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

Thursday, February 5, 2026

Arcade Action Game Review: Adventure Canoe

Adventure Canoe is a game included in Taito's recent EGRET II Mini tiny arcade console that was a big surprise when the game list was announced. It's such an unknown game that Taito only lists it as having been released "overseas". The only mention of it on the internet was a post asking if anyone else had seen the game and mentioning that the game was available in New Zealand. Because of this, few, if any, people could be expected to have thought this game would be included in Taito's mini console. Yet, here we are.

The game, as the title suggests, has you control a canoe with the joystick. You have a speed up button, and one for shooting a gun from the front. It's actually quite fun, but there's a ton of obstacles, so it can get difficult. Maneuvering around the little islands, incoming logs, and moving river locks is difficult as it is. However, you'll have to be careful of the enemies throwing arrows from the river banks. It's really easy to get stuck in the path of the arrow if you're not careful. 

On the sound side, there's a simple looping background song, and bloops for sound effects such as hitting an obstacle, rowing, shooting, and for logs coming toward you, among other things. It's simple, but for a game released in 1982, they do their job well enough.

As far as shooting goes, you can shoot the logs to get them out of the way, and you can also shoot the animals. The latter is hard for me to do, personally. The graphics are bright and colorful. The animals that appear sometimes on the riverbanks are the most detailed part of the art. They look so cute, I just can't bring myself to shoot at them. There's a lion or a fox just chilling in the grass by the river. The little fox is bopping to the sound of her own rhythm and the lion may roar at you. But, they can't reach you, so I can't bring myself to do it, even if it is just a game. I'm crazy like that sometimes. If you can do it, which I'm sure you can, you'll get bonus points for doing so.

Adventure Canoe is a game that has an easy to understand premise. It's not one of the games from the era that aged particularly well, but it is a fun little bop in small doses. The real draw of this is that it is one of the lesser known game in Taito's arcade library. Before the release of the Egret II Mini, the only mention of the game is from a classic gaming forum where a user from New Zealand asked if anyone else has ever heard of the game. For preservation sake, it is always great to see relatively unknown games get a re-release. It's especially great in this case, as arcade developers don't have a good track record of keeping ROM files of their own games, usually falling to archivists like the contributors to the multiple game emulator MAME to extract them from physical boards found out in the wild. It's great to see this game finally get an official home release for Taito enthusiasts.

Final Verdict:
3 out of 5

Wednesday, February 4, 2026

Arcade Shoot 'Em Up Video Game Review: Pooyan

 

Pooyan was a unique fixed-screen shoot 'em game by Konami where the player's shots were fired by arrows at the side of the screen compared to the usual games in the genre where the player shots come from the bottom to the top.

The main character is a mama pig who has to protect her piglets from hungry red wolves. She rides an elevator controlled by some of her piglets on a cliff on the right side of the screen. Wolves drop off of the cliff on the left holding balloons. Mama fires arrows at the balloons, causing the wolves to crash down to the bottom. The wolves throw rocks, which cause the mama pig to lose a life if hit directly. If they hit the top of the elevator instead, the rock will drop down.

At certain points, the mama pig can also throw meat to the wolves, which will cause them to get distracted, drop the balloon, and fall down to the ground. The latter will earn the mama pig bonus points. If the wolves reach the bottom in tact, they will run over to the ladder to kill mama pig.

In the next level, it will have a ladder that does not reach the bottom. In this case, the wolves will inflate balloons and rise up toward the cliffside instead. Among the regular wolves, there are also boss wolves that ride up in balloons that have to be hit more than once to pop. There is a rock at the top of the left cliffside, and the wolves will push it down to kill mama pig if they reach the grass on the top.

After the end of every two rounds, mama pig will reach a bonus round. There are two types of bonus rounds. In one, the wolves need to be defeated by only throwing meat. In the other, wolves throw fruits and mama pig will earn points by shooting them.

The game has beeps and boops that act as sound effects for arrows being shot and wolves falling to the bottom. The sound of the popping of the balloon is especially effective, as it sounds just like it does in real life. The music played is a traditional American camp song titled "The Other Day I Met a Bear". While that song sounds similar to the theme song in its contemporary Konami arcade game, Frogger, it doesn't have the wide range of music of that game. What is there does work well for the game, though.

Pooyan is an arcade game with an unusual name and one that is not well known today. It is unique compared to other shoot 'em ups of the time because the player shots come from the side rather than the bottom of the screen. The graphics are cute and colorful, which work well for this type of game. The camp song played in the game also fits the animal hijinks and family-friendly gaming that the game represents. It isn't a classic game, but Pooyan is one that is fun to play if you ever get the chance to do so.

Final Verdict:
3½ out of 5

Tuesday, February 3, 2026

Arcade Action Game Review: Frogger

 

Frogger is a successful and influential arcade game that was developed by Konami and distributed by Sega/Gremlin in the United States of America.

Like the best games of the 1980s, it is easy to pick up but difficult to master. The goal is to take frogs across a street, across a river, and then onto a lily pad. There are several obstacles in the way, including automobiles, tractor trailers, snakes, and alligators. The latter can also be used as objects to hop onto in the river, much like the logs. However, the gators open their mouths and become a danger to the frog if it comes into contact with the gaping maw. Once all of the lily pads are filled with frogs, the game jumps to the next level.

As the game goes on, the highways become more packed, the river becomes more populated with alligators, and the logs become more filled with snakes. The vehicles also become faster and the river gets quicker. The latter makes it more difficult to jump into lily pads without becoming gator food. The logs also are less able to be stood upon, as when the river takes them beyond the game playfield, the frog loses its life.

The game is packed full of sound. Beyond the bloop sound that is meant to represent the frog's jumps, there are 26 different song fragments played throughout five stages. After that, the stages loop back to the first, albeit much harder than before. The game has an opening jingle, as was common in arcade games of the early 1980s. But, from there, each stage contains music loops. There is also music for restarting a level after dying, completing a level, and getting a game over. Beyond that, there are a ton of songs that play when a frog has arrived home on a lily pad, with a total of 20 different song fragments used. This was definitely a very lively arcade game, and the variety of songs kept it from feeling too repetitive.

Frogger is a great arcade game that inspired many clones and competitors. It's also one of those games that stood the test of time. There are a ton of frogger clones on various app stores, showing the longevity of the concept. It's very easy to pick up, and super addictive. There's tons of music too, which helps the game remain fun way into the era of constant music in most video game soundtracks. It's likely you've at least come across a clone, but if you haven't played the original, you owe it to yourself to give Frogger a try.

Final Verdict:
5 out of 5

Monday, February 2, 2026

Ryu Ga Gotoku Studio Boycott


Rock Paper Shotgun has a story about the contents of Yakuza Kiwami 3: Dark Ties that is frankly disgusting.

"Kanda, upon discovering he doesn’t have enough cash to buy time with a sex worker, grabs an unsuspecting woman in the street and drags her off to an alley. Mine finds him gripping the terrified woman by the wrists. As part of Kanda and Mine’s arrangement, the former tasks you with leading a PR campaign to boost his reputation in the community, via a minigame dubbed "Kanda Damage Control"."

I was going to delay buying Yakuza 3 Kiwami and play it ten years down the road for Dark Ties. But, I can't even stomach this. Not just as a woman who experienced sexual assault herself, but as a decent human being. 

This is more than tone deaf considering the controversy surrounding Teruyuki Kagawa. He sexually assaulted at least two hostesses. He admitted to the first and was caught on camera for the second. There has been a boycott for this game since Kagawa was announced to be playing Goh Hamazaki in Yakuza Kiwami 3 & Dark Dies and Ryu Ga Gotoku and Sega have not handled it well. They have been limiting, filtering, and removing posts protesting the recasting, supporting the hostesses, and carrying the #REMOVEKAGAWA hashtag on social media.

There is a petition on change.org to replace Kagawa, but in light of the blood-curdling sick minigame it is just not enough.

I don't know why anyone would think this is OK. If this game goes out without any real backlash, I'm going to quit playing Ryu Ga Gotoku games altogether. I'm sure everyone here knows how big a fan of the series I am, but this is just beyond creepy and misogynistic - it makes me sick, metaphorically and literally. I'm sitting here with a pit in my stomach just typing this.


Arcade Maze Game Shoot 'Em Up Compilation Review: Namco 20 Year Reunion: Ms. Pac-Man / Galaga - Class of 1981


To celebrate the twentieth anniversary of two of their most popular games, Namco released a cabinet that combined both of them on one printed circuit board. However, like automobiles, it was released in the year before the date listed. It's the release from September 2000, Namco 20 Year Reunion: Ms. Pac-Man / Galaga: Class of 1981.

Both of the games are sequels to popular games that improved upon their predecessors and became classics in their own right. Galaga is the sequel to Galaxian. It featured colorful bug-shaped enemies which had multiple forms of formations as well as attacks. The most unique part of this game was the enemy type which would beam the player ship up and away from the game area. If the player successfully destroyed the enemy, the captured ship would join the current ship to become a double fighter or triple fighter, depending on the amount of ships combined.

Ms. Pac-Man is the first sequel of Namco's popular Pac-Man. It expanded upon the original by having different maze shapes rather than just different colors and bonus fruit that would bounce along the maze rather than just sit in the middle. It was designed by General Computer Corporation as a Pac-Man conversion kit named Crazy Otto. The designers pitched the game to the company that held the American distribution rights to Pac-Man, Midway Manufacturing. Midway liked the game, purchased the rights, and worked with Namco to rework the game into a proper Pac-Man sequel.

This arcade compilation has the dubious reputation of setting off a series of lawsuits relating to the rights of Ms. Pac-Man. GCC claimed they were not paid the residuals that they were stipulated to earn in their agreement with Midway Manufacturing back in the 1980s. This led to a complicated rights battle that would become even more complicated after GCC was disestablished in 2015 and AtGames bought its rights to residuals for the games the former designed for Midway.

Ms. Pac-Man is now no longer included in Namco Museum and Pac-Man compilations, and the character of Ms. Pac-Man is now portrayed by other Pac women, the latest of which is known as Pac Mom. Because GCC also created Jr. Pac-Man, that character has also been replaced by Pac Boy. Midway developed Baby Pac-Man, so that character is now replaced by Pac Sis. It's a really odd situation that has resulted in retro games being edited in re-releases and remakes.

Class of 1981 also includes an awesome easter egg. It's one that I always use when I find the cabinet out in the wild, as even though I prefer Ms. Pac-Man, its fun to play a game not noted on the marquee. If you use a specific combination of joystick moves. If you turn the joystick up, up, up, down, down, down, left, right, left, right, left at the game selection screen, the red ghost Blinky will change into the pink ghost Pinky. Selecting Ms. Pac-Man will now play the original Pac-Man instead.

Namco 20 Year Reunion: Ms. Pac-Man / Galaga: Class of 1981 is a fun compilation of Namco maze games and shoot 'em ups, including Ms. Pac-Man, Galaga, and the hidden game Pac-Man. Arcade1Up also has a stand up machine and a countercade that has the name of this compilation, but it includes a different third game, or more in the case of the stand up cabinet because it does not include the Class of 1981 PCB. The games are classics that are still fun to play, and this is a great way to experience them if you ever come across the 20 Year Reunion arcade cabinet.

Final Verdict:
4½ out of 5

Sunday, February 1, 2026

Choices-and-Consequences Management Simulator: Dispatch - Episode 2: Onboard Review


Dispatch: Episode 2 - Onboard was released with the first episode when Dispatch premiered. Whereas Pivot, the first episode, set up Robert's new position as a superhero dispatcher, Onboard is the episode where his job really starts going.

As a new dispatcher, Robert is given the Z-Team. It consists of the most volatile superpowered people, who are former criminals turned superheroes. The team consists of a literal bat man known as Sonar, a fire starter named Flambae who was one of the villains Robert took down as Mecha Man, a cynical woman with the power of invisibilty known as Invisigal, a strongman known as Punch Up, a female demon named Melevola, a monster made of clay named Golem, a woman who can control light waves named Prism, and a winged woman named Coupé.

As before, Robert sends these heroes out to stop crimes and help various people throughout the city, which advances their experience based on how well they handled the situation. The choices and consequences part of the game has to do with Robert's interactions with his team as well as the staff at the Superhero Dispatch Network.

The team members are an eclectic bunch that are voiced well by their respective voice actors. The team member that really get to shine this episode is Invisigal. Laura Bailey really nails her sardonic attitude. The returning characters also continue to be voiced excellently by their voice actors. Blonde Blazer and her boyfriend Phenomaman get their characters fleshed out more here, especially with the tension between the pair and Robert. There are two of my favorite new characters revealed in this episode. The first is Chase, a quickster prematurely aged by his powers who worked with Robert's dad and a young man applying to be a janitor named Waterboy. The former is a hilarious man whose personality is packed with snark and the latter is a nervous but eager young man who is always wet. It really brings sweating over an interview to a new level.

The other end of the aural experience is sound effects, which are once again fitting for each situation, and music. The latter continues to shine, with a soundtrack that really fits the superhero genre as well as the office comedy genre, in equal measures.

Onboard takes everything that the premiere episode did right and expands upon it. The management simulation aspect works well, but the choices and consequences part of the episode really shine. The characters have some great quirks and their voice actors all do a great job bringing out their personalities. The music also fits both the superhero and mundane parts of the episodes, but the story is where it really shines. The characters, as an eclectic batch of battle tested heroes and villains trying to reform lead to some interesting interactions. With this episode really turning up the heat, both metaphorically and literally, it will be great to see where future episodes take the game.

Final Verdict:
4½ out of 5

Happy February!


I can't believe it is already the 1st of February. But, even more than that, I can't believe that I actually managed to create a review for every day of January. Well, I made 32 reviews actually, since I when I reviewed Neuro-sama's Life music video, I felt that I should make a video game review that day as well.

I'm going to keep trying to make reviews for every day, at least until I burn out. Hopefully I don't, but we'll see.

On a better note, I started adding screenshots to my previous reviews. I can't say I'll update all of them, as I checked the reviews and surprised myself with how much I've made over the past 30 years. I still can't believe it's been that long. That's positively ancient in internet time.

Saturday, January 31, 2026

Point-and-Click Adventure Game Review: King's Quest VI: Heir Today, Gone Tomorrow


King's Quest VI: Heir Today, Gone Tomorrow was the first game co-designed and co-written by Roberta Williams, the creator of King's Quest and the sole designer of the first four games in the series, and Jane Jensen, who previously co-designed EcoQuest: The Search for Cetus and finalized the script of Police Quest III: The Kindred.

The game retained all of the winks toward fairy tales that Roberta Williams brought to each game in the series and the script contained all of the hallmarks of the writing of Jane Jenson. This combination of the best of both worlds from two of the best female adventure game designers of the early 1990s, gave King's Quest VI one of the best scripts Sierra On-Line had ever produced.

The game takes place almost entirely outside of the usual setting of the series, the Kingdom of Daventry. It picks up from the end of the previous game, as Prince Alexander can't get Princess Cassima, the woman that helped King Graham save his wife Valanice, his son Alexander, and his daughter Rosella. After seeing a vision of her in the magic mirror found by his father in the original King's Quest, Alexander sails off to find Cassima.

He ends up shipwrecked in the Land of the Green Isles. This land, made up of several islands, allows Williams and Jensen room to spread out their wings in terms of myths and legends. The first island Alexander discovers is the Isle of the Crown, which is based on the middle eastern folktales collected in One Thousand and One Nights. Other islands feature homages of other famous literary works such as Alice's Adventures in WonderlandBeauty and the Beast, and mythology from the Greek, Roman, and Celtic cultures.

These settings allowed the artists to create some beautiful works of pixel art. The SCI engine allowed Sierra games to have detailed, realistic backgrounds and large sprites that rivaled those of LucasArts, Sierra's biggest competitor when it came to adventure games. The music, composed by Chris Bensen, included original music in a classical style, beautifully composed in the MIDI format used in games of the era. It was designed for the Roland Sound Canvas, but it sounded great even on a standard Sound Blaster or Adlib card. Lucky owners of the Roland MT32 got the richer, almost acoustic sound that this device produced when in the hands of skilled composers.

As with most Sierra adventure games, it includes deaths and dead ends, so saving often isn't just recommended, but is required for first time gamers. The latter is the biggest thing that ages it in comparison to most LucasArts adventures. Puzzles are mostly solvable with outside of the box thinking or trial and error, with the exception of the difficult cliff puzzle that I had to look up the solution when I first played through it as a little girl. Even today, I can't understand how that puzzle would be solved organically. 

King's Quest VI: Heir Today, Gone Tomorrow is arguably the best game in the series. From its dynamic duo of a writing team in Roberta Williams and Jane Jensen, it has the most creative mythic homages and is among the best written of the series. The only drawback of the game, beyond the typical "save early, save often" mantra of Sierra games that hasn't aged well, is the confusing cliff puzzle. However, this is mitigated by its beautiful realistic backgrounds which are among the best produced in the early era of the Sierra Creative Interpreter. That goes for all platforms the game is on, outside of the AmigaOS. Revolution Software ported the game to its own Virtual Theater engine for the Amiga port, but that's a review for another day. 

Final Verdict:
4 out of 5

Friday, January 30, 2026

Arcade Snake Game Review: Dominos


Dominos is a 1977 arcade game that is Atari's take on the snake genre that Gremlin started with Blockade the year prior. It brought a unique take on the snake game, but it ended up being no more popular than Gremlin's take.

In Dominos, either two or four players continually stack dominos in the same manner that blockades were set up in Gremlin's take on the genre. This differentiated it from its predecessor in giving it a premise that is more familiar to people in the United States.

Not all kids could be expected to know what a blockade was, but all kids in the USA, especially children in the 1970s, knew how to set up dominos

This helps make it simple to pick up and play.




Dominos are set up around a playing field, creating a wall that grows with each move. The opposing player, or players, are trying to do the same. The winner is the last remaining after the opponents crash into a wall of dominos a set number of times. The two-tone sound remains from the Gremlin original, which is still rather annoying.

The graphics are much the same as the simple lines and arrows that represent the direction of the front piece as Gremlin's game.

Here, the graphics are even more simple. However, The premise of the game allows for a more satisfying finish. 

The domino graphics may just be changing from straight to diagonal as they fall, but it works. The thing that makes the ending satisfying is the click clack, with the straight to diagonal graphics to match, of the opponent's dominos toppling.









Dominos is an example of a game that took the ball from the genre starter and ran with it to create something more instantly recognizable. Today, snake games are well known enough that nearly every gamer would know what to expect. In the 1970s, when the genre was still new, dominos would certainly give players a heads-up on what to expect. The graphics are still simple monochrome lines and the main sound is still an annoying two toned beep-boop. However, the concept and satisfying finish with the falling dominos and clacking sound to match, put it just a bit above the Gremlin arcade game that started it all.

Final Verdict:
3½ out of 5

Thursday, January 29, 2026

Arcade Shoot 'Em Up Review: Galaga

Galaga is an influential shoot 'em up that was developed and released in arcades in Japan in 1981 by Namco and was distributed by Midway Manufacturing in North America. 

Galaga expanded upon its 1979 predecessor, Galaxian, and brought the genre forward to its second era of static screen shooters.

The game features detailed alien bug creatures shot by a red and white ship below. It separates itself from its competitors by having multiple forms of enemy formations and attacks.

Some travel back and forth along the playfield ala Space Invaders, some dive bomb towards the bottom of the screen, and others beam the player ship away from the fight. If destroyed, the stolen ship returns alongside the current ship.






This double fighter is quite fun while it lasts, as it allows for double gunning enemies. If you manage to keep both ships in tact, it is even possible to have a triple fighter.

Once stage three is completed, and then after every four stages, the player gets to attempt a challenging stage. Forty enemies come into the screen in patterns without firing. The player gets a 10,000-point bonus if all are destroyed.

A double fighter or triple fighter is often required to shoot every enemy, giving the game a bit of strategy by trying to power-up before the challenging stages start.











As far as sound goes, Galaga went hard by 1981 standards, with unique sound effects for player shots, multiple enemy movement sounds, and sounds for the capturing of the player ships, title screen music, challenging stage music, challenging stage ending music, music for perfecting the challenging stage, music for entering your name into the high score records, and more. This gives it a very pleasant experience, which, if you like chiptune sounds, is still fun to listen to today.

Galaga is a classic for a reason. The enemies are detailed and colorful, the sounds are plentiful, the music is still fun to experience even now, the multiple attack patterns shake things up in a satisfying way, and the double and triple fighter power-ups along with the challenging stages give the game a bit of strategy beyond just memorizing patterns. It's a game that is still worth playing, not just for shoot 'em up fans, but for fans of retro video games in general.

Final Verdict:
5 out of 5

Wednesday, January 28, 2026

Open World Action-Adventure RPG DLC Review: Lost Judgment - School Stories Expansion Pack


The School Stories Expansion Pack was the second bit of downloadable content released for Lost Judgment, with the exception of the Windows version which includes this content built-in. Ironically, even though it expands the options available in the school stories side content, it doesn't actually include any new stories.

The biggest draws of this DLC are the boxing expansions. The most useful of these is Yagami's boxing style which can be used at any point in the game. 

The other part of the expansion comes within the gym, as  three additional people can spar against for Yagami. 



 
The characters that Yagami can spar with include the partner in the Yagami Detective Agency, Masaharu Kaito, the co-founder of the Yokohama 99 detective agency, Fumiya Sugiura, and the former yakuza and mentee of Kaito, Toru Higashi.

The other additions are items and cosmetic options that can be used in the various school clubs.

These include additions to the biker gang with the Maxinator motorcycle and the urban course, the MB5000/Supremacy robot for the robotics club, and a new outfit and special moves for the dancing club




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The School Stories Expansion Pack for Lost Judgment is the type of downloadable content that doesn't add a new story but does add a lot of useful stuff. This is usually not the type of DLC I prefer, but the addition of the boxing fighting style and the three new brawling partners puts this particular piece of downloadable content above others of the same type. That said, this is one to pick up with the season pass, as it doesn't stand on its own otherwise.

Final Verdict:
2½ out of 5

Tuesday, January 27, 2026

Open World Action-Adventure RPG DLC Review: Lost Judgment - Detective Essentials Pack


The Detective Essentials Pack was the first expansion released for Lost Judgment. It was downloadable content for every supported platform except Windows, as it was included in the base game on that port. It included additional items to help with the game, new aesthetic options, new storylines, and additional Sega Master System Games.

The new storylines come in the form of three new dates for Yagami. The women include Tsukino Satome, a graphic designer, a woman inside of the Kamulop mascot, and Kyoko Hakase, the school nurse. 

This is the draw of this pack, in my opinion, as the new dating stories are all a lot of fun.


 
The last two, in particular are extremely memorable. The mascot storyline has a funnier story than any of the substories in the main game. 

The other aspect of this pack that validates its price is the additional Sega Master System games to play at the Yagami Detective Agency. 

The games are the cute 'em up Fantasy Zone II: The Tears of Opa-Opa, the shoot 'em ups Global Defense and Darius II, and the run and gun Alien Syndrome.




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Most of the remaining pieces of the DLC are helpful items that can be used in the game. These include the six extract recipes for lightning blade, telekinesis, insta-flux, unyielding wave, guardian spirit, and temporal zen. There is also an open air skatepark, a hover drive skateboard, a new drone frame known as the sky spider, a super boss version of Shin Amon to fight in the gauntlet. 

There are also three new colors for the detective dog that sits outside of the Yagami Detective Agency. 

These include white, black, and rust coloring. 

The fur color is purely cosmetic, but somehow welcome as the Shiba Inu is adorable in any color. 


 
The Detective Essentials Pack isn't downloadable content worth paying for on its own, but as part of the season pass, it's a nice addition to Lost Judgment. The new hostess stories and Sega Master System games are the draw of this game, but the rest are helpful additions to the game. Well, the new Shiba Inu colors are an exception. However, because they are an inclusion in a pack with more helpful additions, they are not worth sniffing at.

Final Verdict:
3 out of 5

Monday, January 26, 2026

Arcade Fighting Game Review: Mortal Kombat II

Mortal Kombat II followed one of the most influential arcade fighting video games of all time. It had heavy shoes to fill, but Midway Games managed to not just match the previous title, but to expand upon it with smoother gameplay and more moves.

The plot of the game found the fighters of the first Mortal Kombat tournament return alongside more compartments. This time the tournament is held in the extradimensional realm of Outworld. The returning characters included the sunglasses-wearing Johnny Cage, ninjas Scorpion and Sub-Zero, the cyborg Kano, the lightning god Raiden, the Bruce Lee-inspired Liu Kang, the formerly secret character, the ninja Reptile, and the former boss character Shang Tsung. New characters include the mutant warlord Baraka and the shaolin monk Kung Lao.

The only drawback of the roster is that the first game's only female character, Sonya Blade has been kidnapped and her Special Forces partner Jax, a character new to this game, has traveled to Outworld to rescue her. It's sad to see her reduced to a sexist trope. On the other hand, she has been replaced by two new female characters, the twin ninjas Kitana and Mileena.

As in the first game, once all of these fighters are defeated, two boss fights await. Kintaro replaces Goro as the resident four-armed behemoth, and Shao Kahn is the emperor of Outworld.

Mortal Kombat II has the same style as its predecessor, with realistically depicted backgrounds and digitized live-action characters. As in the 1992 game, the exception is the four armed character, which is Kintaro this time around. He has a monster-like appearance that was accomplished via stop-motion animation. The over-the-top gore returns, with hits that spill copious amounts of blood, elements in some stages that impale fighters. 

The special moves that can be entered to finish fighters with a gruesome finishing move also return. However, this game adds multiple finishing moves for each character, the weird friendship finishing moves that end as the name suggests, and the even weirder babality finishing moves that turn the characters into babies.

The game once again features the deep voiced announcer, while the characters also still have realistic grunts and screams. The bass tones of the soundtrack were a huge part of the arcade experience, as they would draw people toward the cabinet. At every arcade that had a Mortal Kombat II machine, there would always be a throng of people watching the game being played and awaiting the moment they can play the game themselves. 

Mortal Kombat II is a game that improves upon the first game. With its smoother gameplay, expanded finishing moves, and larger roster of characters, it is vastly more re-playable than Mortal Kombat. The game's removal of Sonya from the roster is the biggest drawback, but this doesn't stop the game from being a bonafide classic.

Final Verdict:
4 out of 5

Sunday, January 25, 2026

Platform and Shooting Game Multicart Compilation Review: Super Mario Bros. / Duck Hunt


Super Mario Bros. / Duck Hunt was a Nintendo Entertainment System pack-in multicart that compiled two games together, making good use of both the NES gamepad controller and the Zapper light gun.

Super Mario Bros. was the system seller for the Nintendo Entertainment System at the time of its release in 1985. By release of the multicart in 1988, Duck Hunt was also a peripheral seller for the Zapper. So, it was a no-brainer to compile both games together.

Super Mario Bros. took the platformer genre to new heights by bringing the Mario brothers from static to smooth-scrolling horizontal platforming. Along with that, it brought the oft copied system of levels inside of stages set in a variety of settings. It had levels with gaps spread along the ground, levels high in the sky, levels under water, levels on bridges, levels in castles, and levels set at night. To audiences of the 1980s, it offered a little bit of everything for everyone.

On the other end of the multicart, Duck Hunt was a fun light gun shooter. The title was a bit of a misnomer, as it included two games that were a remake of sorts of projection-based light gun games from the 1970s. The titular Duck Hunt shared a name with the Beam Gun projector-based shooter. It took things much further than the click-clacky projection of ducks to full-colored ducks flying over a field with a cute hunting dog chasing after those that have been downed by the hunter.  

The second game in Duck Hunt was Clay Shooting, which was a demake of Nintendo's first lightgun arcade game, Laser Clay Shooting System. The latter had a 16-mm film of clay pigeons streaming into the sky while a white light would flash which would signal the area and time to fire the gun. The clay shooting in Duck Hunt, like the game proper, used the scanlines of a cathode ray tube television or monitor to determine the position the gun had been fired. The latter is more precise, if not as pleasing artistically.

It's no surprise that Super Mario Bros. / Duck Hunt became one of the best sellers for the Nintendo Entertainment System. Even if it wasn't packed-in with the system, it would have certainly still have sold well because both games are among the best and brightest for the console at the time of the compilation's release in the mid-1980s.

Final Verdict:
4½ out of 5

Saturday, January 24, 2026

Arcade Maze Game Review: Pac-Man Plus


Pac-Man Plus is a weird game. It is a conversion kit that acts as an upgrade for the classic arcade maze game Pac-Man. 

Two arcade games in the Pac-Man series were developed between the release of this game in 1983, not including the two Pac-Man pinball tables. Both Ms. Pac-Man by General Computer Corporation and Super Pac-Man by Namco were quite different than the original game. Pac-Man Plus, created by Bally/Midway, is simply Pac-Man with faster, more aggressive ghosts and some other tweaks.

The music and sound effects are identical between the original and Plus iterations. The part that makes this an upgrade, is, above all, slightly altered graphics in comparison to the classic game. The maze layouts haven't changed except for the fact that they are now green rather than blue. The ghosts are now shorter with closer set eyes, and strangely, now are apparently fruit since they have stems with leaves on their heads. On the subject of fruit, the items that appear periodically in the center of the maze have now been changed to other items.

The aforementioned items do have a use beyond a point bonus this time around. When they are collected, ghosts will become invisible signifying the ability for Pac-Man to chomp them up. If Pac-Man eats a ghost in this state, its point value is doubled. Pac-Man's other method of eating ghosts, the power pellets, now are a bit wonky. Occasionally, eating one will cause weird effects such as turning the maze walls invisible or only turning a maximum of three ghosts blue rather than four. The latter will lower the possible point chain and will disrupt the usual ghost pattern.

Pac-Man Plus is essentially nothing more than a more difficult game of Pac-Man. The graphics have been tweaked, though the music and sound effects are identical to the original. The biggest changes are the fact that the ghosts are faster and nastier. The ability of the bonus item to make ghosts vulnerable with double the point value is a welcome addition to clear the maze and rank up points. This is especially needed considering the weird power pellets which occasionally reduce the amount of ghosts that were turned blue, which in turn lowers the amount of points that can be collected. Pac-Man Plus isn't really a must-play compared to the first two Pac-Man games. It has been ignored by Namco and its licensees, undoubtably for this reason, until Arcade1Up began adding it to its lineup of games in some of its home cabinets. If you have access to it, give it a try, but there is no need to go out of your way to track this one down.

Final Verdict:
3 out of 5

Friday, January 23, 2026

Platform Game Mega Review: The Lion King


The Lion King is a video game by Westwood Studios. It is a fondly remembered, if difficult, platform game recapping the events of the Disney animated film of the same name.

The most striking thing about the game is the art. Like Aladdin by Virgin Games, the art department had support from the artists at Walt Disney Feature Animation to ensure that the game captured the essence of the film. This resulted in beautiful backgrounds that highly resemble those in the film and amazing sprites that have highly detailed expressions and walk cycles. 

Like the film, the game features Simba as a lion cub and as a full grown lion. In the early sections, cub Simba roars at his enemies with his tiny voice, which causes them to get stunned or flipped over allowing him to stomp on them. When he becomes an adult, the enemies get tougher and so does he. Simba can now slash his claws at enemies as well as pounce on them to enact a two-pawed slash fest. 

The levels also get harder as they go on, but today's emulation-based compilations negate this aspect since it is now possible to rewind to before a failure occurred. The levels in the game take place at different parts of the film, from the early pride rock, safari and jungle areas, to the vegetation-deprived pride rock at the end. The levels are mostly straight forward, with easy to follow level layouts. The exception to this is a puzzle in the safari area where Simba needs to be thrown by monkeys in order to exit to the next level. He needs to roar at the right monkeys, so they will rotate in the correct order to have him be thrown in the order required for him to be thrown up and out of that location. This happens for several sections until the game returns to a standard platformer. This section of the "Just Can't Wait to Be King" area can be confusing and annoying, but if you keep an eye on the monkeys you can see the correct trajectory.

On the subject of the film's memorable musical numbers, the musicians at Westwood Studios did an excellent job making the music sound great in instrumental form on the Yamaha YM2612 FM synthesizer on the Sega Genesis aka Mega Drive and the Sony SPC700 sample-based audio chip on the Super Nintendo Entertainment System. The ports to Amiga, DOS, Game Boy, Game Gear, Master System, and Nintendo Entertainment System also do a good job translating the music to their respective sound chips. There are also sound clips on most versions which include spoken dialog as well as Simba's roars. The cub roar is just as cute here as it is in the film. 

The Lion King is an amazing translation of a film to a 16-bit video game. The art is amazing as it was supervised by Disney animators, the gameplay is fun for the most part, although the puzzle section in the safari can get annoying as it goes on a bit too long. One of the best aspects of the film was its music, and the musical pieces are translated quite well. Unlike Virgin Game's Aladdin, there is no clear cut winner in the music department here. The Genesis and SNES both have their charm and each sounds great, so either version is worth playing. Luckily, the emulation-based compilations by Digital Eclipse include both versions, so it is now easy to play either, or both, versions.

Final Verdict:
4½ out of 5

Thursday, January 22, 2026

Free Open Source Point-and-Click Adventure Fan Game Review: Indiana Jones and the Call of Thunder


I compiled Indiana Jones and the Call of Thunder, gave the game an ending rather than a call for volunteers as the project had long closed by that point, and added some inventory art. Other than that, I had no input in the actual game design. Because of this, like Open Quest before it, I have decided to give this one a full review instead of a retrospective.

The game uses the sixth version of the Script Creation Utility for Maniac Mansion, one version above the one used in Indiana Jones and the Fate of Atlantis. Because of this, the game art is inspired by, and mostly uses art lifted from and used by or slightly modified from that game. It has no music, but it has one sound effect in the form of a lightning strike. This is a quick and dirty little example that puts the ScummGen fan compiler to its full use, and excludes features that were not supported by it.

The game is a simple two room game that works like a point-and-click escape room adventure game. Indiana Jones has been driven to a cave entrance. The game begins with the classic Indiana Jones title card as the adventurer walks into said cave. He has come for an artifact, and has difficulty exploring do to a lack of light.

The objectives are simple, yet the puzzles themselves aren't as simple as they seem on paper. Indy needs to find a light source, find the artifact, find a way to extract it from the cave, and finally, find his way out of the cave. The game uses the classic text verb buttons with an icon-based inventory system that were used in classic LucasArts adventures of the early 1990s. Inventory items can be used on objects in the cave or combined with objects in the inventory to create a new inventory item.

The game is straightforward, but there are a few places that could use some improvements to make it easier to know what to do next. The biggest one is that there is no lever graphic for a lever puzzle. The puzzle can still be solved, but it can be difficult to determine which way to use the lever without the graphic assistance. The second main issue is Indy's partner, who is waiting at the truck used to bring Indy into the cave. It is not obvious that he can be interacted with, as he is completely off-screen and is only accessible by pointing the mouse pointer at the top of the screen at the cave entrance.

Indiana Jones and the Call of Thunder is a fun little game, although it is rough and unfinished due to its status as a work-in-progress project at the time of its release. Its flaws make it more of a demonstration of the ScummGen compiler than a game in its own right. However, even though it has since been left stagnant, but what is there can still be played through from start to finish. Your mileage may vary based on how much you able to enjoy what is essentially a tech demo.

Final Verdict:
2½ out of 5

Wednesday, January 21, 2026

Visual Novel Review: Do AIs Dream of Electric Turtles?

Do AIs Dream of Electric Turtles? is a short fan made visual novel created for Neuro-sama's second birthday game jam. The creative people in the swarm, the name given to Neuro-sama's fans, sure love creating Visual Novels about her. I'm all for it, as, in the words of a burger chain headlined by a creepy corporate clown, I'm lovin' it.

In this game, Neuro puts herself to sleep during a stream, and revisits past streams. In her dreams, everything, including herself, become drawn in an adorable childlike art style. There are no voice overs, which isn't a surprise as this was a game made during a short game jam.  There are, however, background musical pieces that fit each situation in which Neuro finds herself.

There are three doors, each leading to one of her past streams. The stream takes place nearly as they actually occurred. However, at the end of each, she is given meaning by one of her friends to the concept of dreams and memories.

The streams in question include the first cooking stream with streamer Layna Lazar where Neuro trolled her into making cookies complete with grass and soil, the dog school stream with adorable hell hound  female VTuber Cerber, and the first court stream where Neuro-sama was the defendant, her VTuber turtle creator Vedal was the judge, her twin Evil Neuro was the prosecutor, and her VTuber fox girl artist mother was a witness.

Do AIs Dream of Electric Turtles? is a short, cute visual novel that only takes about fifteen minutes to complete. Like the other short visual novels created during the Neuro-sama birthday game jams, this would be a perfect game to experience with children. Even as an adult, it's cute art style and fun musicial pieces make it a joy to experience, despite its short length. Playing it is especially fun for Neuro-sama fans as they can relive the streams in a new art style from Neuro's point of view.

Final Verdict:
3½ out of 5

Tuesday, January 20, 2026

Platform Game Review: Aladdin


Aladdin was a successful Disney animated film during the time period known as the Disney Renaissance. This era occurred between 1989 and 1999 when the animated films finally shucked away the issues that the animated films suffered following Walt Disney's death. These films were of a quality that allowed the films to be critically and commercially successful, for the most part. Because of this, it was a sure thing that it would receive a video game adaptation.

Not including the games that came long after the release of the film, there were actually three Aladdin games. These games were developed by Capcom, Sega, and Virgin Games. This review covers the latter, which, not including the compilations that played the game through emulation, was released for Sega Genesis aka Mega Drive and ported to AmigaDOS, Game BoyGame Boy Color, Nintendo Entertainment System, and Windows. Out of these, the Sega Genesis game was the best version of the bunch.

The game is a platformer in which Aladdin can defeat enemies, mostly by swinging a sword. He also can collect apples which act as weapons when he throws them at adversaries. 

The art of the game is beautiful and very faithful to the source material. This is because the Virgin Games artists worked closely with Walt Disney Feature Animation. This resulted in backgrounds that looked like they were ripped right out of the film and characters with pixel art that had expressive faces and smooth movement. As the result, this was one of the prettiest looking games when it was released.

The story of the film is presented with still pictures which lead to the levels. Each of them takes liberties in regard to the film, but have fantastic layouts. Some of the levels are really challenging, but it's worth it to make it through to the end. The most creative level, and the one that takes the most liberties in regards to the film, is a level that takes place inside of Genie's lamp. This one has gameplay that is not seen anywhere else. Aladdin will jump off of Genie's pointer fingers, use the Genie's hands as platforms, and jump off of the letter pedestals seen in the "Friend Like Me" segment of the film. The hardest part of the game is the sequence leaving the Cave of Wonders. Aladdin will have to jump off rocks above lava while avoiding Raiders of the Lost Ark-style rolling boulders. Then he has to fly on the magic carpet while avoiding obstacles above and below him. It is very difficult, but modern releases use emulation which allows for rewinding to the point before failure. This makes the game more fun for modern gamers who aren't used to the punishing difficulties of games of the 1980s and 1990s. 

There are bonus levels with Aladdin's monkey Apu that are available through collectibles. There are also collectibles that can be used to buy powerups from stalls manned by salespeople at the end of levels. These include extra lives and even more continues. These aren't as relevant to today's emulation based compilations, but they were nearly a necessity when the game came out. People have made it through without them, but I would never have made it through the game when I was a little girl without the help of the vendors.

Another impressive part of the game is the music from the film that is impressively adapted for the Yamaha YM2612 FM synthesizer in the Sega Genesis. There are also some voice clips scattered throughout the game in various places. This was quite impressive in the 1990s, since most games didn't have voiceovers outside of CD-ROM titles.

The ports also have adaptations of the songs for their respective chips, and manage to do a good job of it. The sound and art of the ports are actually pretty good adaptations of the Genesis original, but where they come up short is in the control, and in some cases, quite noticeable slow down. That makes the Genesis version the superior version.

Aladdin, as created by Virgin Games, is an impressive game that is a blast to play. It looks and sounds just like you would imagine of a 16-bit adaptation of a Disney film. The art, music, and level layouts are super impressive. The ports aren't as impressive as the Sega Genesis original, but with today's emulation-based releases, it's not hard to experience the game as it was meant to be played. As a bonus, the Digital Eclipse compilations also includes a prototype of the game that was previously exhibited only once. It's well worth playing Aladdin as it is one of the best games of the 16-bit generation and it still holds up remarkably well today.

Final Verdict:
4½ out of 5

Monday, January 19, 2026

Arcade Fighting Game Mega Review: SoulCalibur



SoulCalibur is the second Soul fighting game by Namco's Project Soul, after Soul Edge. It is vastly superior to its forebearer, but it is did not catch on until the console port. The original arcade game was revolutionary when it was released, and with the popularity of the console port it inspired many three-dimensional games and ensuring all of the future Soul games used the SoulCalibur name.

The game included an eclectic group of characters. Some returned from Soul Edge, including Hwang,  Mitsurugi, Rock, Seong Mi-na, Siegfried, Sophitia, Taki, and Voldo. The enemy characters Inferno and his ultimate form Nightmare. SoulCalibur also brought in the new characters Astaroth, Ivy, Kilik, Maxi, Xianghua, and Yoshimitsu. 

Most of these characters employ heavy use of weapons, which is even extended into the story. The fighters are seeking the mass murderer Nightmare, who is in possession of the legendary sword from the original game, the Soul Edge. The characters all have different reasons for seeking Nightmare. Some want to kill him to stop his mass murder, some want to cure him, and others want to claim the legendary sword for themselves.

The game had fantastic music, and limited but enjoyable voice acting, however the gameplay is the part that was revolutionary. Before the release of SoulCalibur, characters in 3D fighters had limited movement. This game had an eight-way movement system, which allowed more freedom of movement, making 3D games feel smoother than ever before. Games after this employed more freedom of movement as well, and they never looked back.

SoulCalibur is a revolutionary 3D fighting game that remains fun to play even today. While previous 3D fighting games such as the Virtua Fighter series and Namco's own Tekken series brought fighters into the third dimension for the first time, SoulCalibur is the game that made 3D fighters smooth as silk to play. The arcade game isn't as well known as the later enhanced console ports, it is still worth playing if you ever have the opportunity to play it.

Final Verdict:
4½ out of 5

I Will Only Purchase Yakuza Kiwami 3 & Dark Ties Used and Won't Review Them for 10 Years or Until Teruyuki Kagawa Is Replaced

Teruyuki Kagawa, the new actor for Goh Hamazaki in Yakuza Kiwami 3 & Dark Dies sexually assaulted two hostesses. The first hostess to be known to the public was sexually assaulted by Kagawa in July 2019. He released two apologies for this, the second after he was criticized for the first. He lost roles and sponsorships but his career has bounced back. The hostess, who understandably hasn't released her real name to the public for her own safety, now has post-traumatic stress disorder.

Unfortunately, I know all about sexual assault firsthand and the trauma never goes away. It has been nearly four decades for me now, and I still have to take medication at night to avoid night terrors. 

The second hostess came forward on December 27, 2022 with incriminating photographic evidence of her sexual assault by Kagawa. Despite the photographic proof, not only did he not apologize, but he also sent her a notice stating that she was taking advantage of the report of assault of the first hostess and was overstating the severity of the situation. He also had the gall to state the sexual assault was "past the statute of limitations anyway".

The deeply troubling part of the replacement of George Takahashi with Kagawa as the actor for Goh Hamazaki is that Sega and Ryu Ga Gotoku Studio have been limiting, filtering, and removing posts protesting the recasting, supporting the hostesses, and carrying the #REMOVEKAGAWA hashtag on social media.

As a big fan of Ryu Ga Gotoku Studio and the Like a Dragon series, I am especially saddened by this. Japan has always had a misogynistic view towards women, but the studio is usually quite progressive when it comes to portraying hostesses in a good light and showing those who sexually assault these women as sex pests. This apparently doesn't extend into the real world. 

It's doubly galling due to the fact that Pierre Taki was quickly replaced by Miou Tanaka as the actor portraying Kyohei Hamura in Judge Eyes, the Japanese version of Judgment, due to alleged cocaine use. However, Kagawa admitted to sexual assaulting one hostess and was caught on camera sexually abusing another, but the studio and its parent company have remained silent.

As I stated in my other protest posts, I founded WE Computers Museum, which is all about the preservation of all computer software, so it will definitely have the game at some point. However, I have decided to only buy it for the museum used at Goodwill so no profits on my purchase go directly to Sega. 

As I've been linking the museum and this blog together on game pages, I will likely review it at some point as well. However, I have decided to impose a ten-year period after they release before I review it, unless Kagawa is replaced. I'm doing this to limit any impact this site may have, as little as it would be, on the sales of the games.

Please support the women who work in Japan's nightlife industries. It is dangerous work and they deserve to be treated with dignity. Join the #REMOVEKAGAWA movement on social media and sign the petition to replace Kagawa on Change.org.

Sunday, January 18, 2026

Arcade Passenger Delivery Racing Game Review: Crazy Taxi


Crazy Taxi was the first title in Sega's long-lived franchise of the same name. It brought a fast-paced rush against the timer style-game that is less of a taxi simulation and more of a racing game with marked stops to pick up and drop off passengers. That style of game worked wonders in the arcade.

The game starts with an attract mode featuring the very 1990s skate punk music of The Offspring and Bad Religion, assuming the venue has attract mode music on. My local Walmart always had the attract mode off, which is understandable, as it would drive the cashiers crazy after a while. After a quarter is inserted, the deep-throated voice of DJ Bryan Burton-Lewis, a tokyo-based disc jockey, tells you to pick a car and driver. 

There are four drivers to choose from, each with their own convertible-modified taxi. The charaters included the green haired maniac Axel, the funky cool B.D. Joe, the calm and cool Gina, and the slick open-shirted Gus. My friends, family, and I always went with the same characters. My friend would choose Axel, with his New York-city style taxi, my sister would choose B.D. Joe with his taxi with an elongated hood, and I would choose Gina, with her taxi with white paint down the front and back. No one I ever knew chose Gus. He did have a pretty cool car though, with its classic 1950s-style curved hood. 

The characters would pick up passengers, who lines based on your skill at picking them up including "watch it, you nearly killed me", your performance such as "I'm gonna be late", or indicating their destination, such as "take me to the KFC". In regards to the latter, the original arcade version of the game included several real-life American brands including the aforementioned KFC, Levi's, and Pizza Hut.

Each person requesting pick up has a circle at their feet which indicate how far their fare will take them. Red indicates short fares, yellow indicates medium-distance fares, and green indicates the longest fares. The farther the fare, the better the pay, but it will also run out your timer if you aren't careful. If you make it to the destination quickly, you can earn bonus time, so it's smart to pick up a bunch of red fares if time is running short. You can also make more money from your passengers by doing stunts such as drifting.

As this is an arcade game, your money is added up when the timer runs out. Your score indicates your license rank. If you get $0 at the end, you get no license, and the licenses go up from there by every thousand. The ranks range from E to A, then to S, with E being the worst and S being the best. If you do better than that, you will get an "Awesome" rank at fares above $10,000, and a "Crazy" rank at scores above $20,000. Ranks S and above will get you to the rolling credits. After the game is over, or the credits are over in the cases of high ranks, the player will be able to add their three letter name to the leaderboard.

Crazy Taxi has always been a fun game to play in the arcades, as it is another feeling altogether playing with a physical steering wheel, brakes, gas pedal, and a drive to reverse shifter. However, more than a quarter century later, it is a bonefide arcade classic. From the 90s skate punk music, to the deep tones of the announcer, and especially to the smooth and addicting gameplay, Crazy Taxi is a game anyone can enjoy.

Final Verdict:
4½ out of 5