Here is a selection of Retro Modern and Retro Remake 2021 releases I enjoyed this year:
Actraiser Renaissance (PS4): I spent over 25 hours with Actraiser Renaissance's mix of god game, tower defence, and action gameplay genres in this SNES remake, and I still return to it just to replay the unlockable Special Mode's focus on the side-scrolling Acts.
Battle Axe (PS4): Combines beautiful Henk Nieborg pixel art, with a Manami Matsumae soundtrack that recalls her old Capcom tunes, in a retro modern take on the Gauntlet or Zombies Ate My Neighbors gameplay design, with top-down fantasy, Golden Axe-style art.
Cotton Reboot! (PS4): A fun and hectic retro remake of Success' spooky cute-'em-up 1991 Cotton coin-op, Cotton Reboot! also includes the 1993 X68000 Japanese computer conversion of the original shmup.
Cyber Shadow (PS4 and PS5): To quote Stephen Tailby's 8/10 scoring Push Square review, Mechanical Head Studios' pixel art, 2D platformer is, "Inspired by classic 8-bit titles like Mega Man, Shadow of the Ninja, and Ninja Gaiden, this modern take is a stylish, challenging experience." That's an awesome retro modern mix to me!
Below are a few extra thoughts about my GOTY picks:
Capcom Arcade Stadium (PS4): Should a retro collection released in 2021 even be included in a GOTY list? Retro gaming is my main focus at Push Square, and Capcom's 8-bit and 16-bit era arcade games are real deal classics. Also, providing easier access to hard to find or unported games like Carrier Air Wing, Varth: Operation Thunderstorm, and Giga Wing is invaluable to me – plus Dynasty Wars is another game released in the vintage 1989 year, which I mainly knew from the Amiga port in the past.
Marvel's Guardians of the Galaxy (PS5): I've been checking out the newer addition of the Ray Tracing Mode recently, and the colourful designs of the planets are great in this game. It was also cool to see it awarded the Silver Trophy in Push Square's Best PS5, PS4 Story or Writing of 2021, because considering it's a linear game, I like to loiter exploring the environments just to hear all the extra banter from the Guardians.
Turrican Flashback (PS4): The Amiga nostalgia is strong with this one! I got the new Retro Gamer Annual: Volume 8 for Christmas, and this bookazine relates well to my retro GOTY 2021 picks, because it has both 'The History of Turrican', and 'Capcom: An Arcade Legacy' features.
@PaperAlien Yes, in the PS5 and PS4 ports of Gynoug (Wings of Wor on Genesis) you can either turn off the wallpaper to have black bars at the sides of a 4:3 display, or you can set it to fullscreen to fill up your 16:9 TV screen.
The fullscreen option looks very stretched in 16:9 though, as like you mention about back in the day, the art was designed for the standard 4:3 CRT TV in 1991, so the backgrounds look widened, and the sprites look fat.
In Ratalaika Games' recent work on retro releases like Gleylancer, Panorama Cotton, and Turrican Flashback, Ratalaika has established a comprehensive options menu to configure the video display, and this continues in Gynoug, with a list of 'Video' options below:
Video: Display, Scaling, Wallpaper, and Shaders.
Display: 4:3 DAR, Perfect, or Fullscreen.
Scaling: Crispy, Razor, or Soft.
Wallpaper: Mist, Creatures, Scene, or None (further options for Brightness and Saturation of Wallpaper, too).
@Ristar24 Good call, one example of how Zzap!64 could have influenced later UK gaming magazines might be that Julian 'Jaz' Rignall worked at Zzap!64 before moving to CVG, and then he was a big part of the Complete Guide to Consoles bookazines, and like you mention, the legendary Mean Machines console magazine.
Below are quotes from Issue 113 of the UK's Computer and Video Games (CVG) magazine from April 1991, where Gynoug received a total score of 91/100.
As I mentioned in my review, this Mega Drive shmup's visuals were well received in 1991, with a huge separate 'Graphics' score of 94/100. CVG's reviewer's comments are below:
Robert Swan: "The graphics are absolutely incredible, with some brilliantly atmospheric backdrops — I was stunned into silence by the see-sawing stomach-like level, which is saying something!"
Richard Leadbetter: "The graphics are great with a really nice mythological feel to the sprites and backdrops and some stomach-churning effects — the wobbly screen is really weird."
CVG also praised Noriyuki Iwadare's soundtrack — which is noted under Gynoug's credits as music by Cube, just like in Gleylancer.
There's a good Gynoug quote from Rich Leadbetter, which shows how Digital Foundry's Technology Editor has been discussing using tech to enhance the gaming experience for years, where he said,
"The sound ranks as some of the best I've heard on the Megadrive. I plugged in my mega-expensive-bass-blasting JVC headphones and I was well and truly amazed by the swingsome tunes and explosive spot effects."
@Ristar24 Cheers, you're right about how we used to progress further in games out of necessity, because they were expensive in the 16-bit era, so we didn't amass as many games in a collection.
Owning a big backlog would have been a problem I'd love to have back in in 1991, because I also used to play my Mega Drive games over-and-over – I must have completed Golden Axe countless times.
We'd make up for smaller collections by borrowing games from friends, and renting them out too.
I own the PAL version of Mega Drive Gynoug, as well, but it's just a well-worn box and cartridge without any instructions, I'm afraid.
@Amnesiac Cheers for your comment, I always like to hear what you think about these retro shooters.
You properly made me laugh in 'WAYP? - Issue 402', by the way, when you compared Gynoug's end of Round 2 boss with the giant in Time Bandits, who has a huge ship hat on his head!
Your Time Bandits reference made me remember John Cleese's role as Robin Hood, which in turn made me think of Monty Python, and then I came up with the tagline for my Gynoug review.
There are repeated points between my Gynoug and Gleylancer Mini Reviews, as Ratalaika is establishing a template for Mega Drive releases (two Masaya shmups, working with Shinyuden, cheap at £4.99, similar video display options, and six save slots). Also, it makes sense to entice new gamers with easy Platinum Trophies, who'll hopefully continue playing for the classic skill based progression gameplay.
I've noticed people praised Gynoug more than Gleylancer in the past, because as well as Gynoug's unusual graphics, its gameplay is interesting to learn, especially with the variety of magic attacks. Each floating letter scroll represents a magic selection (T is Thunderbolt, E is Energy Ball, W is Wild Fire etc), and it's intrinsic to the learning curve to experiment with each one.
The main positive is how extras like cheats help customise the gameplay, so I set my game up to retain weapons with infinite magic, on normal difficulty with three lives, but I confined myself to one credit and no rewind. I just wish Ratalaika offered more, like a gameplay instruction manual, an art and story gallery, soundtrack menu, or development history for example.
Ultimately, I think they're both great horizontal 2D shooters, but I like Gleylancer a little more than Gynoug — especially with the port's fun addition of right stick Gunner System controls, and translated anime-style story.
I look forward to reading the comments posted here. Thanks!
For anyone interested in the physical release of Panorama Cotton, Strictly Limited Games sent a 'Frequently asked questions' email to its customers on 11th November explaining about:
"Patches and language options for Cotton 100% and Panorama Cotton – All Cotton games published in the west will be available in English and several other languages - check website for info. A patch to address some pixels not showing up in Panorama Cotton has been implemented. These patches will be available on the SLG game card/disc, once ready."
Regardless of whether I think it's an understatement to describe Version 1.00's missing scenery obstacles, and impossible to avoid hits from invisible enemies and projectiles as just "some pixels not showing up", it's good news that Strictly Limited Games' physical versions will include the most current updates from Version 1.01 onwards.
I'm currently checking out Ratalaika's re-release of Gynoug and its 4:3 DAR image is much sharper, and not stretched like Panorama Cotton, so an update that includes Gynoug's crispy, correctly proportioned 4:3 image would be appreciated too.
I worked out how I unlocked the playable fairy Silk, as well. It turns out it was when I achieved a million points for the 'Millionaire: Get 1000000 points or more in Challenge Mode' to acquire the Platinum Trophy. Just make sure you manual save your progress, because the game doesn't auto save unlocking Silk.
With the positive news that English language options are coming, I wonder if there's text in the game that explains how to access the hectic Silk Mode.
@Robocod You're actually very much on topic here when you talk about spooky themed retro games appearing on PS Store for PS4 without fanfare during Halloween 2021, mate. I brought the stealthy release of Zombies Ate My Neighbors and Ghoul Patrol up with Push Square's editors at the end of last week.
Just on Thursday 28th November QUByte Classics - The Immortal by PIKO quietly released, then on Friday 29th November Zombies Ate My Neighbors and Ghoul Patrol arrived months after the Switch version — plus it only costs £9.79 for two 16-bit era games, which highlights Panorama Cotton's higher pricing at £12.99 yet again.
Push Square also mentioned Cotton 100% to me, too, but we've decided my next Mini Review will be the upcoming re-release of Gynoug.
Also, I checked the basic information for Strictly Limited Games' Turrican Anthology Vol. 2 physical pre-order, which includes Amiga Turrican 3, and it simply states that shipping will start later this year. I don't know about a digital release, though.
Like you mentioned, I think the majority of people in Western regions will have never played Panorama Cotton, just like you, so perhaps it will stand out to retro gamers, due to its rollercoaster ride, on-rails shoot-'em-up gameplay.
@Amnesiac Good point, if they had included the various Cotton games that are being released this year in a collection — with added extras like different ports of the original game, an art museum, each release's soundtracks available to listen to separately, historic developer interviews, and online leaderboards – it would've be awesome.
Even though the roots of the series are with Success, I guess the ownership of the separate Cotton games must be shared between different publishers now, though.
I still watched the manga-style cut-scenes in Panorama Cotton with Japanese text, because it was interesting to try and guess the plot from the images, but like @shonenjump86 mentioned it detracted from the quirky charm of a Cotton story.
I tried to find some of the more obscure PS1 retro shmups on the UK's PS3 PS Store earlier this year, too, but it became clear that the UK's PS3 didn't receive as many hidden gems as other territories like Japan and North America.
I like the way you mentioned that Push Square's coverage may open a few more eyes to these retro games, as well. I'm happy overall that so many previously Japanese exclusive games are becoming more easily available.
This is my third draft of my Mini Review of PS4 Panorama Cotton. The first was a 'Below Par' score, and was based on its launch Version 1.00, where I mainly discussed how much the emulation bugs affected the gameplay, and how they got in the way of the skill needed for the Platinum.
The second draft was straight after Version 1.01 released with bug fixes last Friday 5th November, with the missing sprites returned, and I focussed mainly on how I enjoyed the original's qualities, and I gave it a 'Good' score.
I was unsatisfied with not addressing the earlier emulation problems, though, so I wrote it out a third time with the 'Not Bad' score here, where I praise the original's gameplay, but I still address the impact that the launch port's errors could have on people's impressions of this Mega Drive game.
I find Panorama Cotton lots of fun, so I might treat myself to the physical version by pre-ordering it from Strictly Limited Games – presumably with all updates included, and bugs fixed.
I'm just apprehensive about it being released with so many emulation glitches first of all, which are fixed quickly one week later, as the earlier, understandably low scoring reviews will have repercussions upon the reputation of the original game.
If anyone has any questions, or if you just want to chat about sprite scaling games, please copy me in. Cheers!
@Amnesiac Thanks, mate, it was close to be honest, because I had my draft Panorama Cotton Mini Review finished on Friday, and I was going to give it an 'Average' or 'Below Par' score based upon the poor emulation in Version 1.00.
Ratalaika was credited for the Mega Drive port programming, and I felt the bugs were disappointing following Ratalaika's good work on re-releasing Gleylancer last month.
I've been playing a lot of Version 1.01 since it released yesterday, and it's already much more fun with the correct obstacles and sprites appearing. I've also just earned the Platinum Trophy, which shows that the launch version's emulation glitches were affecting gameplay during my earlier playthroughs.
I just wonder if my review score will stand out compared to other site's scores, in regards to reviews that already went live before Friday's update, leading people to view me as scoring it higher than expected, since I'm now reviewing the improved Version 1.01 release. It's a catch-22 situation really, so I'll be careful to specify I'm covering the updated Version 1.01 in my Mini Review.
Congratulations to Push Square upon reaching Issue 400 of WAYP!
I think it's great to have a regular feature like this for Push Square's team and community to share their gaming plans each weekend.
I was writing for Push Square in 2013, although I wish I'd taken part in the very first issue now, because checking out the link above brings back memories of the team from eight years ago.
@Dan_ozzzy189 Cool, PS4 Ketsui Deathtiny sounds like a tough bullet hell shooter, with an intricate scoring system — which is pretty much CAVE to a T — with M2 Gadgets helpfully adding customisable difficulty levels to make it accessible, and using the space at the sides of the screen to present useful information.
I also like the new Deathtiny part of its title, it made me chuckle, although it's a shame it wasn't Ketsui's destiny to arrive on the European PlayStation Store!
Below are three UK gaming magazines from 1992, which I referred to for this Gleylancer review:
Mean Machines SEGA, Issue 2 (November 1992): I chose to mention this review in my introduction above, because it's a striking example of how Gleylancer received such wide-ranging responses from reviewers in 1992. The score of 48/100 stood out to me, although I've always enjoyed reading the opinions of the Mean Machines crew, in this case from Jaz Rignall and Radion Automatic. I believe that the Japanese magazine Famitsu gave Gleylancer a low score too, but I don’t have access to Famitsu to confirm this.
MEGA, Issue 2 (November 1992): Andy Dyer concluded that, "it does seem as though they've tried to incorporate some of the best bits from all the infinitely more superior shoot-'em-ups on the market and wound up with a game that plays well and looks pretty." MEGA scored it 72 percent.
SEGA Mega Drive Advanced Gaming, Issue 2 (October 1992): This review observed that, "Labyrinthine sections ensure that Gley Lancer is different from other shoot-'em-ups. Except of course Turrican II on the Amiga from which this section is obviously 'borrowed'." John Davison gave Gleylancer an 89% score. You can read this Mega Drive Advanced Gaming magazine review on the Out of Print Archive website.
@Dan_ozzzy189 I didn't know much about Ketsui: Kizuna Jigoku Tachi, so your comment encouraged me to learn more about Cave's 2003 vertically scrolling, bullet hell shoot-'em-up.
Like you mentioned it wasn't released on the UK's PS Store, unfortunately, but I searched for it on the US PS Store and it's available under the name Ketsui Deathtiny -Kizuna Jigoku Tachi- for $34.99. The North American PS4 version was published by M2, and released in November 2020, which must make it even more enticing for US gamers.
Cheers for mentioning Ketsui here, because I always like to build my retro gaming knowledge about quality titles like this.
@Spiders I really like the way you shared memories of playing all the way through Gaiares using cheat codes, although you regretted it a bit afterwards.
During the 16-bit era, I couldn't afford to buy as many games, so I'd rent Mega Drive and SNES games with a friend, and my cousin. Therefore, if need be we'd still use cheat codes, and magazine guides to see as much of the games as possible before returning them.
Also, I agree that there's a fundamental feeling of accomplishment from learning how to become better at a shmup. I don't even think people need to necessarily complete a 2D shooter.
I've been playing arcade R-Type on and off since it was released in 1987, but I've never beaten it. I still feel pleased that I've developed enough skill to consistently get far into the game using a single life, and I've reached the final stage using one credit.
@IonMagi Cheers to you, too! It was nice to chat with you about Gleylancer when you were playing it on the weekend of WAYP 398.
In a similar way to how you're pleased about shmups getting attention on Push Square, it was good to see you spreading the word about Gleylancer in the comments of What Are You Playing?
@Bad-MuthaAdebisi You have a good ear, it's quality that you spotted similarities between the sound effects in Alien Storm and in Gleylancer. I'll have to listen out for that!
I remember having lots of fun playing two-player Alien Storm on my Mega Drive. I'd especially love it if the arcade version of Alien Storm came to PS4 and PS5.
From Gleylancer's credits, five artists are credited for 'Music and Sound Effects' – Cube, Y. Kubotera, M. Hikichi, I. Mizoguchi, and N. Iwadare – and it has a cracking soundtrack, which at times reminds me of the tunes in F-Zero.
@Northern_munkey I'll take everything you've said into account, mate.
I originally prepared too many words for this review, where I discussed more of the specific features of the PS4 and PS5 versions, but it was too lengthy for a Mini Review, so I cut it down.
I think the score is justified, especially in regards to the quality of the original Mega Drive release, and the context of how Gleylancer compares to other retro games on PS4 and PS5 priced at £4.99.
I often consciously opt to cover the historical context of retro games on modern consoles, although admittedly the trip down memory lane perspective is something I enjoy discussing as someone who specifically focuses on reviewing original retro games, and retro modern releases.
I'm going to be away in Blackpool until Wednesday, but I love chatting about retro games, so I'd really appreciate it if readers copy me in for any questions about Gleylancer on PS4 and PS5, or if you just want to chat about Mega Drive shoot-'em-ups in general.
There's lots to talk about with Shinyuden's version of Gleylancer, for example you may be interested in display choices, like the CRT shader style, plus options for scanline intensity and the curvature of the screen, or a pixel perfect display. The two wallpaper choices are basic, though.
The graphics are interesting too, with the Mega Drive's use of parallax scrolling, and I also wonder if Gleylancer's popularity would've been more widespread if it wasn't confined to being a Japanese import release in 1992. Then again, the way Gleylancer increased in value helped it to be talked about for years, even if not that many people in the West played it until the Virtual Console version.
That's why £4.99 is such a great price, which is for Gleylancer on PS4 and PS5 as separate versions together.
Thanks everyone!
@IonMagi I didn't actually get to check out Gleylancer as I hoped this weekend, but I'm looking forward to playing it lots tomorrow to prepare my Mini Review for Push Square in the week.
You're right about the great music, I remember loving the tunes when experiencing Gleylancer during its 2008 Wii Virtual Console re-release, but I never played it as a Japanese import from its original 1993 Mega Drive launch.
I also realise that Ratalaika Games are prolific for publishing pixel art and retro modern games from indie developers, but I've only recently learned Ratalaika was also publishing an original 16-bit console title — which is a renowned shmup from the Mega Drive's library.
Therefore, I'm going to research more about Ratalaika's PS4 and PS5 back catalogue for this review, too.
I hope you had fun playing Gleylancer this weekend!
I went back to three retro magazines, because I wanted to remind myself for this remake review of how ActRaiser was received upon its original SNES release.
The first was the 91% scoring Mean Machines review from Issue 7 in April 1991. I think Mean Machines was the first review of ActRaiser I ever read, and they absolutely loved the music with a whopping separate score of 96% for its 'Sound'.
The second review was from CVG Issue 114 in May 1991, where it has a boxout comparing the action stages to the arcade feel of Taito's 1987 Rastan Saga coin-op. CVG scored SNES ActRaiser with a huge 95/100 overall.
Lastly, I read Issue 2 of Super Play from December 1992, which scored it 90%, and has the section that I refer to here discussing it as a special SNES release, due to its variety as 'A Game of Two Halves'.
The magazine reviews were so far apart, because ActRaiser had a staggered release from December 1990 in Japan, to November 1991 in North America, and then the long wait until March 1993 in Europe.
I also found an Enix advert for ActRaiser in an old 1991 Electronic Gaming Monthly magazine, which was wise to point out its "monster symphony sound" as a strong selling point.
@PanFriedSoup I agree when you say that you hope people buy Actraiser Renaissance, despite it having some flaws as a remake.
It was such a pleasant surprise, coming out of nowhere at the 'Nintendo Direct - 9.23.2021', especially as it was immediately available a day after on the 24th September.
I never expected a new Actraiser game to come out of the blue, and while I realise it can be divisive to fans when directly comparing it to the original, I feel that if people are able to spend time with it and share its positive additions, then we have more chance of Square Enix investing in future Actraiser games.
Overall, I'm happy Actraiser Renaissance even exists!
@GamingFan4Lyf I hear what you're saying about Actraiser Renaissance's art style, and it's more of an issue with the side scrolling platforming in the separate Acts, which have a hazy and sometimes garish visual presentation.
It's also a shame that the movement is prone to stutter, especially during busy moments, like a boss rush section.
The graphics do improve in later realms, because I think the art is more suited to the areas that have more interesting backgrounds, like volcano fire, gothic architecture, or snowy landscapes.
The god game simulation's top-down visuals are actually detailed and pleasing to the eye, although it can become visually busy due to hectic horde assaults during a Settlement Siege.
If anyone has any questions about Actraiser Renaissance – for example you may want to learn more detail about the intricacies of each gameplay style (action, god game, and Settlement Siege tower defence) – then please send your questions my way.
I found since Actraiser Renaissance is a longer than expected remake, that I had more fun playing it in shorter hour-long play sessions. Actraiser Renaissance is a game that I grew to enjoy more the deeper I got into it, and it's definitely worth completing too.
The level design of the action platforming Acts improves in the later realms, and despite my reservations about intrusive tutorials and too much character chatter, I was hooked on the story enough to not skip dialogue, especially in the sixth of the Old Realms — which is Northwall with the Arctic Wyvern arc.
Also, I'm interested in hearing people's memories of playing the SNES original. I rented the PAL version of SNES ActRaiser around about its late EU release in 1993, and took turns with my friend to complete it together, before it had to go back to the rental shop. I remember immediately loving Yuzo Koshiro's ActRaiser music – obviously the early Fillmore tune was an instant favourite – and we were really impressed by the action mode's 2D graphics, and background artwork.
@Ristar24 Cool, I'm going to get the A500 Mini, as well. I'm familiar with playing a lot of the games announced so far, from back in the day, but it's been a long time since I've had easy access to Amiga games.
I bought the C64 Mini just a little while ago, and I really enjoy some plug-and-play C64 gaming.
Like you mentioned, I remember seeing the Amiga 500 Batman Pack, although I didn't actually own that version when I bought my Amiga, but I know that including Ocean's Batman: The Movie as a pack-in game was a huge part of the A500's successful sales in the UK during 1989, and in the early 1990s.
I hope that you enjoy Assassin's Creed Valhalla, too. I play it as a chill-out game, as if I'm going on a virtual Viking hiking holiday in the countryside.
I managed to buy the season pass for a good price in a PS Store sale last month, so I'm pleased to see The Siege of Paris has been well received in Push Square's review today. I'll most likely be playing The Siege of Paris DLC this weekend — although I know that you're waiting for a sale before trying any DLC, so it's good to know that the main game is jam-packed full of content for you to check out, anyway.
@Ristar24 Hi mate, sorry for such a late reply, but I ended up staying with family the last few days, so I didn't play Assassin's Creed Valhalla as I intended.
I'm enjoying Wrath of the Druids, though. I think that Ubisoft Montreal did a good job of differentiating Ireland as a setting from the England map, which isn't easy when the backdrops are relatively similar, but the green of the landscapes, and the rainy weather give Ireland a different feel.
As it turns out, The Siege of Paris DLC releases this Thursday 12th August too, so I may just find myself travelling back and forth between Dublin and Paris – as long as the game allows the player to jump between these two DLC maps, which I think it will.
In a way, the timing of this reply is good, even though it's late, because I get to share a bit of excitement regarding today's Nintendo Life news about the A500 Mini releasing in early 2022 — with 12 quality Amiga titles already announced, and 25 games in total for £119.99.
@Arnna I'm pleased that you asked this question, because you've highlighted an interesting transition in the development of the Cotton series in the 1990s.
Cotton Reboot! contains two horizontal scrolling shoot-'em-up games, which are both based upon Success' original, single player 1991 Cotton: Fantastic Night Dreams coin-op. The first is an Arrange Mode game that is a remake of the original, and the second is the X68000 Mode game, which was a 1993 conversion of the original arcade machine on a Japanese home computer called the Sharp X68000. These are strictly side-scrolling shmups.
Panorama Cotton, however, was a 1994 Japanese Mega Drive game, which was still developed by Success. It's interesting, because it's a pseudo-3D, on-rails shooter, in a similar vein to SEGA's Space Harrier. Panorama Cotton was praised for its use of sprite-scaling and 3D effects on SEGA's 16-bit console.
@Flaming_Kaiser I like the Japanese voices, and I'm fine with Cotton Reboot! being limited to single player, especially since both of these things are rooted in its origins as a Japanese game, and link to Cotton: Fantastic Night Dreams being a one player only arcade game in 1991.
I try to think about what readers may expect when they spend their money on games, so I aim to provide the information they'll need before a purchase, but everyone has such individual tastes that I have to consider Cons that don't particularly niggle me personally.
I actually had extra points in this review, where I explained that it was nit-picking to discourage people from trying Cotton Reboot! just because it doesn't have English voices, or for only being 35 minutes long, but I cut those sentences out to keep my Mini Review more concise and snappy.
I would've preferred Cotton Reboot! to have included save states or an unlockable stage select, though, because I really enjoy practicing specific stages in a shmup, and learning enemy patterns in later levels, one stage at a time.
Also, I love retro games getting a physical release on PS4, as well — so I enjoyed the 'LRG3 2021: Announcing Thirty Physical Games' presentation as a part of E3 this year – and I've ordered a physical version of Zombies Ate My Neighbors and Ghoul Patrol from Limited Run Games, too.
@Robocod Yet again you have a reply with quality retro knowledge, which I always appreciate, bud!
A mystery is a good way to describe the lack of Zombies Ate My Neighbors and Ghoul Patrol on the PS4's PS Store. As you've suggested, I think that a digital version of this collection will still turn up on PS4 eventually.
I've pre-ordered a transparent green cartridge of the Genesis version of Zombies Ate My Neighbors from Limited Run Games – some people prefer the SNES version, but I quite like always being able to clearly look at things like health, ammo and the radar on the side of the screen in the Genesis/Mega Drive game, even if it necessitates a black border at the side of the screen.
I wonder if I'll be playing my Genesis version before it turns up on PS4.
I've been fortunate with my Push Square reviews this year, because just like with the Cotton Reboot! OST, I've been able to review retro games that involve legendary composers.
For example, Turrican Flashback had really cracking tunes by Chris Huelsbeck, and Battle Axe had an ace soundtrack by Manami Matsumae, who composed music for retro Capcom games.
Lucky me, eh!
I hope you enjoy Cotton Reboot!, and that you got the chance to play Cotton 2 this weekend, like you mentioned.
@Dan_ozzzy189 I remember looking at Jamestown+ when I saw it on the PS Store, but I haven't bought it yet.
I've just read Push Square's Jamestown+ review by Ryan Oehrli, and I watched its trailer again, so I like its visual style – which has an imaginative sci-fi setting of historical figures fighting a war on a New World colony on Mars — plus it looks like it has the possibility of four player co-op, which is an interesting mix for a shoot-'em-up.
One other point I'd like to discuss before I head off is how retro games often have a number of different developers and publishers involved to get them to market nowadays, and how release dates vary between digital and limited physical versions. More companies working together hopefully means more money to invest in development and promotion, so quality retro games get more exposure, but finding a game at launch can be a bit confusing as a result.
Obviously, the main developer of the Cotton games is Success, but a Japanese video game store called BEEP was also an important part of the release of Cotton Reboot!. BEEP also worked with a developer called Rocket Engine, who I believe was involved in the 1993 X68000 Cotton port.
I had my eye on the October release of the physical version of Cotton Reboot! from Strictly Limited Games for a while, but I missed the PS Store's PS4 digital release of Cotton Reboot!, which is listed as coming out a month ago for £34.99 on Friday 25th June 2021, under the publisher name United Games Entertainment GmbH.
Therefore, I was chuffed Push Square contacted me about this Mini Review, because I think there was an impetus for ININ Games to promote the widespread 20th July 2021 release date of the PS4 physical version of Cotton Reboot!, and the western release on Switch. I think it's cool if retro games get more publicity through releases being shared between different publishers and limited editions — especially when indie games don't always appear in PS Store sales, or when quality, but niche digital releases disappear amongst the PS Store's plethora of cheap retro-style games in its constantly updating storefront — so physical versions can result in a game getting more promotion.
It's a shame when retro releases become lost, though, for example Zombies Ate My Neighbors and Ghoul Patrol has released on Switch, but the planned PS4 release of this collection is nowhere to be found on the PS Store.
I'll check back here on Sunday. Thanks again, everyone.
As I've mentioned, I love the upbeat and chirpy remixed soundtrack in Cotton Reboot!, so here's a list of the Japanese composers who I reference as being an all-star group in this Mini Review. Also, note that the original composer of 1991's Cotton: Fantastic Night Dreams was Kenichi Hirata.
Stage 1 music by Kenichi Arakawa: There's a cute-'em-up Jaleco game called Game Tengoku: The Game Paradise!, and it's my understanding that Kenichi Arakawa composed for this shmup, as well as Success' Psyvariar Delta, just like Tetsuro Sato and Daisuke Matsumoto below.
Stage 2 music by Hiroyuki Kawada: The music that stood out for me when researching about Hiroyuki Kawada was his Namco work, which included funky and alien sounding tunes in arcade Galaga '88, and he's also listed as one of the composers of the PS1's music for Tekken 3.
Stage 3 music by Tetsuro Sato: Like Daisuke Matsumoto below, Tetsuro Sato has experience writing shmup tunes, having worked on shoot-'em-ups like Raiden IV: OverKill, Psyvariar 2 and Psyvariar Delta. There are chunky and wailing guitar riffs aplenty in Cotton Reboot!'s Stage 3 music.
Stage 4 music by Daisuke Matsumoto: Matsumoto fits well with Cotton Reboot! to arrange shooter tunes, like Tetsuro Sato above, as Matsumoto not only works with Success, but also composed for CAVE, so he made music for games like Psyvariar Delta and Pink Sweets.
Stage 5 music by Shinji Hosoe: A notable contributor to me, because Shinji Hosoe composed music for arcade Ridge Racer, although Hosoe also has a large list of games that he's worked on from Dragon Spirit to Cyber Sled, through to Street Fighter EX, and many more. Hosoe's Stage 5 music is fast, melodic and catchy!
Stage 6 music by Koichi Namiki: In my eyes it was Koichi Namiki's music for the arcade racer Super Hang-On that was a highlight, although Namiki also worked on other SEGA arcade games, like Thunder Blade. Stage 6 is another rockin', guitar wailing, solo shreddin' track, like in Stage 3.
Stage 7 (Final Boss Stage) music by Hisayoshi Ogura: From working at Taito, Hisayoshi Ogura stands out to me for writing the 'Daddy Mulk' track for the arcade game The Ninja Warriors. He was part of Zuntata, Taito's house band, and Ogura fits well with Cotton Reboot! to be remixing a shmup's music, because he also worked on tunes for the Darius series.
I'm going to check in on the comments here for a little bit, because I always like to hear what Push Square's community thinks about retro games and remakes like Cotton Reboot!, but I'm heading out to visit family for a few days, so I won't be as active as normal discussing the comments about my review.
I'm especially curious to hear what people think about the Japanese composers who worked on the remixed music, though, as to me Cotton Reboot!'s soundtrack represents a long history of game music talent.
Also, I'm interested in other people's thoughts about the intricacies of Cotton Reboot!'s shmup mechanics. For example, just as a quick list, this includes aspects like: bomb levels, collecting black crystals for points, different coloured crystals as sources of magic, EXP gauge, fairy attack special move, magic levels increasing, middle bosses, shots through crystals diffusing to become more powerful, six support fairies, and your score rising by avoiding hits with a level counter on the lower left.
I'll post comments over the next few hours, but I'll also check back here to read people's thoughts when I get home on Sunday.
Cheers everyone.
@Onigumo This is just off the top of my head, but from memory to open the friendly neighbourhood app in PS5 Marvel's Spider-Man Miles Morales you swipe very lightly from right to left on the DualSense's touch pad.
You don't press down on the touch pad, because that will open up your map, it has to be a gentle swipe — and I think it's from right to left specifically on the left side of the touch pad.
@Ristar24 Both the original 1986 OutRun and OutRun 2 are two cracking games to be in your favourite games of all-time list, I can get behind both of those picks.
I didn't get the chance to play any of the OutRun 2 ports on Xbox, but I read great things about the Xbox versions, although I really enjoyed playing OutRun 2006: Coast 2 Coast on my PS2. I especially remember being amazed by OutRun 2006: Coast 2 Coast technically on PSP too, because I couldn't believe such incredible visuals were running on a handheld in 2006.
Just like you, I would love SEGA to reacquire the licensing deal with Ferrari to bring OutRun Online Arcade to modern consoles. All of this reminds me of the amazing work of Sumo Digital over the years, so I really should remember to buy PS4 Team Sonic Racing in the future.
After Burner Climax is tons of fun to return to, as well. I was reading through an old April 2010 Load 76 issue of Retro Gamer, unsurprisingly enough, and Darran Jones awarded After Burner Climax a whopping 93%, which made me think of replaying SEGA's arcade port on PS3 this weekend.
I just want to say hats off to Sammy Barker's Ratchet & Clank: Rift Apart review, because there's no way in the world I would've ever guessed that he would include a Krusty's Super Fun House reference in it. Hey, hey to Sammy for comparing its puzzles to retro maze structured games!
Also, Insomniac has excelled itself, because the Ratchet & Clank: Ripped A Fart play on words cracks me up far more than it should, and Insomniac has even out-punned Up Your Arsenal with that one!
@JohnnyBastos Thanks for complimenting my use of references in this Jay and Silent Bob: Mall Brawl review, although we should be careful not to inflate my ego too much, or I might start walking around exclaiming “Yeah, Badass! Yeah!” or holding a baseball bat above my head and shouting, “Come, Son of Jor-El! Kneel before Zod!”
Joking aside, I really appreciate your kind comment about my review. Fair play to you!
@Bigtuna515 Nice one mate, I really enjoy it when I get the chance to review a game that's linked to a film I love, because I get to go a bit nuts with quotes and movie references.
I took a similar approach when I reviewed the SNES game Super Star Wars, when it released on PS4 in 2015.
There's a hidden Brodie quote from Mallrats in this Jay and Silent Bob: Mall Brawl review, which I’m particularly proud of in the first sentence of the third paragraph, because it's a bit more subtle.
I'm chuffed with your comment, so just remember that the cookie stand isn't part of the food court, a schooner is a sailboat, and Lois could never have Superman's baby. Cheers to you!
For anyone interested in Jay and Silent Bob: Mall Brawl, it released quietly on PS4 three weeks ago on Thursday 20th May 2021 for £14.99. There were a lot of developers involved with creating this game, too, so as well as Interabang Entertainment, additional art was done by Wallride Games. Interabang also partnered with Spoony Bard Productions, and The Media Indie Exchange (The MIX) helped with publishing.
The PS4 version on its title screen is called Jay and Silent Bob: Mall Brawl Arcade Edition, but most of the settings are display related, with Original Mode looking crisper and brighter than Arcade Mode. There are basic Soft and CRT filters too, which I didn’t use, but I tried the Zoom border that fills the screen more, and blanks out the side wallpapers.
I keep going back to Mall Brawl for local co-op, and to make slow progress in the unlockable hard mode. Hard mode is destroying me, though, because it ditches the addictive hook of resting Silent Bob or Jay to regenerate their health. Hard mode still saves after every chapter, at least, so you get both characters back to full health at the start of each stage.
Mall Brawl seems targeted at a retro niche of specifically NES fans, so it's unapologetically 8-bit in feel, like a 1980s console game, or even a game like Mighty Final Fight from later in the NES' lifespan. In its nature, though, it may feel basic to gamers who are used to more advanced 1990s arcade brawler games in a compilation like the Capcom Beat 'Em Up Bundle, so don't expect lots of onscreen sprites, or special effects.
It's still fun and successful at achieving that Technōs NES vibe, especially with cracking chiptunes, if that's your jam.
If anyone has any questions, please drop me a comment here.
Cheers.
@Cyxn1d3 When you said that you hope for an Amiga collection on modern consoles, so that younger gamers get to experience the Amiga, you made me think about the idea of preservation.
There's a core part of preservation of old video games that keeps the original code safe, so that the actual game is not lost forever, but you've got me thinking about the importance of preserving the more abstract feeling of experiencing a game.
Just because the Amiga wasn't as popular in North America, I still know first-hand that it was very well loved in the UK, plus I've read about its popularity in Germany and all across Europe. I'm also starting to learn how much Australian retro gamers adored their Amiga computers, too.
There are countless Amiga games that could be included in a variety of collections, so perhaps if new publishers could acquire the appropriate licenses, these 16-bit games could be enjoyed by young and old gamers alike with more accessible, multi button configurations on modern controllers.
This brings me back to Capcom Arcade Stadium, because in one sense I could grumble that releases of Final Fight and Street Fighter II have been oversaturated, as they're released over numerous compilations, but this just makes these games more accessible to many gamers.
Yet, now on modern consoles I can also easily play the previously hard to find Armored Warriors and Battle Circuit on two separate PS4 collections, plus Capcom Arcade Stadium also let me spend time with Carrier Air Wing, which is another previously unconverted arcade game that I've wanted to experience since playing U.N. Squadron on the SNES.
Just imagine having nieces and nephews over and introducing them to retro beat-'em-ups by setting up a four player blast through Battle Circuit — it would be a fun, quirky and colourful way to introduce a previously rare old game to younger gamers.
The more retro collections the better in my eyes, whether they're arcade, console, handheld, or home computer games. This is especially if the games are being lost to time, like you described to preserve and share the joy and special place that a retro system like the Amiga provided for us.
@twenty90seven Hello again, just to let you know that I installed Capcom Arcade Stadium on my PS5, and the collection doesn't make any use of the DualSense's haptic feedback, I'm afraid.
I think I could've provided an answer more quickly if I'd noted that Capcom Arcade Stadium doesn't use the vibration feedback in the PS4's DualShock 4 either, but I wanted ensure my answer was accurate based upon playing the compilation on my PS5.
It was interesting what you were saying about the excellent Switch vibration functions in Namco's collection too, so thanks for sharing this. I wonder if Namco Museum Archives Volume 1 and 2 on PS4 has a good use of controller rumble too.
@Robocod Hi again, I don't want to bombard you with messages, but I thought it was cool the way you returned here to continue this discussion about potential Amiga collections, especially when comments normally stop a day or so after a review is published.
You've got quality Amiga knowledge – which makes sense having the name Robocod – like how you told me about the Eurogamer article with the news that Mike Montgomery had passed the torch of The Bitmap Brothers' retro library to Rebellion, by acquiring its portfolio in 2019.
It's interesting how you say about Codemasters now owning the Sensible Software IP, with Cannon Fodder, Mega-Lo-Mania, and Sensible Soccer appearing on the Evercade cartridge too.
I was a bit tough in my review of Turrican Flashback by quibbling about the compilation not including Manfred Trenz's C64 Turrican to represent the origins of the series, but as you highlight, it's not always easy to acquire different licences.
I read a lot of Retro Gamer magazine, and one article I've just checked out that'd interest you is 'The Rise of The Amiga 500' in the Ultimate Retro Hardware Guide bookazine. This feature talks to Jeff Porter as Commodore's director of A500 product development, and it notes the difference between Commodore in the US wanting Amiga to be a high-end business computer, whereas in Europe they sold the A500 more effectively as a video games machine.
Anyway, I'll bring this comment back to the main topic of Capcom arcade games by reminiscing about playing Final Fight on my cousin's Amiga, and although the sprites and backgrounds looked decent, from memory it was missing moves and it didn't control well, plus it had no stage music. Richard Aplin, who worked on Amiga Final Fight was known for his funny, hidden developer messages in his games, though.
Also, Tiertex and US Gold's Amiga port of MERCS was not bad, if I remember correctly.
@Dan_ozzzy189 Hey there, mate, it was good of you to say that you appreciate Push Square dedicating space for a full Capcom Arcade Stadium review, but I'm sorry to hear you've felt disappointed with this collection.
Over the years I've accumulated a decent retro collection, but I'm always battling against limited space – especially from gathering so many retro magazines – so just after the GameCube and PS2 era I stopped buying bulky peripherals like arcade sticks and extra TVs.
I was pleased to see the display and control options in this compilation, but I wasn't in a position to fully test the arcade stick controls, or the TATE mode my end.
My personal experience with Capcom Arcade Stadium has been highly positive, and I realise that you've invested in this release, so I hope that over time you get to enjoy it more – especially with how you describe that you were looking forward to playing Varth.
I really like your hopes about a potential Bubble Bobble Collection – I have a retro gaming friend who considers arcade Bubble Bobble his favourite game – so it would be a fun and colourful group of games to compile. I particularly liked Rainbow Islands, so Taito could include the Extra Version, which I played in the Mega Drive port.
You've also reminded me that I'd love to see a modern take on the PS2 and PSP's Taito Legends and Taito Memories collections, too.
@Mostik Thanks for your nice words about my review, and if you decide to purchase the Capcom Arcade Stadium, I hope it rekindles lots of good memories of visiting the arcade.
I really enjoyed Commando as a kid, and especially its sequel MERCS, which I actually received as a Christmas present on the Mega Drive in 1991.
The Evercade Codemasters cartridge has Cannon Fodder, Mega-Lo-Mania, Sensible Soccer, and Super Skidmarks on it, like you mentioned, which is really cool. The Evercade's library is growing to have a great selection of retro games on it.
Sorry I’m late in replying to your comment, too. I hope you’re having a good weekend.
@Robocod Cheers as always for your response to my Capcom Arcade Stadium review, mate, and apologies for my late reply. We're in the middle of a UK bank holiday weekend here, so we're making the most of the sunshine.
I'm very much in agreement with you, a complete Ghosts 'n Goblins compilation with SNES Super Ghouls 'n Ghosts included makes total sense, especially when you think of the success of Konami's Castlevania Anniversary Collection – which has just received a physical PS4 release from Limited Run Games.
I'm sure that a collection that makes the Maximo series and Ultimate Ghosts 'n Goblins more easily available would be an enticing selling point. C'mon Capcom, you know it makes sense, as the Angry Video Game Nerd would say, "Get the knife!"
As a side note, there's lots of discussion above about potential Amiga collections on the PS4, which I think would be your cup of tea, if you have a spare moment to skim read the comments.
Nice one!
@Cyxn1d3 Sorry for the late reply, especially because I really like your question about the newfound interest in PS4 Amiga ports, and whether we'll ever get an Amiga Classics compilation.
I actually love the idea of a diverse collection of games that represent the Amiga, including the titles you mentioned, and games that felt unique to 16-bit home computers like Apidya, Defender of the Crown, IK+, It Came From the Desert, Lotus Esprit Turbo Challenge, Midwinter, Shadow of the Beast III, Stunt Car Racer, and Superfrog.
The only trouble is, unlike the huge publishing list that SEGA had to compile the SEGA Mega Drive Classics collection, I can't think of a publisher with the clout to bring together enough diverse licenses to release an Amiga compilation. Alternatively, I can picture a Commodore Amiga 500 Mini as a slightly more feasible release.
As you mentioned, I think it's more likely that we'll get collections based upon a series, or a publisher's notable Amiga games instead. When I think of the Amiga, the publishers that come to mind are Bullfrog, Cinemaware, Gremlin, Ocean, LucasArts, Psygnosis, Rainbow Arts, Sensible Software, System 3, Team17, and The Bitmap Brothers. I'm bound to have missed one, but from this publisher list the most realistic to be connected to releasing a PS4 collection to me is The Bitmap Brothers, although Team17 could be possible too.
This brings us back to the problem that instead of 50Hz Amiga ports, developers often choose to concentrate on the convenience of emulating 60Hz 16-bit console versions, even if the original Amiga game was superior – for example I could see us getting the weaker SNES port of Syndicate.
Finally, I don't think the Amiga was as popular in North America, so I wonder if this affects international sales of a compilation with some Amiga focus like Turrican Flashback. Anyway, I absolutely loved my A500 too, so I guess the more people who buy a release like Turrican Flashback, the more we all send out a message that retro gamers want to play Amiga games on our PS4 and PS5.
Comments 400
Re: Game of the Year: Jamie's Top 5 PS5, PS4 Games of 2021
Here is a selection of Retro Modern and Retro Remake 2021 releases I enjoyed this year:
Re: Game of the Year: Jamie's Top 5 PS5, PS4 Games of 2021
Below are a few extra thoughts about my GOTY picks:
All the best, everyone!
Re: Mini Review: Gynoug (PS5) - Another Ratalaika 16-Bit Shmup with Two Easy Platinums
@PaperAlien Yes, in the PS5 and PS4 ports of Gynoug (Wings of Wor on Genesis) you can either turn off the wallpaper to have black bars at the sides of a 4:3 display, or you can set it to fullscreen to fill up your 16:9 TV screen.
The fullscreen option looks very stretched in 16:9 though, as like you mention about back in the day, the art was designed for the standard 4:3 CRT TV in 1991, so the backgrounds look widened, and the sprites look fat.
In Ratalaika Games' recent work on retro releases like Gleylancer, Panorama Cotton, and Turrican Flashback, Ratalaika has established a comprehensive options menu to configure the video display, and this continues in Gynoug, with a list of 'Video' options below:
Re: Mini Review: Gynoug (PS5) - Another Ratalaika 16-Bit Shmup with Two Easy Platinums
@Ristar24 Good call, one example of how Zzap!64 could have influenced later UK gaming magazines might be that Julian 'Jaz' Rignall worked at Zzap!64 before moving to CVG, and then he was a big part of the Complete Guide to Consoles bookazines, and like you mention, the legendary Mean Machines console magazine.
Re: Mini Review: Gynoug (PS5) - Another Ratalaika 16-Bit Shmup with Two Easy Platinums
Below are quotes from Issue 113 of the UK's Computer and Video Games (CVG) magazine from April 1991, where Gynoug received a total score of 91/100.
As I mentioned in my review, this Mega Drive shmup's visuals were well received in 1991, with a huge separate 'Graphics' score of 94/100. CVG's reviewer's comments are below:
CVG also praised Noriyuki Iwadare's soundtrack — which is noted under Gynoug's credits as music by Cube, just like in Gleylancer.
There's a good Gynoug quote from Rich Leadbetter, which shows how Digital Foundry's Technology Editor has been discussing using tech to enhance the gaming experience for years, where he said,
"The sound ranks as some of the best I've heard on the Megadrive. I plugged in my mega-expensive-bass-blasting JVC headphones and I was well and truly amazed by the swingsome tunes and explosive spot effects."
Re: Mini Review: Gynoug (PS5) - Another Ratalaika 16-Bit Shmup with Two Easy Platinums
@Ristar24 Cheers, you're right about how we used to progress further in games out of necessity, because they were expensive in the 16-bit era, so we didn't amass as many games in a collection.
Owning a big backlog would have been a problem I'd love to have back in in 1991, because I also used to play my Mega Drive games over-and-over – I must have completed Golden Axe countless times.
We'd make up for smaller collections by borrowing games from friends, and renting them out too.
I own the PAL version of Mega Drive Gynoug, as well, but it's just a well-worn box and cartridge without any instructions, I'm afraid.
Re: Mini Review: Gynoug (PS5) - Another Ratalaika 16-Bit Shmup with Two Easy Platinums
@Amnesiac Cheers for your comment, I always like to hear what you think about these retro shooters.
You properly made me laugh in 'WAYP? - Issue 402', by the way, when you compared Gynoug's end of Round 2 boss with the giant in Time Bandits, who has a huge ship hat on his head!
Your Time Bandits reference made me remember John Cleese's role as Robin Hood, which in turn made me think of Monty Python, and then I came up with the tagline for my Gynoug review.
Good on you, mate!
Re: Mini Review: Gynoug (PS5) - Another Ratalaika 16-Bit Shmup with Two Easy Platinums
There are repeated points between my Gynoug and Gleylancer Mini Reviews, as Ratalaika is establishing a template for Mega Drive releases (two Masaya shmups, working with Shinyuden, cheap at £4.99, similar video display options, and six save slots). Also, it makes sense to entice new gamers with easy Platinum Trophies, who'll hopefully continue playing for the classic skill based progression gameplay.
I've noticed people praised Gynoug more than Gleylancer in the past, because as well as Gynoug's unusual graphics, its gameplay is interesting to learn, especially with the variety of magic attacks. Each floating letter scroll represents a magic selection (T is Thunderbolt, E is Energy Ball, W is Wild Fire etc), and it's intrinsic to the learning curve to experiment with each one.
The main positive is how extras like cheats help customise the gameplay, so I set my game up to retain weapons with infinite magic, on normal difficulty with three lives, but I confined myself to one credit and no rewind. I just wish Ratalaika offered more, like a gameplay instruction manual, an art and story gallery, soundtrack menu, or development history for example.
Ultimately, I think they're both great horizontal 2D shooters, but I like Gleylancer a little more than Gynoug — especially with the port's fun addition of right stick Gunner System controls, and translated anime-style story.
I look forward to reading the comments posted here. Thanks!
Re: Mini Review: Panorama Cotton (PS4) - Technically Impressive 16-bit Rail Shooter in Unloving Port
Here are a few updates to this review.
For anyone interested in the physical release of Panorama Cotton, Strictly Limited Games sent a 'Frequently asked questions' email to its customers on 11th November explaining about:
"Patches and language options for Cotton 100% and Panorama Cotton – All Cotton games published in the west will be available in English and several other languages - check website for info. A patch to address some pixels not showing up in Panorama Cotton has been implemented. These patches will be available on the SLG game card/disc, once ready."
Regardless of whether I think it's an understatement to describe Version 1.00's missing scenery obstacles, and impossible to avoid hits from invisible enemies and projectiles as just "some pixels not showing up", it's good news that Strictly Limited Games' physical versions will include the most current updates from Version 1.01 onwards.
I'm currently checking out Ratalaika's re-release of Gynoug and its 4:3 DAR image is much sharper, and not stretched like Panorama Cotton, so an update that includes Gynoug's crispy, correctly proportioned 4:3 image would be appreciated too.
I worked out how I unlocked the playable fairy Silk, as well. It turns out it was when I achieved a million points for the 'Millionaire: Get 1000000 points or more in Challenge Mode' to acquire the Platinum Trophy. Just make sure you manual save your progress, because the game doesn't auto save unlocking Silk.
With the positive news that English language options are coming, I wonder if there's text in the game that explains how to access the hectic Silk Mode.
Re: Mini Review: Panorama Cotton (PS4) - Technically Impressive 16-bit Rail Shooter in Unloving Port
@Robocod You're actually very much on topic here when you talk about spooky themed retro games appearing on PS Store for PS4 without fanfare during Halloween 2021, mate. I brought the stealthy release of Zombies Ate My Neighbors and Ghoul Patrol up with Push Square's editors at the end of last week.
Just on Thursday 28th November QUByte Classics - The Immortal by PIKO quietly released, then on Friday 29th November Zombies Ate My Neighbors and Ghoul Patrol arrived months after the Switch version — plus it only costs £9.79 for two 16-bit era games, which highlights Panorama Cotton's higher pricing at £12.99 yet again.
Push Square also mentioned Cotton 100% to me, too, but we've decided my next Mini Review will be the upcoming re-release of Gynoug.
Also, I checked the basic information for Strictly Limited Games' Turrican Anthology Vol. 2 physical pre-order, which includes Amiga Turrican 3, and it simply states that shipping will start later this year. I don't know about a digital release, though.
Like you mentioned, I think the majority of people in Western regions will have never played Panorama Cotton, just like you, so perhaps it will stand out to retro gamers, due to its rollercoaster ride, on-rails shoot-'em-up gameplay.
Re: Mini Review: Panorama Cotton (PS4) - Technically Impressive 16-bit Rail Shooter in Unloving Port
@Amnesiac Good point, if they had included the various Cotton games that are being released this year in a collection — with added extras like different ports of the original game, an art museum, each release's soundtracks available to listen to separately, historic developer interviews, and online leaderboards – it would've be awesome.
Even though the roots of the series are with Success, I guess the ownership of the separate Cotton games must be shared between different publishers now, though.
I still watched the manga-style cut-scenes in Panorama Cotton with Japanese text, because it was interesting to try and guess the plot from the images, but like @shonenjump86 mentioned it detracted from the quirky charm of a Cotton story.
I tried to find some of the more obscure PS1 retro shmups on the UK's PS3 PS Store earlier this year, too, but it became clear that the UK's PS3 didn't receive as many hidden gems as other territories like Japan and North America.
I like the way you mentioned that Push Square's coverage may open a few more eyes to these retro games, as well. I'm happy overall that so many previously Japanese exclusive games are becoming more easily available.
Re: Mini Review: Panorama Cotton (PS4) - Technically Impressive 16-bit Rail Shooter in Unloving Port
This is my third draft of my Mini Review of PS4 Panorama Cotton. The first was a 'Below Par' score, and was based on its launch Version 1.00, where I mainly discussed how much the emulation bugs affected the gameplay, and how they got in the way of the skill needed for the Platinum.
The second draft was straight after Version 1.01 released with bug fixes last Friday 5th November, with the missing sprites returned, and I focussed mainly on how I enjoyed the original's qualities, and I gave it a 'Good' score.
I was unsatisfied with not addressing the earlier emulation problems, though, so I wrote it out a third time with the 'Not Bad' score here, where I praise the original's gameplay, but I still address the impact that the launch port's errors could have on people's impressions of this Mega Drive game.
I find Panorama Cotton lots of fun, so I might treat myself to the physical version by pre-ordering it from Strictly Limited Games – presumably with all updates included, and bugs fixed.
I'm just apprehensive about it being released with so many emulation glitches first of all, which are fixed quickly one week later, as the earlier, understandably low scoring reviews will have repercussions upon the reputation of the original game.
If anyone has any questions, or if you just want to chat about sprite scaling games, please copy me in. Cheers!
Re: Talking Point: What Are You Playing This Weekend? - Issue 401
@Amnesiac Thanks, mate, it was close to be honest, because I had my draft Panorama Cotton Mini Review finished on Friday, and I was going to give it an 'Average' or 'Below Par' score based upon the poor emulation in Version 1.00.
Ratalaika was credited for the Mega Drive port programming, and I felt the bugs were disappointing following Ratalaika's good work on re-releasing Gleylancer last month.
I've been playing a lot of Version 1.01 since it released yesterday, and it's already much more fun with the correct obstacles and sprites appearing. I've also just earned the Platinum Trophy, which shows that the launch version's emulation glitches were affecting gameplay during my earlier playthroughs.
I just wonder if my review score will stand out compared to other site's scores, in regards to reviews that already went live before Friday's update, leading people to view me as scoring it higher than expected, since I'm now reviewing the improved Version 1.01 release. It's a catch-22 situation really, so I'll be careful to specify I'm covering the updated Version 1.01 in my Mini Review.
Enjoy Panorama Cotton this weekend!
Re: Talking Point: What Are You Playing This Weekend? - Issue 400
Congratulations to Push Square upon reaching Issue 400 of WAYP!
I think it's great to have a regular feature like this for Push Square's team and community to share their gaming plans each weekend.
I was writing for Push Square in 2013, although I wish I'd taken part in the very first issue now, because checking out the link above brings back memories of the team from eight years ago.
My first WAYP contribution was for What Are You Playing This Weekend? - Issue Eight in June 2013, where I discussed reviewing PS3 Dungeons & Dragons: Chronicles of Mystara, and I lamented about how my SEGA Saturn version of the Dungeons & Dragons Collection was stolen – something that still irks me to this day.
My gaming habits don't change much anyway, because I've been playing Chronicles of Mystara in 2021 too.
Sending 400 shouts of "hooray" to Push Square, and to its community of PlayStation gamers!
Re: Mini Review: Gleylancer (PS5) - Solid 1992 Mega Drive Shmup Shines Again
@Dan_ozzzy189 Cool, PS4 Ketsui Deathtiny sounds like a tough bullet hell shooter, with an intricate scoring system — which is pretty much CAVE to a T — with M2 Gadgets helpfully adding customisable difficulty levels to make it accessible, and using the space at the sides of the screen to present useful information.
I also like the new Deathtiny part of its title, it made me chuckle, although it's a shame it wasn't Ketsui's destiny to arrive on the European PlayStation Store!
Re: Mini Review: Gleylancer (PS5) - Solid 1992 Mega Drive Shmup Shines Again
Below are three UK gaming magazines from 1992, which I referred to for this Gleylancer review:
Re: Mini Review: Gleylancer (PS5) - Solid 1992 Mega Drive Shmup Shines Again
@Dan_ozzzy189 I didn't know much about Ketsui: Kizuna Jigoku Tachi, so your comment encouraged me to learn more about Cave's 2003 vertically scrolling, bullet hell shoot-'em-up.
Like you mentioned it wasn't released on the UK's PS Store, unfortunately, but I searched for it on the US PS Store and it's available under the name Ketsui Deathtiny -Kizuna Jigoku Tachi- for $34.99. The North American PS4 version was published by M2, and released in November 2020, which must make it even more enticing for US gamers.
Cheers for mentioning Ketsui here, because I always like to build my retro gaming knowledge about quality titles like this.
Re: Mini Review: Gleylancer (PS5) - Solid 1992 Mega Drive Shmup Shines Again
@Spiders I really like the way you shared memories of playing all the way through Gaiares using cheat codes, although you regretted it a bit afterwards.
During the 16-bit era, I couldn't afford to buy as many games, so I'd rent Mega Drive and SNES games with a friend, and my cousin. Therefore, if need be we'd still use cheat codes, and magazine guides to see as much of the games as possible before returning them.
Also, I agree that there's a fundamental feeling of accomplishment from learning how to become better at a shmup. I don't even think people need to necessarily complete a 2D shooter.
I've been playing arcade R-Type on and off since it was released in 1987, but I've never beaten it. I still feel pleased that I've developed enough skill to consistently get far into the game using a single life, and I've reached the final stage using one credit.
Re: Mini Review: Gleylancer (PS5) - Solid 1992 Mega Drive Shmup Shines Again
@IonMagi Cheers to you, too! It was nice to chat with you about Gleylancer when you were playing it on the weekend of WAYP 398.
In a similar way to how you're pleased about shmups getting attention on Push Square, it was good to see you spreading the word about Gleylancer in the comments of What Are You Playing?
Re: Mini Review: Gleylancer (PS5) - Solid 1992 Mega Drive Shmup Shines Again
@Bad-MuthaAdebisi You have a good ear, it's quality that you spotted similarities between the sound effects in Alien Storm and in Gleylancer. I'll have to listen out for that!
I remember having lots of fun playing two-player Alien Storm on my Mega Drive. I'd especially love it if the arcade version of Alien Storm came to PS4 and PS5.
From Gleylancer's credits, five artists are credited for 'Music and Sound Effects' – Cube, Y. Kubotera, M. Hikichi, I. Mizoguchi, and N. Iwadare – and it has a cracking soundtrack, which at times reminds me of the tunes in F-Zero.
Re: Mini Review: Gleylancer (PS5) - Solid 1992 Mega Drive Shmup Shines Again
@Northern_munkey I'll take everything you've said into account, mate.
I originally prepared too many words for this review, where I discussed more of the specific features of the PS4 and PS5 versions, but it was too lengthy for a Mini Review, so I cut it down.
I think the score is justified, especially in regards to the quality of the original Mega Drive release, and the context of how Gleylancer compares to other retro games on PS4 and PS5 priced at £4.99.
I often consciously opt to cover the historical context of retro games on modern consoles, although admittedly the trip down memory lane perspective is something I enjoy discussing as someone who specifically focuses on reviewing original retro games, and retro modern releases.
Re: Mini Review: Gleylancer (PS5) - Solid 1992 Mega Drive Shmup Shines Again
I'm going to be away in Blackpool until Wednesday, but I love chatting about retro games, so I'd really appreciate it if readers copy me in for any questions about Gleylancer on PS4 and PS5, or if you just want to chat about Mega Drive shoot-'em-ups in general.
There's lots to talk about with Shinyuden's version of Gleylancer, for example you may be interested in display choices, like the CRT shader style, plus options for scanline intensity and the curvature of the screen, or a pixel perfect display. The two wallpaper choices are basic, though.
The graphics are interesting too, with the Mega Drive's use of parallax scrolling, and I also wonder if Gleylancer's popularity would've been more widespread if it wasn't confined to being a Japanese import release in 1992. Then again, the way Gleylancer increased in value helped it to be talked about for years, even if not that many people in the West played it until the Virtual Console version.
That's why £4.99 is such a great price, which is for Gleylancer on PS4 and PS5 as separate versions together.
Thanks everyone!
Re: Talking Point: What Are You Playing This Weekend? - Issue 398
@IonMagi I didn't actually get to check out Gleylancer as I hoped this weekend, but I'm looking forward to playing it lots tomorrow to prepare my Mini Review for Push Square in the week.
You're right about the great music, I remember loving the tunes when experiencing Gleylancer during its 2008 Wii Virtual Console re-release, but I never played it as a Japanese import from its original 1993 Mega Drive launch.
I also realise that Ratalaika Games are prolific for publishing pixel art and retro modern games from indie developers, but I've only recently learned Ratalaika was also publishing an original 16-bit console title — which is a renowned shmup from the Mega Drive's library.
Therefore, I'm going to research more about Ratalaika's PS4 and PS5 back catalogue for this review, too.
I hope you had fun playing Gleylancer this weekend!
Re: Mini Review: Actraiser Renaissance (PS4) - SNES Remake Is a Game of Three Thirds
I went back to three retro magazines, because I wanted to remind myself for this remake review of how ActRaiser was received upon its original SNES release.
The first was the 91% scoring Mean Machines review from Issue 7 in April 1991. I think Mean Machines was the first review of ActRaiser I ever read, and they absolutely loved the music with a whopping separate score of 96% for its 'Sound'.
The second review was from CVG Issue 114 in May 1991, where it has a boxout comparing the action stages to the arcade feel of Taito's 1987 Rastan Saga coin-op. CVG scored SNES ActRaiser with a huge 95/100 overall.
Lastly, I read Issue 2 of Super Play from December 1992, which scored it 90%, and has the section that I refer to here discussing it as a special SNES release, due to its variety as 'A Game of Two Halves'.
The magazine reviews were so far apart, because ActRaiser had a staggered release from December 1990 in Japan, to November 1991 in North America, and then the long wait until March 1993 in Europe.
I also found an Enix advert for ActRaiser in an old 1991 Electronic Gaming Monthly magazine, which was wise to point out its "monster symphony sound" as a strong selling point.
Re: Mini Review: Actraiser Renaissance (PS4) - SNES Remake Is a Game of Three Thirds
@PanFriedSoup I agree when you say that you hope people buy Actraiser Renaissance, despite it having some flaws as a remake.
It was such a pleasant surprise, coming out of nowhere at the 'Nintendo Direct - 9.23.2021', especially as it was immediately available a day after on the 24th September.
I never expected a new Actraiser game to come out of the blue, and while I realise it can be divisive to fans when directly comparing it to the original, I feel that if people are able to spend time with it and share its positive additions, then we have more chance of Square Enix investing in future Actraiser games.
Overall, I'm happy Actraiser Renaissance even exists!
Re: Mini Review: Actraiser Renaissance (PS4) - SNES Remake Is a Game of Three Thirds
@GamingFan4Lyf I hear what you're saying about Actraiser Renaissance's art style, and it's more of an issue with the side scrolling platforming in the separate Acts, which have a hazy and sometimes garish visual presentation.
It's also a shame that the movement is prone to stutter, especially during busy moments, like a boss rush section.
The graphics do improve in later realms, because I think the art is more suited to the areas that have more interesting backgrounds, like volcano fire, gothic architecture, or snowy landscapes.
The god game simulation's top-down visuals are actually detailed and pleasing to the eye, although it can become visually busy due to hectic horde assaults during a Settlement Siege.
Re: Mini Review: Actraiser Renaissance (PS4) - SNES Remake Is a Game of Three Thirds
If anyone has any questions about Actraiser Renaissance – for example you may want to learn more detail about the intricacies of each gameplay style (action, god game, and Settlement Siege tower defence) – then please send your questions my way.
I found since Actraiser Renaissance is a longer than expected remake, that I had more fun playing it in shorter hour-long play sessions. Actraiser Renaissance is a game that I grew to enjoy more the deeper I got into it, and it's definitely worth completing too.
The level design of the action platforming Acts improves in the later realms, and despite my reservations about intrusive tutorials and too much character chatter, I was hooked on the story enough to not skip dialogue, especially in the sixth of the Old Realms — which is Northwall with the Arctic Wyvern arc.
Also, I'm interested in hearing people's memories of playing the SNES original. I rented the PAL version of SNES ActRaiser around about its late EU release in 1993, and took turns with my friend to complete it together, before it had to go back to the rental shop. I remember immediately loving Yuzo Koshiro's ActRaiser music – obviously the early Fillmore tune was an instant favourite – and we were really impressed by the action mode's 2D graphics, and background artwork.
Cheers everyone!
Re: Talking Point: What Are You Playing This Weekend? - Issue 388
@Ristar24 Cool, I'm going to get the A500 Mini, as well. I'm familiar with playing a lot of the games announced so far, from back in the day, but it's been a long time since I've had easy access to Amiga games.
I bought the C64 Mini just a little while ago, and I really enjoy some plug-and-play C64 gaming.
Like you mentioned, I remember seeing the Amiga 500 Batman Pack, although I didn't actually own that version when I bought my Amiga, but I know that including Ocean's Batman: The Movie as a pack-in game was a huge part of the A500's successful sales in the UK during 1989, and in the early 1990s.
I hope that you enjoy Assassin's Creed Valhalla, too. I play it as a chill-out game, as if I'm going on a virtual Viking hiking holiday in the countryside.
I managed to buy the season pass for a good price in a PS Store sale last month, so I'm pleased to see The Siege of Paris has been well received in Push Square's review today. I'll most likely be playing The Siege of Paris DLC this weekend — although I know that you're waiting for a sale before trying any DLC, so it's good to know that the main game is jam-packed full of content for you to check out, anyway.
Re: Talking Point: What Are You Playing This Weekend? - Issue 388
@Ristar24 Hi mate, sorry for such a late reply, but I ended up staying with family the last few days, so I didn't play Assassin's Creed Valhalla as I intended.
I'm enjoying Wrath of the Druids, though. I think that Ubisoft Montreal did a good job of differentiating Ireland as a setting from the England map, which isn't easy when the backdrops are relatively similar, but the green of the landscapes, and the rainy weather give Ireland a different feel.
As it turns out, The Siege of Paris DLC releases this Thursday 12th August too, so I may just find myself travelling back and forth between Dublin and Paris – as long as the game allows the player to jump between these two DLC maps, which I think it will.
In a way, the timing of this reply is good, even though it's late, because I get to share a bit of excitement regarding today's Nintendo Life news about the A500 Mini releasing in early 2022 — with 12 quality Amiga titles already announced, and 25 games in total for £119.99.
Re: Mini Review: Cotton Reboot! (PS4) - Spooky Cute-'Em-Up's an Elaborate and Accessible 2D Shooter
@Arnna I'm pleased that you asked this question, because you've highlighted an interesting transition in the development of the Cotton series in the 1990s.
Cotton Reboot! is not the same game as Panorama Cotton.
Cotton Reboot! contains two horizontal scrolling shoot-'em-up games, which are both based upon Success' original, single player 1991 Cotton: Fantastic Night Dreams coin-op. The first is an Arrange Mode game that is a remake of the original, and the second is the X68000 Mode game, which was a 1993 conversion of the original arcade machine on a Japanese home computer called the Sharp X68000. These are strictly side-scrolling shmups.
Panorama Cotton, however, was a 1994 Japanese Mega Drive game, which was still developed by Success. It's interesting, because it's a pseudo-3D, on-rails shooter, in a similar vein to SEGA's Space Harrier. Panorama Cotton was praised for its use of sprite-scaling and 3D effects on SEGA's 16-bit console.
Re: Mini Review: Cotton Reboot! (PS4) - Spooky Cute-'Em-Up's an Elaborate and Accessible 2D Shooter
@Flaming_Kaiser I like the Japanese voices, and I'm fine with Cotton Reboot! being limited to single player, especially since both of these things are rooted in its origins as a Japanese game, and link to Cotton: Fantastic Night Dreams being a one player only arcade game in 1991.
I try to think about what readers may expect when they spend their money on games, so I aim to provide the information they'll need before a purchase, but everyone has such individual tastes that I have to consider Cons that don't particularly niggle me personally.
I actually had extra points in this review, where I explained that it was nit-picking to discourage people from trying Cotton Reboot! just because it doesn't have English voices, or for only being 35 minutes long, but I cut those sentences out to keep my Mini Review more concise and snappy.
I would've preferred Cotton Reboot! to have included save states or an unlockable stage select, though, because I really enjoy practicing specific stages in a shmup, and learning enemy patterns in later levels, one stage at a time.
Also, I love retro games getting a physical release on PS4, as well — so I enjoyed the 'LRG3 2021: Announcing Thirty Physical Games' presentation as a part of E3 this year – and I've ordered a physical version of Zombies Ate My Neighbors and Ghoul Patrol from Limited Run Games, too.
Re: Mini Review: Cotton Reboot! (PS4) - Spooky Cute-'Em-Up's an Elaborate and Accessible 2D Shooter
@Robocod Yet again you have a reply with quality retro knowledge, which I always appreciate, bud!
A mystery is a good way to describe the lack of Zombies Ate My Neighbors and Ghoul Patrol on the PS4's PS Store. As you've suggested, I think that a digital version of this collection will still turn up on PS4 eventually.
I've pre-ordered a transparent green cartridge of the Genesis version of Zombies Ate My Neighbors from Limited Run Games – some people prefer the SNES version, but I quite like always being able to clearly look at things like health, ammo and the radar on the side of the screen in the Genesis/Mega Drive game, even if it necessitates a black border at the side of the screen.
I wonder if I'll be playing my Genesis version before it turns up on PS4.
Re: Mini Review: Cotton Reboot! (PS4) - Spooky Cute-'Em-Up's an Elaborate and Accessible 2D Shooter
@SoulChimera Thanks right back at you!
I've been fortunate with my Push Square reviews this year, because just like with the Cotton Reboot! OST, I've been able to review retro games that involve legendary composers.
For example, Turrican Flashback had really cracking tunes by Chris Huelsbeck, and Battle Axe had an ace soundtrack by Manami Matsumae, who composed music for retro Capcom games.
Lucky me, eh!
I hope you enjoy Cotton Reboot!, and that you got the chance to play Cotton 2 this weekend, like you mentioned.
Re: Mini Review: Cotton Reboot! (PS4) - Spooky Cute-'Em-Up's an Elaborate and Accessible 2D Shooter
@Dan_ozzzy189 I remember looking at Jamestown+ when I saw it on the PS Store, but I haven't bought it yet.
I've just read Push Square's Jamestown+ review by Ryan Oehrli, and I watched its trailer again, so I like its visual style – which has an imaginative sci-fi setting of historical figures fighting a war on a New World colony on Mars — plus it looks like it has the possibility of four player co-op, which is an interesting mix for a shoot-'em-up.
Cheers!
Re: Mini Review: Cotton Reboot! (PS4) - Spooky Cute-'Em-Up's an Elaborate and Accessible 2D Shooter
One other point I'd like to discuss before I head off is how retro games often have a number of different developers and publishers involved to get them to market nowadays, and how release dates vary between digital and limited physical versions. More companies working together hopefully means more money to invest in development and promotion, so quality retro games get more exposure, but finding a game at launch can be a bit confusing as a result.
Obviously, the main developer of the Cotton games is Success, but a Japanese video game store called BEEP was also an important part of the release of Cotton Reboot!. BEEP also worked with a developer called Rocket Engine, who I believe was involved in the 1993 X68000 Cotton port.
I had my eye on the October release of the physical version of Cotton Reboot! from Strictly Limited Games for a while, but I missed the PS Store's PS4 digital release of Cotton Reboot!, which is listed as coming out a month ago for £34.99 on Friday 25th June 2021, under the publisher name United Games Entertainment GmbH.
Therefore, I was chuffed Push Square contacted me about this Mini Review, because I think there was an impetus for ININ Games to promote the widespread 20th July 2021 release date of the PS4 physical version of Cotton Reboot!, and the western release on Switch. I think it's cool if retro games get more publicity through releases being shared between different publishers and limited editions — especially when indie games don't always appear in PS Store sales, or when quality, but niche digital releases disappear amongst the PS Store's plethora of cheap retro-style games in its constantly updating storefront — so physical versions can result in a game getting more promotion.
It's a shame when retro releases become lost, though, for example Zombies Ate My Neighbors and Ghoul Patrol has released on Switch, but the planned PS4 release of this collection is nowhere to be found on the PS Store.
I'll check back here on Sunday. Thanks again, everyone.
Re: Mini Review: Cotton Reboot! (PS4) - Spooky Cute-'Em-Up's an Elaborate and Accessible 2D Shooter
As I've mentioned, I love the upbeat and chirpy remixed soundtrack in Cotton Reboot!, so here's a list of the Japanese composers who I reference as being an all-star group in this Mini Review. Also, note that the original composer of 1991's Cotton: Fantastic Night Dreams was Kenichi Hirata.
Re: Mini Review: Cotton Reboot! (PS4) - Spooky Cute-'Em-Up's an Elaborate and Accessible 2D Shooter
I'm going to check in on the comments here for a little bit, because I always like to hear what Push Square's community thinks about retro games and remakes like Cotton Reboot!, but I'm heading out to visit family for a few days, so I won't be as active as normal discussing the comments about my review.
I'm especially curious to hear what people think about the Japanese composers who worked on the remixed music, though, as to me Cotton Reboot!'s soundtrack represents a long history of game music talent.
Also, I'm interested in other people's thoughts about the intricacies of Cotton Reboot!'s shmup mechanics. For example, just as a quick list, this includes aspects like: bomb levels, collecting black crystals for points, different coloured crystals as sources of magic, EXP gauge, fairy attack special move, magic levels increasing, middle bosses, shots through crystals diffusing to become more powerful, six support fairies, and your score rising by avoiding hits with a level counter on the lower left.
I'll post comments over the next few hours, but I'll also check back here to read people's thoughts when I get home on Sunday.
Cheers everyone.
Re: Talking Point: What Are You Playing This Weekend? - Issue 383
@Onigumo This is just off the top of my head, but from memory to open the friendly neighbourhood app in PS5 Marvel's Spider-Man Miles Morales you swipe very lightly from right to left on the DualSense's touch pad.
You don't press down on the touch pad, because that will open up your map, it has to be a gentle swipe — and I think it's from right to left specifically on the left side of the touch pad.
I hope this helps!
Re: Talking Point: What Are You Playing This Weekend? - Issue 383
@Ristar24 Both the original 1986 OutRun and OutRun 2 are two cracking games to be in your favourite games of all-time list, I can get behind both of those picks.
I didn't get the chance to play any of the OutRun 2 ports on Xbox, but I read great things about the Xbox versions, although I really enjoyed playing OutRun 2006: Coast 2 Coast on my PS2. I especially remember being amazed by OutRun 2006: Coast 2 Coast technically on PSP too, because I couldn't believe such incredible visuals were running on a handheld in 2006.
Just like you, I would love SEGA to reacquire the licensing deal with Ferrari to bring OutRun Online Arcade to modern consoles. All of this reminds me of the amazing work of Sumo Digital over the years, so I really should remember to buy PS4 Team Sonic Racing in the future.
After Burner Climax is tons of fun to return to, as well. I was reading through an old April 2010 Load 76 issue of Retro Gamer, unsurprisingly enough, and Darran Jones awarded After Burner Climax a whopping 93%, which made me think of replaying SEGA's arcade port on PS3 this weekend.
Re: Talking Point: What Are You Playing This Weekend? - Issue 380
I just want to say hats off to Sammy Barker's Ratchet & Clank: Rift Apart review, because there's no way in the world I would've ever guessed that he would include a Krusty's Super Fun House reference in it. Hey, hey to Sammy for comparing its puzzles to retro maze structured games!
Also, Insomniac has excelled itself, because the Ratchet & Clank: Ripped A Fart play on words cracks me up far more than it should, and Insomniac has even out-punned Up Your Arsenal with that one!
Re: Mini Review: Jay and Silent Bob: Mall Brawl (PS4) - Mallrats Brawler with Nine NES Chapters Nootch
@JohnnyBastos Thanks for complimenting my use of references in this Jay and Silent Bob: Mall Brawl review, although we should be careful not to inflate my ego too much, or I might start walking around exclaiming “Yeah, Badass! Yeah!” or holding a baseball bat above my head and shouting, “Come, Son of Jor-El! Kneel before Zod!”
Joking aside, I really appreciate your kind comment about my review. Fair play to you!
Re: Mini Review: Jay and Silent Bob: Mall Brawl (PS4) - Mallrats Brawler with Nine NES Chapters Nootch
@Bigtuna515 Nice one mate, I really enjoy it when I get the chance to review a game that's linked to a film I love, because I get to go a bit nuts with quotes and movie references.
I took a similar approach when I reviewed the SNES game Super Star Wars, when it released on PS4 in 2015.
There's a hidden Brodie quote from Mallrats in this Jay and Silent Bob: Mall Brawl review, which I’m particularly proud of in the first sentence of the third paragraph, because it's a bit more subtle.
I'm chuffed with your comment, so just remember that the cookie stand isn't part of the food court, a schooner is a sailboat, and Lois could never have Superman's baby.
Cheers to you!
Re: Mini Review: Jay and Silent Bob: Mall Brawl (PS4) - Mallrats Brawler with Nine NES Chapters Nootch
For anyone interested in Jay and Silent Bob: Mall Brawl, it released quietly on PS4 three weeks ago on Thursday 20th May 2021 for £14.99. There were a lot of developers involved with creating this game, too, so as well as Interabang Entertainment, additional art was done by Wallride Games. Interabang also partnered with Spoony Bard Productions, and The Media Indie Exchange (The MIX) helped with publishing.
The PS4 version on its title screen is called Jay and Silent Bob: Mall Brawl Arcade Edition, but most of the settings are display related, with Original Mode looking crisper and brighter than Arcade Mode. There are basic Soft and CRT filters too, which I didn’t use, but I tried the Zoom border that fills the screen more, and blanks out the side wallpapers.
I keep going back to Mall Brawl for local co-op, and to make slow progress in the unlockable hard mode. Hard mode is destroying me, though, because it ditches the addictive hook of resting Silent Bob or Jay to regenerate their health. Hard mode still saves after every chapter, at least, so you get both characters back to full health at the start of each stage.
Mall Brawl seems targeted at a retro niche of specifically NES fans, so it's unapologetically 8-bit in feel, like a 1980s console game, or even a game like Mighty Final Fight from later in the NES' lifespan. In its nature, though, it may feel basic to gamers who are used to more advanced 1990s arcade brawler games in a compilation like the Capcom Beat 'Em Up Bundle, so don't expect lots of onscreen sprites, or special effects.
It's still fun and successful at achieving that Technōs NES vibe, especially with cracking chiptunes, if that's your jam.
If anyone has any questions, please drop me a comment here.
Cheers.
Re: Capcom Arcade Stadium (PS4) - Capcom-asters of 32 Arcade Games from 1984 to 2001
@Cyxn1d3 When you said that you hope for an Amiga collection on modern consoles, so that younger gamers get to experience the Amiga, you made me think about the idea of preservation.
There's a core part of preservation of old video games that keeps the original code safe, so that the actual game is not lost forever, but you've got me thinking about the importance of preserving the more abstract feeling of experiencing a game.
Just because the Amiga wasn't as popular in North America, I still know first-hand that it was very well loved in the UK, plus I've read about its popularity in Germany and all across Europe. I'm also starting to learn how much Australian retro gamers adored their Amiga computers, too.
There are countless Amiga games that could be included in a variety of collections, so perhaps if new publishers could acquire the appropriate licenses, these 16-bit games could be enjoyed by young and old gamers alike with more accessible, multi button configurations on modern controllers.
This brings me back to Capcom Arcade Stadium, because in one sense I could grumble that releases of Final Fight and Street Fighter II have been oversaturated, as they're released over numerous compilations, but this just makes these games more accessible to many gamers.
Yet, now on modern consoles I can also easily play the previously hard to find Armored Warriors and Battle Circuit on two separate PS4 collections, plus Capcom Arcade Stadium also let me spend time with Carrier Air Wing, which is another previously unconverted arcade game that I've wanted to experience since playing U.N. Squadron on the SNES.
Just imagine having nieces and nephews over and introducing them to retro beat-'em-ups by setting up a four player blast through Battle Circuit — it would be a fun, quirky and colourful way to introduce a previously rare old game to younger gamers.
The more retro collections the better in my eyes, whether they're arcade, console, handheld, or home computer games. This is especially if the games are being lost to time, like you described to preserve and share the joy and special place that a retro system like the Amiga provided for us.
Re: Capcom Arcade Stadium (PS4) - Capcom-asters of 32 Arcade Games from 1984 to 2001
@twenty90seven Hello again, just to let you know that I installed Capcom Arcade Stadium on my PS5, and the collection doesn't make any use of the DualSense's haptic feedback, I'm afraid.
I think I could've provided an answer more quickly if I'd noted that Capcom Arcade Stadium doesn't use the vibration feedback in the PS4's DualShock 4 either, but I wanted ensure my answer was accurate based upon playing the compilation on my PS5.
It was interesting what you were saying about the excellent Switch vibration functions in Namco's collection too, so thanks for sharing this. I wonder if Namco Museum Archives Volume 1 and 2 on PS4 has a good use of controller rumble too.
Re: Capcom Arcade Stadium (PS4) - Capcom-asters of 32 Arcade Games from 1984 to 2001
@Robocod Hi again, I don't want to bombard you with messages, but I thought it was cool the way you returned here to continue this discussion about potential Amiga collections, especially when comments normally stop a day or so after a review is published.
You've got quality Amiga knowledge – which makes sense having the name Robocod – like how you told me about the Eurogamer article with the news that Mike Montgomery had passed the torch of The Bitmap Brothers' retro library to Rebellion, by acquiring its portfolio in 2019.
It's interesting how you say about Codemasters now owning the Sensible Software IP, with Cannon Fodder, Mega-Lo-Mania, and Sensible Soccer appearing on the Evercade cartridge too.
I was a bit tough in my review of Turrican Flashback by quibbling about the compilation not including Manfred Trenz's C64 Turrican to represent the origins of the series, but as you highlight, it's not always easy to acquire different licences.
I read a lot of Retro Gamer magazine, and one article I've just checked out that'd interest you is 'The Rise of The Amiga 500' in the Ultimate Retro Hardware Guide bookazine. This feature talks to Jeff Porter as Commodore's director of A500 product development, and it notes the difference between Commodore in the US wanting Amiga to be a high-end business computer, whereas in Europe they sold the A500 more effectively as a video games machine.
Anyway, I'll bring this comment back to the main topic of Capcom arcade games by reminiscing about playing Final Fight on my cousin's Amiga, and although the sprites and backgrounds looked decent, from memory it was missing moves and it didn't control well, plus it had no stage music. Richard Aplin, who worked on Amiga Final Fight was known for his funny, hidden developer messages in his games, though.
Also, Tiertex and US Gold's Amiga port of MERCS was not bad, if I remember correctly.
Re: Capcom Arcade Stadium (PS4) - Capcom-asters of 32 Arcade Games from 1984 to 2001
@Dan_ozzzy189 Hey there, mate, it was good of you to say that you appreciate Push Square dedicating space for a full Capcom Arcade Stadium review, but I'm sorry to hear you've felt disappointed with this collection.
Over the years I've accumulated a decent retro collection, but I'm always battling against limited space – especially from gathering so many retro magazines – so just after the GameCube and PS2 era I stopped buying bulky peripherals like arcade sticks and extra TVs.
I was pleased to see the display and control options in this compilation, but I wasn't in a position to fully test the arcade stick controls, or the TATE mode my end.
My personal experience with Capcom Arcade Stadium has been highly positive, and I realise that you've invested in this release, so I hope that over time you get to enjoy it more – especially with how you describe that you were looking forward to playing Varth.
I really like your hopes about a potential Bubble Bobble Collection – I have a retro gaming friend who considers arcade Bubble Bobble his favourite game – so it would be a fun and colourful group of games to compile. I particularly liked Rainbow Islands, so Taito could include the Extra Version, which I played in the Mega Drive port.
You've also reminded me that I'd love to see a modern take on the PS2 and PSP's Taito Legends and Taito Memories collections, too.
Thanks for your comments here.
Re: Capcom Arcade Stadium (PS4) - Capcom-asters of 32 Arcade Games from 1984 to 2001
@Mostik Thanks for your nice words about my review, and if you decide to purchase the Capcom Arcade Stadium, I hope it rekindles lots of good memories of visiting the arcade.
I really enjoyed Commando as a kid, and especially its sequel MERCS, which I actually received as a Christmas present on the Mega Drive in 1991.
The Evercade Codemasters cartridge has Cannon Fodder, Mega-Lo-Mania, Sensible Soccer, and Super Skidmarks on it, like you mentioned, which is really cool. The Evercade's library is growing to have a great selection of retro games on it.
Sorry I’m late in replying to your comment, too.
I hope you’re having a good weekend.
Re: Capcom Arcade Stadium (PS4) - Capcom-asters of 32 Arcade Games from 1984 to 2001
@Robocod Cheers as always for your response to my Capcom Arcade Stadium review, mate, and apologies for my late reply. We're in the middle of a UK bank holiday weekend here, so we're making the most of the sunshine.
I'm very much in agreement with you, a complete Ghosts 'n Goblins compilation with SNES Super Ghouls 'n Ghosts included makes total sense, especially when you think of the success of Konami's Castlevania Anniversary Collection – which has just received a physical PS4 release from Limited Run Games.
I'm sure that a collection that makes the Maximo series and Ultimate Ghosts 'n Goblins more easily available would be an enticing selling point. C'mon Capcom, you know it makes sense, as the Angry Video Game Nerd would say, "Get the knife!"
As a side note, there's lots of discussion above about potential Amiga collections on the PS4, which I think would be your cup of tea, if you have a spare moment to skim read the comments.
Nice one!
Re: Capcom Arcade Stadium (PS4) - Capcom-asters of 32 Arcade Games from 1984 to 2001
@Cyxn1d3 Sorry for the late reply, especially because I really like your question about the newfound interest in PS4 Amiga ports, and whether we'll ever get an Amiga Classics compilation.
I actually love the idea of a diverse collection of games that represent the Amiga, including the titles you mentioned, and games that felt unique to 16-bit home computers like Apidya, Defender of the Crown, IK+, It Came From the Desert, Lotus Esprit Turbo Challenge, Midwinter, Shadow of the Beast III, Stunt Car Racer, and Superfrog.
The only trouble is, unlike the huge publishing list that SEGA had to compile the SEGA Mega Drive Classics collection, I can't think of a publisher with the clout to bring together enough diverse licenses to release an Amiga compilation. Alternatively, I can picture a Commodore Amiga 500 Mini as a slightly more feasible release.
As you mentioned, I think it's more likely that we'll get collections based upon a series, or a publisher's notable Amiga games instead. When I think of the Amiga, the publishers that come to mind are Bullfrog, Cinemaware, Gremlin, Ocean, LucasArts, Psygnosis, Rainbow Arts, Sensible Software, System 3, Team17, and The Bitmap Brothers. I'm bound to have missed one, but from this publisher list the most realistic to be connected to releasing a PS4 collection to me is The Bitmap Brothers, although Team17 could be possible too.
This brings us back to the problem that instead of 50Hz Amiga ports, developers often choose to concentrate on the convenience of emulating 60Hz 16-bit console versions, even if the original Amiga game was superior – for example I could see us getting the weaker SNES port of Syndicate.
Finally, I don't think the Amiga was as popular in North America, so I wonder if this affects international sales of a compilation with some Amiga focus like Turrican Flashback. Anyway, I absolutely loved my A500 too, so I guess the more people who buy a release like Turrican Flashback, the more we all send out a message that retro gamers want to play Amiga games on our PS4 and PS5.