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Tag: action

  • ‘3 Count Bout ACA NEOGEO’ Review – About As Fun As Taking A Chair Shot To The Head – TouchArcade

    ‘3 Count Bout ACA NEOGEO’ Review – About As Fun As Taking A Chair Shot To The Head – TouchArcade

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    I don’t have a lot of nice things to say as a whole about 3 Count Bout ($3.99), the latest addition to the mobile ACA NEOGEO line from SNK and Hamster. It’s one or two ridiculously poor decisions away from being a really solid game, and its biggest problem is one that is magnified by the nature of the usual format of these mobile releases. It is agitating how many things it did a decent job with, only to flush it all down the drain in what I can only assume was an attempt to fish more quarters from unsuspecting arcade goers. This one won’t be pretty, friends.

    While King of the Monsters and its sequel were essentially wrestling games, albeit between giant monsters, there was clearly room on the NEOGEO for a more familiar game in the genre. By 1993, SNK was making some of the hottest one-on-one fighters around, so it wouldn’t seem totally unreasonable that it could make a good wrestling game. The character designers did their job well enough, with ten colorful combatants that wouldn’t look out of place in a real federation at the time. Each of them has a fine assortment of moves, with plenty of strikes and some special moves to spice things up. The graphics and audio are really good, playing to the strengths of the platform very well. It even mixes things up and gives you some street fights from time to time.

    In regular matches you can win by pin fall or submission, both of which require you to wear down your opponent’s life meter to have any chance of success. When you’re in other locations, the only option is to beat the opponent to the point that they don’t wake up for a ten-count. Yes, those ones aren’t three-count bouts. Well, it happens. You can choose to play in a few different modes, but most mobile players will only have one available to them. You as a single player will tackle the CPU opponents in a series of battles in order to win the championship. If you happen to have enough external controllers and feel like huddling around your mobile device, you can also do two players against a CPU tag team or battle against each other.

    Let’s get to the problems now. The main issue here is the difficulty. This ACA NEOGEO release allows you to adjust the difficulty, but even on its easiest setting, the CPU is an absolute beast once you get a few matches in. It is incredibly aggressive, it will win the button-mashing grapples almost every single time, and if you even think about using strikes it will punish you during the wind-up. It’s not like it’s impossible to win the single-player mode. If you’re tenacious you can find your own cheap, semi-reliable ways of fighting back. But it isn’t fun to play the game like this. Not at all. The upshot is that you get a couple of decent bouts before the computer opponent starts lobbing you around like a beach ball. You’ve got about as much hope of fighting back as the ball does.

    Indeed, the only real way to enjoy 3 Count Bout at all is to play one-on-one against another human. If you can swing that, it’s alright. Nothing to go running up and down the street shouting at the top of your voice about, but you can have an okay time. Alas, that’s a tricky thing to pull off in these mobile releases. I really wish there were some other options for playing multiplayer in these games so that I could show more kindness to games like this, but I can only work with what is put in front of me. All the other ACA NEOGEO extras, such as additional modes and options, don’t mean very much when the core single-player experience is as miserable as this.

    Simply put, 3 Count Bout is an incredibly poor fit for the most common use case of these mobile releases. You won’t find much joy in its single-player mode due to how quickly and thoroughly the CPU player becomes punishing. The multiplayer options require extra controllers and a means of displaying the game for both players, which isn’t going to be something most can take advantage of. And even if you did, all you would end up with is a middling wrestling game with some nice visuals. Stick to King of the Monsters for your mobile grappling kicks.

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    Shaun Musgrave

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  • ‘King of the Monsters 2’ Review – Give Invading Aliens an Eyeful of the Eiffel – TouchArcade

    ‘King of the Monsters 2’ Review – Give Invading Aliens an Eyeful of the Eiffel – TouchArcade

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    Gosh, Hamster’s been at this for a while now, hasn’t it? About a year and a half ago, the original King of the Monsters arrived on mobile by way of the ACA NEOGEO series. I reviewed it at the time and despite the game’s iconic status I wasn’t too hot on it due to the thin amount of content and lack of multiplayer support. We’re quite a ways down the road now, and it’s time to take a look at the mobile release of King of the Monsters 2 ($3.99). It’s a well-loved follow-up to be sure, but does it shine in this format? Let’s slide in and have a look.

    There isn’t a whole lot of juicy history behind this game. SNK scored a strong hit with the original King of the Monsters in early 1991, at a time when the company needed all the success it could get. So yes, of course we get a sequel. King of the Monsters 2 arrived in early 1992, and it made a few changes to the gameplay seen in the previous game. The original King of the Monsters was basically a wrestling game with an interesting theme. You would choose one of several monsters and then battle the rest of them, one at a time, in stages set in various Japanese cities. Then you do it again, and that’s the single-player game. Grab a friend for one on one fun and you’ve got a pretty enjoyable bit of arcade diversion.

    One of the fun things about the original game was how the arenas were cities that were slowly destroyed over the course of the match. It really made you feel like you were a giant monster, and a person couldn’t help but want more of that. Well, how lucky we are! King of the Monsters 2 gives you some room to stretch your legs, such as they are. Each stage still culminates in a one-on-one battle, but before that match-up you’ll wander through short stages, swatting down airplanes or aliens, smashing bridges and buildings, and collecting power-ups. There are more power-ups this time around, and each of the monsters can level up a couple of times. They get access to more special moves when they do, along with stat and health buffs. It’s in your interest to smash everything and try to find those power-ups, but be careful not to grab the bad ones.

    This is a good time to talk about the monsters. The playable roster has been significantly trimmed down this time. There are only three monsters to choose from. The Godzilla-like Geon is here in mutated form, the King Kong-like Woo has powered up into Cyber Woo, and the Ultraman-like Astro Guy is here in a slightly modified suit. These, apparently, are the only survivors of the original monster wars as chronicled in the first game. Yes, there’s a story. That’s half of it right there. The other half is that aliens have invaded so these three remaining kaiju are tasked with stopping it. Let them fight, and all that. Don’t worry about a potential lack of creative creature designs though, as you’ll get to see plenty of other monsters as you make your way through the game.

    There are no pin falls this time. There’s still a lot of wrestling DNA in King of the Monsters 2, as you will regularly get involved in grapple fights with the boss creatures. But your goal this time is to whittle their life meter down to zero, at which point they’ll go kaboom. There are no electrical power lines serving as ropes to whip them into this time, and the game broadly feels more like a beat-em-up as a result. A beat-em-up whose stage-to-boss ratio of time spent is very different from most others, but a beat-em-up nonetheless. Some may lament this change, and I do think it’s swings and roundabouts if we’re talking about playing the games in normal conditions.

    We’re not, though. This review is about the mobile version, and we have to take a few things into account. First, while players certainly can make use of an external controller, it’s more likely that they’ll be using touch controls. Next, while players technically can play in multiplayer via extra controllers and some sort of decent-sized display, it’s more likely that they’ll be playing alone. I personally find the first game’s more pure wrestling approach to be more fun in multiplayer. It’s less random, the whole tug-of-war of trying to pin the opponent is interesting, and there are more characters to choose from.

    But King of the Monsters 2 is, I feel, considerably more satisfying than the first when it comes to single-player. The opponents are more varied in their forms and attacks since the game doesn’t need to consider how a human will control them. Traveling through the stages smashing things and swatting lesser enemies is enjoyable and helps set the stage. Chucking buildings can feel cheap in multiplayer matches, but as a single-player feature it’s awesome. The random power-ups (and power-downs) are more tolerable when they aren’t messing up an otherwise interesting battle between two human players. The locations are a lot more varied in setting, too. That’s important when you’re playing alone, because it helps ward off repetition. There’s a proper final boss here as well, and it’s a real SNK sonofagun.

    What I’m trying to say here is that for the purposes of most mobile players, King of the Monsters 2 is a considerably better experience than the first. There’s even a good ending and bad ending, encouraging further replays. It feels less like you’re playing a multiplayer game against the CPU and more like you’re playing a normal game meant for one player to have a good time with first and foremost. Some of the controls can be a little trickier with the virtual buttons so there is still a benefit to using an external controller if you have one. Still, even with touch controls it is a hoot to fire the game up and smash your way through a few aliens and landmarks. You can save whenever you need to, so feel free to break the game down into as many sessions as you need. It’s a cheap game that likes to milk you for as many coins as it can, but you have all you need.

    This game is also a good one for the usual extra modes Hamster includes in all of these releases. There are lots of opportunities for variable scoring here, and you can also go faster or slower through the stages to an extent. That means both Score Attack and the timed Caravan modes work very well, provided the leaderboards are active. Even trying to better your own scores adds some value to the game. All the other usual options are here, of course. Game settings, video and audio settings, and control settings are all here. The only thing missing is an option for online or wireless multiplayer, and no I am never letting that particular bone go.

    I knew going into this what the result would be, more or less, but I can happily recommend King of the Monsters 2 in its mobile form to anyone looking for some arcade action. For what it is, it holds up really well. The graphics still look good, the game plays well, and there just aren’t a whole ton of good kaiju brawlers out there even now. The single-player mode is enjoyable to bash your way through, and with three characters and lots of variability, it stays surprisingly fresh on multiple playthroughs. All in all, a good addition to the ACA NEOGEO mobile line-up.

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    Shaun Musgrave

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  • ‘Tiny Pirate Ship’ Review – Tiny Thrills, Rocky Seas – TouchArcade

    ‘Tiny Pirate Ship’ Review – Tiny Thrills, Rocky Seas – TouchArcade

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    A long time ago, before ‘mobile game’ conjured up visions of free-to-play, hundred-dollar bags of gems, and gatcha up the wazoo, most people’s image of a mobile game was likely a small, casual time waster that was both entertaining in short bursts and affordable to boot. While games like that have never fully gone away, we don’t see as many of them as we used to. I think one of my favorite things about Tiny Pirate Ship ($3.99) is in how it takes me back to those days. That’s a blade that can cut two ways, however.

    Congratulations! You’re the captain of your very own spiffy new tiny pirate ship. It’s not very roomy, but at least you don’t have to worry about mutinies. Since you’ve got a ship, there’s really nothing else to do but to head out onto the high seas and get to looting and pillaging. A brief yet slightly boggling tutorial will walk you through everything you can do. Swipe your finger to steer, tap the screen once to fire your cannons, and double-tap to make your ship dash. Developer, your little wordless tap animation can also be read as a swipe. It’s okay to just use words to explain how to play. The tutorial culminates in a battle with a Kraken, and no matter what you do your cool powerful ship is going to go under.

    Congratulations! You’re the captain of a second, much weaker tiny pirate ship. You’re going to have to scrape up the cash if you want to get a fully decked-out ride to go take revenge on that stupid Kraken. The only way to get your hands on that loot is to take it from others. Wander around the map attacking the ships that appear, making sure to grab any crates or barrels they leave behind. There are different kinds of ships that can appear, some of whom are more than capable of hitting back, and you’ll have to deal with other non-ship hazards as well. Your starting cannon requires you to get right up in the faces of your foes, and your starting hull can only take a single hit. If you can last long enough, the Kraken might appear. Dodge its tentacles and you can take home a little bonus for your efforts. Good luck!

    You’ll probably end up sinking another ship, of course. Luckily, you don’t lose this one. You can even use your ill-gotten loot to upgrade it, if you want. There are also better ships you can buy if you have enough money, each one specializing in a certain thing. Ships can be upgraded along three parameters. Armour gives you extra hit points, Sprint gives you a better boost, and Cannons increases the range of your shots. There are also several Perks you can pick up. This all costs more and more as you upgrade, so it’s quite the grind to get a nice maxed out ship.

    The bigger grind comes from the new maps, though. You’ll need a ton of loot to open up the other maps, so expect to spend a fair bit of time on map one before progressing to the second and so on. You won’t be getting your revenge on that Kraken for a good long while. I understand that to an extent the grind is the game, especially given my love of role-playing games. But a long, direct grind is something you can really only get away with by carefully setting up the rest of the design, and I’m not sure Tiny Pirate Ship pulls that off perfectly.

    So, first of all, I’m not super-thrilled with the controls in this game. There are times where you are going to want to be firing your cannons rapidly, but if you aren’t extremely careful you’ll end up boosting instead. Unexpectedly boosting in the middle of combat is generally not a good thing, and will result in taking a hit quite often. I’d love for these two actions to be more distinct in terms of how you activate them, perhaps making one of them on a virtual button. I think the developer was trying to avoid such things, but preserving the purity of the UI loses its nobility when it comes at the cost of the gameplay quality.

    I’m also not overly satisfied with how the game’s difficulty seems to work. In addition to being a grinder, there’s also a score attack element to the game. Your highest loot haul is recorded, and there are leaderboards where you can compare with other players. Ideally then you would want to survive for as long as possible, allowing you to get a higher score. But the thing is, outside of the Kraken’s appearances, it never really feels like it’s getting any harder. It ends up feeling more like a battle of attrition, and the longer you play any given session the more boring it gets. I’m not really sure how this problem could be fixed, but endless games really do need escalation to stay interesting and I don’t get that feeling with Tiny Pirate Ship.

    All that having been said, I did have fun with Tiny Pirate Ship and will likely fire it up for a round here and there in the future. That’s really how it plays best. It’s more of a toy you pull out for a few minutes, like spinning your ring on a table or something. Treat the grind as something that will eventually solve itself. Ignore the leaderboards. Just load it up, blast some ships, grab some loot, and put it away after a couple of rounds. That doesn’t fix the control issue, but that problem loses some of its punch when you’re not so fixated on surviving those long haul sessions. It’s worth the few bucks it’s asking if you’re looking for a little action game to enjoy.

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    Shaun Musgrave

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  • ‘Ninja Commando ACA NEOGEO’ Review – You Don’t Generally See Ninjas Do That – TouchArcade

    ‘Ninja Commando ACA NEOGEO’ Review – You Don’t Generally See Ninjas Do That – TouchArcade

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    Sometimes I wonder what real ninjas from back in the day would make of their pop culture depictions in modern times? Would they be excited to see how kids adore them? How they’ve basically become superheroes of a sort? Or would they be irritated that their dedication to espionage has been reduced to conspicuous blue jumpsuits and direct attacks? An intriguing question, and one that I will neither answer nor bring up again in the body of this review of Ninja Commando ($3.99), the latest game to hit SNK and Hamster’s mobile ACA NEOGEO line.

    Hey, I’ve been doing this for twenty-five years now. Coming up with fresh openers is tough. I suppose I could have just gone with an old reliable template that almost everyone can enjoy and apply the topic of the day as needed. I didn’t do that, but you know who did? Alpha Denshi and SNK, back in 1992. They barely even hid it. Just stapled Ninja onto Capcom’s Commando and took an early lunch. Okay, that’s kind of rude. The top-down run-and-gun had been a very popular genre throughout the late 1980s on the back of hits like the aforementioned Commando and SNK’s very own Ikari Warriors. One might even suggest that the very existence of the NEOGEO was built on the backs of such titles. With that in mind, we can surely excuse any indiscretions in terms of creativity with the broad structure of this game.

    If Ikari Warriors followed in the wake of Commando, I think it’s safe to say that Ninja Commando treads in the footsteps of Commando‘s follow-up Mercs. Your characters have wider move sets and a more interesting array of attacks, the play area is often wider than the screen, and you’ve got a life bar instead of having to suffer one-hit kills. The story premise here is certainly its own thing, if nothing else. The villainous Spider and his Mars Corporation have developed a time machine and plan to use it to attack the past and control the future. Man, this isn’t even the first SNK game that uses that villain plan. As these things go, the only ones who can stop Spider’s machinations are a trio of ninjas: Joe Tiger, Ryu Eagle, and Rayar Dragon. They chase their foe through seven periods of history, arguably causing more damage to the timeline than Spider and his goons. Hey Joe, I don’t think you’re supposed to murder Nobunaga Oda before his time!

    This goofy plot is part of what makes Ninja Commando so fun. Oh, I probably haven’t mentioned that yet. Ninja Commando is a lot of fun. You get to choose your favorite ninja, each with their own weapons and moves, and either go it alone or with a friend on a big stupid adventure through history. There is a big caveman who grabs his fellow cavemen and throws them at you! Yes, you have to fight mummies. World War II? They wouldn’t be Ninja Commandos if they didn’t stop in there, would they? The game has its tongue firmly in its cheek but not so much as to be obnoxious about it, and some of the dialogue really has to be seen to be believed. The pixel art is really strong, and I think it must have been a lot of work to make these areas so distinctive and populate them with period-appropriate enemies of all kinds. It has a lot of personality.

    As for the gameplay, it has a few tricks up its sleeve but mostly sticks with what worked in the past. Your characters have their own basic shots that you can only fire ahead of you. They’ll power up the faster you hit the button, oddly enough. You can do a somersault or flip to get out of the way of attacks, and it can be useful if you get the hang of its movement and the game’s collision boxes. You can also fire in multiple directions when flipping, making it one of the few ways to attack enemies beside or behind you. The third button uses your smart bomb-style attack, which can be useful in a pinch. Likely inspired by the fighting game craze going on around it, Ninja Commando also equips each of the three characters with some command based special moves. They are extremely powerful so it’s not a bad idea to get the hang of them, even if it can be a bit tricky using touch controls.

    A brilliant segue into the bits where I talk about how it plays on mobile. Of course, you can use an external controller and get the standard console (arcade?) experience, but I’m happy to report that even if you’re limited to the touch controls you’ll still have a relatively good go of it here. The special moves can be a pain to pull off and trying to maintain maximum power on your shot can be troublesome, but by and large the game plays nicely with the on-screen buttons and stick. You won’t be able to bring a buddy without external controllers, but hey, real commandos fight alone. It’s Rambo, not Rambo and Friends. Except for the animated series. But we don’t talk about that! The point is, this is actually a really nice mobile experience.

    All the usual Hamster ACA NEOGEO stuff is in play. Two versions of the game, plus the Caravan and Score Attack modes. Those extra modes are quite enjoyable with this game, and the online leaderboards add to the excitement. The options are familiar, extensive, and as welcome as ever, and the emulation is spot-on. By now most of the people reading this probably know what to expect from these ACA NEOGEO releases in terms of extra features and overall presentation, but I have to put it here for those reading this review first. Hi, new reader! Please stay a while! Stay forever!

    If you’re looking for a straightforward but fun top-down run-and-gun game, you’ll be well-served by Ninja Commando. It’s not as fancy as the Shock Troopers games but its wild premise and strong execution make it a decent highlight from the NEOGEO’s earlier years. It plays really well on mobile even if you don’t have an external controller handy, and is actually quite good for filling out little pockets of spare time during your day-to-day. A solid addition to the ACA NEOGEO mobile line, and one I can easily recommend.

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    Shaun Musgrave

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  • ‘Crossed Swords ACA NEOGEO’ Review – Infinity Retro-Blade – TouchArcade

    ‘Crossed Swords ACA NEOGEO’ Review – Infinity Retro-Blade – TouchArcade

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    Look, I don’t know if Chair’s outstanding Infinity Blade (RIP) series was at all inspired by SNK’s Crossed Swords ($3.99) or if they just had similar ideas independent of each other a couple of decades apart, but revisiting this 1991 NEOGEO title via the ACA NEOGEO mobile port sure made me think about it. It’s obviously not a patch on Infinity Blade in terms of presentation, and it’s not up to in terms of mechanics either, but it’s close enough to make me remember the happy times when we had three whole Infinity Blades to enjoy. Sorry, I’ll shut up about Infinity Blade now for a bit. Let’s look at Crossed Swords and see what’s what, shall we?

    Crossed Swords came in more or less at the tail end of the NEOGEO’s first year on the market. The system hadn’t had its Fatal Fury moment yet, though that would come scant months later. Street Fighter II: The World Warrior had already come out and was absolutely wreaking havoc on the make-up of most arcades, but the big shift to fighting games was still in the future. There was still room for something weird and interesting, and long-time SNK partner Alpha Denshi (ADK) was more than willing to provide. In these heady times, you still saw a lot of arcade games trying to bring in RPG elements to entice the Dragon Quest-addled minds of Japanese gamers, to varying degrees of success. So what happens if you take the success of SNK’s The Super Spy and try to smash some RPG into it? You get Crossed Swords, I think.

    So here’s the deal with this: it’s Punch-Out!!. It’s even more Punch-Out!! than The Super Spy was, even going so far as to place your transparent character on the screen. You’re a brave warrior and you need to stop the demon warlord who threatens the peace of the realm with his army of nasty monsters. You start your journey with a simple sword and shield, but they’re more than up to the job at hand. Your shield can block strikes at two different angles, activated by pressing up or down on the stick. You’ve got two different buttons for your sword strikes, allowing you to slash and thrust, and you’ve even got a bit of magic you can use in emergencies. Blocking is usually better than dodging, but you’re also able to move left and right if you feel the need.

    In general, the name of the game here is to guard your opponent’s attack and then counter with your own. The timing is tricky, but particular enemies will use particular patterns and you can take advantage of that with practice. The combat is surprisingly fun for how little there is to it, and while it can get a little repetitive over the course of the game, it holds on longer than you might think. The enemy variety helps with that, and so do the variety of stages you’ll traverse. This isn’t the flashiest NEOGEO game by any means, but it takes good advantage of the hardware and still has an appealing look and sound today. Enemies jump into and out of the background using scaling sprites, and you’ll also get various NPCs using that feature too.

    Defeating enemies will reward you with various pick-ups, not the least of which being gold. You can use that gold to upgrade your sword via merchants between the stages, and each sword brings new magic abilities. You can’t buy your way to better shields, but you can find new ones along the way if you choose your routes well. This is about the sum of the game’s RPG elements beyond its fantasy trappings, but it’s more than enough for an experience like this. Finding the optimal route, learning the enemy and boss patterns, and seeing all there is to see makes for at least a handful of engaging playthroughs.

    Crossed Swords isn’t quite as reliant on button combinations as The Super Spy, and that means it gets along better with touch controls if you find yourself depending on them. As usual, an external controller is going to work better. It’s what the game is designed for, after all. But if you have to play with touch controls, you’ll really only have a slight hassle with the tiny list of special moves that most players never use anyway. You would also need external controllers if you want to take advantage of the game’s two-player mode, which is probably the most enjoyable co-op Punch-Out!!-inspired game you can find. C’est la vie.

    You get the usual array of ACA NEOGEO features here, including game options, display settings, ways to fiddle with the on-screen controls, and so on. You can play the Japanese or Overseas versions of the game, and the two typical extra modes are on offer here. I find this one a little too random for the score attack hustle except in the broadest of strokes, but the extras modes are still a solid addition thanks to the online leaderboards. The emulation is spot-on, as you would expect from Hamster. If you’ve been reading any of these reviews, you’ll know all of this already. But someone is reading this one first, so we have to mention it.

    Crossed Swords isn’t a game you’re going to enjoy playing every day. It’s rather substantial for an arcade game from its time and place, but even with all of that its simple block-and-counter gameplay can wear out its welcome after a while. Still, if you find yourself missing that Punch-Out!!-with-swords experience that you used to quench by firing up Infinity Blade here and there, Crossed Swords might be a decent retro substitute. It’s not the first game you might think of when you think of SNK’s long-running console, but if you give it a shot you’ll find it to be a real NEOGEO-core game in all the best ways.

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    Shaun Musgrave

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  • ‘The Super Spy ACA NEOGEO’ Review – A Million Ninjas Can’t Be Wrong – TouchArcade

    ‘The Super Spy ACA NEOGEO’ Review – A Million Ninjas Can’t Be Wrong – TouchArcade

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    Golden Week is behind us now in Japan, and that means Hamster is back to its quest of putting seemingly every NEOGEO game SNK owns the rights to on iOS and Android. Before the break, we saw the release of the quirky Savage Reign, a fighting game from the middle of the long-lived console’s lifespan. It appears we’re back to filling out the library with the titles from early in the console’s life, as the latest release in the ACA NEOGEO line is The Super Spy ($3.99). It originally hit the arcades in 1990, and now you can have it in your pocket. But do you want it in your pocket?

    I’ve written quite a lot of reviews of these ACA NEOGEO games already, and I hope that one of the things I’ve managed to express is that this console’s early days were really bizarre and subsequently charming in a particular way. Before Street Fighter II laid out the path the arcade business as a whole would take throughout the 1990s, SNK didn’t seem to have any clear idea where to go with its new console’s library. Clearly, it wanted some games that would show off what the hardware could do. Beyond that, the library reflects a company throwing an awful lot of mud at the wall to see what would stick. Fatal Fury would show the way forward, but that didn’t come until deep into the NEOGEO’s second year of life.

    The console was more than thirty games deep at that point, and we can see a lot of different kinds of releases in that early bunch. Sports games of various types are a given, and there were plenty of those. A couple of shoot-em-ups, a couple of platform games, a couple of beat-em-ups, a couple of puzzlers. But perhaps the most unusual of these early games was The Super Spy. It may also have been one of the more ambitious. You play as international man of mystery Roy Heart, who has been sent on a mission by the CIA to infiltrate a building that has been occupied by terrorists. Hey, I’ve seen this movie. This set-up could work for a bunch of traditional genres, but SNK decided to make a first-person beat-em-up.

    For some reason, our boy Roy has entered the building armed only with a knife and a gun with twelve bullets in it. But worry not, as his martial arts skills are impressive. You’ll have to get used to them, as you’re going to be using them a lot as you make your way through sixteen floors filled with enemies. You’ll find weapons now and then by rescuing hostages that temporarily add some sizzle to the steak, and you can use your knife until it rusts from overuse (that’s not how that works at all), but most of your kills are going to be with your bare hands or well-toed foot. There is some extremely light exploration here as well, and I will say that this was all very dazzling to look at in this game’s time. Really big characters, decent scaling, lots of impact.

    The hand-to-hand combat takes a lot of cues from Nintendo’s Punch-Out!!, with the ability to block and duck the attacks of your foes between your own swings and hooks. If you try to slug it out without making use of these features, you’ll end up emptying your wallet of coins in a hurry. You know, if you had to worry about that with this version. You don’t, you can feed virtual coins as often as you want to get through this sheer endurance battle of a game. But I beseech you to actually engage with that melee combat system, as if there is enjoyment to be found in The Super Spy it is through mastery of it. Once you get the hang of how it works, I dare say you might even start having some fun.

    I wish I could tell you that fun lasts for the duration of the game, but we’re all too old to believe in faery tales. It gets monotonous after a few floors’ worth of similar-looking ninjas, and I’ll remind you that there are sixteen in total. Worse, things step into the realm of frustration a bit too often as enemies step out of the range of your dukes. Hope you saved some ammo. Once you learn the game and know when and where to make use of your limited weaponry, things can go a little brisker and more pleasantly, but I’m not sure how many people would set their minds to do such a thing unless they paid a couple hundred dollars for a cartridge.

    Sounds like bad news for The Super Spy, then. Wrap it up, prepare a couple of stars, and we’ll all get on with our day. Except! Except Hamster has done what it usually does for its releases here, and one of those usual things actually makes The Super Spy a lot more interesting. The extra modes that the developer always adds are included here, complete with online leaderboards. That means you have a score attack and timed caravan mode to play, both of which limit you to but a single credit. And that in turn means that if you want to make any headway at all in these modes, you must come to grips with the game’s distinct mechanics and intentions.

    It is in doing so that you’ll find that The Super Spy is a bit better than it sometimes gets credit for. Sure, beating the game is a bore and a chore, but I could say the same for Capcom’s 1942. Arcade games are so far away from their context here in 2023 (or whenever you’re reading this) that I think we sometimes forget that they weren’t necessarily meant to be beaten the first time you sidle up to the machine. You weren’t supposed to have infinite credits, dropping in another coin every time you fail instead of learning the game properly and building your skills. I’m not going to sit here and say The Super Spy is fine art, but I will say that if we appraise it under its original conditions, it’s alright. And Hamster’s stock extra modes force you to do that, albeit to an extreme.

    I suppose it’s time to go through the normal bit. You can play with an external controller if you want, and honestly it’s a much better way to go about things if you have the option. The button layout isn’t especially complicated here, but the emphasis on dodging and replying with speedy timing can make the touch controls a little unreliable. You get a lot of options to play around with here, and we’ve already talked about the extra modes and online leaderboards. The emulation is good, but I’m sure we all expect that by now. A more bespoke set-up might have benefited The Super Spy, but I get how the whole business model works here.

    The Super Spy is a game that is perhaps at its worst if you choose to play it by credit-feeding your way through its tedious campaign. I can understand why it wasn’t particularly well-liked by AES owners back in the day, and I similarly get why modern reviews don’t have a lot of nice things to say about it. But I don’t think it’s totally without merit, and the extra modes in this ACA NEOGEO mode make the game interesting enough to be worth tossing a few bucks at if you’re a curious retro gamer. It’s extremely Early NEOGEO Core, and if that sounds cool to you then I will give this a hesitant recommendation.

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    Shaun Musgrave

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  • ‘Ninja Combat ACA NEOGEO’ Review – No, I am Not One with the Universe – TouchArcade

    ‘Ninja Combat ACA NEOGEO’ Review – No, I am Not One with the Universe – TouchArcade

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    With a lot of big games checked off the list already, it feels like Hamster is circling back around and filling out the ACA NEOGEO line with titles from the earliest era of the console’s life. This week saw the release of yet another one of those games, this time the ninja-flavored beat-em-up Ninja Combat ($3.99). It’s one many of you have likely played at some point, but is it any good? Was it ever? Shaun investigates.

    Honestly speaking, there isn’t a whole lot to say about Ninja Combat as a game. It’s not very good, especially in the sober light of retrospect. It has a few interesting ideas, some good and some bad. Having your characters toss shuriken instead of using their fists or feet as a basic attack was unusual, and it accidentally robs the game of those nice oomphs and thwacks that drive a lot of the satisfaction in brawlers. It has unlockable additional characters that you’ll get access to as you play the game, which helps keep it fresh all the way through even if those other characters aren’t very cool. In general it tries to be different, and I think that’s where it often trips over its feet.

    Hamster has done its usual job here, with the same extra modes and options we’ve seen in all of the ACA NEOGEO line. That means you get external controller support, which isn’t a bad idea at all here. You’ll need external controllers to play in two-player mode, which is local only. Online leaderboards are here, even if this isn’t really the sort of game where score attacking is much fun. If you’re stuck with touch controls it isn’t the worst thing in the world. You can credit feed your way all the way through after all, and it doesn’t take a lot of finger wizardry to play a beat-em-up this basic.

    Well, let’s digress a little. Ninja Combat, as it turns out, was not a launch title for the NEOGEO console in Japan. It was very close. Close enough that it made it for the North American launch a few months later. And that’s why I tend to think of it as a launch title. When the NEOGEO launched in the West, I was about eleven years old. I was spending a lot of time at arcades with my friends, and I remember the first time we entered our usual arcade and heard those booming speakers on the NEOGEO MVS. I don’t remember all four of the games loaded on there, but I do know that Ninja Combat was one of them.

    Like most kids born in the era I was born in, I thought ninjas were just about the coolest thing ever. Not real ninjas, of course. But the silly superhero-ish ninjas that pervaded pop culture in the 1980s. So the twin protagonists of Ninja Combat, with their Day-Glo outfits and complete lack of stealth, appealed greatly to me. I thought it was cool that they threw shuriken instead of punching. There was a button that made them do backflips! There are so many weapons they can pick up, too. And heck, look at the way they walk. Carefully putting one foot in front of the other, as ninjas do.

    Perhaps because I didn’t have access to NEOGEO games at home, a couple of these early games really stuck in my brain, and Ninja Combat and Cyber-Lip were probably the two biggest. I would daydream about them. I would draw the characters on the back of school worksheets. To me, these games were among the very best one could find anywhere. When they were shuffled out of the MVS’s rotation for keeps, I mourned them. I waited for ports to the Super NES or Genesis. I mean, we got Fatal Fury. We got Art of Fighting. We got World Heroes. Surely those ports of Ninja Combat and Cyber-Lip are coming. But they didn’t. At that time, I really couldn’t figure out why. Eventually they faded considerably from my brain. Street Fighter II, you understand. Mortal Kombat. Easy to move on.

    I didn’t get the chance to play these games again for well over a decade. Ah, time to play Cyber-Lip and Ninja Combat again, those fantastic arcade classics of my youth. It didn’t take long with either title for me to realize why they hadn’t been ported. Why almost no one else talked about them. Why no other kid around me had been obsessed with their characters and gameplay mechanics like I was. These games were not good. They were not good at all. They weren’t memorably bad, either. They were plain toast. An unsalted cracker. As consequential to the NEOGEO as half the songs on the average pop music album were to the person who bought it. They filled the slots, grabbed a few coins from people gawking at the new cabinet, and faded away when it became clear they weren’t catching as much attention as other games.

    Why on Earth would anyone play Cyber-Lip instead of Metal Slug? Who in their right mind would play Ninja Combat instead of Sengoku 3? The lies that nostalgia likes to tell were laid bare once I had fired up those games again and memory clashed with reality. Bad games. Boring games. Boo. Another one for the pile with Bubsy the Bobcat, Road Runner’s Death Valley Rally, and The Rocketeer for the NES. The fool loves of a fool child whose imagination could fill in any gaps left by an over-worked development team.

    And yet, and yet. And yet I still buy Ninja Combat and Cyber-Lip when they are made newly available on a console or device that I own. I know exactly what kinds of games these are now, and I know I’m not going to have an overly good time playing them again. But I buy them, and I play them, not exactly fully sure as to why. Probably chasing my childhood, like many of us do. Perhaps hoping to find something good to latch on to, so that I might tout them as a hidden gem in some sort of fancy list of games where I’m trying to look like an iconoclast. But there just isn’t that sort of thing in Ninja Combat. Nothing but a pair of Day-Glo ninjas awkwardly swinging clubs at considerably less snazzily-dressed opponents, their hair flapping in a perfect rhythm as their bodies heave with each breath.

    I buy, I play. And so I have again. And it’s here in this meandering essay that I say the only reason you should pick up Ninja Combat ACA NEOGEO is if you, too, are affiliated with this particular shade of times gone by. I can’t imagine most other people getting much out of it, as it may well be the blandest NEOGEO beat-em-up of them all. So yes, this one is only for Shaun and people who have read all of these words and nodded their heads to at least half of them. The rest should simply wait and see what next Wednesday brings instead. Maybe Cyber-Lip?

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    Shaun Musgrave

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  • Rotorua CBD toilets out of action after fire – Medical Marijuana Program Connection

    Rotorua CBD toilets out of action after fire – Medical Marijuana Program Connection

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    Two of the public toilets on Pukuatua St are closed after a fire. Photo / Andrew Warner

    The public toilets on Pukuatua St are out of action after a fire early this morning.

    A Fire and Emergency NZ spokeswoman said three crews were called to scene, between Tutanekai and Amohia Sts, around 4.45am.

    “Crews were called to a small building fire, around 5m by 3m in size. They left the scene about 5.23am,” she said.

    Two of the three toilet cubicles are closed this morning.

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    Advertise with NZME.

    A police spokeswoman said police were making inquiries.

    Original Author Link click here to read complete story..

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  • ‘Ghost Pilots ACA NEOGEO’ Review – Nineteen Forty No – TouchArcade

    ‘Ghost Pilots ACA NEOGEO’ Review – Nineteen Forty No – TouchArcade

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    Those who follow Hamster’s Arcade Archives releases on the Nintendo Switch and PlayStation 4 will know that the developer pretty clearly appreciates the shoot-em-up genre. Sure, it’s partly a result of the age of the games Hamster tends to work with, but there are around one hundred shooters in the full Arcade Archives line-up so far. Only a fraction of them are NEOGEO games, however, so we probably shouldn’t expect to see most of those games show up on iOS. We’re limited to the NEOGEO line-up, and we’re rapidly approaching the very bottom of that barrel. We’ve reached the Ghost Pilots ($3.99) line, people.

    Ghost Pilots arrived on the NEOGEO within the system’s first year, when SNK was still trying to find its footing with the hardware. Inspiration would arrive soon after its January 1991 launch. Street Fighter II hit in February 1991 with all the force of a raging bull, kicking off a fighting game phenomenon that the NEOGEO was able to benefit greatly from. In those early days, one of SNK’s secret weapons was a talent that had been lured away from one of its major competitors. Takashi Nishiyama is a man who shouldn’t need an introduction, but let’s go ahead and give him one.

    Nishiyama is, perhaps, one of the more important figures in arcade gaming history. He got his start at Irem, and was responsible for two of its biggest early hits: Moon Patrol and Kung-Fu Master. He then made the jump to Capcom, where he was involved with games like Section Z, Trojan, Legendary Wings, and Street Fighter. Yes, the first one. Sure, it wasn’t a patch on its sequel, but we wouldn’t have that game without the original laying the groundwork. He was approached by SNK after he took his leave from Capcom, and started on two projects for the new NEOGEO system. Each would represent one of his genre specialties from his previous works, and one of the two would prove to be a critical, influential, iconic game for SNK. The other was Ghost Pilots.

    Ghost Pilots is a vertically scrolling shoot-em-up for one or two players, though unless you have a couple of external controllers, you’re likely to be flying solo on this mission. The setting is World War II, and you’re up against a huge chunk of the Nazi forces. Your weapon of choice? A bafflingly sluggish seaplane, decked out with a standard machine gun and a limited number of one of a few different bomb types. The gun can be upgraded by picking up power-ups, and you can pick up extra bombs along the way. Basically, this is an attempt at doing a Toaplan-style shooter in a setting similar to that of Capcom’s 19XX series. With Nishiyama’s experience and the power of the NEOGEO, this should have been a slam dunk.

    Well, even the best miss a shot now and then. Ghost Pilots is extremely dull. It’s sluggish. The power-ups are so vanilla they feel like they came from an early 1980s shooter. There aren’t enough enemy types to properly mix things up, and it only takes a couple of stages before you’re likely to tire of various colors of airplanes swooping in at you. The graphics are fine but hardly impressive for the era, with only the bosses really showing anything interesting from a design standpoint. After the first stage you get to pick between two routes, which is perhaps the one interesting thing Ghost Pilots does. Neither one is terribly exciting, unfortunately. It feels like a game that came a half decade too late.

    We’ve got the usual extras from Hamster, doing their able best to give the game a raison d’etre. The Caravan and Score Attack modes are about as much fun as you can hope to have with this game, and trying to hustle your way up the leaderboards gives the game a shot in the arm it sorely needs. You have access to a bunch of options for the game itself, and if you have an external controller you can use it to play in lieu of the completely serviceable touch controls. As mentioned before, the game has support for simultaneous two-player action, but you’ll need an extra external controller for your second player. As usual, no online multiplayer support.

    Despite the extra modes and high-quality presentation by Hamster, I have a lot of trouble recommending Ghost Pilots with any vigor at all. Sure, it plays fine. You can pass a few minutes with it if you need to. There’s certainly a decent bit of content here for a shooter of its era. But it just isn’t very enjoyable. Your plane is too slow and your firepower too plain, making the core gameplay feel dull. It’s all very repetitive thanks to the limited assortment of enemies and unimaginative stage designs, too. Is it worth a few bucks? I mean… maybe? It’s not trash or anything. But you can certainly find more enjoyable shooters for the same price, so I wouldn’t bother with this one unless you’re absolutely starving for a game of this sort.

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    Shaun Musgrave

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  • ‘Punch Kick Duck’ Review – Do What the Game Says and Everyone Gets Hurt – TouchArcade

    ‘Punch Kick Duck’ Review – Do What the Game Says and Everyone Gets Hurt – TouchArcade

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    A long time ago, a Shaun of a time long past reviewed a game from another Shaun of a time long past. That game was called Shoot the Moon (Free), and it was a triumph of simple gameplay married with a slick presentation to create a charming and fun game. In the years since then, both Shauns have been busy with various things, but fate has seen fit to find a reason for the lives of the Shauns to cross yet again. I’m Shaun Musgrave, and I am here to review Shaun Coleman’s cleverly-titled Punch Kick Duck (Free).

    Punch Kick Duck is another action game, but this time instead of taking on the shoot-em-up genre, the developer has offered his take on another popular genre from the good old days of the arcades: the single-plane beat-em-up. Think Irem’s Kung Fu Master, and you’ll be on the right page. You guide your duck (or other character, more on that later) across each stage, fighting off the various enemies that assail you. You have but three moves in your arsenal. Well, you’ve read the title so you can probably take a guess which moves they are. You’ve got a high punch, a mid-level kick, and a ducking sweep.

    It’s all rather simple at first. A bunny approaches and you give it a punch. A pig rolls up and you give it a kick. A lanky weasel approaches and you give it a sweep. They show up in groups, but as long as you keep your wits about you it isn’t too much to manage. Oh, and there’s a bear chasing you. You can’t do much with him, so best to pick up your feet when you aren’t fighting so that you can stay ahead of him. Reach the stairs and you’re home free to move on to the next floor. Don’t forget to pick up the coins the enemies drop while you’re at it. More on those later, too.

    As you move up the floors, things get more complicated. Some of the enemies are pushing carts at you. Others toss bottles. You can deal with all of these things using your same set of moves, but you’ll have to learn which ones are best for which situation and when to use them. It’s such a simple system at its core, but thanks to the variety of enemies and interactions it always feels fresh. You’ll get a different arrangement of enemies each time you play, and there are multiple difficulty settings that mix things up even more. The challenge never feels unfair, and if you learn how to play well enough you can easily get through floors unscathed.

    Okay, let’s talk about coins and characters. The coins enemies drop can be used for a few different things, but the most fun you can have with them is in using them to unlock new characters. There aren’t a ton of characters here, and that makes sense. Each one is carefully created and looks as natural in-game as the titular duck. It will take a lot of playing to unlock them all, so you’ll have something to aim at for quite a while. Each time you unlock one, you get a little animation of the character coming out of a package. Very satisfying stuff. The gameplay doesn’t change, but it’s fun to change things up visually. You can also use coins to continue if you’re defeated mid-stage. That’s less fun, but you can do it if you like.

    So how does it monetize? The base game is free, and you’ll have to watch some ads now and then if you want to keep things that way. If you’re tired of the mandatory ads, you can drop a sweet two bucks on an IAP to remove them. If you want to spend more money, you can buy a couple of extra characters a la carte for a few bucks apiece. There are also voluntary ads that will earn you some extra coins, and that’s not a bad idea if you want to speed up the character unlocks and don’t mind watching them. All pretty reasonable stuff, particularly by modern standards.

    Let’s talk about the presentation, because it’s absolutely dynamite. The game looks and sounds fantastic, and it’s appealing both in terms of art style and technical prowess. Shaun Coleman’s panache for pleasing, personable character designs helped make Shoot the Moon stand out and it’s on even greater display here. You could mistake it for a cartoon, and I love it. Oh, and you can play in portrait or landscape orientation, and the game is just as viable to play either way.

    The only downside to the game is a usual one for beat-em-ups. If you really hunker down and settle in for a long-term session, you might find it getting a little repetitive after a while. As someone who loves the genre, it’s rarely an issue for me with good ones, and I do think Punch Kick Duck is one of the good ones. But I do know some people aren’t as keen on the constant slugfests with enemies and their endless twin brothers and sisters, and if that’s you then you might end up bouncing off of this game. The good news is that it is free to try in any case, so… you know, give it a try.

    Punch Kick Duck is a blast to play, and a wonderful treat for the eyes and ears. It’s great to see Shaun Coleman take on another genre and put his unique spin on it, and the results are as good as I could have hoped. I hope our paths intertwine again in another ten years so I can see what he does with the single-screen platformer genre or something. For now, I’ll just keep enjoying this great slice of beat-em-up action. Perhaps you should, too.

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    Shaun Musgrave

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  • Hogwarts Legacy | Xbox

    Hogwarts Legacy | Xbox

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    Game details

    Hogwarts Legacy is an immersive, open-world action RPG set in the world first introduced in the Harry Potter books. Embark on a journey through familiar and new locations as you explore and discover fantastic beasts, customize your character and craft potions, master spell casting, upgrade talents and become the wizard you want to be.

    Experience Hogwarts in the 1800s. Your character is a student who holds the key to an ancient secret that threatens to tear the wizarding world apart. Discover the feeling of living at Hogwarts as you make allies, battle Dark wizards, and ultimately decide the fate of the wizarding world. Your legacy is what you make of it. Live the Unwritten.

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  • ‘Prehistoric Isle 2 ACA NEOGEO’ Review – A Shoot ‘Em Up From a Lost Age – TouchArcade

    ‘Prehistoric Isle 2 ACA NEOGEO’ Review – A Shoot ‘Em Up From a Lost Age – TouchArcade

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    It’s somewhat surprising how clearly one can draw a line between SNK before NEOGEO’s launch and after. The likes of Psycho Soldier and Ikari were relegated to cameo appearances, and only a few lucky pre-NEOGEO IPs ever saw follow-ups on the multi-system. Perhaps the strangest of the rare bunch was Prehistoric Isle, a 1989 side-scrolling shooter that wasn’t particularly well-liked or successful. Somehow, some way, someone decided ten years after that it needed a sequel, and thus there was Prehistoric Isle 2 ($3.99).

    So yes, this is a late 1999 NEOGEO game. One of the last before SNK was swallowed up by pachinko company Aruze and went into perhaps its darkest era. Prehistoric Isle 2 is one of the last non-fighting, non-Metal Slug games SNK released on the system. By this point the system was very mature, which meant a couple of things. First of all, SNK’s developers (Saurus and Yumekobo in this case) had a pretty good handle on the hardware. Second, the system had fallen woefully behind the competition in terms of pure processing power. SNK must have taken notes for what Nintendo did in a similar situation, because Prehistoric Isle 2 uses a ton of prerendered CG for its visuals, often using it to create a faux-3D look that was mildly impressive at the time but is more than a little obvious today.

    Prehistoric Isle fans were likely disappointed, though. This sequel really doesn’t share much with the original game aside from also being a side-scrolling shooter where you fight dinosaurs. The original game bit pretty hard off of R-Type for its core mechanics, but by 1999 that wouldn’t have been very trendy anymore. Instead, the follow-up takes some cues from the popular Cave shooters of the era for its power-ups and basic gameplay. You have two different helicopters to choose from, each with their own basic shot type and limited bomb attacks. You can tap the fire button for concentrated more powerful shots, or hold it down for continuous shots that fan out more but deal less damage.

    As for the power-ups, they can be picked up from destroyed crates or from people you manage to rescue. They’ll switch you between a few different kinds of weapons which can in turn be leveled up. You can also add missiles to your arsenal and pick up additional bombs. Prehistoric Isle 2 is a bit lenient in one sense. Instead of a stock of lives, you have a life bar that can take five hits before you die. You can even find rare health pick-ups to restore a portion of the meter if you’re very lucky. If you continue, you’ll be dropped right where you left off. It’s an easy game to coin feed through if you want to, in other words.

    Taking hits has its costs, though. Each hit downgrades your weapon by one level, and if you’re carrying any rescued people you’ll lose them. Some enemies drop stars that will give you extra points at the end of the stage, but continuing wipes out your whole stock. If you want to maximize your score, you need to collect and keep as many stars as possible, rescue as many people as possible by escorting them to a helicopter that will take them away, and max out your weapon level to activate a temporary score multiplier.

    This can be a little tricky because the regular enemies are sometimes bullet sponges, generally appear in large numbers, and love to rain holy hell down on you with their bullets. The bosses by comparison are surprisingly easy to deal with. Their patterns aren’t too tricky and as long as you’re patient they will eventually go down. There are six stages in all and some of the bosses can take more punishment than others, and the last boss in particular is a rather memorable set of encounters. All in all, this game is enough of a silly spectacle that less skilled players can probably enjoy credit-feeding their way through, while the scoring mechanics are deep enough that those who want to dig deeper will unearth something for their efforts.

    The biggest problem with Prehistoric Isle 2 is that it just doesn’t have much going for it beyond its unique theme. There’s no defining mechanic here, so it ends up feeling like a very generic shooting experience. Given how late in the game this title arrived, it’s disappointing how plain it feels to play. That said, it’s not bad either. It rides that middle line very closely, perhaps content to lean on its visual punch to carry it through. I’ll grant that it can sometimes be very pretty for what it is. The dinosaurs and other monsters look rather plastic, but the backgrounds often carry a depth and life that you don’t often see in SNK’s shooters. Certainly worth the ride at least once just to see it all.

    After that one trip around the proverbial town, it falls to Hamster’s usual tricks to extend the game’s life. Score Attack and Caravan Mode both shine nicely here thanks to just how many scoring opportunities are present in the game. You always feel like there’s room to notch a higher score, which is a nice source of replay value for a game that otherwise lacks it. You can also choose between the Japanese or overseas version of the game to play, though it doesn’t make much difference in this case. Shooters take very well to these kinds of extra modes, so if you love the high score chase then you’ll have things to do here.

    Prehistoric Isle 2 plays fairly well with touch controls, though you also have the usual option to use an external controller. You can bring in a second player through external controllers as well, and that does add some spice to the game. Half of the fun in this silly game is in the content tourism, and it’s always more enjoyable to take a trip with a friend. I wish there was some kind of online or wireless multiplayer option, but I’ve been banging this drum for a while and don’t expect anything to change there. Fortunately, the rest of the options haven’t changed either; you have access to just about all of the settings you could ever ask for to mess about with to your heart’s content.

    What else can be said? There are better shoot-em-ups on the NEOGEO and we’ve seen a couple of them in the ACA NEOGEO line. There are also some worse ones, and we’ve seen a couple of those too. But I’ll say this: none of them look quite like Prehistoric Isle 2 does. It’s very much of its time and place, and that dated nature has a charm to it. Nothing on the NEOGEO looks quite like it. The sheer zing of that visual presentation helps what is otherwise an aggressively average shooter, and Hamster’s usual fine work makes it shine the best it can in the present era. Worth a spin if you’re looking to shoot some dinos on your mobile device, at least.

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    Shaun Musgrave

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  • ‘Top Hunter Roddy & Cathy’ Review – This One’s a Bit of a Stretch – TouchArcade

    ‘Top Hunter Roddy & Cathy’ Review – This One’s a Bit of a Stretch – TouchArcade

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    The NEOGEO is generally characterized by, with only a few notable exceptions, fighting games and Metal Slug. Within a couple of years of its launch, the vast majority of the output on the console seemed to be mining (quite successfully) a few particular types of games. To be fair, such was the state of arcades by the mid-1990s. If you weren’t making a fighting game, a licensed beat-em-up, a shoot-em-up, or a puzzle game, you were rowing against the current.

    That makes the existence of Top Hunter: Roddy & Cathy ($3.99) a bit of a rarity. Developed internally at SNK by ex-IREM staffers, the game arrived in the summer of 1994 alongside The King of Fighters ’94. One of those games became near-legendary, carving its legacy into the very platform in an indelible way. The other was Top Hunter. A quirky little platformer/beat-em-up hybrid for one or two players, one could generously say that it paved the way for Metal Slug in some small way.

    While there is no significant shared staff between Top Hunter and Metal Slug, there are some common elements. The visual style has that same sort of silly-but-gritty feel to it, and there are plenty of amusing enemy animations. You can find vehicles to ride on, and you’ll sometimes get your hands on a gun. Platforming is largely perfunctory, with jumping mostly being used to avoid attacks rather than navigating harrowing platforms. Stages are capped off with a boss fight, usually against some kind of large opponent. That’s about all of the shared aspects.

    There are two key mechanics to Top Hunter. The first is your stretchy arms, which allow you to grab a variety of objects and either smash them or toss them. You can also use them to work various machines, switches, and so on. You’ll generally defeat foes by smacking them or throwing something at them, but you can make use of some traps and some special moves for a little variety. The other gimmick is that every stage has two planes, and you can hop between them as needed or desired. Sometimes traps or power-ups need to be accessed from the opposite plane, encouraging you to swap regularly.

    I’ll be frank: there were a few platformers in this era that tried this kind of thing, and I don’t feel like any of them were substantially better for it. Probably the best of the bunch was Wario Land for the Virtual Boy, and there’s a reason for that. The 3D effect of the console helped solve a problem that seems to be inherent to this kind of design. Namely, it can be difficult at times to tell which plane a given object is on. In this game, it can make it hard to line up throws and even occasionally result in taking a hit you didn’t think was going to hit you. The art style here makes things a bit worse as little is done to distinguish the planes visually.

    Well, it’s not a huge deal. A bigger problem with Top Hunter is that it too frequently lacks tension. This is an unusually easy game for an arcade platformer, and once you’ve got the hang of things you can go ridiculously far on each credit. The enemies just don’t pose much of a threat to your extremely versatile and powerful character. There also aren’t enough enemy types, so you’ll start seeing the same faces again and again. It’s amusing to mess around with everything and try defeating enemies in different ways, but ultimately Top Hunter is a little boring.

    This boredom can be alleviated somewhat by bringing a friend along for some good old-fashioned co-op mayhem, but this is of course an ACA NEOGEO release for mobile. That means you’ll only be able to play multiplayer if you have some external controllers and don’t mind huddling around your mobile device of choice. I’d imagine for most people, that’s not going to be the typical play experience with this game. You’re most likely going to be playing solo, and that’s the less fun way to go about experiencing Top Hunter.

    It does however benefit from the fact that we don’t get too many high-quality, premium games of this kind on mobile. I’d say it takes to touch controls even better than the Metal Slug games do since you don’t have to worry about precise aiming as much. I suppose as a solo experience, it takes to mobile better than some NEOGEO games do. And I do want to stress that the game isn’t a half-effort by any means. It’s quite gorgeous in that way NEOGEO games tended to be, and each of the four worlds have a distinct look to them. You get three levels in each world, plus a rather climactic final stage. If you play the included Japanese version, there are even some secret endings to find. It may not be thrills every minute, but it certainly brings the value.

    As this is part of the ACA NEOGEO line, the expected extras and options are all here. You can play with an external controller, you get both regional versions of the game, there are extra modes with their own online leaderboards, and you’ve got more options than you can shake a stick at. The emulation quality is good, and my only gripes about Hamster’s part in all of this are my usual ones about not having online multiplayer or the MVS version as an option. It’s a great package, and it’s a bit luxurious that I’m pretty much used to this level of quality in such a low-cost release.

    I’m not the biggest fan of Top Hunter: Roddy & Cathy, but it’s a decent enough romp that clearly had a lot of care put into it. A little too easy and repetitive at times, and I’m not sure its dual-plane system works as well as it should, but for a few bucks you’ll get your fun out of it. Add in the usual suite of features that comes with Hamster’s ACA NEOGEO line, and you have a pleasant distraction for a lazy weekend afternoon.

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    Shaun Musgrave

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  • Austin Pets Alive! | NO KILL AUSTIN IS IN JEOPARDY: Action Needed

    Austin Pets Alive! | NO KILL AUSTIN IS IN JEOPARDY: Action Needed

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    Sep 15, 2021

    Keep Austin No Kill Safe in Austin: City Council must act now!

    Thank you for following APA!’s story up until now. And now we urgently need your help. Our bold vision for the future of animal welfare is in immediate jeopardy because we haven’t reached an agreement with our partners at the City of Austin for our 75 year formal public-private partnership that keeps Austin No Kill. After four years of negotiations time will run out for changes in October, and the city council must now act to ensure Austin’s No Kill status.

    If not, APA! will be forced to move out of our home and the City of Austin will have NO agreement in place to keep Austin No Kill.

    Please Speak Out:

    1. Call and email your council member today and ask them to sponsor and support the APA! resolution to keep Austin No Kill. To find the Council District you live in, please click here, and send an email or call to your Council office right away. To email all Council Members, please click on the form here.
    2. Join our APA! action team and plan more communication to council with us. Your voice matters, and we need it now more than ever…we will help you to speak up.
    3. Learn more about our bold vision for the future. It is far more likely we will achieve lasting progress if we keep Austin Pets Alive! in Austin. This new agreement is a critical first step.

    Austin is a No Kill community because of your support and work during the past decade. We will ensure No Kill but rely on the council to direct the city manager to finalize a new and more equitable service agreement with APA!. The council must take action in October before the negotiations formally end, so we haven’t a moment to spare!

    Resources:

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  • Capitol Call App Launches Balanced Political News Feed Among Other Major Updates on 1 Year Anniversary

    Capitol Call App Launches Balanced Political News Feed Among Other Major Updates on 1 Year Anniversary

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    Recognized as one of the top influencers of app culture in 2017, the app also adds representative scorecards and expanded calls to action.

    Press Release



    updated: Jan 30, 2018

    ​​​​Capitol Call, a non-partisan political activism app that takes the guesswork out of calling Congress and puts lobbying power in the hands of the people, has announced a series of major feature enhancements as it celebrates its one-year anniversary.  In a continuing effort to increase political engagement and activism, the app has added new features to help users become more informed, stay motivated to act and have a convenient method to lobby their lawmakers for change.

    App updates include:

    We don’t have to be ‘somebody’ to get informed, pick up the phone, call our reps or cast our ballots.

    Brandon Peterson, Founder, Capitol Call

    • News Feed feature, powered by NewsAPI.org, with the goal of encouraging users to create a balanced feed by including media bias data from AllSides.com.  Additionally, it helps users escape their filter bubbles and see diverse perspectives by offering news from dozens of different sources.
    • Representative Scorecards to help users prepare for the 2018 midterms with ‘next election’ notices, details and text of bills their representatives have sponsored and stats on their elected official’s activities in Congress.
    • Expanded community-powered Action Center adding support for state and local campaigns to complement the existing nationally focused feed. Along with a new user interface for accessing state and local representatives, this feature brings advocacy tools to all levels of government and makes Capitol Call about more than lobbying Washington.

    Building on a successful first year, which includes being named as one of 20 influencers in Apple’s 2017 App Culture Highlights and App of the Day, Seattle-based entrepreneur and founder Brandon Peterson, was inspired to create the app during last year’s Women’s March.

    “When I started this project last year, I really didn’t know where it would go. I was inspired to action by the excitement of the Women’s March – but I really didn’t appreciate the power that one voice can have,” said Peterson. “I’m not ‘somebody.’ I don’t have a ‘following,’ or a position of authority, or a strong connection to the activism community. But I decided to take action. If I take anything from this experience it’s that you don’t have to be somebody to do something.”

    “Many of the new features in this release, and those to follow, speak to that idea,” Peterson continued. “Informing people so they can feel confidence and gain perspective. Guiding people so they have direction and purpose. Empowering people to amplify their voices in Washington and in their communities. We don’t have to be ‘somebody’ to get informed, pick up the phone, call our reps or cast our ballots.”

    Capitol Call is available to download for free in the Apple and Google Play stores. Download the app and learn more at: http://www.capitolcall.org.

    For more details on the app enhancements visit: http://outreach.capitolcall.org/whatsnewstocapitolcall

    Become an Action Center contributor at: http://outreach.capitolcall.org/contribute

    ###

    Media Contact:

    Brandon Peterson

    Capitol Call, Founder

    media@capitolcall.org

    About Capitol Call

    Capitol Call is the non-partisan mobile app that takes the guesswork out of calling Congress. Currently in the hands of 30,000 citizens, the app uses GPS to automatically determine the user’s representatives and provides sample phone scripts, allowing users to take immediate action. A true bootstrap startup, founder Brandon Peterson and his small team work nights and weekends, putting in personal time and dollars, to make it easier to track the causes you care about and let your voice be heard. Capitol Call was developed by Object Studio in Seattle, Washington USA. To learn more visit, www.capitolcall.org.

    Source: Capitol Call

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