Thursday, February 12, 2026

Arcade Maze Game Review: Pac-Mania

Pac-Mania was the tenth video game in the Pac-Man series. It had a combination of factors that made it unique as it never was directly replicated following its release, so it this is a game retains its own place in the Pac-Man pantheon.

It was developed by Namco and distributed to arcades by Namco in Japan and Atari Games in North America in 1987. It followed the General Computer Corporation-developed maze arcade game Jr. Pac-Man from 1984 and the Namco-developed platform arcade game Pac-Land from 1984 that was based on the 1982-1983 Hanna Barbara animated television series

As the game that directly followed both of the aforementioned games, Pac-Mania included aspects from both of them. It included the scrolling mazes that were introduced in Jr. Pac-Man, but this time they scroll both horizontally and vertically. The larger mazes also allow the addition of more ghosts to the mix. The usual four colors return, with three more colors joining them. The traditional ghosts include the red ghost Blinky, the pink ghost Pinky, the cyan ghost Inky, and the orange ghost Clyde. Sue, the ghost introduced in Ms. Pac-Man as the orange ghost, is presented as purple.

As a platform game, Pac-Land was the first game in the series that allowed Pac-Man to jump. Even though Pac-Mania is a return to the maze genre, he has the ability to jump here as well. His jump is difficult to master as it is delayed and floaty by design, since it doesn't need the precision of platform game jumping. Once you get used to jumping, however, it becomes quite convenient to jump over ghosts that aren't activated as the standard edible blue after eating a larger power pellet. To counter Pac-Man's new jump ability, there are now two new ghosts. They are a green ghost named Punky and a grey ghost named Spunky. They are bigger than the regular ghosts, but it is still possible to jump over Punky if Pac-Man times his jump correctly. However, it is impossible to jump over Spunky.

The bonus items once again sit below the ghost gate as in the original Pac-Man. Most of these award the usual bonus points from fruits, but there are two special colored power pellets that give additional affects. If Pac-Man eats a red pellet, the point total for eating the ghosts will be doubled. If Pac-Man eats the green pellet, Pac-Man will temporarily receive a boost in speed.

Beyond the gameplay changes, the presentation also saw a stark change from previous games. The mazes are now laid out isometrically with a 2.5 dimensional presentation. Because the edges of the mazes can now be seen, the graphics make good use of this additional half a dimension. Mazes take on various shapes such as interconnecting Lego-like bricks, mazes that look like neon tubes, pyramid blocks, and cubes. The cutscene breaks also make a return, in a fittingly comical manner.

The sound also matches the upgraded visuals. The eating and dying sound effects are joined by jumping effects, but the standout is the music. Pac-Land had a pleasing loop of the Hanna-Barbara Pac-Man theme song, but this game gives some variety to match each of the levels. It's the pinnacle of sound design for the maze side of the Pac-Man sequels.  

Pac-Mania is a game that takes everything about previous Pac-Man titles and builds upon them. The 2.5D isometric graphics, fun sound effects, and pleasing music really make this game a joy to play. The jumping aspect leaves a bit to be desired, however, as it is not as responsive as those in the Pac-Man platform games. That's the only aspect that brings the score down a bit, but it's not enough to keep it from being one of the best Pac-Man maze games ever produced. 

Final Verdict:
4½ out of 5

Wednesday, February 11, 2026

Arcade Motorcycle Racing Game: VS. Excitebike


VS. Excitebike was the second game in Nintendo's Excite series, releasing to arcades on the VS. System on December 5, 1984, one day short of a week after the release of the original Excitebike on the Family Computer, the Japanese version of the Nintendo Entertainment System.

The game is graphically identical to Excitebike, taking place on a two-dimensional plane with obstacles such as jumps, hills, and mud. It contained the two-button control set up with a regular accelerator button and a turbo button. The turbo button causes the bike to overheat, but switching to regular acceleration or running over an arrow on the track will cause the bike to cool down.

It contains the same motor running sound effects, jumping sounds, and overheating sounds as the original, as well as the catchy music played at the beginning of the tracks and when a race is won, as well as the downbeat music played when a race is lost.

As it was released for the VS. System, the biggest addition this game added was the ability to play a game for two players, connected through the arcade hardware on two separate screens. Because it is an arcade game, the design function of the original game has been removed. To make up for the lack of the ability to create custom tracks, the total amount of tracks has been increased from five to seven. The game also alternates between playing on tracks with one player or many opponents, playing trough all seven tracks twice rather than having a selection between modes at the beginning of the game.

VS. Excitebike is an interesting follow-up to the original Excitebike that adds two tracks not seen before. The Family Computer Disk System port of VS. Excitebike, which is substantially different enough to the arcade game to deserve its own review, is the best way to play the original 8-bit trilogy of sorts. However, now that VS. Excitebike is available to officially purchase for home use, it might be worth checking out if you enjoyed the original game.

Final Verdict:
3 out of 5

Tuesday, February 10, 2026

Arcade Fixed-Screen Shoot 'em up Review: Space Invaders (Color Version)


The color version of Space Invaders was released in 1979, the year after the release of the game. In the early days of the video game industry, sequels weren't well defined. That's how you ended up with tons of variations of Pong, or games that had the hook of added color. You also sometimes received updates like the color version of Space Invaders, where the game was different under the hood but the cabinet artwork was unchanged.

The original Space Invaders was a completely black and white affair, although some arcades would add a filter over the monitor that would add green and red sections to simulate color. The color version, on the other hand, added a near rainbow of colors. There are now five colors, alongside white. The colors are the green and red of the filter, plus yellow, cyan, and magenta.

It matches the colors of the marquee, as a matter of fact, giving the game a unified feel that upped the whole presentation. In an era where black and white graphics were the norm, a monitor full of color would definitely be a big draw. Since the gameplay remained as addicting as always, it was a good way to get people to the cabinet in an era where keeping up player interest was key.

The primary addition to the game code outside of the addition of color was another that would bring people to the cabinet. Arcade games were all about playing to get the high score, and this update allowed for even higher scores than before. Whereas the original had a limit of four digits, the color update raised the maximum amounts of digits in the score to five.

People who are familiar with the original Space Invaders will also notice that the bases now have numbers on them. This has no real meaning to the game outside of cosmetics, but it will provide the base of the true sequel to Space Invaders, Space Invaders Part II aka Deluxe Space Invaders or Space Invaders Deluxe, which was also released in 1979.

The color version of Space Invaders was a mere stop gap between the first game and its sequel, but it is an interesting footnote in the history of the video game industry. It retains all of the same addicting gameplay of the original and makes it a bit more pleasing with a splash of color. In that sense, it is really just as worthy of a game as its two or four-toned predecessor.

Final verdict:
4 out of 5

Monday, February 9, 2026

Arcade Brick-Breaking Game Review: Arkanoid

Arkanoid was an arcade game by Taito that took the Breakout concept and brought it to new heights. This game was so influential to the block breaking genre that games of this type will often be called Breakout/Arkanoid clones. Not many genres get two progenitors, outside of Metroidvania games.

The game has the usual paddle at the bottom of the screen that bounces a ball toward the blocks above. However, while earlier games of the block breaking genre merely switched things up by having blocks arranged in different shapes or by having blocks that needed to be hit more than once, Taito went further. Arkanoid still had everything in the preceding sentence. However, they added in powerups that could be released by breaking certain blocks, setting the standard for ball breaking games going forward.

The powerups include increasing the size of the paddle that represents a spaceship, giving your ship the ability to fire lasers to break bricks easier, and even one that opens up a warp to the next level. There are power-downs too, so it's necessary to pay attention to the color and markings when they drop down. In some levels, there are also enemies which bounce on top of the uppermost level of blocks. If you break the block underneath, they will drop down toward your ship if you had not already destroyed them with the ball bouncing you bounced off your ship. You can kill them by catching the ball at the right angle. The laser powerup really helps in these situations. There is also a sticky powerup that will cause the ball to stick, allowing you time to release it, which also helps get rid of baddies.

The sound effects and opening theme are actually really well done. The jingle that starts at the beginning of each stage attempt is just a few notes, but they are catchy enough that they stick in your head long after the game is over. The sound design that is amazing is the ball sound effects. A lot of times in games like these, the beep that comes every time the ball bounces from your paddle or on a block begins to get grating because you hear it constantly. Taito has given this sound a gentle little sound that is more of a chime than a beep, which makes it actually pleasant to hear over and over. There are also unique sounds for when the ship changes after a powerup is caught, when the lasers are shot after that particular powerup is gained, and when an enemy is eliminated. Because none of the notes in the music or sound effects are sharp or grating, this is arcade sound design at its finest.

The powerups in Arkanoid really transformed the genre into one that no longer felt like it was stuck in the past. The powerups and power-downs were genius. It makes the game so much more welcoming. The gentle music snippets and sound effects also help to keep it from grating on the ears after a while playing. Arkanoid is not just a true arcade classic, it is also an example of a game that transformed its genre so much that it is now considered the template rather than the game that begot the genre in the first place. Breakout style-games had not had the gameplay additions of Arkanoid before it came out, but they all have them following its release.

Final Verdict:
5 out of 5

Sunday, February 8, 2026

Platform Game Compilation Review: Disney Classic Games - Aladdin and the Lion King


Disney Classic Games: Aladdin and The Lion King is a compilation of two of the most well remembered platform game adaptation of Disney films. It brings the Virgin Games version of Aladdin and The Lion King by Westwood Studios to consoles and Windows through emulation by Digital Eclipse.

The headlining game is a bit controversial. There were three versions of Aladdin, one by Virgin Games, one by Capcom, and one by Sega. Since the 16-bit days, there has been a lot of debate over whether the Virgin Games or the Capcom version of Aladdin was the best. In most debates, the Virgin one, primarily released on the Sega Genesis, just barely comes out on top, over the Capcom version, which was primarily released on Super Nintendo Entertainment System. The Virgin game is the version included in this compilation. Digital Eclipse included both the Sega Genesis and Game Boy versions of Aladdin. The Genesis version is, without a doubt, the better version, but it's interesting to get to play the Game Boy port in the compilation as a curio.

The other game is not controversial at all, bar it's difficulty. The Westwood Studios game adaptation of The Lion King was released for both Super Nintendo Entertainment System and Sega Genesis. Both of those versions are included in the compilation, and this one really comes down to audio preference due to the difference in the sound hardware between the two systems. Digital Eclipse also included the Game Boy version of this game as well, although, like with Aladdin, it's merely a curio since it's not a great port.

A neat inclusion is a prototype version of Aladdin that was compiled the same month as the version that was demonstrated at the Summer Consumer Electronics Show in 1993. It's a really cool inclusion, and it's really neat to see what changed from the prototype stage to the final release. The level inside the lamp, in particular, is quite different. Since this is an unfinished build, I recommend you play through the full Sega Genesis version of the game first before trying the CES version.

Disney Classic Games - Aladdin and the Lion King is a nice compilation of two of the most popular Disney video game adaptations of the early 1990s. It was created by Digital Eclipse, the studio that has been releasing emulation-based re-releases since its release of Williams arcade games in 1994, so the emulation is quite good. The regular emulation features like rewind and save anywhere really help for these games, since the 16-bit era was one where difficult platformers were still the norm. This version of the compilation doesn't have Capcom's Aladdin included, which is a bit of a bummer, but what is there is done really well, especially the inclusions of the original artwork and the CES prototype of Aladdin.

Final Verdict:
4 out of 5

Saturday, February 7, 2026

Platform Game Review: South Park: Tenorman's Revenge


South Park: Tenorman's Revenge
 was a platform game that was the second game that was directly overseen by South Park creators Matt Stone and Trey Parker, following Let's Go Tower Defense Play! This had the benefit of making the game the first truly good video game in the series.

The game is a direct sequel to one of the most controversial episodes ever, Scott Tenorman Must Die, where Eric Cartman manipulated events to get rid of Scott's parents. To get his revenge, Scott built up an army of ginger robots throughout time, stole Cartman's Xbox 360 hard drive, and lured them through a portal to the year 2546.

The four main boys, Stan Marsh, Kyle Broflovski, Eric Cartman, and Kenny McCormick, each have unique abilities that they have to use to destroy Scott's robots and to traverse the landscape in the future, past, and present. Then they have to finally confront and defeat Scott himself.

The episode not only calls back to the infamous episode mentioned above, but also to the various superhero-themed episodes of the show, such as Coon vs. Coon and Friends. The boys have their regular abilities and can use their superhero alter egos to access more.

Stan has the ability to throw a football to hit distant targets and can drill in certain areas to reach hidden locations as his superhero alter ego Toolshed. Kyle can take off his hat to distract robots and gain access to certain areas. He can also glide through the air to reach hidden areas as his superhero alter ego  the Human Kite. Cartman can use his weight to crash through weak walls to open new paths and can scale walls as his superhero alter ego The Coon. Kenny can jump further than the other characters and can make himself invisible and intangible as his superhero alter ego Mysterion.

The sound effects are a perfect fit to what you'd expect from South Park and the music fits the game well. The soundtrack is a fast-paced electronic soundtrack that is themed perfectly for the prehistoric, futuristic, and modern versions of South Park

South Park: Tenorman's Revenge is a puzzle platform game can be a bit tedious, especially in the future, as each area tends to blend in with the others. The weird storyline and fantastic voice work performed by Matt and Trey themselves helps to keep you invested though. It's not a perfect game by any means, but it was a harbinger of the good things that were to come.

Final Verdict:
3½ out of 5

Friday, February 6, 2026

Arcade Fighting Game Review: Virtua Fighter 2


Virtua Fighter 2 was the sequel to the influential 3D one-on-one fighting game Virtua Fighter. Like the original, it was developed by the famed internal division within Sega known as Sega AM2. It managed to take everything good about the original and expand upon it in many ways.

The character movement was vastly improved from the original, due to motion capture technology that was advanced for its time. It is still stunted compared to Virtua Fighter 3, due to the fact that the full range of movement would not be introduced in fighting games until the release of SoulCalibur four years later.

Like the original, there was no story, just a batch of fighters competing in a tournament. The improvement upon the original tournament is that the game's cast was expanded. The original cast returns, including a man skilled in the Chinese martial art of Bajiquan named Akira Yuki, a jujitsu fighter named Kage-Maru, the American siblings Sarah Bryant and Jacky Bryant from the United States, Pai Chan and her father Lau Chan from Hong Kong, a First Nations fighter from Canada named Wolf Hawkfield, and an Aboriginal Australian named Jeffry McWild. They are joined by an elderly Chinese man who practices drunken fist kung fu named Shun Di and a wealthy French man who has a kung fu style evocative of a prying mantis named Lion Rafale. 

The ten fighters battle each other to rise up the ranks. As before, the final boss of the tournament is a female cyborg with a body made up of reflective chrome. Dural does not need to be defeated, as if she is not downed by the time the timer runs out, the game continues to the credits regardless. Virtua Fighter 2 was one of my favorite arcade games to play with friends when I was young. I played through the story mode several times but I don't believe I ever managed to defeat Dural. It never bothered me, as the game was still enjoyable regardless. Like the original Virtua Fighter, Dural can also be playable in the home ports of the game via cheat code.

The music and sound effects were created by the Sega sound team. The sound effects added to the whole experience with the slams and throws sounding authentic. There is also a voice cast that supplies the voices of the characters in their intro and winning scenes, which was the standard in fighting games around the time of the games release to the arcades.

Virtua Fighter 2 is an excellent fighting game that was highly influential to the genre. It doesn't have the full range of movement of fighting games from the late 1990s onward, but it is much smoother than the original Virtua Fighter. That is one of the primary reasons the game has received ports through emulation to later consoles and in games in the Like a Dragon series up to this day. It's music, voice acting, and sound effects make it a classic that is worth experiencing if only for historical value to see how far 3D fighting games have come.

Final Verdict:
4 out of 5