Wednesday, September 2, 2026
Super Nintendo Look - Iron Commando
Tuesday, September 1, 2026
Super Nintendo Look - Edono Kiba
Edono Kiba wants and I give. Edo no Kiba takes and I allow. Like any other symbiotic relationship, I begin to question if I'll ever receive something in return. This is an arcade game, after all. Playing it is supposed to be fun. Overcoming its tests should create feelings of exhilaration and catharsis. Instead, after the battles had ended, all we did was sit across from each other, and stare. Though the words gnawed at me with increasing ferocity, I couldn't allow any of them to escape. I knew that if I said anything, the game would instantly fire back with a "What the hell did you expect?"
It's a little bit funny how Riot and I keep getting in these head-on collisions. Psycho Dream, Beast Wrestler, and Exile are just a few of the many games they're brought into this world, and I barely have anything nice to say about them. Today's review is for one of their other Super Famicom offerings, an autoscroller where a samurai cop battles cyber-terrorist group known as ZEER. I could be wrong, but ZEER sounds so much like ZEED from Shinobi that it has to be an intentional nod. Anyway, they have armored soldiers, giant mechs, bio-monsters, and even a battleship. Samurai cop has a sword. This isn't one of those kick-ass swords either. I'd even go so far to throw it in the same tier as Lagoon. Attempting to rely on it for anything will lead to pain and death. In order to complete this game, you'll have to use the charge attack, always. Hold the attack button down and then release it while pressing forward. There isn't a single good reason why the "pressing forward" part is necessary.
Look. I'm just going to say it, because I mean it with all sincerity: Edono Kiba insists upon itself.
The instant I started the game; I was treated to a crosshatch test (see header image). Apparently, my first thought was supposed to be "I'm about to get some Konami-quality arcade goodness on the Super Famicom!" No. No, my first thought was just oh. Perhaps taking offense at a crosshatch says more about me than it does about the game, but seriously; how often are they seen when a console game is booting up? Riot wanted me to see it. In spite of their track record, an attempt was made to set expectations. I would've respected their audaciousness if it led to a fun game, but...
I've already mentioned the neigh-useless sword, so allow me to discuss Samurai cop himself. He is an unfortunate soul whose armor doesn't do nearly enough to protect him from harm. In fact, the slightest touch from a terrorist drains his health. Since he has to get extremely close to an enemy to slash them, incidental damage occurs at a feverish rate. Most of these bad guys aren't doing anything either. They're jogging along with hardly a care. There isn't even a point to fighting. As in, no points or awarded, no power-ups are acquired. I can't even revel in the violence because the violence is weak. Deftly shifting between lanes while striking down baddies never gets enjoyable. As I alluded to with the charge-and-hold-forward-to-release special attack, the controls have this intentional clunkiness that feels terribly out of place. This cop moves like a tank, but he gets so hurt so easily. It doesn't make sense.
This game is divided into six inconsistent acts. Acts 1 & 2 are straightforward run & slashers, but Act 3 is a Battleship stage. The variety could be neat, except all anyone will remember from Act 3 is trying to destroy homing missiles with that damned sword. Surprising no-one, the cop is a huge target, so a missile grazing his heel inflicts pain just as easily as if it hit him square in the chest. After that mess is Act 4, an infiltration mission where the player picks whichever door looks the most interesting. Next up is Act 5: a boss-refight. Riot took the second boss, gave it a new coat of paint and a couple additional attacks, then drew a big checkmark. This game is blatantly unfinished. The final act is at least conceptually cool, since it involves a Samurai riding an ICBM while destroying other ICBMs. However, it also falls apart thanks to its lousy final boss.
I shouldn't blame Riot for everything that went wrong with Edono Kiba. They had maybe a few months to get a workable product out the door. No doubt there were some talented visionaries who never got a chance to soar because they were trapped under Telenet's thumb. However, it's impossible for me to appreciate such an empty yet demanding game. 30 minutes of using the most-convoluted method to dispatch enemies because it's the only one that actually works is a waste of time. The appeal of being a cyber-samurai is lost and buried due the protag being a hopeless target who's in constant danger of being scratched by a falling leaf. I can't take any of this seriously.
Monday, August 31, 2026
Super Nintendo Look - Jerry Boy
Sunday, August 30, 2026
Super Nintendo Look - Cacoma Knight in Bizyland
Once upon a time, there were three unlikely heroes who escaped disaster out of sheer laziness. Now the king - who is also a lazy shit - has tasked them with saving both princess and country. With magical chalk in hand, Jack and his fellow layabouts Jean & RB93 must stand against Queen Wagamama's misfits. Surviving 21 stages of line-drawing madness will take a steady hand as well as tons of memorization. Cacoma Knight in Bizyland is somewhere between undercooked and half-baked. Qix-likes are always rare and pleasant to see, but I just can't connect with this one.
I'd ask why the game deemed it necessary to hide the treasure, but it's a question I might already know the answer to. Cacoma Knight expects players to memorize the chest locations, otherwise the game wouldn't have much depth. If there was a shiny sparkle, a clue hidden in the background, or anything that aroused suspicion, then players would quickly figure out the perfect drawing route. Also, stages are easy to clear with the right power-up. The bicep grants temporary invincibility, boots provide super speed, and 1ups do exactly what 1ups do. Since extra lives can't be obtained with points, there's even more of an incentive to just grab the chests.
Cacoma Knight in Bizyland never finds the perfect difficulty balance either. Setting aside the fact that one's chances of reaching the end are strongly influenced by the number of 1ups they luck into, most stages can be cleared without much effort. It isn't until the final three stages where the deaths have a serious chance of piling up. Those goons that walk across lines start moving awfully fast. Getting blindsided by them becomes an overly frequent occurrence. Next thing that happens is a giant slime controls half the screen with its death-globs. Predictably, the final stage is harder than the rest of the game. Much like the hidden treasure, it's just a cheap method to extend playtime.
Thursday, August 27, 2026
Sega Genesis Look - Streets of Rage 2 Hacks
Even if you're like me and never spent serious time with the River City Girls saga, this hack is still totally worth checking out. There is a little weirdness in the final stage. When you arrive at Mr. X's lair, you'll notice that he's not in his chair. In fact, he won't appear until after "Shiva" and several minions are defeated. Just something to keep in mind.
It's fair to point out that Streets of Rage 2 was at least partially inspired by Street Fighter 2. In this interview, Ayano Koshiro mentions that there was a Street Fighter 2 cabinet at Ancient, and several matches turned into brainstorming sessions. Considering how one influenced another, a hack that places SF2 characters in SOR2 just makes sense. However, this one is very basic. Max, Axel, Blaze, and Skate are swapped out for Zangief, Balrog, M. Bison, and Cammy. My guess is that Axel's moves were easier to adapt to Balrog than Ryu. Bit strange seeing M. Bison instead of Chun-Li in Blaze's spot though, especially since both ladies share a "fireball".
Monday, August 24, 2026
Steam Look - Armored Lab Force VULVEHICLES
Each of the twelve vulvechs are designed to suit specific playstyles. Besides speed and size, tanks are differentiated by their weaponry. The largest of the lot fires drills that punch through everything. Depending on the stage, this can be an ideal strategy or a big disaster. Erica's tanks (left side, center) can be summed up as flamethrower and giant laser. Good for single targets, bad for crowd. Special weapons can also differentiate wildly. The second-largest tank creates a field that erases every onscreen bullets. Appropriately enough, this special weapon has the least amount of ammo and doesn't do actual damage. It's still invaluable when used at the right moment. The top-left tank has a huge cache of grenades. They're hard to use but offer plenty of versatility. Players aren't required to use every vulvech in the garage, but they're setting themselves up for failure if they continue to rely on a small handful.
Armored Lab Force VULVEHICLES is another easy recommendation. The concept is simple to understand yet creates a surprising number of potential situations to overcome. Enemies are varied, interesting, and always on the attack. 24 stages might sound rather high, but I assure you that the typical playthrough is going to slide well under 45 minutes. Also, fans of the lore can watch anime girls discuss the entirety of the ASTRO saga. I probably mentioned it already, but there are at least twelve games that share the same timeline. Ridiculous, but also charming.
Friday, August 21, 2026
2026 Special - Super Mario Bros. - Peach's Adventure
For reasons unexplored, I've been having a serious bugbear of a time allocating words towards this Super Mario World romhack. Super Mario Bros. - Peach's Adventure is a straightforward mash-up of all-things classic Mario. The art-direction is clearly inspired by SMB1, and there are frequent references to other titles like SMB3 and SML2. Besides utilizing its engine as well as some of its mechanics, this hack has a surprising lack of SMW. I'm actually very pleased with the decision. Fair warning: expect the next however many sentences to be filled with early-morning ramblings.
Although I'm well-aware of the amazing work that has gone into Super Mario World hacking, the results often don't catch my interest. Taking a mechanically rich and experimental game like Nintendo's 1991 classic to new heights with a slew of original levels is amazing, no doubt about that. To me, however, it represents a commitment that I'd never be able to make time for. Not to mention, SMW is just one of several games that I want to move on from. Probably not even a week ago, I lamented that people aren't seeking out enough original stuff. Empty words from someone who'd then spend an entire weekend playing the randomizer that combines Super Metroid and Link to the Past. The worst part is I never finished a single run. They stalled out after I grabbed the easy-to-reach items, almost like some twisted gatcha where the first 100 pulls are free.
This road to false equivalency is not one I intend to continue walking, but the randomizer incident has left me questioning what I truly enjoy about the classics. Is it the level-design? The controls? Or just finding some cool items? Super Mario World is a game that I've spent years with. The muscle memory is so entrenched that you could slide a controller into the hands of my fresh corpse, and they'd finish two 96 exit playthroughs before the rigor mortis sets in. Maybe that's the problem right there. Is finding exits all I care about? Everything else could just be a means to an end. For me, playing a SMW hack would be a risk. If I quit the instant I run into some friction, then I'll likely go back to the original for hours upon hours of exit gathering. Imagine playing games purely for the regurgitated sense of accomplishment. There're likely some deeper issues going on here, but I can't spend every review digging into them.
Super Mario Bros. - Peach's Adventure is a total conversion, and it's perfect for me. Mario has been kidnapped by Bowser. Stopping him requires a Princess willing to hop & bop her way through eight distinct worlds, all of which are stuffed with classic platforming goodness. I really like how charming and straightforward this is. There aren't any overcomplicated inputs to master or levels that require a dozen tries to survive. The emphasis is placed on breezy action that anyone can pick up and enjoy. Those willing to tackle the optional challenges will be rewarded with some fun extras.
Also, I just think it's really fun how classic game stuff is incorporated into every level. It means that there's always something to look forward to. The frustration-free approach to obstacles is also kind-of amazing. Even the obligatory mine-kart levels just fly by. My mind was in a constant state of "Oh, this is neat". This conversion was clearly designed to move at a semi-brisk pace, as if the creator wants players to see everything, but without the repetition of constant retries. Balance between the old & new is handled really well. I never felt like I was just going through the motions or seeing things just for the sake of it. It's purposeful, smart game-design.
So yeah, I think Super Mario Bros. - Peach's Adventure is worth a recommendation. Fans of the NES trilogy will find a lot to like. Using SMW as the base for a decidedly un-SMW game was a very clever move. Speaking entirely for myself, the lack of absurdist mechanics is really appreciated. I got to experience a fun quest while keeping thoughts of checking out more hacks in the furthest recesses of my mind. Again, I don't intend any offense towards Super Mario World hackers. There is a ton of brilliant work out there. A ton! It's just a rabbit hole I'd prefer to dance around if possible. The instant I fall in is the instant I'm right back to 96 exit-farming.
