to play. And that’s really what makes it a solid recommendation. The problems it does have are annoying when they happen. But they don’t come up chronically, and plague the experience. Most of the time the game runs the way its supposed to, and aside from having to pause to reset your character you’re probably going to be fine. Considering how much fun you’ll have the other 98% of the time, Road Redemption is definitely worth looking into.

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Plus there are a lot of cool secrets, and characters in it as well. Unlocking them means beating the game multiple times. Beyond that, when you do beat the game, you’ll unlock a mode called Campaign Plus. This mode is a harder version of the campaign where the tracks are even more randomized, and enemies are tougher to take down. Beating this mode a number of times will unlock even more things.

 

With all of the content, and local co-op on hand, Road Redemption succeeds in its mission to bring back motorcycle combat racing. The contemporary additions are done well, and I can’t emphasize just how entertaining it really is. It isn’t the best looking game you’ll play this year. It’s a bit rough around the edges. But if you miss Road Rash, or just want to play something that fully commits to post-apocalyptic B action movie cheese, pick this one up. It’s simply a joy to enjoy.

Final Score: 8 out of 10

Retro World Expo 2017 Recap

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Now in its third year, RetroWorld Expo has slowly built up momentum over its humble beginnings. While it still isn’t the size of something like one of the PAX shows, it has made quite the impressive successes over the first two iterations. The biggest change this year was the move from the Oakdale center in Wallingford, CT to the Hartford Convention Center in Hartford, CT. Due to this, the show was able to increase the floor space, and use conference rooms for panels.

Getting into the show was very smooth, and easy. I didn’t have to go through two or three different lines to get in. I simply showed my ticket receipt to the volunteer at the booth, got my wristband, and got in. Of course, I would hinder myself a little bit by not gassing up the car before making the drive. (More on that later.)

 

Upon walking onto the floor, I saw a few familiar faces as I took a quick gander at some of the vendors’ booths.  One of whom was Tom Ryan. I’ve talked about him in the past, as he does phenomenal artwork. A couple of years ago I got an awesome Thundercats print from him. This year he had an amazing Masters Of The Universe print! It features a very detailed Castle Grayskull, while a Darth Vader-esque Skeletor appears in the background. In the foreground there’s a really great silhouette of He-Man with the Power Sword. It’s awesome. It looks even better in person.

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After catching up with a few people I headed upstairs, as “Pixel” Dan Eardley was back again, and I wanted to get into his panel, as they’ve always been entertaining. This year didn’t disappoint, as he talked a bit about some upcoming crossovers. I can’t really go into too much detail about them as I don’t want to spoil anything for anybody. Suffice it to say, you’ll be pretty impressed with the first of these. After showcasing it early to those of us in the panel, he was also kind enough to show off a small home video clip that was quite heartwarming.

After this, he showed off some teaser footage with The Gaming Historian, and Eric Lappe of Let’s Get. There will be a few new episodes of From Plastic To Pixels coming down the pike. This is a series that focuses on showing off video games based on toy lines. It’s a fun show because it goes beyond a typical Let’s Play show by bringing in some of toy, and game knowledge. If you haven’t seen it yet, check it out. The panel closed out with a short Q & A segment with attendees. Some of the questions revolved around the upcoming episodes, that I don’t want to spoil. But a few questions were asked about some vintage toys, and games.

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I was a guest on Big Bucks Entertainment’s Super Millionaire. This is a company that does covers of the Game Shows you likely grew up watching. They did two of them throughout the course of the show. One being the update of Who Wants To Be A Millionaire, and the other being Press Your Luck.  To get on the show, the company put up question challenges on its Facebook group. Leading up to the show, I had taken a shot in the dark, and answered a question. Well, it turns out I was right, and was put into the pool of potential guests.

So I showed up with my buddy Jordan as my lifeline. We were given a rundown of the game rules, and stage procedures. There were three of us who made it on. One of whom turned out to be a member of Super Retro Throwback Reviews. They had their own booth nearby. One of the judges turned out to be one of my good friends Russ Lyman, who was also in a panel later on in the show. He has a swell YouTube show where he combines VLOGs, DIY repair, gaming into one entertaining channel. He’s the one who got this snapshot of me on stage! He also brought his custom car to the show for everyone to see. None of us got very far into the game. Of the three I actually did the worst. I got all of the questions up to the first tier nicely. But upon reaching that first checkpoint I got the question wrong. I didn’t want to waste my lifelines. In hindsight I probably should have. But it was still a very fun experience.

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But it didn’t end there because they kept the show going with audience members. Most of them didn’t fare much better than those of us who played initially. My lifeline got to go on, and had to use all of the lifelines on the first three questions. None of which covered game knowledge. (Thankfully when he called me up, I guessed the question right.) But after he lost, there was an attendee that came within inches of winning the entire game. Unfortunately the Judges were wrong about the voice actor who played Sinistar (It was John Doremus), and he went with their guess. Nevertheless, as I said before it was a lot of fun, and the quality of the set props was pretty good. It made for a great facsimile, and even the Press Your Luck set was pretty awesome.

I got in a little bit of shopping with a couple of friends after that. We found one husband & wife run vendor booth with a ton of vintage Atari games in addition to the NES, Master System, Genesis, and Super NES games on display. Many of them were boxed, and complete! I found a complete copy of Fatal Run which is one of the late life 2600 releases. There was also a complete copy of Kung Fu Master my friend Jordan picked up. There was also a rarely seen complete copy of Red Label Space Invaders. These were just some of the 2600 highlights. There were a ton of great games for all of the platforms, but the 2600 selection was unreal.

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I found an old 7800 Alien Brigade Ad from an outfit called Glossed Over. They find vintage ads in great quality, and preserve them in laminate. They had a ton of memorable Nintendo, and Sega print ads. But there’s something special about the old Atari game ads. A few tables from where I found Fatal Run, I finally procured a copy of Tapper for the 2600! Up until the convention I had only ever seen it once before, so I picked it up on the spot.

But there wasn’t a ton of time left to keep shopping, the RetroWorld Expo brought back the auction from last year. Hosted by TV’s Travis Landry, the auction went on for three hours. I saw some of the items before they went up, and most of those seemed to be in decent shape. There was a really nice Commodore 64 set up among the items that included a Bread bin NTSC Commodore 64 model, a First-party joystick, a 1541 Disk Drive, and it had the box, and manuals. The box looked beat up, but everything else looked pristine.

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So I sat through the auction with a few friends, and of course I didn’t win the C64 set up. After it got beyond the aftermarket value, I had to give up. But it kept climbing. In fact many items got spectacularly high. Not as crazy as last year’s auction. But still pretty high. There was a Nintendo World Championships cartridge that nobody bid on because the opening bid was astronomical. It was nice to see one in person though! Some of the highlights for me were the bidding war that broke out over a Little Samson cartridge, which ended around $800. (Which is oddly enough a steal considering it goes for over $1,000 in many cases.) As well as the fervor over a really nice Sega Sonic store display sign, and the fact there were TWO copies of Mega Turrican up for grabs. Those were the other two items I took a shot on, but lost both.

Some other items that went up included a few lots. One was a box of NES common games. Another one was a bunch of Master System games. Beyond that, a pretty nice Atari 5200 bundle, and a copy of Power Strike on the Master System. I’m sure there are a bunch of other items I’m forgetting. It was still pretty exciting though. It’s a shame not many toy collectors were on hand, because there were a bunch of figures, and busts that went for well below what you’d typically expect to pay.  A couple of NES Classic Minis went for auction too, and went for a bunch of money. With the announcement that they’re going to be re-released again at retail, this kind of surprised me. Still, it was nice seeing some of this stuff. Like the Nintendo branded retail case I still remember seeing in Bradlees back in the day.

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I spent some more time on the floor, I got in a few rounds of Missile Command, and Street Fighter II in the arcade. I also found my buddy Bijhan had a booth where he let me have a complete boxed copy of Gunship for MS-DOS. My friend Jordan also hooked me up with a Shadow Warrior 2 scroll, and bag. As the sales floor started to close up for the night, I managed to find a copy of Pac-Attack for the Super NES. There was another after party this year, but I had to skip it due to the low amount of gas in the car. Since I commuted to the show, I wanted to make sure I got fuel before the stations might have closed. A few people were kind enough to point me to a couple of options. I managed to get to one, gas up, and get back to town.

Day two I went back to Hartford, for the rest of the show. I got there a little bit early, and I bumped into Pat “The NES Punk” Contri walking the floor. Just as last year, he was very kind, and cordial. I politely asked him if he had another copy of his NES Guide book. He took me to his booth to get one, and on the way over I told him where I’d found my deals the day before. He thanked me for buying a copy, I thanked him for his time, and let him get back to his game hunting. After that, I ran into my friends Chris, and Brian who had a small vendor booth for the weekend. Somehow I’d missed it the first day. They had a few coveted items, but I ended up getting some deals on some slightly less common games. I found RoboWarrior for the NES, and Desert Strike for the Super NES for a pittance. And it wasn’t just because I’m friends with them, they gave anyone who came by, bundle pricing if they bought multiple items. It’s part of why they do pretty well for themselves at events, and meets. I also got to catch up with Noah, and Paul from Retro Gaming Arts, and Rax The Great.

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There was another booth I can’t remember the name of, but the business was another really nice group of people. They had noticed all of the stuff I was carrying along with my camera, and offered a bag before I even started shopping. And when I did peruse their racks not only did I find a Joe & Mac cartridge for the Super NES, at a really good price (The first one, not the obscure sequel), it came in a protective plastic box. In fact every loose cartridge they sold did, and they were in excellent condition.

After this though, I went back up for several panels. The first one was the RFGeneration Collectorcast Reunion show. Bil McGee, Duke, and Rich Franklin did a live podcast where they talked about collecting tips. Budgeting for items at conventions. Networking, and making friends. Helping those friends find things they need. As well as reminiscing about road stories, and times where they had to go into some strange, or even scary places to find those coveted titles. All of which resulted in a lot of funny moments. Bil McGee does a lot of behind the scenes planning of RetroWorld every year so there was some time spent on what is involved in the process. It was a really entertaining, and informative panel overall. Plus their site is a pretty good source of information for collecting games.

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Especially their databases. At the end of the panel there was a short Q&A session. Some people asked about some of the topics discussed. I asked them to pair a beer with their favorite classic game. Duke didn’t drink so his answer was soda, as in many old games there were billboards in levels advertising fictional ones. Rich, paired stout with Tempest (which is an excellent choice.) Bil loved the question, and gave several examples that I can’t remember. But one that did stand out was drinking Lord Hobo Boom Sauce, or Consolation prize for any game that had shotguns. Because this would reference the cult movie Hobo with a shotgun. One can’t argue with that logic, although the audience erupted into laughter when Duke said he wouldn’t drink from anything called Lord Hobo.

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The next panel was The Gaming Historian panel. This year, Norman Caruso went with a similar format to the panel as he did last year. But this year he went with a topic that wasn’t child friendly. To which he warned the parents in the audience who promptly took their kids out. He went over a major Rock star scandal from several years ago, and cleared up a lot of the misconceptions about it. He also told us about an upcoming episode of The Gaming Historian, which like the Pixel Dan panel, I can’t really talk about here, as I don’t want to spoil episodes. All I can say about it, is that it’s going to be longer than most of his usual episodes are. He rounded out the show with a quick Q&A where most of the questions centered around the subject matter of the panel. But he was also asked about what happened to his episode about Nintendo’s purchase of the Mariners.

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Major League Baseball was immediately livid about it, and actually sent him a cease, and desist letter. So he tried to get into contact with them to iron things out. One representative liked the episode, and considered buying the episode. But only if things were cleared with Nintendo. Nintendo was fine with the episode. But when he went back to Major League Baseball, they ultimately decided they weren’t going to make any deals, and demanded the episode stay pulled. MLB is notorious for going after people, and fining them for seemingly innocuous things. In the 80’s they often sued people for taping games to a VHS tape to be viewed when they got home from work. All because they were that afraid, someone would try to sell the taped game. So as the potential debts piled up, Norman had to pull the episode.

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The panel ended with another Gaming Historian Jeopardy match. This year’s contestants did battle for a free Gaming Historian T-Shirt. Most of the questions were new, though there were a few repeats from last year. At first one of the contestants was running away with it, but before long all three were in the running. When Final Jeopardy hit though, two contestants gave Celebrity Jeopardy SNL Skit-esque answers, allowing the victor to claim the prize.

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After the panel ended The Game Chasers panel started, and they invited Norman to stick around for it. It was a really fun panel because it felt like a really good podcast. The banter was really good, and it led to a lot of hilarious road stories. One of the stories was about a debate over what really constitutes slippin’. Another was an argument Jay had with a cast member about what the official credentials for guacamole are. One moment that stuck out was when Norm told Jay about how great The Golden Girls is, and Jay thought he was being set up. But the audience reassured him it’s a timeless show. There were of course a few gross out stories that wouldn’t make the show. But overall it was a lot of laughter, and a lot of fun.

After that panel came the Connecticut Local YouTubers panel. This one featured my buddy Russ Lyman, Culture Dog, Miketendo, and Retroware TV’s own John Delia. After giving an overview of what each of them covers, they opened things up for questions. There was a lot of good advice in the panel, trying to know your audience.  How to discern constructive criticism from noise. Showing appreciation for those who appreciate you. I got to ask John about his experience with getting The Video Game Years on Amazon. He told us that the way the payments from Amazon work, is much better than the way it worked on YouTube. In a couple of months the show made more than it did on YouTube. This also led into the topic of finding new audiences. Because he found a lot of people on Amazon like to binge watch more than they do on YouTube. So a whole new group of people discovered it, and watched it.

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Some of the challenges he ran into had a lot to do with closed captioning. Amazon requires every show creators put up include the feature. So getting the show on the service took hundreds of hours of added work. Once they got the captioning done, the show got rejected again because of the static images. So they had to edit out some of the static logos to get it ready. When it finally did get submitted in the right state, they still had to call Amazon, and explain everything they just went through. The company then looked, said “You’re right”, and launched it, where it has been a success.

Some of the other attendees then asked the panel if they would just move to Amazon, and the answers were no, because of the different groups who watch or listen. Culture Dog, and Miketendo brought up the importance of one’s authentic self. People can tell when you stray from it. Russ mentioned that even if you do a bunch of different content, there should be something that ties them together. As an example he noted how much of his Do It Yourself content references gaming. That means a few of the viewers who come to the channel for game stuff might check out some of the DIY episodes. Everyone on the panel talked about doing YouTube shows out of the love of the hobby over coming out of the gate looking to be an overnight success. For a variety of reasons.

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After that wrapped up,  Joe Granato returned from last year’s convention with a major update on his NES Maker, and Mystic Searches, projects. He briefly showed off a trailer for his New 8-Bit Heroes documentary, and then jumped into the updates. He started out that process by explaining how the project started out. He, and his team found his old childhood ideas for an NES game, and decided to make that dream a reality. What they found in the process was just how complicated MOS 6502 assembly coding truly was, and after a short time found the project was going to take a very long time. So in the process they ended up coding their own editor to deal with mapping, objects, characters, and other assets.

So while using the tool to get the game made, they found potential in selling the editor as a standalone product when it’s completed. This will let people make their own NES games, and flash them to an actual NES Game Pak. Joe did concede there are some limits in it, as it was made to cater to RPG, and Adventure genres. But that people have demonstrated other genres can be done with it, though you may need to take up coding for some of that.

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He also showed off some more of Mystic Searches, and the progress on it. The over world appears to be finished, and everything looks pretty tight. They’re shooting to get it out by early next year, and the three versions of the Game Pak were shown again this year. He also noted they’re also looking for a Steam release, and they’re in the process of getting a Nintendo Switch license. There aren’t any planned ports for other vintage platforms like The Commodore 64, Super Nintendo, or Atari platforms. Hopefully the final game, and utility turn out well. It is pretty apparent a lot of love has gone into making it thus far. There were even some real world locations referenced in the game’s over world. But keep an eye on this one. Mystic Searches, and NES Maker could be quite the homebrew titles when they come out.

I finished out the day by heading back down to do  some more hunting for the last hour or so. I stopped by Bijhan’s booth again, and he let me have a MOC Smash Mario Amiibo. Which was super cool of him. I was also a million times grateful to Norman Caruso. I stopped by his booth to pick up his Gaming Historian Blu Ray, and thank him for coming to the convention again. Unbeknownst to me at the time, I left my phone there like an idiot. I bumped into some of my pals in The Best Spuds, and played some WWF No Mercy before leaving the show. I couldn’t find my phone, but of course the convention center was closing up. So all I could do was quickly check the Lost, and Found before leaving. Of course the phone wasn’t there. Well when I got home, I found a message from my friend Antoinette in our trade group. Norman had found my phone, and asked around to see if anybody knew who owned it. She recognized it as mine, and tagged me. I’m super thankful to the both of them, as I’m not quite ready to go get a new one just yet.

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That’s one of the best things this convention showcased to me this year. The wonderful sense of community here. People from all backgrounds coming together over a love of classic gaming. Every year I get to meet new people, and go to events. Even if you don’t see anything to buy, and you aren’t interested in the panels, there are tons of arcade games to play. There are a lot of  console, and computer games to play. There were even a host of tournaments hosted by my buddy Aldo this year. Including a big Overwatch tournament, Super Street Fighter II, Super Smash Bros. Wii U, and Mario Kart 64 among others.

They even had a couple of high-profile Cosplayers Midge Scully, and Maya Gagne there. I didn’t get a chance to see them, but they were there. Some other guests I didn’t get to see were Wood Hawker, and RGT85. Also Daniel Pesina came back with John Parrish this time. I also unfortunately didn’t get a chance to see them. If you’re not familiar with them, they were two of the motion capture actors in the earliest Mortal Kombat games. If you get the chance to see them you should.  Hopefully everyone returns next year, and I can rectify missing some of them.

Honestly as small as RetroWorld Expo is compared to larger conventions, it still has so much going on it’s impossible to see it all. Really, the only nitpick I really had this year, was the gap of time between the first night’s shutdown, and the after party I missed due to my own incompetence. Mainly because it breaks up the flow. There’s an hour-long window of nothing to do. I feel like if they could have either started the after party right away, or had a small panel to fill that gap problem

That said some of the stuff in the after party would have been fun. There was a drink, and draw event, one room had Culture Dog playing movies on LaserDisc, and then there was another spot for club music, and mingling. Again, in the grand scheme of things a very minor nitpick, and due to my own ineptitude didn’t matter anyway. The good vastly outweighed the bad this year. A part of me already can’t wait to see what they do next year.

The Final Fantasy Project At The Well- Red Mage

“Come tuhgethaaaa… right naaahoooww…. over Final Fantasy.” The crystals call, NPCs! We’re currently looking for interested writers for a new community event centered around the Final Fantasy franchise. This is going to play out similarly to the recent Zelda project led by NekoJonez (check out the community hub for that). Here’s my contribution […]

via “The Final Fantasy Project” – Community Event —

Cuphead Review

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By now, you’ve heard the praise, the fervor, and the cries of sore losers everywhere. But the hype for this one really is deserved. Cuphead is a magnificent blend of gameplay taken from Contra, Gradius, and even some Mega Man for good measure. And while many games have done so, Cuphead is one of the ones that stands out from the crowd. If you haven’t already bought, and downloaded this game to your Xbox One or Computer you really ought to. But if you need more details before doing so, read on.

PROS: Amazing animation. Wonderful music. Spot on controls. Tough, but fair challenge.

CONS: Some bugs keep it just shy of perfection.

GENERATIONS: The animation on display will even amaze your Great Grandparents.

Cuphead is the result of a couple of high-risk takers. Studio MDHR started out with a vision: An action game that truly feels like playing a late 1930’s cartoon. Early on they discovered that making that vision a reality was going to be far more time-consuming, and expensive than originally thought. They ended up quitting their jobs, and re-mortgaging their homes just to be able to bring this title to market.

My hope is that this risk has paid off. Because the finished product is nothing short of amazing. Cuphead very likely has the best animation of any video game ever made thus far. Studio MDHR painstakingly made every background in the game by matte painting it. Every frame of animation was hand drawn on a cell before being scanned into a computer to be inked, and colored. As a result the game delivers on the core promise of looking, and feeling like a 1930’s animated short. The character designs are breathtaking. All of the hallmarks of vintage cartoons are here. The angled pupils, exaggerated movement, and pretty much everything you can recall from old Popeye, and Betty Boop serials are here.

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Studio MDHR even went as far as hiring an actual big band jazz ensemble to write, and perform the score for Cuphead. So not only does it look like an 80-year-old cartoon, it also sounds like an 80-year-old cartoon. Just seeing the game in action alone would be worth the price of admission. There is such a wealth of talent on display through the entire game that it’s honestly something that has to be experienced. In the realm of audio, and visual experiences Cuphead is nearly in a class all by itself.

But what about the game play? Well, it’s a fairly solid, and enjoyable experience. The game starts out with a very clever tutorial, and a classic story book introduction. Cuphead, and his brother Mugman go against their guardian’s wishes when they visit a casino. Unfortunately, the Casino is owned by the Devil, and he rigs the game at the Craps table to claim the souls of our heroes. But they plead for their lives so he tells them he’ll forgive their debt if they go get the soul contracts of the others in the town.

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So that’s the set up for just why Cuphead, and Mugman are off on their adventure. The game places you on an overhead view of a map, where you move the characters around, and choose a stage, or talk to an NPC. There are three maps, and you’ll need to complete every stage to move onto the next one. Each map also has a shop in it where you can use coins to upgrade your abilities. There are three main types of stage on display here. You’ll have Run n’ Gun stages. These play like you’d expect, taking homage from games like Contra, and Metal Slug. So you’ll have to fire where you’re going. You can’t shoot backwards while moving forward. The game play is not a twin stick style, rather a more traditional one. In these stages you’ll find the aforementioned coins. So you’ll certainly need to play these if you want any hope of buffing up your character.

Some of the items in the shops will give you a new style of weapon, or extra hits on your health meter. But any item you choose will have a side effect to balance things out. For instance, buying extra health comes at the cost of weakening your attacks slightly. But there are a wide variety of things to check out here. So you can swap out items for others after you’ve paid for them, and see what load out works best for you.

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There are shmup levels too, these generally play like the third type of stage I’ll get to in a moment. The difference being here, you’ll be piloting a plane, and fighting a multifaceted battle against a boss character. With the shmup mechanics here, the game feels a lot more like the memorable moments in old horizontal shooters like Thunder Force III, R-Type, Gradius, or Life Force rather than the more contemporary bullet hell shooter. Just because there aren’t zillions of things to avoid doesn’t mean there isn’t anything to avoid. These encounters throw plenty enough at you, and you’ll have to memorize attack patterns to survive. You can also shrink your plane so if you get into a situation you don’t think is avoidable, it may just be your ace in the hole.

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Finally, there are the Boss stages. In these you’ll use the Run n’ Gun mechanics in a multifaceted battle against a boss character. These fights feel closer to the classic NES Mega Man boss fights. than the ones in the old Run n’ Guns. One boss in particular will give you memories of storming Dr. Wily’s castle in Mega Man II. All of these bosses however will require you to learn patterns, and expert timing to get through them in one piece. Since most of the stages in the game are Boss stages you can expect to lose many, many times when you first attempt them.

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There are also a couple of side challenges where you’ll free ghosts by parrying other ghosts. You should honestly do these because the parry is a mechanic Cuphead uses to beef up your super meter. When you fill up the meter you can do a very devastating attack which is especially handy in boss battles. Anything colored pink in the game can be parried, and these challenges are the perfect way to master this mechanic.

Most of the stages in the game have an easy mode in addition to a regular tough as nails mode. You’ll need to beat the harder difficulty on bosses to get the contracts, needed to finish the story. But playing the stages on Easy will let you progress, and see what future stages have to offer. You can also go back to any stage you beat previously to replay it. Cuphead definitely has a high level of challenge. But the challenge is generally very fair. You’ll die hundreds of times over. But upon your expletive laden loss you’ll understand that your last death was your own fault. You jumped when you meant to shoot. Or you didn’t plan for a moving platform properly. Or you weren’t patient enough. Or you panicked, and walked into that projectile.

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Cuphead isn’t impossible though. Those who absolutely love old platformers, shmups, and classic action games from the days of Atari, Sega, Nintendo, and Commodore platforms will likely pick things up a bit faster. But that doesn’t mean someone newer to this type of experience cannot persevere. It’s the kind of game that requires patience, and practice to excel in. For some players it may take more time, and patience than others. But everything in the game is so captivating it’s worth checking out.

There are a couple of very minor issues I have with the game though. The most alarming are a few rare bugs. Admittedly these are rare, and in time they’ll probably be fixed. But they’re still a nuisance when they happen. One of them will glitch a low-level enemies’ health to a point it takes no damage. When this happens you can try to just skip past it. But that might mean you take damage in the process, and impede your ability to clear the level. Exiting the stage, and re-entering it usually fixes it in the interim, but that is also a nuisance. The other bug I’ve run into is an inexplicable performance hit, where the game will suddenly drop frames, and run ridiculously choppy for around 60 seconds before going back to normal. It’s especially annoying in boss fights. Closing the game, and re-starting the application again, fixes it in the interim. But it can be pretty annoying. I also wish there could have been a few more action stages over boss rush stages to add to the variety.

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Nevertheless, I can wholeheartedly recommend Cuphead to just about anybody who is even remotely interested in it. The animation, and soundtrack alone are worth the price of admission. Even for all of the complaints some may have with the level of challenge, the experience easily overshadows that. This is a game that is a wonder to behold. And while old-school arcade challenge may not be your Cuphead of tea, (I know, that’s a terrible joke.) Cuphead is still one of the most entertaining experiences you’ll likely have this year. If you relish a challenge, and love classic cartoons you should buy this for your computer or Xbox One if you haven’t already. You may want to look into this game even if you normally don’t care for this sort of fare. The amount of talent, and dedication on display is nothing short of captivating.

Here’s hoping Cuphead was a successful enough endeavor for a follow-up, or another game using the same wonderful artists, and animators. I know I’ve repeated myself a lot in this review, and I probably sound a bit redundant. But win or lose, Cuphead is one experience you just may want to roll the dice on. (I think I did better on that one.)

Final Score: 9 out of 10

Fighter’s History Review

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It’s been said many times that imitation is the sincerest form of flattery. While there is some truth to that old adage, sometimes it isn’t the motivation. In video games a popular idea being copied is nothing new. But sometimes a copied idea will still go in a different direction, and become transformative. Often times this has gone on to create genres. Street Fighter II was one game that had its idea taken, and tweaked time, and time again. Many times, good things came out of this. Mortal Kombat is an obvious example. But there were a number of great fighting games from SNK. World Heroes, Fatal Fury, Art Of Fighting, Samurai Shodown, and King Of Fighters. To name a few.

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But one could also argue Street Fighter built from the basics early karate games like Karate Champ, and World Karate Championship (Known as International Karate in Europe). The point is, that a lot of great games came out of experimenting with Street Fighter II’s rules. Two characters go one on one, until time runs out, or one player knocks the other unconscious. First to do it twice wins. Some did a lot of new things with that setup. Data East on the other hand, did not.

PROS: Graphics. Sound. Play control.

CONS: Not much to stand out from other games in the genre.

CLONES: Ryu, Chun Li, and Zangief doppelgänger fighters unite!

Fighter’s History is one of the more interesting video game clones in history. Because of just how close to Street Fighter II it truly is. The backgrounds may look different, and the soundtrack may be different. But that’s about it.  Nearly everything else in the game is almost identical to Street Fighter II. A couple of the characters are even a stone’s throw from being indiscernible from their Capcom counterparts.

In fact Capcom took Data East to court over the game’s similarities.  Which were acknowledged in the case. But Capcom would eventually lose on the grounds that the core tenants are those of the fighting genre, more so than those of Street Fighter II exclusively. Still, it was an interesting case that I’m sure one with a law degree would be much better adept at writing about.

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Anyway, the game was first released to arcades in 1993, and a year later to the Super NES. Again, the concept is the same as Street Fighter II. Nine fighters enter a tournament to see who will be crowned the best. So you’ll choose your fighter, and go into two out of three round match ups, and hopefully win your way to the top. Once you defeat the other eight characters, you’ll go on to face bosses who are behind the tournament. In Street Fighter games that usually means a mysterious dictator running Shadowloo or some other criminal empire. In King Of Fighters it’s many times Geese Howard. In Mortal Kombat it’s usually a demonic force led by Shao Khan or some other evil bad guy. In this game the mysterious K is Karnov. Yep! The fire-breathing guy with the beer belly you took on an action platforming adventure, or beat up in Bad Dudes is the boss. But before you fight him, you have to beat up a generic clown. A clown so generic, he’s just called Clown. With the other borderline infringement characters here, you’d think they would have attempted Not Joker, or Not Ronald McDonald. But no, you just beat up a clown.

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Be that as it may, Fighter’s History is also one of the better SF II clones of the day because it hearkens so close to the Capcom formula. Hit detection is pretty good, and the move sets work about as well as they do in the actual Street Fighter II games. I’ll give Data East credit in the graphics, and sound department too. Because even though a lot of stuff came blatantly from SF II, there are still moments of originality in it. Namely, the backgrounds. The details in the stages are quite nice. They could have just re-made versions of iconic Street Fighter II locations the way they did with some of the character design. But they didn’t. They made their own, with some of their own original background animations. It’s worth seeing them in action. The characters themselves are animated well, and when the game does give us a character that isn’t cribbed from a competitor, it works nicely. As much, as I harped on fighting a generic clown, and Karnov earlier, they do look pretty cool.

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Fighter’s History also does one thing few other fighters did back then, and that is it adds location damage. If you keep attacking one spot on your opponent, eventually that spot will change, and reward you with more damage. For instance, if you keep hitting the Ryu stand-in in the head, eventually he’ll lose his bandana. At which point subsequent hits will do more damage than they did earlier in the match. This does add a tiny layer of strategy to the basic fighting game rules set out by Street Fighter II. You can also play as the clown, and Karnov through the use of a code.

However, the game still pales in comparison when it comes to balance. Obviously no fighter can ever be 100% even across every one of its characters. But in Street Fighter there are enough pros, and cons to each to make them viable options for different kinds of players. Ryu is a good all around character. Zangief is all about powerful moves at the expense of speed, and energy. Dhalsim is a hit, and run strategists possible choice. Other games in the genre took that aspect of the game to heart more than this game did. Some characters may look the part, but weren’t given the same level of care. As such you have some characters that will dominate most of the roster once they’re placed in an above average player’s hands.

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Still, the game did well enough to get two sequels. The first of which was Fighter’s History Dynamite on the Neo Geo. This game continues the storyline from the original, as Karnov wants to essentially re-match everyone after his loss. The third game was exclusive to the Super Famicom, and came out in 1995. Over the years, the series has been briefly thrust back into the limelight, as SNK Playmore worked out deals to put some of the characters in some of the King Of Fighters entries.

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If you’re a die-hard fighting game fan, or you love curious titles with some historical significance Fighter’s History is worth looking into. It’s a cut above some of the other stuff you’ll find on the Super Nintendo like the awful Street Combat. (Oddly enough, another fighting game curiosity.). But if you’re not, there isn’t a lot of stuff here that will make you choose playing it over the ports of Street Fighter games, Fatal Fury games, or the World Heroes games. Those games offer more balanced rosters, and enough unique things to make you keep coming back. It doesn’t make Fighter’s History a bad game, and collectors may want to find a copy. But as far as its competition goes, a lot of it is superior or different enough to choose over this one. There aren’t even many modes. There’s the arcade ladder, a survival mode, and the quintessential versus mode.  It’s a good curiosity, and preferable to many a bad fighter. But unless fighters are your genre of choice, you’re better off playing the staples from Capcom, SNK, and Midway on the Super NES.

Final Score: 7 out of 10

The Edge Joystick Review

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With the recent news that the NES Classic Edition is going back into production next year,  you might be looking forward to the re-release. Especially if you missed out the first time around. Of course, with any new console (yes even the all-in-ones) come a host of third-party accessories, and peripherals. The Edge is one of them.

PROS: Arcade grade buttons. Also compatible with the Wii U, and Wii!

CONS: Mediocre base.

ADVANTAGE: The controller pays homage to Nintendo’s NES Arcade Stick.

The Edge is modeled after Nintendo’s own NES Advantage. A legendary controller that any NES collector should own. It was designed with arcade games, and ports in mind. Donkey Kong, Galaga, Pac-Man, Mario Bros, and Double Dragon were just some of the classics that were even more enjoyable with a proper arcade stick.

Well, several of these games’ ROMs came on the NES Classic Edition. With no official NES Classic Edition version of the NES Advantage (Nintendo only made the Control Pads) EMiO enters the fray. EMiO is known mostly for common accessories like cases, and wall chargers for portable devices. They’re also the company behind the Mega Man headphones.

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With the NES Classic Edition launch, the company capitalized on the lack of an arcade stick with their own Advantage clone. They also made knock off Control Pads to capitalize on the shortage of first-party branded ones. I can’t comment on these as I don’t have them to test out. But I did happen upon The Edge, and this is what I found.

The Edge Joystick gets a number of things right, and has a few nice features under the hood. It’s stylish, and really does capture the look of an actual NES Advantage. It has turbo switches, and dials like the original. It also has a slow motion button, and adds an A+B button which performs actions in games that require pressing both, A, and B simultaneously.

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One really cool thing about this one is the inclusion of arcade joystick grade buttons. They’re nice, comfortable, and give you the familiar clicking you’d expect. The stick also has a nice arcade spring, and feels nice when moving it around. They also included interchangeable joystick knobs. There’s the ball style that the NES Advantage had, and then there’s a more traditional wedge style you can use instead. These easily twist on or off, so you can use whichever style you like with ease.

One other thing to keep in mind is the NES Classic Edition uses the same ports for controllers as the Wii mote controllers have for attachments. That makes the controllers for the NES Classic Edition compatible with the Wii, and Wii U. The Edge Joystick can be used with old games purchased on the Wii Shop Channel, and Nintendo E-Shop. I tested it with several games, and the results were mixed.

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On the Wii U, I tried the stick with Mighty Final Fight. In this case things were pretty good. The controller was pretty responsive, and I was able to play the game fairly well. Nothing to complain about. I also fired up Wii Mode, and proceeded to go into my roster of classics. I started up Donkey Kong, which is also on the NES Classic Edition. This was the first game I had a big problem with. For whatever reason going from walking right or left to climbing up a ladder would never go seamlessly. I had to stop walking, then push up on the joystick to climb. Donkey Kong pretty much requires spot on movement, and this put a big damper on the game.

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I then tried a few non-NES games just to see how well it worked with some of the other emulated systems. Boulder Dash for the Commodore 64 in Wii mode worked okay. Not great. Not bad. Just okay. Holding the stick in any direction often overshot where I wanted to be by one tile. But tapping the stick allowed me to move one tile at a time well enough. It was playable, but Boulder Dash is another platform, puzzle game that requires spot on movement. In later levels where speed is as important as planning, you may just want to use the Wii Remote for this one.

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I also used the stick with Cho Aniki for the TG-16 in Wii mode. This controlled just fine with the stick, and I didn’t have much to complain about. I was able to move in all directions smoothly, and firing was just as responsive. Another one that played well with The Edge was Contra Rebirth. Running, jumping, and firing in all directions were smooth during my play time with it. I closed out the tests with Ninja Combat for the Neo Geo on the Wii. If not for the fact the game requires a four button controller, this would have been the best test game. Moving, shooting, and jumping worked perfectly. Unfortunately, only having two buttons meant I couldn’t perform every function required to play properly. Still, it was a nice surprise.

One nice touch is the Nintendo Power pastiche included in the box. It’s a small booklet with some strategies, and cheat codes for the 30 games included in the NES Classic Edition. So if you’re picking this up with the console, it’s a fun little bit of bonus material for you.

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Aside from some iffy performance on some titles, the big problem with this controller is the inconsistency with the build. The nice, arcade buttons for the A, and B buttons are great, and the stick component is pretty good. Regrettably though, I have to point out the very light, and cheap feeling plastics for the controller body. If you come into this looking for the same hefty, build quality of the original NES Advantage you’re not going to find it.

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The Edge is a mixed bag. For some games you’ll like it fine enough, while on others you’ll just want to roll with the standard pad or Wii mote.  The real disappointment is the flimsy feel of the plastics aside from the rather nice buttons. There are worse controllers for the Classic, Wii, and Wii U. But this isn’t going to be the most well-rounded option either. Unless you’re dead set on using a joystick, and don’t have the hundreds to drop on a high-end arcade stick, I would stick with the standard first-party control pads. Or a Wii Classic Controller Pro for playing on the NES Classic or the original Wii. Wii U owners can also use the Wii U pro controller for games on the eshop.

Final Score: 6 out of 10

Rogue Legacy Review

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I’m really late to the party with this one, as it’s been in the backlog for quite some time. But after seeing fellow blogger Esperdreams (whose stuff you should also check out) live stream the PlayStation 4 version a while ago, I fired it up. I’m pretty glad I did. Rogue Legacy is another game that mixes Rogue elements with bits of other genres.

PROS: Great character designs. Humor.

CONS: Minor hit detection issues.

WOW: Some of the randomness is worth checking out alone.

In the case of Rogue Legacy, the Rogue elements are blended with Metroidvania game play. But beyond that, there is a very creative twist that sets the game apart from other Rogue like/lite style titles. In pretty much every game of this style, if your character dies, even once, for any reason the game is over. You’ll get to keep some of the items you ground for. But you’ll be starting the game over again.

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In Rogue Legacy this is still the case. However, upon your next play through, you’ll get to play as one of that characters next of kin. So that means, a son or daughter of the previous combatant. It gets better though, because there are pros, and cons each child inherits. Some children will have vision problems. Some children will be easily confused. Or see everything in a mirrored perspective. There are a lot of these traits, and each one of them effects how the game is played.

Another common trait among this style of game is procedural generated stages. This idea is used in Rogue Legacy as well. Like Rogue Stormers, this game rearranges pre-designed rooms in new patterns to create new maps. One pretty cool thing the game does with this is self-referential humor. Often times you’ll find journal entries where the fighters will get information about the current castle layout from their ancestors. There is also a room with a jukebox you’ll randomly find where you can change the background music. Kind of like the record room you see in VVVVVV.

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There are other cool in-jokes like the clown target test. The obituaries when you lose. There are many, moments that will make you laugh. In spite of the fact that this game shares many of the same tropes seen in the trilogy of NES Castlevania games. Or the original three Metroid games. As you go throughout the map each time, you’ll find new areas upon every play through. Dark, demonic cavern areas. Giant haunted forest sections. Haunted towers. You name it.

Of course, once you die, the castle will look completely different. But you can use the gold you’ve earned during the last play through on upgrades for your progeny. You can upgrade your life bar, the amount of mana for using special weapons (a la Castlevania), as well as getting other things. You can unlock a bunch of possible classes for your future generations. Ninjas, Miners, and more. You can also upgrade the damage level you dish out, the amount of gold you can collect, and even get shops that come up before you go to the castle.

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These shops will let you bulk up your armor,  and add new abilities like dash attacks to your characters. Eventually you’ll find a third shop where you can exchange your gold collecting percentage for the option to lock the castle map in place so it repeats the exact same layout. Every time you explore the castle not only can you collect gold, but you can find chests with blueprints that can be used in shops for more armor, and weapon types. Some chests will only open if you complete a small mission like clearing the room of enemies, or getting to the chest without getting hurt. And while these aren’t long affairs, many of them can be quite the challenge. Others can’t be done until you have the right item or power ups.

Of course once you start getting the hang of the game, you’ll find boss rooms. These fights can be insanely hard. Not so much because of the bosses themselves. Though they are a challenge. But getting to them with a full bar of health, and a full bar of mana is a challenge in of itself.  Over time you’ll figure out that combat is mastered through timing. Timing not only when it’s safe to swing, but when to jump to avoid something. When to back away. The time in between any given enemy’s attack.

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But even when you learn this it isn’t a cinch to win. Because any given random layout can place you in a room with 50 different bad guys. Plus death-traps, spike pits, and other nefarious things in the environment. This is the kind of game that relishes high difficulty, and requires the patience to learn how everything works. Some have compared it to Dark Souls in that regard. And that’s fair. Mind you they’re two completely different games, with different rules. But both do require some patience to learn those rules.

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Over time, of keeping with it, you’ll begin to improve, and find yourself enjoying  yourself more. Even when you lose, there is enough humor, and charm to keep you coming back. Plus you’ll spend your gold, bulk up some stats, and items making enemies easier to slay. There is a point though, where the game decides just how easy might be too easy. So after a while you’ll notice beefier versions of enemies, or even find harder enemies showing up in the castle sooner. So most players will not be blowing through this one in a few minutes. It can be a grind. But the game obsfucates it pretty well most of the time. It also doesn’t feel like a carbon copy of the base formula. There is a wide variety of enemies, and the jokes can be really funny at times.

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The only big issue I have is that in some spots the collision detection is off just enough to make those sections feel cheap. You’ll take spike pit damage, but your character might not look like they actually touched the spikes. Some times you’ll swear you did a downward stab on a switch in time, but it doesn’t count as so. So these few moments can be a bit frustrating. The rest of the challenge comes from having the right tools for the right job, and the right amount of hand, eye coordination. Which is fine, this is a game that is about a challenge after all. When you do accomplish something in it, it just feels wonderful. You’ll scream “I FINALLY DID IT!” only to then realize you’ve got a long way to go yet. But it’s still satisfying.

Also satisfying are the chip tunes throughout the game. Each area has its own background song. Like I mentioned before, if you’re lucky you can find the jukebox room to change the current song, but each sector does have its own theme. Which gives it some of that Metroid vibe. It isn’t quite the same, since almost every time you play, the layout is different. But it does at least help make each background feel different from the last.

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Rogue Legacy also has a very crisp look reminiscent of old flash animation. Sprites have some bright colors, and nice details. There are cool visual touches on everything as well. The game even has an element of Paper Mario, as you watch your character flip over like a card whenever you turn them around.

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Overall, this is a really inventive take on a popular idea. If you enjoy challenging adventure games, or you can’t get enough of games with rogue elements Rogue Legacy should be on your list. Just make sure you pay close attention around switches, and spikes.

Final Score: 8 out of 10