Neon Maniacs (1986) [REVIEW] | Thirsty Little Undead Flowers

Consider this an appetizer for some of horror trash serving this month, something to set the mood, an hors d’ouvre if you will.

One pure in 80s trash, given the title its was either gonna be that or a modern throwback to 80s horror filth of the lower alphabet ranks.

Immediatly this feels like a tie-in film made to promote some 80s style horror themed trading cards series that would now cost fortunes in the second hand collector market, giving off a very cheap knock-off Garbage Pail Kids vibe, i mean, the titular “Neon Maniacs” are presented with a random fisherman finding some staged photo of someone in very cheap costumes in a book with the symbol/crest of a…. gecko eatings its tail, not like the uroborus symbol is trademarked, but whatever.

The plot sees these demonic maniacs (which including a biker, a crocodile man, a Hills Have Eyes looking motherfucker and even an undead samurai, move over Yoroi) terrorize and slaughter random horny teens at night, more specifically crashing the birthday party of a girl, Natalie, whom ends up surviving (as she is a virgin, since its the rule, as it was harassing people for that back in the era) but with no one believing her accounts, aside from a guy with a crush for her and someone that witnessed the “neon maniacs” in action before.

Despite this, she has to find a way to prepare for when they strike again… after they leave their home base below the Golden Gate Bridge in San Francisco.

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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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[EXPRESSO] Mantopus! (2025) | Octaman’s Father

Had to see a newly released on Amazon Prime Video film called “Mantopus!” that is retro styled meta comedy about a now washed horror director finding the titular “man-octopus” hybrid in a mysterious antique shop and deciding to use it as the star of his final horror film, Mantopus, a Creature From The Black Lagoon knock-off.

It’s one of these modern retro styled comedies akin to stuff like The Lost Skeleton Of Kadavra, but set in the late 50s-early 60s, arking back to the drive-in era of monster movies, with a Michael Gough-looking director (as the whole movie it’s basically a tribute to him), a slimeball making stuff like the fictional “Frankenstein In Texas” to the dismay of his producer, running “not-American International Pictures”, but the director becomes mad and starts using the monster to eliminate his “enemies”.

I will say it’s an interesting proposition, because while it’s not too hard by now to emulate the visual style of these shlocky films, you ironically gotta have decent actors able to deliberately act bad the purposefully stock dialogue that seems somehow dubbed in post even when it’s obviously not, but Mantopus manages to get that and most importantly gets right the feel of these old movies, and the tone, that both makes fun but also celebrates with sincerity these films, that actually likes the drive-in trashfests about monsters with little to no budgets but high on violence and “nudity”.

It’s all done with affection instead of spite or mockery, the overacting is lovely as its the deliberate awkward delivery of basically every line and stock discussion, it’s a quite fun film, though it’s a very niche movie made for a very specific audience, one that loves cheesy horror of yore and will notice the posters aren’t for made up old movies.

[EXPRESSO] Demon Slayer Kimetsu No Yaiba: Infinity Castle (2025) | To Mega Therion

So the first part of the Demon Slayer Infinity Castle film trilogy finale is out, after debutting a couple months ago in Japan, continuining the story from the finale of Season 4, with Muzan countering the Pillars/Hashira assault on him by using his Infinity Castle to trap all them in alongside his legions of demons, especially the strong “Demonic Moon” elite units.

The Pillars and the other members of the Demon Slayer Corps then scatter to find Muzan and finish him, despite the endlessly shifting living labyrinth that defies logic of the castle itself…

Definitely it’s a step up from the compilation films they kept making, and i will say ufotable didn’t skimp on the animation, it does look incredible, properly made to take advantage of its cinematic nature and deliver an incredible, stunning spectacle, and it mostly manages to properly balance the frantic shonen action with some character development and the expected tragic flashbacks for both heroes and villains, some of which were teased

I say mostly because towards the final act the “tragic emotional flashbacks train” kinda overtakes the action and the rhythm suffer, even though i understand why it does so, and simply wouldn’t have felt kinda exhausting if if spaced out in episodes… which it can’t because they have to go through an entire seasons worth of material in 3 movies that each are almost 3 hours long.

On the flipside, it doesn’t feel overburden, there’s a lot going on but it never feels too much, this is supposedto to be the final decisive assault on the enemy’s stronghold and it feels as such, the battles are cool, and Zenitsu also gets some character development that makes him less the one-note annoying comedy character you had to tolerate.

If nothing else, it’s good battle shounen fun.

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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Pirate Warriors 4 and The DLC-enening, Part 3 [The Endurance] (UPDATED)

Yesterday was One Piece Day, so as expected and announced, they revealed the winners for that poll/survey for characters fans would like to see as future DLCs for Pirate Warriors 4…. well, indirectly revealed some of the winners.

As in, they announced the third Character Pass, which this time is gonna be made of 2 character packs instead of 3, with the second (technically DLC Pack 8) being a “Legends” sort of deal, since it has fan favourite Enel back into the fray (being one of the characters culled from the roster despite being in Pirate Warriors 3), King, which was basically a given due its popularity, and Zephyr, from One Piece Film Z, this not a given at all, i was kinda expecting Shiki to make the cut, but i’m glad because Film Z is one of my favourites of the OP films, and my boy “Z” deserve some more representation.

As for the other DLC pack that is slated to released first this fall (with DLC Pack 8 instead having a “Early 2026” release date as of now), DLC Pack 7, they just revealed that the first of the batch will be Rob Lucci in its CP0-Egghead version, as in with the Awakening form and all of that.

The other two characters will be revealed later as the release window for the DLC pack approaches, and i would love to see Kaku (damn he loves giraffes) but i doubt it, same for Vivi, playing as her with Karoo as the built-in mount would be funny, but i think Baby 5 could be more interesting to play as given her literal “weapons morphing” Devil Fruit.

Honestly a bit miffed this is just 6 characters instead of 9, you can pre-order the Season Pass itself and the bonuses are 3 bonus costumes (not sure for whom) and a new special ability/move for Shanks, that both his base and Film Red versions can use.

No word on that next-gen versions they announced on upcoming, not here anyway, but i would be surprised if it’s not out by October.

(also, damn, that new trailer for the second season of the Netflix live action One Piece show looks good)

So see you for the eventual reviews of both DLC packs, bye!

UPDATE: the PSN store page for the Character Pass 3 is up in my region…. and it’s still 30 euros, like the other Character Passes, which had 9 characters.

This has 6. And i’m NOT ruling out the other two undisclosed characters of DLC Pack 7 being more new/slighty revised updated version of already playable ones, like Egghead versions of Zoro and Sanji, especially since i assume that’s the theme they’re gonna go with.

Jesus Christ, Namco Bandai, wanna make the next character pass even more famished of content? Fuck’ sake.

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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