Comments 376

Re: Mini Review: Actraiser Renaissance (PS4) - SNES Remake Is a Game of Three Thirds

JamieO

@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

JamieO

@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

JamieO

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

JamieO

@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

JamieO

@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

JamieO

@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

JamieO

@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

JamieO

@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

JamieO

@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

JamieO

@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

JamieO

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

JamieO

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.

Re: Mini Review: Cotton Reboot! (PS4) - Spooky Cute-'Em-Up's an Elaborate and Accessible 2D Shooter

JamieO

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

JamieO

@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

JamieO

@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

JamieO

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

JamieO

@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

JamieO

@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

JamieO

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

JamieO

@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

JamieO

@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

JamieO

@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

JamieO

@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

JamieO

@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

JamieO

@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

JamieO

@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.

Re: Capcom Arcade Stadium (PS4) - Capcom-asters of 32 Arcade Games from 1984 to 2001

JamieO

@twenty90seven I'm sorry, mate, I purposefully tested Capcom Arcade Stadium on my standard, launch model PS4 with a DualShock 4, so I don't know the answer to your DualSense haptic feedback question, yet.

I try to review collections like this on the oldest hardware, just to see if the emulation is running well, without any crashes.

I didn't read anything about DualSense haptic feedback in Capcom Arcade Stadium in preparation for this review, but I can't say for sure.

It's a bank holiday weekend here in the UK, so I have plans, but if I get the chance I'll look into this more for you.

Re: Capcom Arcade Stadium (PS4) - Capcom-asters of 32 Arcade Games from 1984 to 2001

JamieO

@Ristar24 I hear you regarding wishing that the Amiga versions were included with The Bitmap Brothers Collection 1 on Evercade. I'm interested in the Evercade VS as a home console, multiplayer option for our cartridges, too.

The lack of Amiga ports on Evercade makes me even more grateful for the work Factor 5 and Ratalaika Games put into Turrican Flashback, which we discussed a few months back.

I definitely get the impression that it's a more challenging job to emulate 50Hz Amiga home computer games on modern consoles, than 16-bit console games. This is especially when you consider getting the audio running correctly, and altering the joystick controls to work more efficiently with multiple buttons on a DualShock.

The more developers that work on Amiga games, the more possibilities will open up for lots of potential Amiga classics in collections in the future, though. Fingers crossed!

Re: Capcom Arcade Stadium (PS4) - Capcom-asters of 32 Arcade Games from 1984 to 2001

JamieO

@Amnesiac Cheers for you comment, and I agree with everything you've said, because I'm very happy with how Capcom Arcade Stadium turned out.

I hope people check it out on PS4 as you're spot on that a lot of care has gone into the user interface, plus the number of configurable options, displays and challenges that the developer has lavished on this collection.

Even if anyone is unsure about buying all three packs for £32.99, it's worth checking out the games list for each pack, because I especially think that the 'Pack 3: Arcade Evolution ('92 – '01)' line-up is fantastic value on its own for £11.99.

Re: Capcom Arcade Stadium (PS4) - Capcom-asters of 32 Arcade Games from 1984 to 2001

JamieO

@Ristar24 Thanks for your kind words about my review, and I agree about how great both Remixed and Reloaded versions of the PSP's Capcom Classics Collection are to play on PS Vita, it's just so convenient to play all those retro games on Sony's handheld.

I'm interested in the Blizzard Arcade Collection too, but I haven't bought it yet, so I hope you enjoy it.

It was such cool news to read on Nintendo Life that UK Legends The Bitmap Brothers Are Joining The Evercade Lineup, as well. Woo-hoo!

Re: Capcom Arcade Stadium (PS4) - Capcom-asters of 32 Arcade Games from 1984 to 2001

JamieO

@playstation1995 I really enjoyed the Capcom Beat 'Em Up Bundle, although like you say, there are some repeated games from that collection in Capcom Arcade Stadium, but the more people who get to discover Warriors of Fate, Armored Warriors and Battle Circuit the better, in my eyes.

You make such a quality mention of the Grandmaster's creepy laugh at the start of Strider, too. This reminds me of just before you start the second, snowy Siberian level – which is my favourite stage in the game – and the Grandmaster says in an unnerving voice, "Hum, it is Strider Hiryu. He will never leave Eurasia alive."

Man, I love playing Strider so much!

Re: Capcom Arcade Stadium (PS4) - Capcom-asters of 32 Arcade Games from 1984 to 2001

JamieO

I've been looking through old magazines as some background reading to this review.

I enjoyed the final page Killer Feature in Wireframe Issue 12, which looked at how arcade Bionic Commando was unusual to not have a jump button in 1987. Wireframe also notes how over time the arcade version has become less famous than the later NES game, which reminds me of how the original Ninja Gaiden coin-op is now less well known than the NES version.

I also pulled out lots of Retro Gamer mags, with Annual Volume 2 having a big Ultimate Guide to 1942 by Graeme Mason. The 200th issue of Retro Gamer recognises Street Fighter II: The World Warrior as being one of the games of the decade for the 1990s too – so it's interesting that Capcom Arcade Stadium has added to Street Fighter II's history by removing the Rising Sun flag from the background of E. Honda's Japanese Bath House stage.

Finally, there's an awesome The Making of Strider feature by Darran Jones in Retro Gamer Issue 76, with quotes from its co-creator Kouichi Yotsui.

Re: Capcom Arcade Stadium (PS4) - Capcom-asters of 32 Arcade Games from 1984 to 2001

JamieO

If anyone has any questions about this review, please let me know. I’m interested in hearing about the games people like the most in Capcom Arcade Stadium, taking into account that Strider is one of my favourite games of all time.

I've listed all 32 Capcom Arcade Stadium games below:

  • Ghosts 'n Goblins (1985, action platformer, single player).
  • 1943: The Battle of Midway (1987, vertical shmup, two player co-op).

Capcom Arcade Stadium Pack 1: Dawn of the Arcade ('84 – '88) £11.99

  • Vulgus (1984, vertical shmup, single player).
  • Pirate Ship Higemaru (1984, single screen maze action, single player).
  • 1942 (1984, vertical shmup, single player).
  • Commando (1984, top-down run-and-gun, single player).
  • Section Z (1985, horizontal shmup, single player).
  • Tatakai no Banka (1986, action hack-and-slash, single player). This is Japanese only ROM, the Japanese version of Trojan.
  • Legendary Wings (1986, vertical shmup, two player co-op).
  • Bionic Commando (1987, run-and gun/grapple arm platformer, single player).
  • Forgotten Worlds (1988, CPS-1, horizontal shmup, two player co-op).
  • Ghouls 'n Ghosts (1988, CPS-1, action platformer, single player).

Capcom Arcade Stadium Pack 2: Arcade Revolution ('89 – '92) £11.99

  • Strider (1989, CPS-1, action hack-and-slash platformer, single player).
  • Dynasty Wars (1989, CPS-1, horse riding hack-and-slash beat-'em-up, two player co-op).
  • Final Fight (1989, CPS-1, beat-'em-up, two player co-op).
  • 1941: Counter Attack (1990, CPS-1, vertical shmup, two player co-op).
  • Senjo no Okami II (1990, CPS-1, top-down run-and-gun, three player co-op). This is Japanese only ROM, the Japanese version of MERCS.
  • Mega Twins (1990, CPS-1, action platformer, two player co-op).
  • Carrier Air Wing (1990, CPS-1, horizontal shmup, two player co-op).
  • Street Fighter II: The World Warrior (1991, CPS-1, one-on-one fighting, two player vs.).
  • Captain Commando (1991, CPS-1, beat-'em-up, four player co-op).
  • Varth: Operation Thunderstorm (1992, CPS-1, vertical shmup, two player co-op).

Capcom Arcade Stadium Pack 3: Arcade Evolution ('92 – '01) £11.99

  • Warriors of Fate (1992, CPS-Dash, hack-and-slash beat-'em-up, three player co-op).
  • Street Fighter II': Hyper Fighting (1992, CPS-1, one-on-one fighting, two player vs.).
  • Super Street Fighter II Turbo (1994, CPS-2, one-on-one fighting, two player vs.).
  • Powered Gear: Strategic Variant Armor Equipment (1994, CPS-2, mech beat-‘em-up, three player co-op). This is Japanese only ROM, the Japanese version of Armored Warriors.
  • Cyberbots: Fullmetal Madness (1995, CPS-2, one-on-one fighting, two player vs.).
  • 19XX: The War Against Destiny (1995, CPS-2, vertical shmup, two player co-op).
  • Battle Circuit (1997, CPS-2, beat-'em-up, four player co-op).
  • Giga Wing (1999, CPS-2, vertical shmup, two player co-op, developed by Takumi).
  • 1944: The Loop Master (2000, CPS-2, vertical shmup, two player co-op, developed by Eighting/Raizing).
  • Progear (2001, CPS-2, horizontal shmup, two player co-op, developed by CAVE).

Re: Official PlayStation Magazine UK Canned, PLAY Branding Resurrected

JamieO

This news article must have stuck in my head, because I'm not only sitting here with a cup of tea on a Bank Holiday Monday morning reading the Returnal cover feature in the final 187th May issue of Official PlayStation Magazine UK, but I've also been flicking through my original Super Play binder, which holds the first 12 issues of the mag.

Hats off to @SoulChimera for mentioning above about the first issue of Super Play, which included the free pin badge, as well. That free gift reminds me of when Mean Machines had a Contra Spirits jigsaw as a freebie, too, and I'd say that both Mean Machines and Super Play are two of my truly favourite magazines.

For retro mag fans, it's also definitely worth a read of Damien McFerran's detailed The Making of Super Play Magazine Nintendo Life feature, to understand the impact that the SNES mag had from its very first issue.

Have a good Bank Holiday Monday, to everyone in the UK.

Re: Official PlayStation Magazine UK Canned, PLAY Branding Resurrected

JamieO

@playstation1995 That's interesting, I didn't know that there was a GamePro TV!

I don't actually know much about American video game shows, although I've heard a little bit about a Canadian one called Electric Playground.

As far as I understand, Electric Playground was presented by Victor Lucas — who still does retro gaming YouTube videos — as well as Tommy Tallarico, who composed the music for Earthworm Jim.

Like @Ristar24 mentioned, our main nostalgic gaming TV shows in the UK were GamesMaster and Bad Influence. There have been UK TV shows since, one I remember was called The Blurb, and it was presented by Lucy James who now works for GameSpot.

Re: Talking Point: What Are You Playing This Weekend? - Issue 374

JamieO

@TheArt Good call on highlighting John's reviews, though, his sense of humour is great.

I remember the Taxi Chaos review that you linked to above too, like you said earlier, it was hilarious.

Yet again he had a cracking tagline with 'Lazi taxi', and the Cons were brilliant from "Our car spawned under a bus", then saying, "That was actually funny, though".

Cheers, mate, I've had a good chuckle here!

Re: Official PlayStation Magazine UK Canned, PLAY Branding Resurrected

JamieO

@playstation1995 Yes, we got GamePro here in the UK, mate, but only as an import magazine, like with Electronic Gaming Monthly.

I used to go to a shop called Borders, which imported US magazines, including skate magazines like Thrasher and Transworld Skateboarding. I have a few issues of GamePro and EGM — plus GameFan was a really good American gaming mag — but unfortunately Borders shut down.

It was a shame when the GamePro website was closed down too, because there were a lot of great articles that were lost without access to that site, from what I can remember.

Re: Talking Point: What Are You Playing This Weekend? - Issue 374

JamieO

@TheArt Cheers, although the 'Cons' in my reviews are more the standard "No online multiplayer" type responses.

Could you be thinking of John Cal McCormick's Push Square reviews?

John makes me laugh with his writing style, for example when he reviewed PS4 Five Dates not only did he have the tagline 'Daters gonna date', but one of his 'Cons' was, "No option to release wolves into the dates' rooms"!

That Five Dates review cracks me up!

Re: Talking Point: What Are You Playing This Weekend? - Issue 374

JamieO

@Ristar24 and @Futureshark — I remember when I was a kid I received C64 The Last Ninja 2 as a present, and inside the box it had a ninja mask and a plastic shuriken. I always thought that was a cool box set for my C64.

I sold my C64 and games to put the money towards an Amiga 500, but I wonder now if that Last Ninja 2 package is a collectible for C64 retro gamers today.

Re: Official PlayStation Magazine UK Canned, PLAY Branding Resurrected

JamieO

@StartWars and @huyi Awesome, it's fun to flick through old mags, especially from the 1990s.

I'm a bit obsessed about keeping hold of my gaming mags, just a few examples of my complete magazine collections are full sets of Mean Machines, Super Play, Ultimate Future Games, Arcade, and I also have later mags like every gamesTM and now all the OPM UK mags too.

I have all the issues of Retro Gamer and Wireframe released so far, as well, but as StartWars will understand with keeping the Official PlayStation Mags since 1995, the main issue I have with collecting magazines is the amount of space they take up!

Great stuff, though, I like to hear from other retro mag fans and collectors.

Re: Talking Point: What Are You Playing This Weekend? - Issue 374

JamieO

@lolwhatno Taken literally, you play as Selene in Returnal and she's killed over and over, so she has to often restart her adventure.

Basically, as Selene you die on and on, but the true brilliance of Stephen's 'Selene Die On' tagline is that it's a clever play on the name of the 1990s Canadian pop singer, Céline Dion.

Re: Talking Point: What Are You Playing This Weekend? - Issue 374

JamieO

@Ristar24 Have fun playing The Last Ninja on your C64, mate. Like @Futureshark mentioned above, Ben Daglish's SID chiptunes were legendary.

When I was buying Returnal at GAME in Liverpool yesterday, I was doing a bit of glancing in the window of a shop called MenKind, where they had a C64 Mini on display for something like £40.

I don't know if it's any good, but it has games like Armalyte, California Games, Creatures, Cybernoid, Hawkeye, Impossible Mission, and Paradroid included, I think.

It even has both C64 Speedball games on it, from what I could tell, so the C64 Mini may be worth a punt.

Re: Official PlayStation Magazine UK Canned, PLAY Branding Resurrected

JamieO

I love print, so it's always sad to hear of a magazine closing down, but the resurrection of PLAY with the same team working on it makes me feel hopeful for the mag's future.

I've never missed an issue of OPM UK, so this news means that I'm in a position where I have all 187 issues of Official PlayStation Magazine UK in my collection, too.

Re: Mini Review: Battle Axe (PS4) - Top-Down Mix of Brawler and Run-'n'-Gun with Henk Nieborg Pixel Art

JamieO

@Robocod Agreed, Henk Nieborg's portfolio as a pixel artist is very impressive, and like you say, the Kickstarter project was clear about their plans.

I think Battle Axe is successful at delivering upon following in the tradition of its old school inspirations, so I hope that gamers get to experience it, and learn more about the amazing talent of the artists behind it.

Re: Mini Review: Battle Axe (PS4) - Top-Down Mix of Brawler and Run-'n'-Gun with Henk Nieborg Pixel Art

JamieO

I agree with the comments above about Battle Axe's price point.

For me personally, I received a PS4 digital review copy through Push Square, but I'm still going to buy a physical version of Battle Axe. This is because I consistently pay upwards of £35 to collect physical pixel art games like Blazing Chrome and The Ninja Saviors, where I replay short core game modes over and over.

I personally relish the skill based replayability of Battle Axe, but you have to put time into mastering it. I play it differently as Fae the Dark Elf, where I charge aggressively into close quarters, with twin blades melee attacks, and dash back to safety. This contrasts with Iolo the Druid, where I stick to a set point on the edges of the play area, carefully shooting enemies from a distance with his fixed shot fireballs.

There are also tough Trophy tasks, like achieving 'S' ranks, and beating the game without dying, or progressing to higher levels in Infinite Mode.

The trouble is that this replay value is based upon improving your skills, and relishing a challenge. Many gamers will unfortunately see Battle Axe as a short game, which is low on content, where a fast character like Fae can complete the four main stages of Arcade Mode within 40 minutes.

Therefore, realistically, a higher digital price point will not be seen as good value, regardless of it receiving a 'Good' score of 7/10.

Also, it's worth taking into account that Battle Axe releases tomorrow, the same Friday 30th April release date of Returnal, and many PlayStation fans lucky enough to own a PS5 will budget their money towards Housemarque's big release. It’ll be a shame if a higher digital price point ends up pricing Battle Axe out of being an impulse indie purchase.

**** Edit: A quick update to this comment, PS4 Battle Axe has released a day early on Thursday 29th April, so it's available on the PS Store now priced digitally at £34.99.

Re: Mini Review: Battle Axe (PS4) - Top-Down Mix of Brawler and Run-'n'-Gun with Henk Nieborg Pixel Art

JamieO

@Ristar24 I was reading a Retro Gamer Annual from 2014 – as it has 'The Making of Golden Axe' article I mentioned above inside – and it also has a 'Creating Chaos: The Making of Chaos Engine' feature in the same bookazine as well, with quotes from The Bitmap Brothers' co-founder Mike Montgomery.

I guess in regards to Battle Axe being completed in under an hour, this game length fits with other retro games, as The Chaos Engine can be beat in a bit more than an hour too. The Chaos Engine was similarly a two player co-op game as well, but it's longer, though.

Talking about similarities between the top-down run-and-gun gameplay, I've also been playing PS2 Neo Contra recently, so just like how Konami's PS2 game doesn't use the right stick, perhaps Battle Axe could have benefitted from twin stick controls for shooting projectiles – since Fae has slower respawning daggers, but Iolo has fast fireballs, and Rooney's cannon balls cover distance.

Also, thanks for letting me know about Digital Foundry's coverage of Battle Axe, I'll check out their YouTube channel to watch that video.

Re: Mini Review: Battle Axe (PS4) - Top-Down Mix of Brawler and Run-'n'-Gun with Henk Nieborg Pixel Art

JamieO

As always, if anyone has any questions about Battle Axe, please let me know.

I was grateful to Push Square for organising this review for me, because its mix of run-and-gun and fantasy hack-and-slash genres are my cup of tea – to the extent that I'm going to buy a physical copy of Battle Axe for my collection.

It has many nods to retro games, with the heroes resting at a camp fire being reminiscent of Golden Axe, or how Ælfwen's shop is straight out of Capcom titles like Forgotten Worlds. You can unlock a Trophy if you 'Destroy 25 Generators', just as you would playing Gauntlet.

Battle Axe's gameplay has elements of strategy in aiming for an 'S' rank in each of the four stages, as well, with using Fae's ability to dash away from close-up danger, or collecting gold coins to buy expensive items such as the lightning bolt that bolsters Iolo's fireball projectiles.

I've also enjoyed the incredible detailing in Henk Nieborg's pixel art visuals in the past, for example in Contra 4, and I appreciated this graphical style back when I reviewed Thor: God of Thunder on Nintendo DS for Nintendo Life. More recently Nieborg created the graphics for Bitmap Bureau in the PS4 game Xeno Crisis.

Also, Manami Matsumae's compositions are legendary amongst Capcom fans, going back to the original NES Mega Man games, and I've heaps of nostalgia for her tunes in arcade titles such as MERCS.

Finally, the Makoto Uchida quote I refer to in the introduction was taken from Retro Gamer's 'The Making of Golden Axe' feature, where Uchida explains that, "Originally, it was called 'Battle Axe'. The development team members liked it, but we gave it up for licence reasons. The next name was 'Broad Axe'. This was an English word that we thought would match the original Japanese title."

I like how the name Battle Axe reminds me of Golden Axe, and also the PC Engine's Legendary Axe too.

Cheers everyone.

Re: Talking Point: What Are You Playing This Weekend? - Issue 365

JamieO

@Gremio108 and @Culjoseth – I read Push Square's ONRUSH review, and I listened to your advice by spending a few fun hours in ONRUSH's Superstar single-player, so cheers for both of your responses.

Like Gremio108 mentioned, I found a small element of repetition in its focus upon destroying drivers, as opposed to racing for a position. In this respect, the mode I'm enjoying the most so far is where you capture multiple zones, because it give a sense of achievement that you'd normally get from placing first in a traditional racer. Plus, it's appropriately called Lockdown Mode, which felt apt.

Thanks again, because I've had a blast so far, especially as it scratches that Evolution Studios MotorStorm dirt scrambling itch!

@Poskito and @Wormold — I popped into the Quick Play option of ONRUSH's online multiplayer early this Sunday morning, and I was surprised that it was more active online than I expected for a June 2018 release.

Re: Talking Point: What Are You Playing This Weekend? - Issue 362

JamieO

@Ristar24 Hey mate, great minds think alike, because I'm playing the exact same retro games as you this weekend.

I was talking about Midnight Resistance with @LieutenantFatman in the comments section of my PS4 Turrican Flashback review the other day, so I've also been playing Mega Drive Midnight Resistance by means of the Data East Collection 1 on my Evercade this weekend, too. Talking about quality retro run-and-gun music, Midnight Resistance has one of my favourite soundtracks, as well.

By playing the Turrican Flashback collection, I've also got a better understanding of why the consensus is that Mega Turrican is superior to Super Turrican. The Mega Drive game is closer to the atmosphere of the earlier Amiga releases, and it has stronger boss encounters, with a more coherent gameplay ending.

Both of these 16-bt console games are great though, and I still have a soft spot for Super Turrican, predominantly from playing it on the Wii’s Virtual Console. The SNES game is really bright and fun, with visually diverse levels. I just wish it had more boss battles, and a final encounter against The Machine would have made more sense.