Wednesday, May 20, 2026

2026 Special - Valis (PC Engine CD)


Valis: The Legend of the Fantasm Soldier committed most of its energy to being better than its Mega Drive counterpart, and then just sort-of settled with that. I can't help but think that releasing both within mere months of each other wasn't healthy for Riot, let alone the games. Oh, excuse me, I might be attempting to condense this review a bit. The frequent visits to Vecanti have frazzled most of my remaining nerves. I will say this though, the final PCE CD Valis game left me wanting more.

This retelling of Valis 1 features numerous improvements. For starters, Yuko can turn while crouching, making it much easier to destroy enemies attacking from multiple directions, or slide away from danger (instead of towards is). Speaking of her slide, it does damage now! That's actually pretty cool, even if most of the time I only slid for style points. Compared to the MD version, which broke as easily as a wet toothpick once I got the weapon & spell I wanted, this carries some difficulty. However, I still wouldn't be surprised if series regulars finished it in the first few attempts.


What's here is extremely straightforward. From the streets of Tokyo to Rogles' Lair, Yuko runs left to right or vice-versa, blasting incoming monsters with her sword. Enemy encounters are a little more creative than usual. They're much more likely to attack in numbers and from different angles, demanding players to prioritize threats. Most of these fiends are eliminated in a single shot, but any damage they do isn't easily recovered. Every single attack takes away two blocks of health. The most common healing item is a small heart, and it recovers just two blocks. Yeah, the game is being a little stingy, but attacks are easier to avoid, so I suppose I can see the point. The challenge isn't found in death pits or oversized hurtboxes, but in wearing the player down until they've reached a boss with precious little health remaining. 


Another change from the MD version is that respawning enemies are back with a vengeance. They'll reappear the instant an opening becomes available. One example that comes to mind occurs in one of the vertical stages. While climbing pillars, Yuko will spot a spider clung to a ceiling. She jumps up to slay the fiend, but it reappears the instant she tries to jump again and resume her quest. There's no way around these annoyances, so just keep moving and blasting. Each stage only lasts a couple of minutes anyway, which is a good or bad thing depending on one's point-of-view. My point-of-view? It's a little disappointing. I was struck hard by the "that's it?" feeling when I reached Rogles. His castle consists of three hallways and a short elevator. Surely a final boss could do a little more for themselves. This also affects the rest of the game, which never gets a chance to breathe.

While I can't say I was ever truly hurting for power-ups, it's quite odd that getting and keeping my preferred weapon is more difficult than it should be. I like the "S" weapon. It causes a giant sword to fire from Yuko's sword, and then that sword splits into a spread of smaller swords. Very lovely. Valis doesn't like me having the S weapon. During a long fall, several different weapons were placed where I couldn't see what they were, until Yuko had already grabbed them. Just before the anticlimactic encounter with Rogles, five weapon power-ups were arranged in a row. The only catch is that they're so close together that it's impossible to grab the S without also grabbing something else. Yuko has to collect the same letter twice in a row if she wants to increase her weapon power, so this just felt like the game making fun of me. Oh, and losing to a boss causes Yuko's power-level to drop, because of goddamned course.


Valis: The Legend of a Fantasm Soldier is fine. Just plain fine. I'm out of here.

Wait, I forgot. There's one other important thing. Use the wind spell. It creates a shield that practically doubles Yuko's health. 

Tuesday, May 19, 2026

2026 Special - Valis IV (PC Engine CD)


At the end of Valis III, Yuko retired from the warrior life and became the Goddess of Vecanti. There was peace for a minute until Galgear, psychotic prince of the dark world, broke free from his crystal prison. Lena Brande has taken it upon herself to battle Galgear's forces and save all the worlds from destruction. Yes, I just copied the story summary from my Super Valis IV review, because I've had enough of this round of bikini armor bullshit. All the elements were in place for all-time great entry, but it's as if the development team only caters to masochists. How much am I allowed to hate this game before it comes off as kink-shaming?


Much like the previous adventure, pressing the run button will switch between the playable characters. Lena, besides having main character status, inherited Yuko's slide. It's a necessity for getting underneath narrow passages, crossing gaps with a low ceiling, and... get used to seeing it a ton. Lena is also invulnerable while sliding, but it doesn't actually matter until the final boss, and even then... it's not enough. Heroic sister Amu is also along for the ride. Her specialties are a double jump and a long-range attack. Valis IV's level-design is explicitly built for swapping, with frequent sequences that require slides and double jumps to progress. The duo is joined by Asfal after the first act is cleared. He ignores everything from spikes to conveyor belts to ice physics. His attack power is also the highest of the three heroes, much to chagrin of Lena and I. Actually, now that I think about it, Amu's attack power is also higher than Lena's. Wow. Talk about bollocks! What's the use of main character responsibility when it means being forced to defeat the final boss with the weakest weapon?

I hate to throw the review off of the rails so early, but the final boss hangs over this game like an omnipotent specter. When the time comes, whatever enjoyment I manage to wrangle out of the first eight acts that preceded him will feel so far away. Until then, I have to distract myself with a different topic, like the absurdist platforming that dominates the adventure. Wait! That's no good either, ahh! Before we tumble into abysses both proverbial and literal, know that I once dreamed of a world where I didn't have to spend game discussion "in the weeds". Picking apart interactive software because of a few obscure hitboxes or unnecessarily precise jumps hasn't gotten me anywhere near the gaming nirvana I yearn for. However, I am the small-minded fool who digs in the desert, complaining every time he's stung by a scorpion.


Witness above you, the mundane sight of Amu running towards an enemy after jumping over a pit. This is the first pit in the game, and Laser Soft placed an enemy directly after it. You might not realize it yet, but this is the call-out. Valis IV is letting everyone know that it's not above putting enemies in spots where they're most likely to push Vecanti's last hope over the edge. The gloves are off, the claws are out, and there is fire brimming from the palms. The player is a scourge that must be driven to madness, and the easiest way to accomplish that is with a ledge and a gentle push. Let's look ahead to act 1-5, wherein Amu jumps across moving platforms. 


Now, what the screenshot doesn't show you is that this flying lobster actually stops right here, begging and pleading for Amu to land on it, all but guaranteeing her humiliating demise. This is the game operating as intended. If you haven't already developed a sixth sense for avoiding these life-stealing moments, then you're going to have an extremely bad time. I have more screenshots that show basically the same thing occurring in other parts of the game, but let's just skip ahead to something a little different.


Okay, so now we're in act 9-4. Lena has to slide underneath the pillar and over the chasm, a common problem that was drilled into our heads back in Valis III. Note the heroine's current position in the first image. This is actually the wrong place to initiate the slide from. If she slides here, then her next slide has to be back to the previous location, so she can reposition herself and try again. If she insists on sliding forward, then she'll fall into the far-right hole. Instead, Lena should be standing as shown in the second image. Then she can slide safely past both chasms. There's probably one person out there saying "pshaw! That's nothing! I've been walking to the very end of every ledge to make a jump for almost 50 years!" Sure, that's a fair statement to make, but is it really something to be proud of? Let me rephrase that. Have we gained anything from having to play video games in such a meticulous manner? Weaving through gobs of bullets in an STG requires pixel-perfect movement, but it's still fun. This is just arbitrary suffering. 

You want to know the worst part? This review isn't over yet. Seriously, a handful of annoying but workable situations aren't what's sinking Valis IV. The worst is yet to come. For now, though, let's try winding our way back and hopefully discover something pleasant to talk about. MP is handled a little differently than before. Collecting blue orbs will increase its maximum, allowing the player-character access to different charge-attacks. Unless they take a hit, Lena and her crew are always charging. If the MP meter is full when the player presses Up + attack, then they'll unleash a full-screen spell, devastating everything onscreen. It's invaluable when applied at the right time, with the only caveat being that another blue orb must be acquired, before the spell can be used again. The spell that's cast when the meter is at 2/3rds full is also pretty useful, allowing players to hit enemies from different ranges or angles without putting a life on the line. 

Without any indication whatsoever, a rock pushes Lena towards a collapsing bridge.

In all the posted screenshots, you might've noticed the "LEVEL" in the top-left corner. That... that's... oh dammit. Here we go again. Way back when I covered Mamono Hunter Youko, I appreciated the fact that there weren't any power-ups. The heroine's power remains the same at the beginning and end of the stage. I wish more action-platformers were that consistent, especially Valis IV. In this game, level affects both maximum health and attack strength, the two reasons why most of us are defeating the bosses at the end of each act. A high degree of skill and infinite patience might get you further than most, but unless you're level 5, then your best might never be enough. Every playable character has a hurtbox that's too large to be practical. Lena's invincible slide doesn't have enough distance to avoid most attacks. It's still useful, but only in scenarios that were discovered by masochists after they've been spanked for the past hour or so.

What makes the level system the most consistently bad idea in Valis history is that dying drops the protag's level back down to 1. I can understand de-leveling after a Game Over, but why a mere death? Valis IV is quick to hand out 1ups, because it knows they're completely useless the instant someone is defeated by a boss. If you can't beat Galgear's henchmen at level 5, then what are the chances you'll do it at level 1? The large health meter and stronger attack were such a burden. Now free from it, we can- It's not going to happen. The patterns can be learned, the proper strategy can be formulated, but the disadvantages are too numerous. Once that first life is lost, the only recourse is to exhaust the remaining stock and restart the act. Even though these acts get to be laboriously long, it's still faster to try again from the start than rack up a long string of valiant failures.

The 4th boss is where any illusion of fairness disappears. 

It should come as no surprise that the final act is relentlessly cruel. The entire rest of the adventure, with all its death traps and obnoxious enemy placement, was designed to prepare players for the worst. Well, the worst has arrived in the form of a very long act that contains multiple mid-bosses, gratuitous pits, and a finale that's just plain fuck. As is series tradition, Galgear has two forms. The first throws around a lot of hard-to-avoid projectiles but dies fairly quickly. Try to avoid losing too much health. Although the second form's hands can sometimes house herbs, it's not a factor one can depend on. 

Really, the second form is where everything goes to shit. Galgear's floating head is a demanding piece of trash that bounces around the screen at varying speeds, spitting out a glut of tracking projectiles that prey on Lena's huge hurtbox. It's here I learned about more issues that could've improved the game a tenfold if they had been addressed. The heroine can't turn while ducking. In fact, whatever direction she's facing is the direction that she'll slide in. If she wants to slide or attack in the opposite direction, then she has to stand up and turn around. These are actions that take mere frames to pull off, but anyone well-versed in fighters knows that even a couple of frames can become an eternity. Also, the slide doesn't travel far enough. I get that adjusting the distance of the slide would break half the game's "jumping" puzzles, but damn. So much of Valis IV is dependent on a move that just kind-of sucks, and it's shattering my mind harder than a Final Fantasy X battle transition. The motherfucker has way too much HP and spends half the fight invincible. He also flickers during this time but can still do damage on contact. This isn't epic. This is just... nonsense. The culmination of an entire series that blames the player every time it trips over its own foot. 


I sincerely believe that there's a great game in Valis IV. It just needed a few tweaks; a couple design-decisions reversed. Increasing Lena's attack power and ditching the de-leveling mechanic would be enough to make this the best game in the series. I'd go so far to suggest that adjusting the hurtbox, slide, and pit frequency, would make this one of the best action-platformers on the PC Engine. There's so much good here and I... I didn't really talk about any of it did I? My review time was spent in the weeds. Maybe the problem with Valis IV is that it's all weeds.

There is no shocked Yuko, just disappointed Lena.

Monday, May 18, 2026

Turbografx look - Road Spirits


Today is going to be extra special, because I'm looking at the top five outfits in Road Spirits, a racing game by Arc System Works for the PC Engine CD. This Outrun-like boasts an impressive-sounding 17 races that take place all across the globe. From the West Coast to Key West to Easter Island, you're a rad racer trying to outrun the clock. Succeed, and a cute young lady will encourage you to challenge the next track.  Fail, and who am I kidding? Anyone with enough driving experience to hold down the accelerator during straightaways and release it slightly while turning is going to do just fine. 


I don't want to sell this game too short, because it runs and plays quite nicely. There's also a tinge of depth in handling curves. Too much gas can cause a spin-out. Getting the right balance between letting off the accelerator and tapping the brake is what leads to world records. However, each stage takes about three minutes to complete, and visuals aside, there's very little that sets them apart from each other. Also, unlike Outrunners or similar arcade racers, the incentives to use manual transmission - such as better acceleration and higher top speed - are either nonexistent or not pronounced enough. Progress between races is saved, so take breaks between races to avoid burnout. 


On the plus side, the soundtrack is composed by none other than Katsuhiro Hayashi, whose legendary works include Quartet, Galaxy Force 2, and so much more. He did a superb job here, crafting some pieces that are so good they'll increase your maximum health. It's exactly like picking up a life container. However, my advice is to listen to the OST while driving in the real world. Road Spirits tends to drown out the music with engine noise and squealing tires. For all the food delivery drivers out there, I recommend throwing this on while driving through a quiet neighborhood, especially if it's raining. 

Now let's get on with the fashion show!

#5

I just love the color of the dress! It dances on the very thin line between blue and purple, creating a striking image that contrasts well with the frills and top. The hair is also very nice, though I really think some neckwear would've given this look a serious spark. Even something as simple as a beaded necklace would've been perfect. Still. It's quite nice.

#4

Let me just say it right now that I die for layers. The coat, its trim, all good. Sure, I'm not 100% sold on the color combination, but everything else works just fine.

#3

Yes! This is what I'm talking about! Look at that eye-catching belt buckle! The minimalist necklace is brilliantly executed. And she absolutely kills it with the red coat and black shirt No survivors. 

#2

Sometimes, you just have to dress simple and let the accessories work their magic. Earrings, wristwatch, the hat; stellar! 

#1

Now this? This is everything. The long vanilla coat with the gloves and the hat totally blew me away. Again, it's the layers striking my weakness with a critical hit.

2026 Special - Freedom Planet 2


Back in the ancient era (2015), I reviewed an utterly fantastic platformer by Galaxy Trail. Re-reading it now, I probably shouldn't have spent so much of Steam's 1,350-word limit talking about Jamiroquai and Earthworm Jim, but I was trying to set the scene. Freedom Planet was - as I affectionally meant it - a relic. The dream project of a developer with a deep love for not just Sonic the Hedgehog, but all of the classics and obscurities that made the mid 90s a time to cherish. It took the better part of a decade and a lifechanging catastrophe, but a sequel was released. I purchased Freedom Planet 2 day one, spent a few hours enamored with its greatness, and then forgot about it. 

Anyone who has been around me knows that I'm completely inept at holding onto anything good. Only with the most arcane reasoning could I ever explain my eternal mess of an existence. Since most of these wrongs can't ever be undone, I have to settle for revisiting all of the games that were inexplicably dropped and give them a proper look. Jeeze. Not even a paragraph ago the lament was too much Jamiroquai talk in a game review. Nowadays, it's always "Hey! You wanna hear about my latest bout of depression?!" before delving into the jumping mechanics of a cartoon character that squishes aliens with their butt.

So yeah, Freedom Planet 2 is fucking wonderful. Galaxy Trail took on the arduous task of delivering a bigger & better sequel and knocked it right out of the stratosphere. As the story goes, Brevon's defeat at the hands of Lilac and her friends has brought peace to the planet Avalice. Peace never lasts though, as Merga - thought to be sealed forever - has broken free, and she'll do whatever it to takes to get her revenge. I can't be surprised when something like this happens. If video games taught us anything, it's that all seals were made to be broken. Anyway, there's no use in dwelling on the past, because an extremely fun adventure awaits. 


For the few out there who haven't played either game, let me try to explain the basics. After deciding which hero to play as, players are thrust into a world that's divided into action-stages and hubs. Hubs are where Lilac and co. converse with the locals, do some shopping, and get the most out of life in Avalice. Action-stages are... well... Picture something Sonic-like, but with all the dials turned to eleven. This is an explosive epic that's bristling with energy. Utilize your chosen heroine's powers to their fullest to swiftly smash every robot that gets in their way. Each stage culminates in a battle with a dangerous end-boss. Generous checkpoints and a very customizable approach to difficulty ensure a challenge fit for most any skill-level.

I can't say it enough; for a game that moves so quickly, not once did I ever feel like the controls were lacking. Movement and violence come so naturally to me that I'm starting to believe I will be reincarnated as the last of the water dragons, spinning and soaring with as much as ease as turning one's palm*. Or maybe next-lifetime me is destined to be a wielder of the cryo-staff. At least, that's the weapon Neera Li uses in her fight to protect Avalice. Whether you decide to play as her or any of the other three playable characters, do spend some time on the tutorial. It does a great job explaining the basics, while giving plenty of room to test out all of the abilities exclusive to each character. 


Let's talk a little bit more about Neera Li, since she's the first character that I (finally) completed the game with. Her cryo-staff has different moves depending on what direction the player is holding the d-pad when they press the attack or special button. I got a lot of usage out of the down-attack. It's more of a slam than a down-stab, and the special version tosses icy mines. Mainly though, its large hitbox is ideal for most situations. Stabbing left or right seems to be the more common maneuver, but its emphasis on range at the expense of coverage makes close encounters a little tricky. Still, anyone can appreciate the projectile special, as it it's a freezing disc that flies a long distance and bounces off of walls. Throwing one out, then running into a frozen enemy less than a second later provides a subtle hit of serotonin. Landing her up-special is also quite glorious. No matter the game, battering a mech to pieces with a tornado never gets old. Also, I mean, I have to say it. Neera Li is just too cool. Her no-nonsense attitude while she glides through the chaos flicks all sorts of "Hell yeah!" switches. 

The other playable characters also have a plethora of unique skills. Carol has a Jump Disc that can be thrown in any direction. Use it as a ranged weapon, a means of getting around, an escape from deadly danger, whatever your heart desires. Definitely keep a look out for her trusty motorcycle as well. It synergizes nicely with the disc, adding even more dimension to the Wildcat's skillset. With the power of the Phantom Cube, Milla can deflect projectiles as well as fire off several of her own. Master the Super Shield Burst to erase robots with ease. The hound's mobility isn't quite as exciting as the other three heroines, but her "slow & steady" approach is still speedy as heck. If you want the closest thing to a great Rocket Knight in the past 30 years, then pick Lilac. Her specialty is dashing across the sky and through whatever dares to cross her path. I think she might be the best character to start with because of her well-rounded repertoire and bevy of invulnerability frames. 

This is not a secret password. Just Carol finding a Brave Stone.

No matter who you decide to play as, consider mastering the Guard (LB / L1). It works exactly as one would an expect; a free pass from any potential damage, provided the timing is right. Besides trial by combat, Freedom Planet 2 offers multiple opportunities to learn. One of them is found early on in the form of a dodgeball minigame. Avoiding a single ball is simple enough, but when multiple approach, you'll have to use your chosen heroine's momentum along with Guard, because the invincibility period after a successful dodge is pretty short. To put it another way, when an enemy fires a laser, you're far more likely to avoid the blast entirely if you Guard as you're moving toward it instead of while running away from it. If you don't like that explanation, then there's a full-fledged Guarding tutorial later on in the game. Believe me, the developer has thought of everything and provided more than enough resources.

While there are traditional difficulty settings, what they mainly affect is whether or not your chosen character starts with upgrades or brave stones. Upgrades provide some boon that makes the game easier, like extra health, more durable shields, an elemental affinity that does tick damage, etc. Conversely, brave stones are what you equip when you want an extra challenge for Lilac's crew. Naturally, this includes stuff like a time-limit that affects stage-end bonuses and double damage. Most of these are hidden in action-stages, and they get increasingly maniacal the further you get. In short, you have many possible options to create a difficulty level that speaks to you. There are even toggleable assists for everyone with accessibility concerns. The developer has tho- I shouldn't repeat myself.


In the previous game's review, I've talked up its level-design for not falling into the usual tropes of "this is the puzzle stage" or "this is the high-speed stage", and the same absolutely applies here. Galaxy Trail did a wonderful job giving these stages their own identity, oftentimes with unique enemies and obstacles. A typical Sonic-like has a high road and a low road. Freedom Planet 2 has several intersecting roads, demanding numerous playthroughs for anyone seeking that perfect route. I must admit that they're all pretty amazing. The seamless shifting between every road as each heroine puts their entire skillset to work is matched only by the intensity of increasingly frequent robot encounters. The late-game turns that dial from 11 to 13 to even... 14! There's so much going on at once, yet I feel blissful instead of overwhelmed.

By this point, it's not even a question of whether or not the boss-battles deliver. The developer's keen understanding of what made fights in the previous game work is taken to another level here. Bosses are fast, frenetic, and demand patience. Rushing around and trying to meet them on their terms is a bad idea. Focus on defense, wait for opportunities, and it won't take long to score a win. Also, expect frequent reappearances of various bosses as the end-game approaches. They retain almost all of their abilities but take much less punishment. Nevertheless, these "refights" do an awesome job of showcasing just how the high the stakes are rising. 


There are a couple of times where maybe Freedom Planet 2 went a little too far. Ancestral Forge immediately comes to mind as one of the only stages to wear out its welcome. I like the atmosphere in the beginning, but mostly, it's key mechanics. Grab a key from an altar, use it on a different altar, explore the newly opened path to obtain another key, all that stuff. This process is necessary to unlock a gigantic door that leads to... the second part of the stage. Yeah, I don't know about all of that. A first-time run is going to take anywhere from 20 to 25 minutes, which is easily twice as long as most other stages. There's another stage that requires eight keys to power an elevator, but the floors retain all of the excitement found elsewhere in the game.

Admittedly, my potion setup was geared towards having the adventure run as smoothly as possible. Even then, there were a couple of fights that I felt were either slightly overtuned, or Neera just wasn't the best choice. Granted, the game has 30+ bosses that had to be balanced for 4 different heroes and any number of potion/stone combinations. I've already gotten the sun and the moon, so it'd be rude to ask for the stars as well. Alas, the final battle with sticks out as one that probably could've used a few more moments or even frames of respite. She is always doing something, especially during her final phase. I remember having Neera using her down-special pretty often in the hopes that Merga would fly into the mines, but mostly she'd just shrug them off. 


Since I'm on something of a complaint streak, I'll also add that the invincibility period after taking a hit is too short. There's a potion that boosts it to three seconds, but I think that's excessive. The hitbox on Neera's stabbing attack could've been expanded slightly, if only to avoid situations where she's right on top of the enemy and can't seem to hit them. Down + attack still works, though it feels weird having to rely on it so often. If there are other hitboxes that I don't agree with, I'll try and give them a mention. Spirits know that I'm really having to dig to find issues with Freedom Planet 2. The first game had a less-than-amazing shmup stage, something this critic could point to and say "Ah hah! See? I don't have to come up with insightful criticisms!", but the sequel's shmup stage is too short to warrant a nitpick.

I've wasted more than enough of your time. If for whatever reason you still haven't played Freedom Planet 2, then we should probably go our separate ways. Nearly four years have passed since this incredible action-platformer came out. I bought the damn game! Day one! Next thing that happened was that I "went to pick up some milk" and almost never returned. It's finished now though. Now I can move on to the hundreds of other unfinished games that are sitting in my library. Cool. Very cool.


*Yes, I'm dropping a Three Kingdoms reference in a game that has three kingdoms.


Thursday, May 14, 2026

Arcade Appreciation - Denjin Makai


Previously, as in like 20 years ago, I talked about Denjin Makai II: The Guardians. A classic beatemup that more than makes up for its relative lack of difficulty with an immense array of playable characters, excellent controls, and fun mechanics. Its fluidity allowed players to link special moves together, leading to all sorts of wild combos. I'd go so far to say that this was Winky Soft realizing their full potential in the belt-scroller genre, leaning into their strengths to craft something that has thrived for decades. When I say thrived, I mean people still play it, not that the developer is still around or- hang on a moment while I check Mobygames. Oh! They were the Super Robot Wars developer! That's really cool, very- I'm sorry. If you could see my face right now, it'd look like the face of a person who has never played a minute of Super Robot Wars. 


Anyway, let's jump backwards to 1994, the year of the first Denjin Makai. This is exactly what I expected from a developer with a lot of promise, yet hasn't quite found the direction they want to go in. The main point I want to get across is that this is an uncut gem, with just the right amount of grime. There are six playable characters, all with impressive though not always unique move-sets. Rather than choosing someone who suits your playstyle, I'd suggest going with whomever has all of the "right moves". To avoid further confusion, I'll go ahead and suggest Makai. He's the guy who's highlighted the instant you start the game.


I'm not suggesting that there's a tier-list or anything of the sort, but some fighters are easier to adapt to than others. Makai's special dash-attack is a projectile, his jumping down-attack is an elbow drop with a meaty hitbox, and his "super-joy" is a nice spin-kick/sweep combo. I'm just going to mention it now. While I will use common beatemup terms like super-joy and magic series, I can't really think of them as such. It's just a term used out of convenience, because there are limitations to these particular techniques that aren't commonly seen in other beatemups. More to the point, like its successor, each character has a separate gauge that drains whenever they perform special moves. The super-joy is considered a special move, so it doesn't cost health to use. However, it doesn't have invincibility, and you're not breaking out of a combo no matter how much you mash attack + jump. 

Also, I hate to put it like this, but the magic series isn't all that magical. At least as far as beatemups are concerned, the magic series is when you press the attack button a bunch of times, and the character does a little combo. Punch, punch, elbow, kick, whatever happens, it does some damage and knocks the opponent down. Basic stuff. Denjin Makai has this, but it's not something you can rely on in most situations. After the first couple of attacks in a series, your chosen hero is going to stop for a number of frames before resuming the rest. Now, let's replace the words "a number of" with just one, "enough". Enough time passes between the first couple attacks and the rest for an enemy to interrupt you and dish out some damage. If you want something resembling a guarantee that every strike will connect, then try hitting the enemy from behind or giving yourself a little distance.

Popcorn guy is just aghast at the weird sex acts going on nearby.

Whether or not that was intentional, Winky Soft was cooking something with a delightfully bitter taste. Limiting the effectiveness of the magic series forces players to operate out of the comfort zone, relying more on special moves and grabs to deal with the gobs of enemies that are regularly thrown at them. Of course, specials require meter management, and finding those moments to recharge can be quite difficult. Grabs aren't free either. Provided an enemy doesn't grab the player instead, there's a pretty high possibility that anything more than a simple toss will be interrupted. Basically, you have a lot of options, and none of them are amazing. It's far cry from Denjin Makai II, where everything you do is amazing. 

The griminess extends to pretty much every interaction with enemies. Beatemups, even the kind found in arcades, tend to operate under some guidelines, if only to keep players from feeling cheated. I'm not going to call this unfair, because after just a few attempts, I was able to make decent progress on 1 coin*. Mainly, what I'm saying is that you really can't take anything for granted. If an enemy is facing you, then you have to do whatever it takes to hit them or get out of the way. If you don't react before they walk up to you, then there's going to be trouble. Tells are practically nonexistent, even for attacks that you'd sincerely believe would have them. The lizard creatures have electricity attacks that are long-range, and they'll just perform them on a whim. No charge-up, no audio cues, just *ZAP*. L-Gigante is a tall dude with sunglasses. He loves dropkicks so much that he'll a big step backwards - which usually places him offscreen - only to make a humongous leap, nailing anyone distracted by the 5 or 7 other guys they're trying to fight. 

We were put here on this planet to suffer.

It never gets any easier, especially in the final stage. Killer Dolls and War Knights are common enemies who punishes any magic-series user with a full combo. They've also inherited Donovan's uppercut, so have fun jumping in on them. Grunts most mundane can't be allowed a moment's respite either. They have this hop kick that looks out of place, yet it's one of the most devastating moves in the game. Since I've got Streets of Rage 2 on my mind, I'll just the hop-kick is the equivalent of Galsia's knife. Me, you, and everyone else is going to be struck by it a hysterical number of times. 

And yet, it's all doable. A lot of what makes this uncut gem shine is that it gives players just enough agency to adapt. Yeah, fighting a whole crowd of devilishly capable minions is rough, but if you can keep momentum on your side, then it's not that hard to crush them. Use every technique to its fullest extent and focus on whomever is most likely to cause problems. Neptune, the 4th boss, has a lizard buddy that's more dangerous than he is. Don't write anyone off because of the size of the health meter. They're a problem as long as they're standing. If you can't keep everyone on the ground and sufficiently pummeled, then target anyone hopkicking or dropkicking. It makes a big difference.


Denjin Makai isn't as polished as its sequel, and that's fine. Some might even prefer that it emphasizes fundamentals over style points. There's much more of an incentive to play smart, but in a way that's akin to controlling the battlefield rather than finding a safe corner to spam special moves from. Not that such a thing would be possible anyway. Players are expected to master the entire moveset, taking advantage of whatever can give them the slightest edge. Something like a down-attack that hits more than once can play a big part in survival. There's a bit more chaos to every encounter, but I think that's part of the appeal.

One last thing. There's a scrappy upstart energy to this beatemup that's worth exploring. Even if you don't 100% vibe with how it plays, still take some time with it. I believe retro games made today are a little too interested in being throwbacks. A lot of people want to make tributes to the classics they grew up with. Cool. All I'm saying is that... Actually, just make whatever the heck you want. If this critic had anything meaningful to say, he'd have gotten a paycheck for it sometime in the past forever.  


*I say this like I can remember the last time I spent anything on an arcade machine.

Tuesday, May 12, 2026

2026 Special - Warrior Blade


Play enough belt-scrollers and you'll start believing that there's always going to be invisible wall, and it'll disappear only after all your enemies are dead. I expected this one to be more of the same. Slash, stab, or whip through a dozen fiends, then a disembodied female voice tells me to "Go! Follow this way." Business as usual, yeah? Actually, no. I could've moved on at any time, but I chose to stay, continuing the slaughter of everyone that came towards me. 

Warrior Blade is the final entry in Taito's Rastan Saga. For once, this is not a tale of brave heroes standing up to seemingly insurmountable odds. Rastan, Sophia, and Dewey are little more than thieves. Rumors of legendary treasures has led them to the island of Depon. Unfortunately for them, the trio found far more than they bargained for, as their meddling has stirred up ancient evils and long-dead warlords. Master the ways of the warrior or suffer in obscurity in 10 to 14 rounds of hack & slash action.


First off, I have to say damn! I just love how epic this game looks. The dual-screen setup and huge sprites make for a heck of a spectacle. Really, it's one of those games that's a required play simply because there's hardly anything else like it. Sound direction is also very inspired. Alongside the bangers produced by Zuntata, the usage of multiple languages adds a ton to the atmosphere. Strangely, the most common noise - besides the clashing of weapons - is an odd little sound heard the instant after an enemy's dying scream. I'm not sure what it's supposed to be, and now it won't get out of my head.

Since this is the 2026 review special, let's turn our attention over to Sophia the whip-slinger. Out of the three playable characters, her range rating is the highest. It's nice I suppose but forgive me if I can't stop lusting over Rastan's power rating. While looking through old guides in the hopes of finding a hidden technique that will give Sophia an edge, I daydream about the barbarian's flamberge laying waste to everything in two or three swings. Then while playing, I struggle to come to terms with a whip that requires three or more hits to kill someone. In a game like this, having to make an extra attack ups the possibility of taking damage, something that nobody can afford.


Since there's only one life, managing health requires 100% of the player's attention. Healing potions appear in most stages, but other more common forms of restoration require additional effort. After completing stage, any accumulated treasures are converted to health. If you're not cracking open crates and skulls, then your long-term health will suffer. Of course, fighting close to ten enemies at a time - all of whom are capable of attacking from any range - has its own troubles. Grabbing and tossing foes is a decent method of crowd-control, but not always applicable in a given situation. Someone might even stab the protag while they're recovering after a throw! Sophia has to rely on range and mobility to stay one step ahead. Keep a good distance and never get surrounded. Easier said than done, but that's the life of a thief. Also, if it looks like the enemy is about to swing, don't get cute and try interrupting them. Just get out of the way. Taking stray hits is NEVER a worthwhile trade-off. 

Prioritizing threats has been a part of the belt-scroller since the dark ages. If fighting is their intention, then it's something everyone has to master. If you see several armored guys carrying weapons, then make note of what they're wielding. Flails are very dangerous thanks to their deceptively long range. If someone is carrying a javelin, then they'll most likely attack from afar. A halberd means that they'll try to get in a quick stab. Common sword & boards shouldn't be underestimated either. One nasty trick these soldiers like to do is swing at air. Don't be too shocked when you inadvertently walk into this attack. The variety of enemies is on the low end, but Taito did a good job of making everyone dangerous. 


Or you could just run away. 

Warrior Blade is all about risk versus reward. Besides one or two instances, literally nothing can stop you from running straight to the boss battle. Ignore the enemies, skip the treasure, forget about the coins nestled in the enemies' pockets. Run, never look back, and live to run another day. This is something you can learn as early as the introductory stage. Destroy the monsters that you see and more will appear. I think there's 14 or 16 in all. Now, if you run past the first set of foes, reach the end of the stage, then turn around and kill them. Congratulations! You cleared the first stage with just 4 kills. Don't expect a prize. Play Night Striker if you want a pacifist bonus. 

By choosing to avoid encounters, the possibility of clearing this game without continues will shoot through the roof. The catch of course is that your hi-score's suffering will be immense. There's really nothing wrong with choosing survival over glory, but that's not how an arcade-goer's mind operates. Stay and fight! What's one coin compared to endless treasure! Before long, the urge to obtain a score that'd impress the hall of champions has taken over. This is about the time when the bad fortunes strike.


You caught that part about 10-14 rounds earlier, right? Of course you did. I just like saying these things. On a serious note, a "bad fortune" is an extra stage that potentially leads to legendary treasure. It's basically rank control. The more enemies you kill, the more gold you steal, the better the chance that you'll be rewarded with more opportunities to die. Locking a third of an arcade game behind rank is an incredibly forward-thinking idea for 1991. Although, if you prefer, there's a dipswitch that enables all 14 rounds regardless, so players are free to experience the entire game. 

I'm starting to think I've forgotten to discuss something and... uh... oh! I nearly totally forgot about the boss battles! Firstly, I must give credit to the development team for making every boss a memorable one. They all look and sound fantastic. However, I have to point out that almost all of them are easily dealt with. For some, 90% of the strategy is standing in the right spot, and the other 10% is mashing the attack button. Now, I don't want to take too much away from these fights, because they're still an intrinsic part of the game. One long and particularly draining stage ends with a boss who attacks with difficult to avoid spirits. You'll be in for a bad time if you arrive with low health. Most of Warrior Blade's combat depth is found in regular encounters, and I think it works rather well. The final boss being kind of a chump if he's attacked from behind is legitimately great. Just watch out whenever he jumps really high.


Along with the bad fortunes, a lot of Warrior Blade's replay-value comes from choosing the order of the four main areas. Each location has a treasure (potentially two) that gifts its owner a permanent boon. Completing the Ship provides a boost to defense. An increased attack speed is given to anyone who braves the volcano (which itself is an optional area of the Castle). However, as areas are cleared, the enemies are replaced with stronger variants. The aforementioned Castle's treasure does weaken them, but the player must decide when to obtain it. Remaining health also plays as a factor, since some areas provide more healing opportunities than others. A full-heal item appears after the score reaches a certain point, so it's another factor to consider when deciding on a route. It's always a pleasure to see Taito get inventive with arcade games. I'm reminded a little of Cadash, which created a unique spin on traditional Action RPGs by having a time limit. 

Still, I wish that Sophia was just a little stronger. Having a longer reach is nice, but someone who can get a quick kill will always have better luck surviving. She does have a fun move where she winks, stunning the first person (or creature) in her line of sight. I'm not sure if it's viable in a pitched battle with a huge crowd though. Maybe I should dig through the Mikado Game Center archives and see what super players were doing. My guess is that they're playing safe and using plenty of special attacks. 

Warrior Blade brings a lot of great ideas to the hack & slash formula, and its top-notch presentation still holds up today. I'd say to check it out however you can. Take some time to play with as much bravery or cowardice as you like.

You can throw enemies into pits or let them get killed by traps, but it won't help your score.