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.
Thursday, August 20, 2026
Arcade Appreciation - Monster Maulers
The criminal organization Happy Droppers has bombarded Earth with psycho-mutation orbs! From this bizarre assault on nature rose six behemoths. Indestructible by conventional means, these gigantic creatures are poised to wreak havoc. They're so strange and powerful! The planet we call home teeters on the brink of annihilation! Is there anyone who can answer the call of heroism?! Well... yeah, of course there is. Earth's mightiest fighters - the Monster Maulers - have trained both body and mind for this fateful day. Do they have what it takes to save the world? Find out in Kyoku Sentai Dadandarn!
Each of the three playable characters is controlled via a joystick and three buttons (light, medium, heavy). True to its nature, this fighter provides its heroes with a modest assortment of normals, command normals, grabs, and special moves. Blocking is as simple as holding back or down/back. Air-blocking is even simpler... because it doesn't exist. Be extra careful with your jump-ins because the opposition loves their anti-airs. While there aren't combos, you can often get away with landing an uncontested series of strikes or linking a kick into a throw. The point I want to get across is that the rules were thrown out the window ages ago. Both hero and enemy operate by a set of guidelines. Just because you block something that looked unsafe doesn't guarantee you a turn. Also, a handful of moves can exploit the enemy's tendency to perform anti-airs. A lot of the game will be spent learning and practicing ways to stay ahead of huge beasts that don't play fair.
If you want to crush Monster Droppers' schemes with the least amount of trouble, then Anne is your gal. Her standing heavies and mediums are great pokes. She has mid-air combos, which are invaluable against anything large or capable of flight. Shooting Star is the best special move in the game. It's hardly a contest really. Besides being an awesome projectile that can be thrown from any point in a jump, this also serves as a defensive tool to prevent Anne from leaping into her rival's waiting arms. Some foes have a greater tendency to reflect it than others, but even that's limited by how much agency Anne has during and after the throw. With the right timing and spacing, players can keep their turn while bullying their opponent. Anne's other special move is a button-mashing shock that's heavily situational but capable of amazing damage. Unless you have a problem with hearing "SHOOTING STAR!" a couple hundred times a game, this lady is the best choice for attempting a 1CC.
Wednesday, August 19, 2026
Super Nintendo Look - Cotton 100%
Saturday, August 15, 2026
Super Nintendo Look - Dragon View
In the minutes leading up to this review, I brainstormed and discarded a half-dozen introductions. Among the refuse was a brief history of Kemco, a once-held belief that a belt-scrolling Action RPG would be the coolest thing ever, and existential crisis #2,194. Ultimately, I settled for what I believe best summarizes Dragon View's place in history. It's a derivative product designed in a lab to massage the brains of those who spent a few too many years enamored with sword-wielding boys. If you close your eyes right now; you'll envision this game's entire story. A young warrior with a grand destiny must stop an evil wizard and rescue his girlfriend. Keep those eyes closed a few seconds longer and you'll likely point out that the evil wizard has a tragic backstory (that doesn't even begin to justify his heinous actions). As much as we plead with ourselves to seek out the new and inventive, there is something within us that exists solely to reminisce over and consume the reheated remnants of happier times. I can't hate Kemco, at least not more than any other business. Selling people video games that they've already played is how the industry works.
Last year, I must've played through forty games about sword-boys doing sword-boy things. For the most part, I had a really good time. Unfortunately, Dragon View carries itself with a certain mundanity that's hard for me to stomach. The familiar is just too familiar and nothing unexpected ever happens. After trekking through a fire cave and then a region covered in snow, I really would've liked to see some place new. Maybe there could've been a mutated forest or the ruins of an advanced civilization. It didn't have to be original! I'd take anything besides a swamp or desert! Running through the exact same places as in every other action-adventure is just exhausting.
Although a commendable effort was made to provide players with helpful (if sometimes cryptic) NPCs, there isn't a good reason to ever go without a guide. Players are practically expected to find every HP container and equipment upgrade. An alternative exists, but it sucks. Let's say you reach the final boss at level 38. He's going to be an absolute tank at such a "low" level. If you haven't already found the secret hauza technique that deals decent damage to the big bad, then you'll either have to make the long trek back to its location or kill a couple thousand imps. I can't imagine why anyone would want a miserable end-game grind straight out of Ys, but maybe Kemco has data proving otherwise. They surveyed a bunch of gamers who collectively agreed that replaying the parts they hated from the Action-RPGs they loved would still be pretty cool. Yes, I know it sounds insane, but I can't just say "It was the style at the time." to describe every poor decision.
Friday, August 14, 2026
Turbografx-16 Look - Magical Chase
So, here I sit, dead-center in the abominable maze, hoping for a single thought that my meager words can express. Let's try something basic: How do I feel while playing Magical Chase? Well, I guess I feel good. There is an upswell of pleasant feelings when I destroy the final boss. When it's just me and the game, things make sense. Maybe not life, but definitely some things. Much respect to Quest. They crafted a charming little adventure where not a single minute goes to waste. My one serious complaint, which I'll get out of the way right now, is that Ripple is a rather large target. Evading the many dangers that occupy Ripple's world is a little harder than it should be. Then again, having a shmup protag with a generous health meter and a small hurtbox would be overkill I suppose.
What Magical Chase brings to the table is generosity. In the last 1CC playthrough I did, which wasn't more than a day ago, I must've screwed up a hundred times. Since healing items are usually easy to find or purchase, all those screw-ups were forgiven. Once I reached the final stage, I was able to lock-in and... screw-up an additional dozen times. This game gives its players a lot of room to grow, while avoiding the pitfalls of being too easy. Though, you may as well forget the first difficulty setting doesn't exist. Anyone who isn't playing on Bumpy or Rough isn't seeing anything past the third stage.
The critters that accost Ripple come in various shapes, but their sizes stay relatively small. This aspect of Magical Chase gives it a more pronounced identity than the average cute 'em up. Mid-bosses & Bosses aren't gargantuan immobile creatures that take up half the screen. Oftentimes, they're little gremlins that fly around. Players can take advantage of this by continually positioning themselves just out of range. Later fights ramp up the intensity of attacks, ensuring that there's rarely a safe spot to sit in.
Monday, August 10, 2026
Game Boy Color Look - Blade
Blade is exactly what I like to see from a licensed game. A competent developer puts their expertise to work and delivers a unique product that's enjoyable to play. Yes, I just stumbled onto this Game Boy Color brawler a few days ago, but I'll be damned if I don't make it the center of attention for a hot minute. For those out there who haven't already checked Mobygames, today's Daywalker experience is the result of a collaboration between HAL Corp. and Avit, Inc. I'm unfamiliar with the latter's games, as several of them were niche. Like, we're talking Volleyball and Cyborg Volleyball niche. Still, my eyes were definitely caught after discovering that many of Avit's team-members were responsible for the classic Kunio-kun and Double Dragon games I grew up with. No doubt they'd do justice to a game about a cool vampire hunter who fucks up vampires.
Upon starting the game, you're given the lowdown by Whistler. The undead menace has bases all over the city, and you get to decide which locale to purge. However, I must suggest that you make Enemy Base 1 your first mission. The level is actually a determinant of the enemy's strength. All of Blade's attributes start at level 1, so taking out vampires of the same level is no problem whatsoever. If he decides to enter the Level 2 area, then he's going to sweat quite a bit. Level 3 is for everyone trying to ice skate uphill. Blade is adept enough to handle anything that gets thrown his way, but he'll have to work three times as hard to complete a mission. Also, the slightest mistake erases a huge chunk of life. Unless you're really confident in your abilities, save the higher-level locations for after you've gotten Blade some upgrades
After clearing the immediate area of vampires, Blade is awarded some cash. This is dependent on various factors, including the number of destroyed enemies, and remaining special weapons. There's bonus money if you can get through a section without taking damage, but imperfectionists shouldn't stress too much. While cash is required to upgrade equipment and stats between missions, survivors should obtain enough to max everything out before the final mission. The expectation is that players will do just that, ensuring Blade goes from Ultra Badass to Ultimate Badass. Anyone seeking an extra challenge could refrain from enhancing their armor or serum (which functions as the time-limit). No matter the case, spending on Kung Fu should be a priority, since beatemup combat represents the bulk of the game.
Some parts of Blade come off as half-baked. The first Enemy Base, with its multiple detours to collect keys and special items, gives the impression that the game will have some adventure elements. It won't last. Walking from left to right and crushing whatever gets in the way is most-assuredly the norm. The enemy variety is pretty good for a licensed brawler, but too much of the 1-hour+ playthrough is spent in subways and sewers. Also, there's really not much decision-making. Whistler stresses it in the beginning of the game, but only because wrong choices lead to a final confrontation that may be too much for most players. Purposefully avoiding the intended route causes the enemy's level to increase, which only favors the maniacs. An argument could be made that entering a potential no-win state isn't half-baked at all, but rather the consequence of ignoring good advice. I just don't see it that way. To me, there should be a viable route to the end no matter what decisions the player makes... pfft! Hahahah! Yeah, I'd better save my ridiculous dreams for something besides an early 2000s licensed Game Boy Color product. What's here is good enough, honest.
