Platformation Time Again #6: New Joe & Mac: Caveman Ninja PS4

HISTORY

Fiction has more or less cemented the general vision of the prehistoric past as “caveman and dinosaurs” for entertaiment media as a whole, despite the fact our unshaven ancestors did not live at the same times as the dinosaurs, there’s no hunting down brachiosauruses when the things had gone extinct 65 millions years ago, or writing middling yet kinda charming newspaper comic strips (the fabled “western 4-koma”) that can change that.

But it was not reality; it was the 90s.

Indiana Jones discovered ancient shit every so often, and Jurassic Park ignited the dino craze… no, the dino mania, got the fever for these ancient creatures sky high, and Data East, a company mostly dealing in pinball machines but also occasionally videogames, was more than happy to oblige and carpe the dino diem quick and hot, by releasing Joe & Mac: Tatakae Genshijin (the original japanese subtitle translating roughly “Caveman Fight”), better known worldwive as Joe & Mac: Caveman Ninja or simply Caveman Ninja.

The “Ninja” in the title is there because the 80s craze with the japanese born assassins still made for attractive videogame marketing, as fun and crazy as it would have been to have a game subtitled “Caveman Ninja” to actually have caveman ninjas…it’s just marketing.

But boy it worked, as Joe & Mac proved to be a smash hit for Data East, a very big hit (so big you couldn’t avoid it going into arcades even in my country as well), so much that many ports followed for basically every system of the era, including the NES (which was quite old back then) and many home computers, not the usual for a Data East game, so much it cameoed in Tumblepop, had a spin-off in the vein of Tumblepop itself, Joe & Mac Returns and eventually spawned sequels.

For reasons i will explain later, this also – if indirectly – counts as a review of the original Joe & Mac: Caveman Ninja game that released in arcades and today can be found as a Switch download, part of the Johnny Turbo branded series of releases…. Well, could.

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Ghost Pilots (Arcade Classics Archives Neo Geo) NSWITCHDDL [REVIEW] | My Very Own 194X

I love the Neo Geo, as in, i was a wee child that did always light up when the arcade cabinets started up with that logo and name, letting me know i was in for a good time.

I never owned a Neo Geo cabinet or one of their home consoles, so aside from the odd port on PS1 or PS2 collections, for me Neo Geo was something you went to the arcades, which already tells you how ancient (in prospective) i am, given how that market/scene ended up in the following decades.

That said, i’m glad i never encounted a Ghost Pilots machine, and to be honest i never even heard of this one until i found it and bought its Arcade Classics Archives release on the Nintendo eshop.

As to why, it’s because its one of those early releases for the Neo Geo based hardware that are better forgotten, left in their own little burrow in the ground, their own little cubicle in videogame history.

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Platformation Time Again #5: Yooka Laylee PS4

HISTORY

I’ve played Banjo Kazooie to completition. Twice.

Both on the N64 and the XBLA release pre-Rare Replay.

I’m prefacing this because i definitely fit the profile, i am the target demographic for retro plaftormers like Yooka Laylee, as i love the original Banjo Kazooie, like its sequel and even enjoyed that oversprawling excess that is Donkey Kong 64, and i love 3D collecthathon platformers from the early days of PS and Nintendo 64, especially if made by Rareware/Rare.

Heck, i love them so much i made this rubric. Twice.

When it was announced on Kickstarter, i was excited at the idea of a spiritual sequel to Banjo Kazooie, made by a team of ex-Rare employees, and they also got Grant Kirkhope back for the soundtrack. But i didn’t back it because the idea of Kickstarter and crowdfunding was still new to me, so i just waited for the game to come out.

Which eventually did, to mixed reception.

In hindsight, Yooka Laylee does deserve a spotlight and a place in the history of platforming games, but not for the reasons Playtonic might have liked.

To give some of the younger readers context, back then we were excited because Kickstarter projects would swoop in and serve a specific “niche” of games the big companies simply didn’t made anymore, as in they were chasing the more modern gaming trends of their time.

One of these “underserved niches” was definitely collecthaton platformer in the style of the late 90s and of the 3D kind, as 2D style retro platformer were already starting to get made for the audience that craved them, and aside from Nintendo franchises, 3D platformers as a whole were old hat, left behind by most of the industry as it hurled ever more into F2P monetization and “services”.

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Platformation Time Again #4: Pac Man World/Pac Man World Re-Pac PS1 | PS4 | GBA

HISTORY

Pac Man needs no presentation, so ingrained as an icon of videogames from their golden era of the arcade machines, that even your grandma knows what it is.

But the 80s were far gone even back when Pac Man World released in late 1999 for the original Playstation, and Namco Bandai was struggling to find how to reinveint his legacy franchises or make new successful ones in the wake of the financial recession in Japan at the time.

Pac Man World was made specifically to celebrate the series’ 20th Anniversary, and Namco (not yet Namco Bandai) figured to play it fairly safe: 3D platformers were on the rise and “all the rage”, everyone with some cash to spare was throwing mascotte characters at the wall to see what would stick or syphoon some of the leftover bread from the success of Mario and Sonic, heck even Bubsy tried this new fangled substance known as 3D by injecting it between its bobcat toes.

So why the fuck not, since Namco did have a popular mascote character already, one that was iconic and synomous with videogames and not a pantless cat with a shirt, the formula had already had its success stories so there was a blueprint and a track record to try emulate, Pac-Man was becoming old enough to drink in most countries, so fuck it, we’re going platforming in tridimensional fashion… and it was a success.

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Mario Kart World NSWITCH 2 [REVIEW] | Open Kart Policy

So, yep, this review is a bit late, but given there was no communicated immediate plans for their “content roadmap”, i feel what i have to say now would have applied at launch and might apply despite future updates, but we’ll see about that, though i don’t plan to update the review as they add stuff either as part of DLC expansions or free software updates.

I mean, i also didn’t plan to keep reviewing Pirate Warriors 4 DLC as i did, so time will tell, but as of now they haven’t hinted or said anything about what they plan to do with the title in the future, so here we go.

That said, i did play a good chunk of the game at launch, then i came back after DK Bananza to dig into the “open world-free roam” mode, play some online matches occasionally, and trying to have the RNG grant me the other hidden characters like mah boi Fish Bone.

More on that later.

Being the long awaited mainline installment into the Mario Kart series (i’m trying to scrub my memory of Mario Kart Tour and his “pipe titillation gacha”), technically Mario Kart 9, but i guess Nintendo doesn’t feel like numbering them for now, yeah, expectations were high and not much was known about it aside rumors of the game having an open world, until it was releaved some months before the Nintendo Switch 2 announcement, and then launched as THE launch game for the console, so much they make it a lot cheaper to get the digital copy included in the Switch 2 bundle, while the retail copy asked 90 bucks MSRP.

“Jesus”, indeed.

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Cyber Lip (Arcade Archives Neo Geo) NSWITCHDDL | Insain In The Main Brain

Before SNK dedicated itself to make a LOT of fighting games (with a lot of classics, admittely), their output included also action platformers, and run n gun, even before hitting the jackpot with their beloved Metal Slug series, which i’m a really tempted to do a retrospective on… again, since clearly modern SNK it’s more interested in F2P titles that often reuse a lot of assets from the golden age of the series.

So to quench my thirst i searched my Arcade Archives library on the ol’ Switch for some similar Neo Geo run n gun goodness… and noticed i had but didn’t actually play Cyber Lip yet.

It’s referred to as a Metal Slug “clone”, which is incorrect but there’s some truth to it, since Metal Slug itself was fashioned after Contra, so it makes sense a SNK pre-Metal Slug game in that vein does play like Contra, down to the latching into poles on ceilings and stuff, with a boss being a shameless rip-off, but i guess its fine since Contra Shattered Soldier later had a “giant eyed boss” you fight by hanging on a pipe like the one you fight here.

Poetry, indeed.

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One Piece: Grand Adventure PS2 [REVIEW] | Grand Battle Rushed

One Piece videogames were actually quite wild in terms of what got released out of Japan during the PS1 and PS2 era, with a very inconsistent series of releases outside of Japan, some esclusive to North America, some to European countries, some like One Piece for the GBA being the weird case of being regionally exclusive to North America, as in, there doesn’t exists a Japanese GBA cart of that game because it was never made in the first place.

One Piece Grand Adventure also falls into this category, as it was never released in Japan but made esclusively for North America and Europe, still by the same developer of the Grand Battle series (and behind a lot of One Piece games over the years), Ganbarion, to profit off the good sales for One Piece Grand Battle Rush (just One Piece Grand Battle in NA and EUR territories) on PS2.

I said PS2 as in the Gamecube version is a NA exclusive, in Europe we just got it on PS2.

But yeah, keep in the mind the “to profit off” part, which will also explain why this review might be shorter than expected.

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One Piece: Grand Battle/Grand Battle Rush PS2 [REVIEW] | “Chaser”, the other White Hunter

No i didn’t review this before, it just happens that Bandai “did a Konami” and released this new entry in the Grand Battle subseries as One Piece Grand Battle…. yes, with the same exact name as the first PS1 game that launched what it is now an established subseries of One Piece videogames.

Then again, this is technically Grand Battle 4, they never released Grand Battle 2 (which was still rocking that 2.5D gameplay) or Grand Battle 3 but when they started selling the anime with the 4Kids license/treatment i guess it was time to resume locazing these again, and keeping the original title of “One Piece Grand Battle Rush” must have made too much sense… but then again this time around we have a Power Stone clone.

As in, a proper one this time around, Grand Battle 3 did go full 3D first, but unless you lived in Japan or imported it at the times, you wouldn’t know (plus the more i find about GB3 the more GB Rush seems more like a Turbo Edition than a proper sequel).

So i’ll chalk it up to the localizers not giving a shit and just reusing the title of the series because who cares, after all this is first One Piece game of this sub-series to even reach North American lids.

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Platformation Time Again: Fall Pac

So i was gonna review Pandemonium (the first one) this coming september, but schedule woes and the kinda surprising announcement of the Pac Man World 2 remastered (as Pac Man World 2 Re-Pac) of last week had me opting for the almost complete review i already had in the bag for the remaster of the first Pac Man World game.

Even though i would have liked to feature a 2D platformer before getting back to the 3D ones, and then review the originale release of Yooka Laylee when we would have gotten a date for its remaster-remake, i have a lot to say about that… but guess there’s no rush, in a way.

And yes, i didn’t quite expect it since while PCW Re Pac did sold decently, i’d figured Namco wasn’t gonna bother remastering the other 2 Pac Man World titles… but guess we’re getting the whole trilogy.

And that weird Pac Man metroidvania thingie, Shadow Labyrinth.

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One Piece: Grand Battle PS1 [REVIEW] | East Blue Smash Stone Brothers

As announced, we’ll be reviewing a handful of One Piece videogames this August, basically the entire Grand Battle sub-series… at least the games that got localized or released westward as well, so logically enough we’re starting out with One Piece Grand Battle, the first one, released for the PS1 in 2001 and brought to Europe in 2003.

It’s so early that it’s ALMOST the first game ever based on One Piece (that would be an action RPG-card thingie for the WonderSwan, never release outside of Japan, like the console itself), but it is the first game ever developed by Ganbarion, which will be handling a majority of the One Piece videogames for more than a decade (and also come back to developed One Piece World Seeker), alongside other anime related/based project for Namco Bandai, like the beloved Jump Super Stars for DS, Dragon Ball Fusions for the 3DS… and also Pandora’s Tower for the Wii.

Being this early in the One Piece anime it means it mostly depicts the “East Blue Saga” ensemble of arcs and basically the prelude of the Alabasta one, though here it stops even before Whisky Peak (due to some characters appearances), hence before Little Garden, so it’s kinda of tease, not gonna lie, but what can you do, it was pretty early in…

At least it has the classic “WE ARE” opening from the anime (kinda), might as well since the original japanese titles puts the “From TV Animation” well before the actual name of the game.

I didn’t play this one until i finally was able to find a copy for a reasonable prices years ago, i did actually play the PS2 game also called “One Piece Grand Battle” well before, so i was expecting a Power Stone clone, just less refined since it’s obvious a far earlier iteration on the idea…

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