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Tag: Arcade

  • ‘Aggressors of Dark Kombat’ Review – An Ambitious Fighter That Doesn’t Click on Mobile – TouchArcade

    ‘Aggressors of Dark Kombat’ Review – An Ambitious Fighter That Doesn’t Click on Mobile – TouchArcade

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    It’s an eye-catching title, isn’t it? Aggressors of Dark Kombat ($3.99) came out in 1994 for the NEOGEO, and by then Mortal Kombat would have been scorching hot. So why not? Why not use the word ‘Kombat‘ in your fighting game title? More’s the better since it fits a cute scheme where the initials of the game fit the initials of the developer, ADK. Of course, this is just the English title. Over in Japan, the name is Tsuukai Gangan Koushinkyoku, which translates to “Thrilling Intense March“. Whether it’s ‘Aggressors‘ or ‘Intense‘, this game wants you to know right up front that it’s going to be exciting. Talk is cheap, though. How is the game itself?

    Before Street Fighter II arrived and laid down the clear template that most 2D fighters would follow for the next few decades and counting, there was a lot of experimentation in the one-on-one fighting genre. Some were similar to Street Fighter II, treading in the footsteps of the likes of Yie Ar Kung Fu and Karate Champ. Single-plane action, usually with at least a couple of attack buttons and jumping mapped to up on the stick. But there were other ideas for how things could go, and one such was the arena fighter. In these games, you could move in and out of the screen in a manner similar to beat-em-ups like Renegade and Double Dragon. If there was jumping at all, it would typically be mapped to a button of its own. Games like Violence Fight and Pit Fighter used this style to varying degrees of success, and it wasn’t an incredibly unusual template to work from at the time. After all, scrolling beat-em-ups were all the rage. Maybe there was something to this third dimension of movement thing?

    The thing is, by the time Aggressors of Dark Kombat arrived in 1994, this type of fighting game had become exceedingly rare. Well, outside of wrestling games, anyway. 3D fighting games would soon bring this kind of movement back into vogue, but we weren’t quite there yet. The closest to this mechanic being in play in a popular fighter was Fatal Fury‘s use of multiple planes. But the NEOGEO had plenty of conventional fighters at this stage, so why not try something different? That’s what ADK did with Aggressors of Dark Kombat, and I can’t exactly say it was wrong to try. Aggressors of Dark Kombat has a lot of issues, but it’s certainly distinct and it’s honestly not entirely un-fun.

    There are eight different fighters to choose from here, mostly fitting the theme of street combat. You’ve got a button for punches, a button for kicks, and a button to jump. Fights take place in arenas that aren’t much longer than the usual fighting game stage, but allow the fighters to move in and out of the screen a fair bit. There are also sometimes weapons laying around that you can make use of, along with some destructible stage elements. Spectators might even toss a weapon in now and then, because people are like that. Players have access to a speedy dash by tapping or double-tapping the stick in the desired direction. Along with your standard array of attacks and special moves, you can also grapple your opponent by getting close and hitting both attack buttons at once and pushing any direction, like in a wrestling game. Matches consist of just a single round, but the fighters have multiple meters of health to work through.

    As with many fighting games of the era, you have a meter at the bottom of the screen that fills up as you fight. This is known as the Crazy Meter, and when it fills up you can use your character’s Crazy Attack. If you land this attack on your opponent, you win. It doesn’t matter how much health they have left. Match over. This is where the aggression or intensity comes in, I suppose. This is a game that really does favor the aggressor, because if you can get your meter topped off first and catch your opponent off-guard, you win. Mastering grappling is also a key to victory, but even more important is learning how to escape from grapples. And this is where the first problem comes in with this game in its mobile form.

    At some point, all SNK fighters become extremely frustrating to play in single-player. SNK bosses are a trope in the fighting game community for a reason. That usually kicks in with the final boss, though. You get to have your fun up to that point, and after that you really need to make no mistakes if you want an ending. Aggressors of Dark Kombat starts getting annoying a lot earlier. After you’ve gotten a few rounds in, the CPU opponent starts making use of those ever-so-handy grapples. The timing for countering grapples is very tight, and until you get it down pat you are going to hit a complete wall when this happens. Even once you do, it’s not terribly fun. This isn’t the greatest of fighters even when you’re playing against another human, but if you’re stuck with the CPU it’s really nasty.

    That’s going to be the reality for most mobile players, though. Unless you have the extra external controllers and set-up for multiple players on a single device, all you’ve got is single-player. It’s really hard to recommend this game with that in mind. I’ll also note that those playing with virtual controls are going to have a real job ahead of them since the game relies heavily on things like light taps, heavy pushes, and dexterous use of the stick. Between the tricky touch controls and rude computer opponents, you’re going to be in for an unpleasant time. Those with an external controller can step around the control issues but still have to deal with the jerk CPU. Even flicking the difficulty settings down doesn’t help a ton. You just have to stick with it until you become an absolute pro Aggressors of Dark Kombat player. Something for the resume, at least.

    Ah, it’s time for the boilerplate ACA NEOGEO talk. You get the usual array of modes here. The international and Japanese versions are available, with the Japanese one giving you some blood here and there for extra INTENSITY. There’s a Score Attack and Caravan mode with their own online leaderboards, though the game isn’t really well-suited to such things. As mentioned, you can use an external controller to play if you want. Hamster has loaded the game up with the typical options for video, controls, and so on. The emulation is spot-on. It’s hard to fault the effort here, it’s just that the game itself isn’t a great fit for the challenges of the mobile format. I really do wish some form of online multiplayer could be sorted though. Even local device-to-device wireless play would be welcome.

    Aggressors of Dark Kombat is not a great fighting game, but it is a really interesting one. I recommend checking it out if you want to play something unusual in the genre, but I can’t really recommend this mobile release being the place to do so. It really screams for multiplayer, and the touch controls just aren’t up to the unique demands of the game’s quirky systems. The price is certainly more than fair, so if you want to take a silly punt on it I won’t tell you not to. But I think for most people, the cheap CPU opponents and awkward virtual controls are enough for me to advise giving this one a pass.

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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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  • This Retro Arcade Game Console Is the Perfect Office Add and It’s $50 Off | Entrepreneur

    This Retro Arcade Game Console Is the Perfect Office Add and It’s $50 Off | Entrepreneur

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    Disclosure: Our goal is to feature products and services that we think you’ll find interesting and useful. If you purchase them, Entrepreneur may get a small share of the revenue from the sale from our commerce partners.

    You know what Stephen King wrote about all work and no play, right? Don’t go down the Jack Torrance route; make sure to have a little fun at work from time to time. A great way to keep the office extra fun is with this Retro Arcade Game Console that’s now on sale for more than $50 off.

    Everyone has fond memories of gaming at the local arcade, and this 8-bit console allows you and your staff to take a fun trip down memory lane. The clever machine includes more than 20,000 arcade games from the ’80s, ’90s, and later all packed onto one console, so you can access a virtually neverending library of hits on demand. With a wide compatibility range, you can easily plug and play on a TV, PC, Xbox, projector, monitor, or any other screen you have around the office.

    The console delivers Full HD 1280 x 720p resolution, bringing many of the older classic games into a modern playing experience. The console is built with an acrylic panel and ultra-slim all-metal chassis with colorful lights to immerse you in the gaming experience just like the arcade days, while providing a durable playing surface for two players. Plus, with 32GB of storage, you can save games without needing an external memory card and enjoy a more seamless, lag-free gaming experience.

    Make the office a lot more fun.

    For a limited time, you can get this Retro Arcade Game Console for 29% off $189 at just $132.99.

    Prices subject to change.

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    Entrepreneur Store

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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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  • ‘Real Bout Fatal Fury 2’ Review – A Furious Game, But with Some Near-Fatal Flaws – TouchArcade

    ‘Real Bout Fatal Fury 2’ Review – A Furious Game, But with Some Near-Fatal Flaws – TouchArcade

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    When it comes to fighting games, the NEOGEO had more than its fair share. Its top three franchises in terms of name recognition were almost certainly The King of Fighters, Samurai Shodown, and Fatal Fury. Of course, The King of Fighters more or less spun out of Fatal Fury in a lot of ways, and in some sense I feel like the Fatal Fury series was constantly struggling to find a raison d’etre in its wake. Real Bout Fatal Fury felt like the first soft reboot of the series, but it wouldn’t be its last. Still, its success resulted in a couple of direct follow-ups, culminating in Real Bout Fatal Fury 2 ($3.99). And hey, that just happens to be the latest ACA NEOGEO release from Hamster and SNK. Let’s take a closer look, shall we?

    One of the ways that Fatal Fury tended to distinguish itself from many other fighters, including The King of Fighters, was in its multiple lanes. Characters could jump into and out of the background in most of the games, a mechanic that perhaps never fully reached its potential but was interesting nonetheless. Indeed, one of the big changes in the original Real Bout Fatal Fury was to give that maneuver its own dedicated button, a decision which necessitated simplifying the attack button layout. Real Bout also added in a gauge that enabled counters, super specials, and powerful hidden abilities. The longer a fight dragged on, the more likely players would have access to all of these advanced techniques, stepping up the tension appropriately. It also added ring outs, which made for amusing ways to finish fights if you could set them up properly. Perhaps best of all, it was faster and more fluid than its predecessors, making for a more playable and organic fighter overall.

    Real Bout was followed up by Real Bout Fatal Fury Special, pulling a trick that the original Fatal Fury sub-series did after its second installment. More returning characters were added, and the presentation got a big overhaul. Refinement was the order of the day when it came to the gameplay, and ring outs were removed. The number of lanes was reduced from three to a more sensible two, which cut down a bit on the hopping and skipping that sometimes occurs in Fatal Fury fights. Essentially, it improved on the original Real Bout in almost every way and is often considered a favorite among fans of the series for doing so.

    So how about Real Bout Fatal Fury 2? In some ways it feels even less special than Special, not really doing as much work to earn that incremented digit as it perhaps could. There are two brand new characters in the roster, and lots of new stages to do battle in. Perhaps the biggest change is in how it handles the lanes. The second lane is now more of a way of temporarily evading your foe rather than a secondary arena of combat, so you basically duck in and out quickly as needed. Every fighter can now counter without any meter built up as long as the player has good timing, setting down the foundations for the parry-fest that would be seen in the next game in the series. The robust roster makes this another popular choice among series fans, as it has the largest group of distinct assembled characters.

    Anyway, Real Bout Fatal Fury 2 is another one-on-one fighter where you pick your favorite character and battle against your opponents in best two-of-three round fights. Reduce your opponent’s life bar down (twice) to claim a round. Each character has an array of special moves they can pull off if you know the right combinations of directions and buttons, and the aforementioned gauge is here to enable super specials and hidden abilities. You’ve got four buttons in front of you. One does a regular punch, one does a regular kick, one does a strong attack whose form varies from character to character, and the last is for slipping into that other lane.

    You’ll most likely be partaking of the standard mode here, which sees you battling a series of fighters until you reach the boss. The game is obviously at its best if you play against another human player, but you’re going to need some extra controllers to have access to that in this mobile version. Indeed, an extra controller is strongly recommended here. Some of the special moves in Real Bout Fatal Fury 2 are nigh impossible to pull off with the provided touch controls, and even if you can do them it’s a lot easier and more enjoyable to use the actual stick and button controls the game was built for. You might still have a decent time thrashing away at the CPU without a controller, and I will say that the CPU in this game is gentler for the most part than previous entries. But it’s not ideal by any means.

    It’s somewhat vexing, really. The games the NEOGEO was best known for, fighting games and Metal Slug, are probably the least ideal for the default mobile ACA NEOGEO status quo. Precise directional movements, button combinations, a multiplayer emphasis, a minimal focus on score… all of these things are the Achilles’ Heel of the set-up we have here. If you have a controller then some of that is mitigated, but multiplayer remains cumbersome thanks to a lack of online or local wireless implementation. The added modes are aimed at score attacking, and that’s not the most entertaining thing to do with a fighting game. Well, it is what it is.

    Anyway, all the usual ACA NEOGEO stuff applies here. You have access to lots of options, there are online leaderboards, you can play the Japanese or overseas release, and there are the usual additional modes that allow you to take on a score challenge or see how many points you can rack up in a set amount of time. You can use external controllers or you can fly with the touch controls. Your call. The emulation is top shelf, as one would expect from the folks at Hamster by now.

    It all comes down to two points with Real Bout Fatal Fury 2. First, this is a great fighting game and, along with Garou: Mark of the Wolves, the peak of one of the better franchises in the genre. If you dig playing one-on-one fighters on your mobile device, you won’t be unhappy with this one. Excellent stuff. Second, I don’t think one-on-one fighters really work that well on mobile, or at least not in the way that Hamster does things. Can you get sixteen quarters’ worth of fun out of it anyway? Probably, but I continue to wish that these releases could do more to make multiplayer easier.

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    Shaun Musgrave

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  • ‘League Bowling ACA NEOGEO’ Review – Another Solid SNK Sports Game – TouchArcade

    ‘League Bowling ACA NEOGEO’ Review – Another Solid SNK Sports Game – TouchArcade

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    We’re in for a bit of a treat this week, friends. SNK’s NEOGEO system is probably best known for its fighting games and the Metal Slug series, but it also had a rather rich library of arcade sports games to enjoy. Certainly, the likes of NEO Turf Masters/Big Tournament Golf, Baseball Stars Professional, and Super Sidekicks are well-known among fans of the system, but there’s one game I’m rather fond of that doesn’t seem to enter the conversation quite as often as those: League Bowling ($3.99). And lucky us, we can now enjoy the game on mobile via SNK and Hamster’s ACA NEOGEO line of releases. Is it a strike, or a gutter ball? Sorry, I just wanted to pretend I was a 1990s reviewer there. Let’s proceed.

    League Bowling is another one of those early NEOGEO games, dating back to the console’s first year on the market. Its most impressive on-paper feature was its support for the NEOGEO Multi Link, which allowed four cabinets to be connected together for a whopping eight-player battle. In practice, I don’t think I ever saw four NEOGEO cabinets in one place together. But hey, cool idea. Each cabinet supports two players, and indeed even when you are playing solo you’ll only be working with half of the screen. The other half will helpfully display the extremely complicated set of controls for the game.

    There are three different modes of play in the game, and in all of them your goal will simply be to score as many points as you can. You can pull in a second player in this mobile version if you have enough external controllers to go around, but otherwise you’re just going to be bowling alone and trying to carve your place on the scoreboards. The first mode is Regulation, and it’s exactly what it sounds like. Bowl your ten frames and see how close to a perfect 300 you can notch. Flash mode offers up a timing-based bonus if you can throw a strike or spare, and the total here can go as high as a whopping 3,000 if everything lines up right. Finally, there’s Strike 90. In this mode, strikes earn you 90 points for the frame and spares get you 60. The maximum score here is 900 points.

    After choosing your mode, you also get to choose which hand your bowler will use and how heavy of a ball you want. It adds a little depth to the game, but you can also just ignore it if that’s your preference. Then, it’s time to bowl. This is one of the more straightforward NEOGEO games control-wise, and it makes it a great fit for mobile players who are using touch controls. The stick moves your bowler left or right. One you’re in your preferred position, press the button once to stop the direction meter and again to stop the power meter. It’s all timing and knowing which throws you need when, so pretty much anyone can get the hang of it in a hurry.

    And that, my dearest chums, is it. There’s nothing more to it. Get your best score, enter your initials, tell Hamster’s wrapper to submit your score to the online leaderboards, and have another go. You can choose between the Japanese and International version of the game, and you also have a Score Attack and Caravan mode as usual. The Score Attack mode is functionally the same as playing normally, as it’s always one credit for one game anyway. The Caravan mode gives you five minutes to get as high a score as you can muster. Realistically, unless you really dawdle, your game should always be over within three or four minutes. But hey, another leaderboard to compete on.

    League Bowling has often been criticized for being a little too thin and a little too repetitive. But it’s bowling, isn’t it? If you try to jazz it up too much, you’ll just break it. Within an arcade setting, it was just about perfect. Waiting for your clothes to finish washing? Need to kill a few minutes before the movie starts? On a break from work? Pop in a coin and have a quick game. Its simplicity and straightforward nature are exactly what make it an excellent arcade game, and I’ll go as far as to say that it also makes it a great mobile game. Touch controls? No problem. Don’t have a lot of time to spend or don’t want anything to involved. It’s got your back.

    The leaderboards add further incentive to keep improving, and you can always compete with your own scores as well. But it’s also just good fun to play a game or two, in and of itself. Who doesn’t like watching a ball speed down the lane and take down all of the pins? It’s one of those primal joys that jolts humans directly in the happy zone of our monkey brains. We throw a thing at a thing that is pretty far away, and we knock down that thing. Ah, that’s the caveman happy juice. And League Bowling will absolutely hook you up with it. Throw in some colorful, cartoony visuals, and the crisp sounds of the ball and pins, and you’ve got a great mobile sports game that isn’t going to shake you down for extra money. Well, not in this form anyway.

    Now for the boilerplate ACA NEOGEO stuff. In addition to the two different versions of the game and the extra modes, you’ve got a wide assortment of options for the game, display, and so on that you can tinker with as needed. You can use an external controller if you would prefer to, and if you have an extra you can play multiplayer. This is the only way you can do so, however. And there is unfortunately no way to access the multiplayer modes for more than two players. It’s just how it is. The emulation quality is up to Hamster’s usual speed for NEOGEO, which is to say it’s pretty much spotless.

    Simply put, if you’re looking for a great pick-up-and-play sports game for your mobile device, you can’t go wrong with League Bowling. It’s perhaps simple and streamlined to a fault, but the bowling action is precisely what it needs to be where it counts. It’s a great companion to Big Tournament Golf, and indeed might even be a better choice when time is of the essence. The light nature of the game suits this platform well, and it plays like a charm with touch controls. An easy recommendation.

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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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  • ‘Savage Reign ACA NEOGEO’ Review – In Every Console’s Life, A Little ‘Reign’ Must Fall – TouchArcade

    ‘Savage Reign ACA NEOGEO’ Review – In Every Console’s Life, A Little ‘Reign’ Must Fall – TouchArcade

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    The chances are good that if you associate SNK or the NEOGEO hardware with any genre, it’s fighting games. Or maybe Metal Slug. But let’s assume it’s fighting games. Why wouldn’t you, after all? Fatal Fury. Art of Fighting. World Heroes. The King of Fighters. Samurai Shodown. The Last Blade. Garou. I think a person could make the argument that no one was as prolific at turning out high-quality fighters than SNK in its prime, not even the likes of Capcom or Midway. But not every swing connects. Even the best sometimes strikes out. So let’s talk about Savage Reign ($3.99), shall we?

    It’s not as though SNK didn’t have its occasional miss, particularly early in the console’s life. What makes Savage Reign‘s shortcomings so interesting is that the game came out in 1995, well after SNK and its development partners had figured this whole fighting game thing out. It is improbable that a game of Savage Reign‘s quality should come out at the time that it did, but it most certainly did. The idea behind it was sound, at least. Add another weapon-based fighter to the SNK line-up, with a modern flavor to contrast with the medieval Japanese Samurai Shodown series. Add in a new gimmick in the form of a second tier fighters could battle from. Like Fatal Fury but with boomerangs and dodge balls.

    Yes, I said dodge balls. The weapons most of the fighters in Savage Reign wield are… unconventional to say the least. And that’s appropriate, because the characters are pretty unusual themselves. There doesn’t seem to be much of a consistent theme here, and it hurts the game’s identity. A cyborg, a cheerleader, a clown, a martial artist, an old guy dressed like a beach bum, a cop whose top is way too tiny with some Zangief-like chest hair, and a few other oddities populate the game’s ten-character roster. Each of them has their own stage that fits their specific theme, but it’s really hard to figure out how any of this fits together. And sure, none of this affects how the game plays. But that lack of consistency makes this game sometimes feel like a plate of leftovers from other SNK fighters at times, and it has a hard time standing out among the many other options the NEOGEO had to offer.

    I don’t want this to sound like a total disaster, though. Savage Reign isn’t a bad game, and if it were the only fighting game you had around, you could do a lot worse. It looks good, with plenty of details in the backgrounds and well-animated characters. It does that characteristic NEOGEO zooming, particularly when you start hopping around to the second tier of each stage. The gameplay is functional enough, playing a bit like the earlier Fatal Fury games thanks to all the lane-hopping shenanigans. The weapons are mainly projectiles but get incorporated into melee attacks in some fun ways, and some of the stage designs handle their second tier in a very unusual fashion.

    The issue with Savage Reign is more that this is a very average fighter that lacks a proper focus. There are a lot of different pieces thrown in here from other games, but they don’t really mix well together and it ends up feeling like an odd hodge-podge as a result. So too does the roster of characters, and again it isn’t really in a good way. I think there’s certainly room in the genre for a bunch of wacky misfits, but this game feels like it’s trying a little too hard to check things off of some list of awesome ideas someone had. Does it matter? Well, yes. It’s trying so hard to be so many things, it never really drills deep on any of its ideas. It’s about as shallow a fighter as you could find at this stage of the NEOGEO’s life, more akin to the kinds of things that came before Fatal Fury found its footing.

    With all of that said, I think we have to look at the current context in which we are viewing Savage Reign. This is a low-cost mobile port, one that you will probably be mostly playing in single-player. It’s likely you are using touch controls, though there is of course external controller support for those who want to take advantage of it. My assumption is also that anyone who has read this far into a review of the mobile version of Savage Reign is at least interested enough in NEOGEO to have played all of the more famous fighters from SNK. So let’s see how that measures up, then.

    Unlike NEOGEO console owners back in the day, you won’t need to justify a $150 cartridge purchase or whatever here. The last boss isn’t nearly as nasty as the usual SNK boss, and the wacky spectacle of it all makes for some amusing single-player bouts. The lack of depth means you can get by without too many fancy combos, which makes it easier to play using the touch controls. And this is certainly one of the less-celebrated fighters from SNK, which means you might not have played the wheels off of it yet. With all of that taken into account, I suppose I can’t tell you to completely avoid this release. It’s only a few bucks, and I expect you can get that much fun out of it.

    The usual Arcade Archives boilerplate. You get a robust list of extras and options, including additional modes and online leaderboards. The emulation is sound as a pound. Is a pound sound anymore? I don’t know. But the emulation is good, is what I’m trying to say. You can only play multiplayer if you have an extra controller, as there are no wifi or internet play options available. You probably know this already, because I say all of this every time. It hurts every single fighter in this line-up that multiplayer is such a difficult thing to get going, but it is what it is at this point.

    Savage Reign is incredibly mediocre by the standards of SNK’s NEOGEO fighting game line-up, and as with other ACA NEOGEO fighting games the poor options for multiplayer make this one of the worse ways to experience it. But you might find something endearing in its quirky nature, and there aren’t many fighting games that let you beat someone into unconsciousness with a dodge ball. I sure wouldn’t make this a high-priority purchase, but there may just be a few bucks’ worth of button-bashing fun for some of you here.

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    Shaun Musgrave

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  • ‘Riding Hero ACA NEOGEO’ Review – Almost a Riding Zero – TouchArcade

    ‘Riding Hero ACA NEOGEO’ Review – Almost a Riding Zero – TouchArcade

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    I’m starting to think my hunch was correct about the pattern of Hamster and SNK’s ACA NEOGEO releases. Having covered most of the big hits from across the system’s lifespan, they’re now going back and filling out the catalog in a loose chronological fashion. Riding Hero ($3.99) is another early NEOGEO game, and like many of its peers it’s trying to offer an alternative to a popular hit of the era. In this case, it’s SEGA’s Hang-On series of motorcycle racers, which tore up the arcades and home consoles with its fast gameplay and stellar visuals. Unfortunately, Riding Hero suffers a similar fate to other near-launch NEOGEO games. It’s just not all that good.

    This is another game that arrived shortly after the Japanese launch of the MVS but made it in time for the North American one. It actually makes use of some of the console’s features that didn’t see a whole lot of play in some regions, and I certainly can’t say there wasn’t an attempt made here. The NEOGEO could take memory cards, in theory allowing one to save their progress and return to it on any other NEOGEO unit. Not really necessary for most games, since they were arcade games and tended to be fairly short affairs. And frankly, I can’t imagine too many people stumped for one of those devices specifically to use with the arcade units. But Riding Hero had support for the memory card, and in this case it was rather important for one of its three modes.

    It also had support for another curious feature, and in this case it was actually the first game to do so. If an arcade operator had two NEOGEO cabinets, one could connect a cable between them to play this game’s head-to-head versus mode. This support also extended to the later home version. Naturally, very few arcade operators had two NEOGEO cabinets. The whole point was that you could just have one and change the games in it. But the feature was there, and Riding Hero was the pioneering use of it. If Riding Hero had been a better game, perhaps it would have seen arcade operators buying extra cabinets to take advantage of this feature.

    Sadly, Riding Hero isn’t a better game. It has one really cool idea, and that idea is the only reason it’s worth considering today. Otherwise, everything about it ranges from middling to poor. On a technical level, it barely passes. It looks worse than SEGA’s motorcycle racer from three years before, and not by a little. But hey, high bar there. It’s not the worst-looking early NEOGEO game by any means. I don’t think it did the new system any favors in terms of selling its graphical muscle, but it probably didn’t hurt it too much either.

    It’s the gameplay mechanics where things really run into trouble. The handling of your bike isn’t too bad, albeit with a bit of lag that takes some getting used to, but games like this can easily go awry based on your interactions with other racers and objects. The collision in Riding Hero is an absolute nightmare. If you get anywhere near anything, you’ll bounce, go into a spin, or crash. Fair is fair, but this can happen even if rival bikers hit you from behind, something you can’t possibly see coming. Crash recoveries take so long that any wipeout can almost completely knock you out of a race. You have a limited Turbo you can use, but because the course map isn’t displayed you never know when it’s safe to fire it off. The CPU rubber bands like wild, too. It’s infuriating to play, and it feels like no amount of practice is enough to overcome some of this nonsense.

    So, let’s talk about the modes of play. First of all, that versus mode is right off the table. You can’t link systems here, so you can’t access any multiplayer. That leaves you with the Grand Prix mode and the Story mode. The former is a standard affair. You choose your favorite bike and race against other bikers on a variety of courses, and you need to not only stay ahead of the timer but also finish in the top three to move on. There are several other bikers on the road with you, so you really need to be careful you don’t get hit from the rear. Fail to place, and it’s a game over. Win enough times and you’ll become the champion. Good luck with that.

    The Story mode is the one saving grace of this game. It’s the one truly interesting thing in the game, and if a person was to somehow fall in love with Riding Hero it would be for this. You don’t see this kind of thing in arcade games very often, and it’s really only due to the memory card feature of the system that it can be here. In this mode, you take on the role of a young rider who wants to break into the street bike racing scene and eventually participate in the Suzuka 8 Hours Endurance race. You’ll have to work your way up by competing against other bikers for money, which you can use to upgrade your ride and eventually pay the entry fee to the big race. These races are typically one-on-one, but unlike in Grand Prix mode, there is other vehicle traffic on the road. Swings and roundabouts. The cars are annoying and you will constantly hit them, but you have less concern about getting rear-ended.

    It’s such an odd thing to have in an arcade racer. You have a map you can move around on. There are characters to talk to, with a fair bit of dialogue. You can also return to your home, which is where you would have used your memory card in the original machine. There’s actually a degree of non-linearity here, and if one wanted to be very generous with the term you could almost call this RPG-ish. So yes, this is the system’s only motorcycle racing game and arguably one of the few things on the system that could be kind-of-sort-of called an RPG. That certainly makes it of historical note, and it might just be the hook for some of you.

    I just wish the actual gameplay was less irritating, because the Story mode is a really cool feature that makes this stand out among other ACA NEOGEO offerings. But the game itself just isn’t very fun, and there’s only so much that fancy lipstick can do for a pig of this nature. The mechanical issues are only made worse if you’re playing with touch controls. There’s just no margin for error here given everything that is stacked against you, and the virtual stick is enough to push things over the red line. If you’re going to play this, you should take advantage of the support for external controllers. Give yourself a fighting chance.

    You get all of the usual Arcade Archives stuff here. Both Japanese and overseas versions of the game, and you’ll likely want to stick to the overseas one unless you can read Japanese. There are also High Score and Caravan modes with online leaderboards, though this game isn’t exactly set up for either of those to be much fun. The gameplay options are quite nice here, allowing you to tweak the difficulty and time limits a bit to make the game more tolerable. Be the kind arcade operator we all wish we had back in the day. The emulation is of good quality, of course. I probably don’t need to say that in these reviews at this point, but whatever.

    There’s assuredly room on mobile for another arcade-style motorcycle racer, especially a one-and-done purchase. But Riding Hero is almost impossible to enjoy as a pick-up-and-play experience thanks to its frustrating gameplay, so that’s right out. The Story mode is more interesting to poke at, and if you are willing to put up with… well, the game itself, you’ll find a rather unique experience in what Riding Hero has to offer. Not a good game overall, but it is in some ways a fascinating one, and that might be enough for your money if you have the right inclinations.

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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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  • ‘Stakes Winner ACA NEOGEO’ Review – A Horse of a Different Color – TouchArcade

    ‘Stakes Winner ACA NEOGEO’ Review – A Horse of a Different Color – TouchArcade

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    When it comes to the NEOGEO, a few genres come to mind. Fighting games. Side-scrolling action games. Maybe shooters and beat-em-ups. The usual array of sports. You probably don’t think of horse racing games, but this was an arcade platform that was sold in Japan in the 1990s. With that in mind, it’s probably not a huge shocker to find out that it played host to a couple of games based on the sport. The only real surprise is that SNK bothered to bring them out in the West. The latest release in the ACA NEOGEO line, Stakes Winner ($3.99), has one more surprise up its sleeve: it kind of rules.

    Developer Saurus was founded in 1994 and was largely made up of former SNK employees who didn’t feel like moving to Osaka after SNK closed its Tokyo offices. It worked on several NEOGEO games along with a variety of console ports and is probably best known in the West as the team behind the Shock Troopers top-down run-and-guns. Like a lot of the developers working on NEOGEO games in the later years of the console’s life, Saurus was really good at flexing the aging system’s strong points to make attractive, detailed visuals for its games. Anyway, off to the horse races.

    Horse racing is still somewhat popular in Japan to this day, but in the 1990s it was going through an especially big boom. In typical fashion, everyone and their uncle was soon making a horse racing game for the various consoles of the era. The junk bins at second hand game shops in Japan are positively drowning in horse racing games for the Super Famicom, PlayStation, and SEGA Saturn. Some of those games took a heavy sim approach to raising and racing your steeds, while others were little more than gambling games. Stakes Winner does what many other NEOGEO sports games did so well: it takes a sport with a lot of nuances and complicated aspects and compacts it into a fun, approachable arcade game.

    The first thing you’ll do when you start the game is name your jockey. Four letters ought to be enough for anyone, right? You then get to choose your horse from a group of several colorful characters. They all have their own stats, racing style, and appearance, along with a fancy name. With that done, you’re ready to race. There are twelve races in total in the game, and you need to rank in the top three if you want to win any money. As an added incentive, failing to rank in the top three means you’ll have to drop another coin in. That doesn’t matter much for us here in the current year with our fancy unlimited credits, though. Neigh, it’s all about that cash prize total, which works as an ersatz score. You’ll want to do your best to earn the top prize in every race.

    The racing itself is fairly simple. You can move your horse around with the stick, with a double-tap forward making it jostle any horses in front of it and a double-tap back slowing you right down. You have one button that flicks the reins a little and speeds up your horse at the cost of a little stamina, and another button that whips the horse for a big speed burst at the cost of a lot of stamina. That’s all there is to it. The first couple of races are so short that you can pretty much fly through them at top speed without fear of running out of stamina, but after that you’re going to have to be very careful about when and where you apply that whip.

    Throwing a wrench into the racing is the presence of pick-ups along the track. Some of these are good, offering you a speed burst or extra stamina, while others are bad, slowing you down for varying lengths of time. In case you were wondering why you would ever use the move to slow down, avoiding those bad items is one great reason. The only other wrinkle to the game comes from the training segments, where you can earn permanent upgrades for your horse. You’ll need to get good at these as the later races are almost impossible if your stats aren’t up to where they should be.

    While it’s far from conventional, especially if you’re unfamiliar with horse racing, Stakes Winner offers all the fun of a good racing game. The core stamina management aspect forces you to consider the track you’re on, and the pick-ups and other horses add in that vital element of chaos that keeps things spicy. You can even play this with another player, and it’s an amazingly good time. Of course, that’s pretty hard to do with this mobile version. You have to play locally and you’ll need some external controllers. I’m just going to assume you’ll mainly be playing alone. Still, even taken in that context, Stakes Winner is really enjoyable.

    Hamster has done its usual work with this, and I could almost copy and paste this paragraph in these reviews at this point. You get a wide range of options to tweak, and you can choose between the Japanese and overseas version of the game. The usual extra modes are here, though they’re not quite as fun as they are in something like a shooting game. You can use an external controller to play, though the touch controls are mainly adequate. The double-taps are a little annoying to do on a virtual stick, but you can get the hang of it with a bit of practice.

    Stakes Winner gets some extra credit just for being something a little off the beaten track, but it is a genuinely excellent arcade game all on its own. SNK had a knack for this sort of thing, and the end result is a horse racing game that I think anyone can enjoy even if they have zero prior interest in the sport. I hope we eventually see the sequel, Stakes Winner 2, but until then there’s plenty of fun to be had with this fine version of the original.

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    Shaun Musgrave

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  • ‘Samurai Shodown III ACA NEOGEO’ Review – The Last, But Is It The Least? – TouchArcade

    ‘Samurai Shodown III ACA NEOGEO’ Review – The Last, But Is It The Least? – TouchArcade

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    When SNK and Hamster started bringing the Arcade Archives line of NEOGEO ports to mobile platforms, it wasn’t particularly surprising to see the Samurai Shodown series represented among the opening salvo of titles. Historically, it’s been one of SNK’s most popular IPs, only coming in behind The King of Fighters and Metal Slug. With Samurai Shodown II ported by Dotemu a solid decade ago, SNK opted to open with Samurai Shodown IV. Little by little, it has been filling in the rest of the series. Samurai Shodown III ($3.99) is the last NEOGEO mainline entry in the franchise to make the hop. Does it live up to its siblings? Is there any compelling reason to pick it up if you’ve grabbed one of the others? Is Shaun really doing that thing where the opening paragraph of the review ends with a question?

    Sort of, yes, and absolutely. I don’t like leaving questions unsettled for too long. When I wrote my review of Samurai Shodown IV ACA NEOGEO, I mentioned that it’s rare to find anyone that loves every entry in the Samurai Shodown series due to how inconsistent the games are in their mechanics and aesthetics. I think if you polled the masses, you’d see a lot of people citing Samurai Shodown II as their favorite, followed by a near-equal number of votes for IV and V Special. As far as the NEOGEO entries go, you’ll probably see the least number of people pulling for the original game and Samurai Shodown III.

    Yet I think if you asked those same people what their second-favorite game in the series is, you’d see a lot more support for Samurai Shodown III. It’s a weird game by the standards of the series, one that its sequels largely set out to walk back from. That weirdness, however, is precisely what makes it stand out among its peers. Samurai Shodown III has a lot of ideas. Some of them are good, some of them are bad, and some of them are good but badly implemented. But there’s something to it. A charming flavor that calls to mind the likes of Bushido Blade, cutting down to the essence of pop samurai media. Samurai Shodown has always been characterized by how swift and brutal rounds can be, but Samurai Shodown III is perhaps the epitome of that ethos. It’s entirely possible for matches to be over in two or three strikes.

    The character line-up is one of the reasons why a lot of fans tend to shy away from Samurai Shodown III. The roster is smaller than the previous game, with just twelve characters to choose from. It introduces a few new characters but cuts tons of fan favorites like Charlotte, Cham Cham, and Earthquake. Some of those new characters are a lot of fun to use, and they fit the game’s grittier, more realistic aesthetic better in some ways. It’s a bit hard to hash everything with the greater timeline of the series, and the game doesn’t seem particularly interested in storytelling relative to the other entries. Indeed, one of the things I don’t care for in Samurai Shodown III is in how few chances the characters get to show off their personalities compared to the other games. Story isn’t the biggest thing in fighting games, but in these ACA NEOGEO releases we’re largely relegated to single player so it does take on a slightly greater importance.

    There are a lot of gameplay changes here from Samurai Shodown II, and some of them ended up sticking around in the series. There are more buttons dedicated to your weapon attacks, with just one serving as the kick. Throws are out in favor of shoves that leave the enemy open to a good slash or two. After picking your character, you can choose a grade that determines, roughly speaking, how balanced your offense and defense are. Pick the advanced grade and you won’t even be able to guard, with a permanently full Rage Gauge as a consolation prize. Notably, this game brings in the Bust and Slash system that gives you light and dark versions of each character, with slight differences in the movesets between them.

    As I mentioned before, matches in Samurai Shodown III can be quick and nasty. You can sidestep attacks, counter-attack, and whip out unblockable slashes. Your Rage Gauge fills up like a shot glass under a Slurpee spout. You can block in the air now, which provides more incentive to take to the skies without fear. Some of these elements didn’t return for the next go-around, and it’s not hard to see why. Even a pair of evenly-matched expert players can feel cheated by how fast things finish, and if you’re up against the CPU your quarters can disappear so fast you’d think your wallet was the dimensional space from which all the uncles of the world pull the coins they pluck from behind children’s ears. And in true SNK fashion, the last boss is a complete and utter… holy smokes, is that Dick Van Dyke?! Sorry, I thought I saw something there.

    That being said, we don’t have to worry about blowing all our quarters, do we? Through the magic of the Arcade Archives line, we only need to worry about the sixteen quarters needed to buy the app itself. After that, we can help ourselves to an endless supply of credits. Better still, we have access to those coveted difficulty options. Turn it all the way down and the CPU is only mildly rude. It’s okay, Shaun said you could do it. Go learn the ropes that way and then turn it up again as needed. ACA NEOGEO options are lovely things, and you’ve got the full suite of them here as usual. Not just difficulty, but also all sorts of other things. Tweak as you like.

    Also similar to other ACA NEOGEO games, you can play the game with an external controller if you wish. I highly advise it as the motions you need to pull off in this game can be a real bear with the touch controls. You can still have some fun with virtual button bashing without a controller, but there are probably better games to play if that’s all you’ve got. External controllers are also the only way to play multiplayer in this version, and that’s a real shame because I think the particular charms of Samurai Shodown III are best brought out with endless credits and another human. I know I keep banging this drum, but I wish some other option could be figured out for multiplayer in these releases. Most players will have to get by with the CPU opponent, and I just don’t know that I would call that very enjoyable in this game.

    Samurai Shodown III probably shouldn’t be anyone’s first Samurai Shodown game, especially in the ACA NEOGEO mobile line with its limited multiplayer options. But its quirky qualities do make it an interesting choice for a second Samurai Shodown game. Because of how much it divided the fandom, Samurai Shodown III saw a lot of its rough edges sanded down or completely cut away in successive entries in the series. That makes it rather unique, and I think there’s something to be said for that. Make sure you pack an external controller of some sort and a lot of patience if you decide to pick this one up, though.

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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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  • ‘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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  • Stars and Strikes Brings Their Unique Version of Family Entertainment to Irmo, South Carolina

    Stars and Strikes Brings Their Unique Version of Family Entertainment to Irmo, South Carolina

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    Press Release



    updated: Feb 11, 2019

    Georgia-based Stars and Strikes recently announced plans to open a new family entertainment center in Irmo, South Carolina in the 4th Quarter of 2019, their second location in South Carolina.

    The 50,000 square foot facility located at 800 Lake Murray Boulevard will house 24 bowling lanes, 8 of which are VIP lanes. In addition to bowling, Stars and Strikes features other attractions, including a 7,500 sq. foot arcade and prize store, multi-story laser tag, bumper cars, the 7/10 Grille and a large full-service bar.

    The new Irmo facility also includes private party rooms for events, including an upscale corporate event room that will seat over 100 guests. Stars and Strikes excels at providing chef-crafted cuisine in a fun-filled atmosphere. 

    “We are aware of the demand for our unique brand of entertainment from the families and residents of Irmo, Lexington County and the greater Columbia area,” said Jack Canouse, managing partner and co-founder of Stars and Strikes. “With these families in mind, we are excited to bring a quality brand of family-focused entertainment to the Irmo area that guests of any age can enjoy.”

    The location will offer affordable birthday packages designed to accommodate budgets of any size. Stars and Strikes delivers a fantastically fun birthday party experience for kids that is easy and affordable for parents. The Company’s birthday parties are consistently voted the #1 Birthday Parties by multiple news outlets.

    The Irmo location will offer fresh, chef-crafted cuisine including a variety of appetizers, salads, sandwiches, specialty pizzas and other house-made items. 

    With thirteen existing locations throughout Georgia, Alabama, South Carolina and Tennessee, and a new Stars and Strikes coming soon to Raleigh, NC (opening in the 4th Quarter of 2019), Stars and Strikes Irmo will be a kid-friendly, safe, clean, smoke-free entertainment center.

    Stars and Strikes is excited to be an active member of the Irmo community. The company will invest over $7 million in the new facility, creating over 150 jobs, most of which will be filled locally. 

     ABOUT STARS AND STRIKES

    Locally owned and operated, Stars and Strikes Family Entertainment Centers provide a fun and friendly atmosphere for the whole family to enjoy. Stars and Strikes currently employs over 1300 people throughout the Southeast. 

    Press contact:

    Scott Harris, Director of Marketing
    678-780-9227
    ​Sharris@StarsandStrikes.org

    # # #

    Source: Stars and Strikes

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  • Stars and Strikes Rolls Into Raleigh

    Stars and Strikes Rolls Into Raleigh

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    Press Release



    updated: Feb 11, 2019

    Georgia-based Stars and Strikes recently announced plans to open a new family entertainment center in Raleigh, North Carolina in the 4th Quarter of 2019, their first in the State of North Carolina.

    The 62,000 square foot facility located at 4020 Capital Blvd will house 24 bowling lanes, 8 of which are VIP lanes. In addition to bowling, Stars and Strikes features other attractions, including a 9,000 sq. foot arcade and prize store, multi-story laser tag, bumper cars, the 7/10 Grille and a large full-service bar.

    The new Raleigh facility also includes private party rooms for events, including an upscale corporate event room that will seat over 100 guests. Stars and Strikes excels at providing chef-crafted cuisine in a fun-filled atmosphere.

    “We are aware of the demand for our unique brand of entertainment from the families and residents of the greater Raleigh/Durham area,” said Chris Albano, managing partner and co-founder of Stars and Strikes. “With these families in mind, we are excited to bring a quality brand of family-focused entertainment to the Raleigh area that guests of any age can enjoy.”

    The location will offer affordable birthday packages designed to accommodate budgets of any size. Stars and Strikes delivers a fantastically fun birthday party experience for kids that is easy and affordable for parents. The Company’s birthday parties are consistently voted the #1 Birthday Parties by multiple news outlets.

    The Raleigh location will offer fresh, chef-crafted cuisine including a variety of appetizers, salads, sandwiches, specialty pizzas and other house-made items. 

    With 13 existing locations throughout Georgia, Alabama, South Carolina and Tennessee, and a new Stars and Strikes coming soon to Irmo, SC (opening in the 4th Quarter of 2019), Stars and Strikes Raleigh will be a kid-friendly, safe, clean, smoke-free entertainment center.

    Stars and Strikes is excited to be an active member of the Raleigh community. The company will invest over $7 million in the new facility, creating over 150 jobs, most of which will be filled locally. 

     ABOUT STARS AND STRIKES

    Locally owned and operated, Stars and Strikes Family Entertainment Centers provide a fun and friendly atmosphere for the whole family to enjoy. Stars and Strikes currently employs over 1300 people throughout the Southeast. 

    Press contact:

    Scott Harris, Director of Marketing
    678-780-9227
    Sharris@StarsandStrikes.org

    # # #

    Source: Stars and Strikes

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  • Stars and Strikes Announces Grand Opening Event in Summerville, SC

    Stars and Strikes Announces Grand Opening Event in Summerville, SC

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    Company’s 13th location to open to the public on Saturday, Nov. 17 with discounts, prizes and giveaways.

    Press Release



    updated: Nov 9, 2018

    Georgia-based Stars and Strikes recently announced the Grand Opening Party for their brand-new Summerville, South Carolina location. The event takes place on Saturday, Nov. 17, 2018 from 10:00 a.m. until 4:00 p.m. and features the largest discounts of the year.

    Discounts and specials at the Grand Opening Party include:

    Opening the first Stars and Strikes in South Carolina is a milestone for our company. Summerville’s large population of close-knit families makes the city an ideal location for us. Stars and Strikes is known in Georgia, Alabama and Tennessee as the ultimate destination for family fun. We will extend this reputation to the greater Charleston area. There is truly something for everyone at Stars and Strikes.

    Chris Albano, Managing Partner

    ●       $2 games of bowling

    ●       buy-one-get-one free games of laser tag & bumper cars

    ●       buy-one-get-one free game cards

    ●       prize giveaways

    The Stars and Strikes Grand Opening Celebration also includes remote broadcasts from local radio stations, face painting, activities and much more.

    The Summerville location is Stars and Strikes’ thirteenth location and their first in the state of South Carolina. The company has invested over $7 million in the new facility, creating over 100 jobs.

    The 57,000 square foot facility located at 4570 Ladson Road houses 24 bowling lanes, 8 of which are VIP lanes in the signature Main St Lounge. In addition to bowling, Stars and Strikes features a 7,000+ square foot arcade that is home to over 100 popular video and redemption games. The expansive arcade includes a prize store where players can browse for prizes that can be purchased with game prize tickets. The facility also encompasses a two-story laser tag arena, bumper cars, the 7/10 Grille restaurant and a large full-service bar surrounded by big screen TVs for sports viewing.

    Stars and Strikes fills a need for premiere event space in Summerville, with private party rooms, and an upscale corporate event room that seats 200 with a full, private bar. The Main St Lounge features VIP bowling lanes in an upscale setting that is ideal for corporate and group events of all sizes.

    “Opening the first Stars and Strikes in South Carolina is a milestone for our company. Summerville’s large population of close-knit families makes the city an ideal location for us,” said Chris Albano, managing partner and co-founder of Stars and Strikes. “Stars and Strikes is known in Georgia, Alabama and Tennessee as the ultimate destination for family fun. We will extend this reputation to the greater Charleston area. There is truly something for everyone at Stars and Strikes.”

    MEDIA CONTACT: Scott Harris, 678-780-9227 or Sharris@Starsandstrikes.org

    Source: Stars and Strikes

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  • Stars and Strikes Rolls Into Smyrna, TN

    Stars and Strikes Rolls Into Smyrna, TN

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    Company celebrates their 12th location with a Grand Opening Event on Saturday, September 22

    Press Release



    updated: Sep 14, 2018

    Georgia-based Stars and Strikes recently announced the Grand Opening of their brand-new Smyrna, Tennessee location. The event takes place on Saturday, September 22, 2018 from 10:00 a.m. until 4:00 p.m. and feature the steepest discounts of the year.

    Discounts and specials at the Grand Opening include:

    Opening the first Stars and Strikes in Tennessee is a milestone for our company. Smyrna’s large population of close-knit families makes the city an ideal location for us. There will truly be something for everyone at Stars and Strikes.

    Jack Canouse, Managing Partner

    ●       $2 games of bowling

    ●       Buy-one-get-one-free games of laser tag & bumper cars

    ●       Buy-one-get-one-free game cards

    ●       Prize giveaways

    The Smyrna location is Stars and Strikes’ twelfth location and their first in the state of Tennessee. The company has invested over $7 million in the new facility, creating over 100 jobs.

    The 55,000 square foot facility located at 333 N Lowry Street will house 24 bowling lanes, 8 of which are VIP lanes in the signature Main St Lounge.  In addition to bowling, Stars and Strikes features a 7,000+ square foot arcade that houses over 100 popular video and redemption games.  The arcade includes a prize store where players can browse for prizes that can be purchased with game prize tickets. The facility also encompasses a two-story laser tag arena, bumper cars, 7/10 Grille restaurant and a large full-service bar surrounded by big screen TVs for sports viewing.

    Stars and Strikes fills a need for premiere event space in Smyrna, with private party rooms, and an upscale corporate event room that seats 200 with a full, private bar. The Main St Lounge features VIP bowling lanes in an upscale setting that is ideal for corporate and group events of all sizes. “Opening the first Stars and Strikes in Tennessee is a milestone for our company. Smyrna’s large population of close-knit families makes the city an ideal location for us,” said Jack Canouse, managing partner and co-founder of Stars and Strikes. “There will truly be something for everyone at Stars and Strikes.”

    The new Stars and Strikes offers affordable birthday party packages for any budget. Stars and Strikes was voted the #1 birthday party destination by Atlanta Parent magazine.

     ABOUT STARS AND STRIKES

    Stars and Strikes Family provides a fun and friendly atmosphere for families to enjoy. Stars and Strikes currently employs over 1,100 people throughout the Southeast. 

    For more information, interviews or press images, contact:

    Scott Harris, Director of Marketing

    678-780-9227

    Sharris@StarsandStrikes.org

    # # #

    Source: Stars and Strikes

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  • Stars and Strikes Stone Mountain Receives a Complete Renovation

    Stars and Strikes Stone Mountain Receives a Complete Renovation

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    Company spends over $1 million to remodel and upgrade one of its original locations

    Press Release



    updated: Jun 18, 2018

    Georgia-based Stars and Strikes recently announced that renovations to its Stone Mountain location are complete.

    The 50,000+ square foot facility located at 1741 Mountain Industrial Boulevard – convenient to Highway 78 and Interstate 285– recently underwent a thorough remodel and upgrade. These renovations include:

    We are excited to unveil the renovations to all of our guests. This revitalized space offers a place for our guests to get away and play with friends and family in an upscale, family-friendly atmosphere. The Stone Mountain community has always supported us, and we wanted to provide them with the best family entertainment experience possible.

    Chris Albano, Managing Partner

    ·         Exterior remodel featuring a new color scheme, new signage, and improved landscaping

    ·         A re-imagined interior with a new floor plan, new color schemes, and premium flooring

    ·         An upgrade to the furniture at each bowling lane. These new furnishings include comfortable couches that create a relaxing, open atmosphere

    ·         New state-of-the-art scoring monitors at every bowling lane

    ·         The creation of twelve VIP Bowling Lanes on the center’s main concourse

    ·         Construction of the company’s well-regarded, full-service Blue Bar concept that features multiple HD screens for sports viewing

    ·         Addition of the latest and greatest arcade games throughout the facility.

    “We are excited to unveil the renovations to all of our guests. This revitalized space offers a place for our guests to get away and play with friends and family in an upscale, family-friendly atmosphere,” said Chris Albano, managing partner and co-founder of Stars and Strikes. “The Stone Mountain community has always supported us, and we wanted to provide them with the best family entertainment experience possible.”

    Stars and Strikes is excited to continue to be an active member of the Stone Mountain community. The company invested over $1 million in the renovation, creating over 50 jobs, most of which will be filled locally. For more information or to apply for employment, visit www.StarsAndStrikes.com.

    For more information, interviews or press images, contact:

    Scott Harris at 678-780-9227 or Sharris@StarsandStrikes.org

    ABOUT STARS AND STRIKES

    Locally owned and operated, Stars and Strikes Family Entertainment Centers provide a fun and friendly atmosphere for the whole family to enjoy. In addition to state-of-the-art bowling lanes, attractions include bumper cars, two-story laser tag, arcade games and a bar and restaurant with healthy choices and classic American favorites. Stars and Strikes currently employ over 900 people throughout Georgia and Alabama. There is something for everyone at Stars and Strikes. For more information, visit www.StarsAndStrikes.com or call 678-965-5707.

    Source: Stars and Strikes

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