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

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

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

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

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

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

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

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

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

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    Shaun Musgrave

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  • ‘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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  • ‘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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  • ‘Romancing SaGa -Minstrel Song-‘ Review – Toss a Coin to Your Minstrel – TouchArcade

    ‘Romancing SaGa -Minstrel Song-‘ Review – Toss a Coin to Your Minstrel – TouchArcade

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    If you’ve been keeping up with Square Enix’s mobile releases, you probably have SaGa opinions by now. The series, which had always had a spotty localization record, went dormant in the West for a long time following the 2005 release of Romancing Saga: Minstrel Song on the PlayStation 2. I can only assume the Western release of Romancing SaGa 2 ($17.99) did better than expected, as we’ve received a veritable flood of SaGa releases since. All of those games have seen global releases regardless of their original localization status, meaning that we have just about the entire series available on mobile. And now fate has brought us here, back to Romancing SaGa: Minstrel Song ($24.99).

    This is a remaster of the PlayStation 2 game, which was itself a remake of the Super Famicom title Romancing SaGa. You never quite know how extensive the changes will be when a game from that era makes a reappearance, but in this case the changes are many and fairly significant. They range from new content (characters, story) to quality of life improvements, and the end result is a game that so greatly outclasses its previous incarnation that it renders it nearly irrelevant. I think it’s frankly as good as it can be without actually ripping the whole thing up and starting from scratch. If for some reason you are trying to decide between the PlayStation 2 version or this one, it’s an easy choice.

    While I’m sure not many readers played the previous release (the franchise went dormant for a reason after all), I’ll quickly detail the additions and improvements. Most obviously, the graphics have been enhanced and upscaled. I have mixed feelings about the art direction of this game, but it’s never looked better than it does here. The UI and menus have been redone, which they would obviously need to be for mobile users. It looks good and is as functional as you are going to get when applying touch controls to a game originally designed for a controller. There are some nice quality of life improvements like a high-speed mode, extremely useful mini maps, and a highly welcome New Game + option that fits this game like a glove.

    As for new content, there’s actually quite a bit to see. Like with SaGa Frontier‘s remaster, we’ve got a new playable character with their own episode. Aldora the Sorceress, who those familiar with the original will remember as Mirsa’s ally, is now selectable and has her own story about her travels with the Legendary Hero. There are also a handful of new recruitable characters, with Schiele being a highlight. There are some new classes to tinker with, which is always a nice thing to see in remakes and remasters of games with job systems. Additionally, there are a bunch of new super bosses. They’re… something. For those players who found the original game didn’t satisfy their desire for challenging encounters, eat up.

    Curiously, part of the intention behind the original Minstrel Song was to go back to a more traditional and approachable format after the decidedly mixed response to Unlimited SaGa. Yes, this is the SaGa team (circa 2005) trying to make an easily digestible game. Does it work? Yes and no. At the end of the day, this is still a SaGa game. It has all the quirky systems you would expect from the series, has a tendency to be opaque and offer few clues about what to do, and focuses more on mechanics than story elements. It revels in its unorthodox nature, though it is rather orthodox in its unorthodoxy if you’re familiar with the series.

    That last bit is perhaps the key to it. If you’re looking to get into the SaGa series, this is a decent enough starting point. It will teach you a lot about how the series works, and you may well find yourself able to appreciate the other games more having played through this one. I’m not sure it’s the best starting point anymore, but it’s a good one. But in the grand scheme of RPGs, this is still a game that requires a bit more work on the player’s part. While the original Romancing SaGa was the fourth part of the SaGa series, it was the third game in the series made by the same team. If you’ve played the Game Boy games, the original game followed on from Final Fantasy Legend II, bringing the ideas and philosophy of the series to the 16-bit world. With, you know, all that implies.

    I won’t spend too much more time talking about the original 16-bit game though, because the PlayStation 2 game was already a significant remake and this remaster takes it even further. You’ll start this game by choosing from eight different characters at the start, and once you’ve gotten through the first bit for each, you’re more or less on your own to make your way in the world. It’s full of things to do and people to meet, though how much of that you find on any given playthrough is up to you. It wants you to replay it, and if you enjoy what it offers you almost certainly will do so.

    That open approach is the calling card of this game, and it demonstrates how in a lot of ways this was a title far ahead of its time. But it can also be daunting to players used to a more guided approach. I recommend taking advantage of all of the tutorials and instructions the game offers, mostly through kids hanging around in the towns. It will leave you better equipped to enjoy what the game has to offer. If you’re feeling uncertain or anxious, I recommend starting with Albert. It will hold your hand as much as this game is willing to. Those who just want to dive into the open scenario goodness should pick Barbara, who is more or less tossed into the fray immediately.

    I’m not going to talk too much about the story. Stories? It’s all engaging enough with some truly interesting twists and world-building, but it’s far from the main reason to play the game. No, it’s the mechanics that are the highlight here. The Glimmer (SPARKING) system returns, allowing you to learn new techniques pretty much any time just by using other ones. In true SaGa fashion, your stats will upgrade based on your actions. There are no traditional level-ups here. The class system also requires you to have certain skills leveled among other requirements. In general, tough battles in this game are best dealt with by rethinking your party build and tactics. Grinding is an option, but it’s a very bad idea due to a core part of the mechanics: event rank.

    Basically, time passes in the world of Minstrel Song. At certain points enemies will get stronger, new quests will open up, and old quests will disappear. The thing that determines how the time passes is the number of battles you’ve fought, which feeds into something called your event rank. Grind too much and you’ll miss out on a lot and only end up making the enemies stronger. At the same time, you’ll want to move time (and fight battles) at a decent pace lest you reach the end before some quests have a chance to open. Your relationship with your event rank will largely determine what you can and can’t see in this world, and is one of the things that makes this game so replayable.

    It’s worth taking your time going through, because completing sub-quests not only adds to the narrative texture of the game but also helps you power up in various ways. You’ll find new characters and other things that are frankly worth seeing. And that’s really who this game is for, I think. While the Final Fantasy games are roller coasters, taking you on a fairly straightforward route with pre-planned surprises and turns, the SaGa games tend to be more for the explorers. The people who like to experiment. The ones who like to poke around and see if they can put one over on the game. If that is you, you’ll find an absolute ton of value in this game.

    If you have played any SaGa games in the past and had a good time with them, you’ll almost certainly like Romancing SaGa: Minstrel Song. Its presentation is a little odd but the game itself is a fairly safe entry in the oddball brand. On the other side, if you haven’t been able to get into past games like SaGa Scarlet Grace ($29.99) or SaGa Frontier ($24.99), nothing in here is going to change your mind. If you’re somehow fully new to this whole business, this isn’t the worst place to dip your foot in. Those tired of the same old JRPG mechanics or those who generally have an open mind may want to give this one a go.

    As for this mobile version in particular, it’s excellent. The aspect ratio means you’re getting bars on the side if you’re playing on iPhone, but the visuals look fantastic and the UI is both functional and attractive. You’ve got full controller support here, thankfully. One never knows with Square Enix releases. Even if you aren’t using a controller, you’ll find the touch controls are more than up to the task. Sure, it’s a little expensive relative to other mobile games, but it’s cheaper than the console versions and every bit as good.

    Overall, Romancing SaGa: Minstrel Song is a fantastic re-do of a game that had lots of room for improvement, and this mobile port is top-shelf. SaGa fans will eat it up, and even if you’ve played the original you may want to check this out for its new content and additions. There are certainly some awkward carry-overs from its PlayStation 2 origins, like the lack of a player-controlled camera, and that may chafe some. It’s also a SaGa game through and through, and that’s either going to have you jumping with joy or running for the hills. I leave it up to you to make that final decision, but I know which side of the line I’m standing on.

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    Shaun Musgrave

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

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

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

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

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

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

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

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

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

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

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

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

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    Shaun Musgrave

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