YOU HEARTLESS BASTARDS: Escape Goat (Nintendo Switch Review)

 

In the interest of full disclosure, I’m listed in the Special Thanks area of the Escape Goat’s credits. I had nothing to do with its production and was listed by developer Ian Stocker out of gratitude for my efforts as an evangelist for Xbox Live Indie Games in general and Escape Goat specifically. He also stuck Sweetie, my mascot, in Escape Goat 2 as an Easter Egg. If that sounds too lovey-dovey, I should note that I  *REALLY* wanted Escape Goat for the Indie Gamer Chick Bundle for Indie Royale in 2013, which was a bundle I curated with them that was based around the best PC conversions of Xbox Live Indie Games. I didn’t make any money for that, either. I don’t want to. This is my hobby, not my career. Anyway, Ian declined, and since that day I’ve had to call him daily to tell him where I’ve hidden the antidote to the lethal posion I put in his tea. Oh Ian, BTW, it’s behind the couch cushion today. NO, not that one. The love seat. On the left. There you go. Hey, don’t give me that look. YOU’RE the one who left me explaining with a straight face that Little Racers: Street was among the best games on XBLIG, you heartless bastard. Okay, on with the review…….OH HEY, heartless bastard! I have an award for that!

Like OMG Zombies before it, Escape Goat isn’t a You Heartless Bastards “winner” that nobody played. It did okay on various platforms eleven years ago. So, what’s wrong with that? Wouldn’t most indie developers kill for “okay” sales and awareness? Of course they would. But, most developers don’t have games that are this good. That feel decidedly old-school, like a more platforming-centric Solomon’s Key, but also quintessentially modern, like Celeste if it made mozzarella cheese. They don’t have razor-sharp play control, or the perfect balance of testing your brains and raw reaction time, never putting one above the other. There’s thousands of good indie games out there. This very blog has cataloged hundreds over the last eleven years. Escape Goat was one of the first I reviewed, and having just played its re-release on Nintendo Switch eleven years later, it’s still one of the very best. So, forgive me for this predictable outburst, but..

YOU HEARTLESS BASTARDS!

How could you let an excellent game like Escape Goat slip through the cracks of history?

Yea, a big part of it going so far under the radar is it got its start on Xbox Live Indie Games. So did I, and like me, it’s been stuck with a following that can be generously described as modest at best. But, at least I have a valid excuse: I ain’t everybody’s cup of tea. On the surface, Escape Goat doesn’t seem like it will be either. It’s a puzzler, and eleven years of staring at my traffic figures has given me an inkling that puzzlers are a tough sell for most gamers. So, what if I told you that Escape Goat is really an action game and that puzzles are the setting but not necessarily the genre?

Solomon’s Key is the closest comparison, and I’m not exactly thrilled to make it on the grounds that it’s not exactly the most famous game of its era, either. Shame, because Solomon’s Key is a damn fine game. You might see me mention in at some point this week on my Twitter timeline, hint hint.

Challenging people’s perceptions of genres is my go-to argument when I try to convince any game’s apprehensive hold-outs to give it a shot. While I’m always sincere, sometimes it can seem like I’m grasping at straws. Like, for example, trying to convince people that Shadow of the Colossus is actually secretly a horror-suspense masterpiece. Thankfully, in the case of Escape Goat, the argument isn’t ambiguous. It is an action game. What struck me most about my replay over the last couple weeks is how my platforming skills carried me to victory a lot more than my puzzle solving ability. Of the over the fifty levels, only a couple made me really stop to think-through the solution. Escape Goat’s puzzle design is simple to reverse-engineer, since it’s built around switches and buttons, some one-time use only, that alter the layout of the level. Sometimes the switches move around the walls, or unveil hidden platforms, or they set-off a chain reaction. It’s usually not hard to figure out what button order will take you to victory. If you mess up, restarting only takes about a second (can’t stress enough that quick-resets are the secret sauce for games like this) so experimenting isn’t a slow, painful process, like trying to follow the Kama Sutra.

This looks like some kind of complicated multi-faceted puzzle that will take a while to work out. In reality, this is a precision-jumping level with a self-evident solution that presents itself to even novice players quickly. Escape Goat leans heavily on thinking on your feet. All four of them. Many puzzles leave you dead within seconds if you don’t start moving, and others, like this one, require you to sprint from point-A to point B when the coast is clear.

So, don’t think Adventures of Lolo or Baba is You. Think Super Meat Boy if the levels were based around brain teasers. You even get a double jump, along with some of the most intuitive movement/jumping physics the genre has. There’s really only one enemy: a grim reaper that shoots fireballs at you when you cross in front of them. Oh, and their fireballs just as often factor into a room’s solution as they do its challenge. Mostly, you die at the hands of environmental hazards, like saw blades or moving platforms. You have to press the right button/switches to grab the keys and open the door. BUT, you have to get to them first, and more than Solomon’s Key, Escape Goat bases that on platforming than puzzling. You get a mouse that can walk up walls, hit buttons for you, and go through small gaps you can’t squeeze through. But, sometimes it also acts as your metronome, and you have to time your own movement through the stages as it hits buttons or draws fire for you. Escape Goat has puzzles, and damn good ones. But it’s about precision movement first and foremost. You know, like an action game.

Super Meat Boy is a better comparison than you’d think. There are multiple absolutely nail-biting jumps and near-miss moments throughout the game. Not one-offs. Escape Goat and its later sequel, which hasn’t come to Switch.. yet.. have to be in the conversation for the most white-knuckle puzzlers ever, which is why they withstand the test of time.

Sigh. I want to shoot straight with you, my readers. I’ve been sitting on this review all week. I’ve rewrote it a dozen times, at least. I feel like I already said everything I could about Escape Goat back in 2011 and have nothing to left to add. Besides any new readers, I don’t think I’m going to convince many hold-outs to give Escape Goat a chance. Or, maybe you already bought it and it’s somewhere on the bottom of your ever-increasing to-do pile. I’m guilty of that with hundreds of games. I get it. But, I do wish people, even those not normally inclined, would give Escape Goat a shot. I know this doesn’t sound like the cocky, wicked Indie Gamer Chick of old who gave developers panic attacks just by saying I was starting their game. I don’t take it personally when I unearth a hidden gem and people don’t line up to bite. You can’t. But, when a game that’s great doesn’t achieve success on the level I feel it deserves, it does hurt my heart. 

There’s a game on Steam called Plug Me that is such a clever action game. Simple concept: the timer is also a platform. So simple, yet, it’s so smart. I adore it. I’m charmed by it. I love it! And I’ve cried over it, because nobody knows about it. I reviewed it, but nobody read it. I name drop it constantly, but nobody can find the time to play it. I’ve bought several copies out of pocket for old friends, and for AAA managers and executives, and for content creators. And all that did nothing for it. Not every game finds its audience, and that shouldn’t be okay, should it? It’s not even that highly ranked on the IGC Leaderboard (#72 out of 637 indies I’ve reviewed), but it’s the principle of the matter, you know? Clever games that are well executed should rise to the top, but they often don’t. How can that not break your heart?

That goat was me.

So, this is being posted 3,994 days after I first reviewed Escape Goat. Nearly eleven years later, and I’ve still not played twenty-five indie games better than it. And yet, eleven years later, and it still feels like this precious hidden gem that I know about and a few people who listen to me know about, but it didn’t gain any real traction among general gaming. Look, it did okay. If Steam user reviews are the barometer, it has nearly 400, so it’s not nothing. It’s not like it ate shit and lost money. So, here’s what I say: give it a shot. And then dig through your ever-growing backlog of games you picked up on sale and give some of them a shot. And tell people about them, and do it from different angles. Look for ways to convince people that they really need to give a quality game that only you seem to know about a shot. And if you find the silver bullet that actually works, make sure to let me know.

Escape Goat is Chick-Approved
IGC Leaderboard Ranking: #25 of 303*
Top 96.1 Percentile of All 637 Games Reviewed
Top 91.7 Percentile of All 303 IGC-Approved Indies
*Rankings based on time of publication. Check the Leaderboard for updated standings.

Escape Goat was developed by Magical Time Bean (Published on Switch by Adam Spragg)
Point of Sale: Nintendo Switch, Steam

$4.99 pondered that GOAT now means “greatest of all-time” when it USED to mean “the person who cost their team the championship” and hey, both of those could apply to LeBron James so it works in the making of this review. Now go play games you’ve been sitting on you heartless bastards.

 

Teenage Mutant Ninja Turtles: The Cowabunga Collection – The Definitive Review (Complete 13 Game Review + Ranking)

Well, everyone liked the Capcom Arcade 2nd Stadium review, and the “definitive review” format has been getting praised. At long last, I finally got the retro collection review style correct. I’ve tried a few styles, but this one seems to be catching on. And what do you know? The perfect collection to test the format out just released.

Teenage Mutant Ninja Turtles: The Cowabunga Collection is a set of thirteen games released between 1989 and 1993. Well, actually, it’s nine different games. You get both the 1989 Konami coin-op Teenage Mutant Ninja Turtles and the NES conversion Teenage Mutant Ninja Turtles II: The Arcade Game. Turtles in Time includes both the SNES and Coin-Op versions, and then there’s THREE versions of Teenage Mutant Ninja Turtles: Tournament Fighters (NES, SNES, and Genesis). So, nine “base” games with four variations are part of this set, right? Actually, it’s even more complicated than that. Hyperstone Heist for the Sega Genesis is really more of a shortened remix of the two arcade games that eliminates the most satisfying attack (throwing the enemies at the screen) from Turtles in Time. And the three Tournament Fighters games are all made by different development teams and aren’t merely variations of one game. While the base concept, a Street Fighter type of game with Ninja Turtles characters remains the same, each of the three games were made by different teams at Konami. They use different engines. They have different rosters. It’s three completely different games that merit their own separate review. Thus, there’s really only two games that are truly variations of the same exact game, and that’s Turtles II for the NES and Turtles IV for the SNES. Like I said, this is a great game to test the Definitive Review format.

Look, Ma! No hands!

The set retails for $39.99. I feel that $4.99 is a fair price for a good retro game from this set, so the target is to score eight YES! verdicts, right? Well, not so fast. Unlike Capcom Arcade 2nd Stadium, The Cowabunga Collection features a wealth of bonus material. I don’t mean like instructions on how to play the games or a couple common emulation features. In my opinion, retro sets have no excuse to not have detailed instructions on how to play the games along with the ability to use save states or rewind. But, Cowabunga Collection goes above and beyond what you’d expect in this type of retro game collection, and thus, I have to put a value on the extras.

EMULATION EXTRAS

Cowabunga Collection features save states and rewind, which are such must-haves that I’m just as likely to penalize a retro collection these days for not including them. That alone would have been enough to satisfy me, even if you can only rewind 30 seconds of gameplay. In my opinion, a minute or longer is optimal. But, they did what they needed to do, and that should have been enough. But the masters of retro gaming, Digital Eclipse, took it a step further with the greatest feature in the history of emulation. Those who remember me drooling over SNK 40th Anniversary Collection’s “watch a full gameplay video that you can stop at any time and join the game at that exact moment” will be happy to hear that feature returns for Cowabunga Collection. I know that it’s actually not that big a deal because of how emulation works, but it’s not as common a feature as I wish it was. To me, it’s practically witchcraft.

Watch the video, which is a perfect no-hit run no matter which game you play. Hit the PLAY GAME button at any time and you take control from there. It’s awesome. I love it.

It came in handy when I played the 1989 NES Teenage Mutant Ninja Turtles and went to upload media right before I started the infamous underwater sequence. After I finished uploading, I was horrified to see that the game didn’t pause from me using the system guide button. Seriously, I was actually close to penalizing the set for that. Dear game makers: whenever the guide button on any console is hit, pausing the game should be a gimmie. Anyway, I put myself in a position where there wasn’t enough time left for me to beat the stage. But, I was able to use the video to return to that exact spot, like nothing happened. Actually, I was in better shape because the video is a perfect run of the game, with no damage taken. All thirteen games include the video play-through with jump-in ability, and that alone is worthy of a bonus, but we’re just getting started.

While the removal of flicker and slowdown doesn’t save the NES version of Teenage Mutant Ninja Turtles from the NO! pile, I’ll note that I played the Technodrome battle with the slowdown/flicker turned on and it was unplayable. I’m VERY happy Digital Eclipse did the right thing and gave people the ability to turn them off. Hell, in my opinion, THAT should have been the default setting and turning them back on should have been the thing that was optional.

In addition to having both the Japanese and US ROMs, all thirteen games have optional “enhancements” of various quality. They’re usually based around cheat codes that required button inputs, and how useful they are isn’t consistent. The NES TMNT offers flicker reduction and slowdown reduction. Neither are 100% perfect, but playing with them turned off, you can easily notice the difference. Turtles 1 is a game that spams the screen with enemies, and bosses like the Technodrome basically have slowdown going non-stop, which also makes the controls less responsive. You can eliminate those issues now in the first TMNT plus the other two NES games. Turtles 2 and 3 on the NES offer other options too, like extra or infinite lives and easier menu navigation. The arcade games offer both “God Mode” (invincibility and one-hit kills) and “Nightmare Mode” (lots more enemies). Turning both God Mode and Nightmare mode on DO make for quite the satisfying brawling experience. The Game Boy games are the least consistent. The first one offers only the ability to practice the bonus game. The second gives you the option for infinite lives and to change which level you start on. The third one offers you only the ability to turn-on a better map. Sure, I wish they had really amazing options for every game, but there’s something helpful that improves the overall quality of every game at least a little bit. Oh, and there’s online play for the two arcade games, Hyperstone Heist on the Genesis, and the SNES version of Tournament Fighters. For all the added emulation extras, I’m crediting $10 to Cowabunga Collection.

EXTRA MEDIA FEATURES

Any licensed game that’s not TMNT-related that appeared alongside a Ninja Turtles game in advertisements is treated like it’s in the witness protection program. Oh and since the LCD games are shown here, WHY DIDN’T WE GET THOSE AS A SUPER DUPER SPECIAL THROWN-IN BONUS? Would have been nice. I did a seven part LCD review series, 100+ games, but apparently nobody emulated the TMNT ones.

There’s a lot of extras in Cowabunga Collection. Hell, there’s so many that Digital Eclipse included the ability to search them in the menu. Dang. There’s boxes and manuals for all the home games from North America and Japan. Regardless of what console you’re on, you’ll see the Nintendo branding and seal of quality in all its glory, along with Sega’s branding on the Genesis game. They even have the arcade schematics too. There’s tons of ads from magazines and catalogs. Those can be weird, because if a Ninja Turtles game shared the space with another game from another IP, the other IP’s game is removed by blacking it out. Also included is every single cover for six different eras of Ninja Turtles comic books and still shots from four different Ninja Turtles TV shows (no Power Rangers crossover, sadly). There’s complete soundtracks and strategy guides for the games, and I actually did use it to help me finish the first NES game. There’s behind-the-scenes documents, and this is where the really good stuff is. Included in this section is stuff the IP’s “style guide” which is what IP holders send to licensees to show them how the characters MUST be drawn. Finally, there’s design documents for seven of the home games that show you concept art, portraits, sprites, storyboards, etc. If you can’t read Japanese, you’ll need to turn on the captions, and I’m not sure why translations weren’t set as a default but I’m happy they’re there. I spent over an hour sorting through the extras and never got bored. For all the media extra features, I’m crediting $10 to Cowabunga Collection.

THE ULTIMATE VERDICT ON THE COLLECTION

Really, only three of the games NEED the built-in strategy guide: Teenage Mutant Ninja Turtles (NES), Radical Rescue (Game Boy, map shown in pic) and the SNES Tournament Fighters (to learn the special moves). But, I’m happy the maps were there. They really went all-out on this set.

Even though I’ve played most of the games in this set before, and in some cases, had already given my complete thoughts on them, I gave all thirteen games a fully clean slate. Only the Cowabunga Collection version of the included games counts for this feature. For those not familiar with my way of thinking of how retro games should be reviewed, I take NO historical context into account. I don’t care how important a game was to the industry, because that doesn’t make a game worth playing today. The test of time is the cruelest test of all, but every video game must face it. I might not be here if not for Space Invaders’ success, but I wouldn’t want to play it today. Not when there’s better options. Therefore, when I review retro games, every game gets either a YES! or a NO!

YES! means the game is still fun and has actual gameplay value when played today and is worth seeking out.

NO! means the game didn’t age gracefully and is not worth seeking out, and certainly not worth spending money on.

With $20 in credit earned and the value of a good retro Ninja Turtles game fixed at $4.99, Teenage Mutant Ninja Turtles: The Cowabunga Collection needs to score four YES! votes to win my seal of approval.

YES!: 5
NO!: 8

indie-gamer-chick-approvedTeenage Mutant Ninja Turtles: The Cowabunga Collection is Chick-Approved. Having an official re-release of Turtles in Time for the SNES is a pretty amazing thing, but this collection has a few surprises as well. I didn’t expect to like the original arcade game, and in fact, I enjoyed my time with it a lot. I didn’t expect to like any of the Game Boy games, but two of them were acceptable time wasters. I certainly didn’t expect to enjoy the two hours I spent with Manhattan Project for the NES, yet here we are. Five totally solid Turtles games, emulated to perfection, plus a whole lot of bonus material, makes this a set worthy of purchase.

FINAL RANKINGS

How I determined the rankings is simple: I took the full list of games, then I said “I’m forced to play one game. Pick the one I could play the most and not get bored with.” That goes on top of the list. Then I repeat the question again with the remaining games over and over until the list is complete. Based on that simple criteria, here are the final rankings. Games above the Terminator Line received a YES! Games below it received a NO!

  1. Teenage Mutant Ninja Turtles IV: Turtles in Time (SNES)
  2. Teenage Mutant Ninja Turtles III: The Manhattan Project (NES)
  3. Teenage Mutant Ninja Turtles (Arcade)
  4. Teenage Mutant Ninja Turtles III: Radical Rescue (Game Boy)
  5. Teenage Mutant Ninja Turtles: Fall of the Foot Clan (Game Boy)
    **TERMINATOR LINE**
  6. Teenage Mutant Ninja Turtles: Tournament Fighters (SNES)
  7. Teenage Mutant Ninja Turtles II: The Arcade Game (NES)
  8. Teenage Mutant Ninja Turtles: Turtles in Time (Arcade)
  9. Teenage Mutant Ninja Turtles: The Hyperstone Heist (Genesis)
  10. Teenage Mutant Ninja Turtles (NES)
  11. Teenage Mutant Ninja Turtles: Tournament Fighters (NES)
  12. Teenage Mutant Ninja Turtles II: Back from the Sewers (Game Boy)
  13. Teenage Mutant Ninja Turtles: Tournament Fighters (Genesis)

GAME REVIEWS

Teenage Mutant Ninja Turtles
for Nintendo Entertainment System
Released June 25, 1989

One of my major annoyances with TMNT-NES is how enemies spawn. In this screen, you can see the playfield is spammed with enemies to such a degree that there’s basically no way you won’t take damage. Enemies respawn if you walk off the screen too, which is common on the NES, but TMNT-NES is really weird about how scrolling works, so backing up to have room to fight might scroll the screen more and cause the enemy to respawn before you’ve even killed the original.

By far the most interesting game in Cowabunga Collection is the very first Ninja Turtles game. Don’t mistake that for being “good.” It’s not. TMNT-NES is a complete disaster. But, it’s a compelling disaster. I’ll give it that. Basically, everything that can go wrong does go wrong here. The most important thing is that it feels nothing at all like a Ninja Turtles game. Even with the Turtles and their signature weapons. Even with Bebop, Rocksteady, the Technodrome, and Shredder. I first played Ninja Turtles a couple years ago when I ran through almost the entire NES library, and I walked away with a niggling suspicion that this started development as a completely different game that was converted into TMNT as soon as Konami got the license so they could strike while the IP was red-hot. Apparently, it’s not true. There was no asset flipping or sprites from unused games. They just rushed this through and came up with enemies as fast as possible on the assumption that the Ninja Turtles fad could burn out at any moment. The hurried development shows. The complete lack of polish and unrelenting swarms of enemies that would normally make the NES chug like a freshman at homecoming are things that should never have made it to the final product. The Cowabunga Collection version of TMNT can muffle the slowdown and non-stop flicker (there IS still a bit of both, but nowhere near as noticeable now) but that only makes the terrible design choices of TMNT stand out more.

The Giant Mouser and the Technodrome are the only two boss fights that feel “epic.” The rest feel like fights against normal enemies. If anything, the Mouser fight feels like it’s straight out of Contra.

What annoys me most about TMNT-NES is that there’s a great game buried within this dumpster fire. Not MISSING from the game, but already in the game. Well, actually, this could have used a lot better level design in general, but the basic concept of how the levels work is very solid. I like the idea of traversing an overworld and searching sewers and buildings for the correct pathway to the end of each stage. New York City is maze-like, after all, so why not take advantage of that? I like that part. It’s the only good idea the game had, and even then they bungled it by having too many dead-ends and “red herring” buildings. Sure, there’s pizzas or items in them, but the way enemies respawn often isn’t designed with moving forward and backwards through the levels in mind. Often, you’re better off just running for it and not engaging the enemies at all. If not for the abysmal collision detection.. which is seriously among the worst in the history of video games.. the combat would be pretty satisfying. At least when you use Donatello. His staff is slow but has the most reach and causes the most damage. That’s right: getting poked with a large wooden stick is more lethal in the world of Ninja Turtles than being stabbed or sliced with sharp, pointy metal. If you think of this as Donatello: The Video Game, it works a lot better. With practice, you can even use his unique striking style to damage enemies behind you. Donatello is the man, and I only used the other Turtles if I had acquired a subweapon using them or if I didn’t want to take damage with Donatello. Hell, unless you have the other three Turtles loaded down with sub-weapons, the second-to-last boss, the Technodrome, is pretty much impossible to beat without him. You can’t disable the electric fork in the front with anyone else’s weapon. They don’t have enough range. What was Konami thinking when they green-lit this?

Oh you bastard. You bastard. There’s nothing I can say that others haven’t already said about the infamous underwater sequence. It’s every bit as bad as its reputation suggests. For my money, it’s the worst level in the history of video games. Not even the Speed Bike stage on Battletoads is this bad, because at least there the controls and collision aren’t awful. When you finish this review, go watch this video that explains how the awful collision ruins this stage. It’s truly jaw-dropping how badly coded this game is. You didn’t expect that from Konami games of this era. They were only months away from releasing Castlevania III in Japan when this came out, a contender for the best game on the NES.

For a set that’s loaded with extras, I’m a little more than ticked off that it was never explained anywhere in the game (the original instruction manual or Cowabunga Collection’s built-in strategy guide) that each turtle actually has unique special attributes. Leonardo does the least damage, unless his health falls below four bars, at which point it doubles. Because that’s how swords would work, or something. Raphael has the fastest weapons in the game but can’t do a down-thrust. Michelangelo can’t attack downward either and he has poor range, but like Leonardo, his attack power doubles when he’s under four bars of health. I feel like this is one of the great missed opportunities of the NES era. This isn’t a side-scrolling beat-em-up. It’s a full-fledged platforming adventure with labyrinthine levels. Assigning more unique abilities to each Turtle could have made for a more strategic, enticing game. But that’s not what Konami did. There’s really never a point when you’ll want to use a Turtle besides Donny, and that’s especially damning. Honestly, it feels like everything was put into making level one good, so that kids would rent it and pester their parents to buy it. Pretty much the whole game from level two onward becomes so unfair that I actively wonder why Ghosts ‘n Goblins became the poster child for mean-spirited game design when TMNT outsold it 3 to 1 and is nearly as unfair. For all the crap the dam level gets, that final stretch before you get to Shredder is straight-up bullshit. Then again, most TMNT owners never made it past level three from what I can gather, and 99.9% certainly never made it past the Technodrome.

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After level one, there’s just nothing really enjoyable left to do because TMNT-NES loses all semblance of balance. The enemies can be spongy, cheap, and too quick to respawn. Most of them have literally nothing to do with the Teenage Mutant Ninja Turtles franchise and feel like they’re unused character sprites from horror games or sci-fi games. Not badly designed or ugly character models, but I can’t imagine a child in 1989 understood at all why their TMNT game felt almost nothing like the show or movie or comic they fell in love with. I’m not even a Turtles fan myself, as it had already kind of dried out by time I was the right age for it, and even I’m like “what the hell are all these monsters from?” The answer is not from THE Ninja Turtles franchise. Hell, the Giant Mouser feels like a Contra boss. Speaking of bosses: after a couple hours worth of cheap enemy placement, swarming bosses, and unavoidable damage, I entered the final room with Shredder and beat him without cheating in ten seconds without taking a single hit of damage. If there had been someone in the room with me who had a trumpet, they would have played WOMP WOMP at that moment. Despite all the problems I have with Ninja Turtles, I feel like there really is a potentially great game here. While it never feels like a TMNT game, it always feels distinctly NES Konami-like. If you altered some jumps, tightened the collision detection, eliminated the time limit and changed how swimming works in the underwater area, adjusted the respawning, and gave the empty buildings an actual purpose besides being a wild goose chase for players, TMNT could have been one of THE greats on NES. Of course, what I just said is basically “if you change the whole game, it could have been a masterpiece!” By the way, this was the best-selling 3rd Party NES game of all-time. Go figure, right?
Verdict: NO!
Cowabunga Collection Ranking: #10 of 13

Teenage Mutant Ninja Turtles
for Arcades
Released October 11, 1989

This came out exactly two months after I was born. There’s actually no value to that useless fact, but I figured I would share it.

Being a weirdo, I played the NES port before playing the arcade game. I’m famously not a fan of the Simpsons arcade game, and I thought I wasn’t of the TMNT arcade game. It makes sense, right? Same development team. Same engine. Same sense that the game was rushed to the market to strike while the iron was hot. Now, I’m racking my brain trying to figure out if I ever played the arcade game before. I’m not entirely sure I have, because I had a pretty good time with it. In stark contrast to the slow, plodding, extremely stripped-down NES game that somehow earned a reputation as a really good port, I actually really enjoyed my time playing Teenage Mutant Ninja Turtles: The Arcade Game. A big part of that is that it breezes right on by at an astonishingly fast pace. Compared with the NES port, where after about twenty minutes, I felt like I was going to burst into tears every time I realized I wasn’t on the last level.

Yea yea, you’re supposed to play this multiplayer. Well, my family enjoyed doing the recent indie Shredder’s Revenge with me (yes, it’s an indie) getting them to play retro games is like pulling teeth.

The arcade game has only two major flaws. The first is that the handful of flying enemies feel like they have inaccurate collision boxes compared to the plane of existence you stand on. Lining yourself up to damage them is extremely frustrating. The fight with Baxter Stockman is particularly annoying, and after throwing drop kicks from every angle and hitting around one out of six times, the game gave me a mercy ruling and he just flew away. Wow. Thankfully, the issue with flyers isn’t a deal breaker. The bigger problem with TMNT Arcade is there’s very limited OOMPH! to the fight. Your attacks feel kind of weightless, and that drops this out of the realm of “best brawlers” because you need that sense of violence for immersion. So, it’s remarkable that I still had a good time.

The only truly putrid element of TMNT Arcade is the Baxter Stockman fight. It’s not just lining up to score a hit that’s a pain in the ass. He drops too many mousers, which require you to button mash to escape. It’s a terrible arena for the battle too. I hated everything about this fight. The only thing the NES port did better was this part.

But, I never got bored with the gameplay. Konami stretched a lot satisfying combat out of two button gameplay. Satisfying enough, in fact, that I opted not to simply spam the special attack that kills foot soldiers in one hit. This is before those type of attacks came at the price of a sliver of health, but I enjoyed using my basic attacks, and often did. That’s something that’s completely gone from the NES game. The moments where the bad guys attack from every angle don’t even frustrate, because it feels true to the spirit of the property. As far as licensed games from this era go, the original arcade TMNT has to be among the best at making the game feel like the IP. The bosses, especially early ones, aren’t the total sponges. TMNT Arcade’s bosses are basically the prototype for the “Konami Style Brawler Boss” that I adore. The last couple do get borderline spongy, but it feels climatic. Shredder’s one-hit instakill felt a bit “quick! Wring every last quarter out of the little bastards” cynical, but otherwise, I had a lot of fun with the 1989 TMNT arcade game, and I didn’t expect to at all.
Verdict: YES!
Cowabunga Collection Ranking: #3 of 13

Teenage Mutant Ninja Turtles II: The Arcade Game
for the Nintendo Entertainment System
Released December 14, 1990

The Shredder fight is especially tedious. He clones himself, and you can only tell which is the real one by knocking his helmet off. At this point, the fake one usually hangs out close by the real one so that you accidently kill it, at which point another spawns. Oh and the instakill death ray is bullshit. At least here, it’s doesn’t feel like it’s trying to squeeze as many last-second quarters out of players as possible, I guess. Oh, and play the JP version if you insist on playing this, where the dropkick causes as much damage as the special attack, and the SP attack is easier to do.

Calling the NES port of the arcade Ninja Turtles “boring” is sacrilege to an entire generation that came before me, but I’ll proudly wear the blasphemer tag before I say anything nice about Teenage Mutant Ninja Turtles II: The Arcade Game. It’s boring. Like, really boring. This is NOT a good port of the arcade game. I was stunned when I played the arcade game after playing this and saw how many more moves just hitting the attack button could do. In addition to the normal attack, Donatello could lift enemies up over his head and throw them, a fairly satisfying move. That’s gone here. In fact, I didn’t want to use basic attacks at all because the enemies tended to counter attack them too quickly. That left only two other options: the lone type of drop kick you get (the arcade version gives multiple) and the power attack that kills all the foot soldiers in one hit. Levels take a lot longer to slog through, and to really add insult to injury, they added two more levels that have some fairly cheap GOTCHA! type of hits. They also changed the fight against both Bebop & Rocksteady to a fight against the fly version of Baxter. Okay, fine, there IS one positive thing I can say: it’s easier to kill flying enemies in this version, but that’s on account of some very generous collision with them. TMNT 2-NES has overall bad collision detection, spongier bosses, and levels so long they could be called eras. You kids from generations before were far too easy to impress, because they turned a fun, fast-paced romp into a slow, plodding, padded slog.
Verdict: NO!
Cowabunga Collection Ranking: #7 of 13

Teenage Mutant Ninja Turtles: Fall of the Foot Clan
for the Game Boy
Released August, 1990

I genuinely go into all these games with as open a mind as humanly possible. Having said that, I’m floored I gave a YES! to Fall of the Foot Clan. I figured the second and third Game Boy TMNT games had a shot, but that there was no way in hell a first-gen GB game that was likely rushed through development as fast as possible to cash-in on the Ninja Turtle craze before it stopped being profitable had any chance of being fun.

Fall of the Foot Clan is a pleasant surprise on the same level as when you put your pants on and find a dollar bill in one of the pockets that you didn’t know was there. It’s not exactly cause for celebration but it’ll put a smile on your face. This early Game Boy release is one of the stronger third party GB titles from that early period, easily out-classing Konami’s first attempt at a Castlevania for Game Boy. It’s not exactly the most ambitious title. In fact, it’s so generic that they could have made this any IP and it would have felt the same. The Turtles have no variation between them besides how their weapons look, at least from what I can tell, and it’s not like the Game Boy can show the different colored masks. The gameplay is as basic as it gets. You walk right and enemies jump onto the screen and you whack them with your weapon. Occasionally you have to jump, but mostly, you just walk right. There’s no power-ups besides life-restoring pizzas. There’s an awful lack of variety in both enemies and the way they attack. Fall of the Foot Clan’s gameplay is as shallow as a mud puddle. Honestly, the levels often feel like LCD type action games with better animation.

What gave me the LCD vibe is how the enemies tend to attack in the exact same way. Foot soldiers jump in from the left and the right, slightly out of sync, so that you can smack one, then turn around and smack the other. This attack pattern is repeated almost non-stop throughout the game. Little robot enemies will buzz across the top before lowering down so you can smack them. You’re moving right. You’re jumping over gaps. You’re changing levels. But, the same attack pattern with the same enemies repeats over and over. I’ve never seen a non-LCD action game that mimics the LCD spinning-plate-style like this before.

But, I never got bored with it! It helps that the action is pretty much non-stop, plus this became the first TMNT home game with accurate collision detection. Enemies drop pizza slices in regular intervals, and if you want a little variety, you have an unlimited supply of ninja stars to throw at enemies when you duck, though they do less damage than your sword and I never really needed them. Fall of the Foot Clan is super easy and goes by quick, barely taking thirty minutes to complete the five-level quest on your first play-through. I was stunned that I even lost one life, which happened when I fought Shredder at the end of level four, which was the literally the only part of the game that felt like there was any type of nuanced challenge besides just full-speed-ahead attack. Has Fall of the Foot Clan aged well? Oh god, no. Is it still somewhat fun? Yea. This might be the worst retro game I’ve ever given a YES! to, but I never got bored and wanted to finish it. That counts for something.
Verdict: YES!
Cowabunga Collection Ranking: #5 of 13

Teenage Mutant Ninja Turtles: Turtles in Time
for Arcades
Released March, 1991

A major, game-defining aspect of Turtles in Time on the SNES is how easy it is to pull off the two special moves (throw at the camera and the repeating slam). The arcade game feels like it picks random times to work. Even the “hit both buttons to do a special attack that takes a tick of life off” move is SIGNIFICANTLY harder to do in the arcade version. It’s just not a fun game.

Before playing Cowabunga Collection, I’d already had plenty of experience with Turtles in Time. I had it when it was given a terrible facelift and called Re-Shelled back in the day. Years later, I ran through the SNES game during #IGCvSNES. There was this interesting phenomena while I did the SNES game: a lot of people noted that it far out-classed the arcade counterpart. Now, there’s people who insist the NES port of the original arcade game is better because it has (checks notes) two extra levels. Allow me to wave my hands around my head while saying OOOOOOH sarcastically. They couldn’t have been more wrong, of course. TMNT II: The Arcade Game on NES is terrible. But, when I started Cowabunga Collection, I once again started catching word that Turtles in Time was inferior in arcades. This time around, the buzz was spot-on. If anything, people understated just how bad Turtles in Time arcade is. It has better animation than the SNES game, and it’s also absolutely horrible.

When it comes to arcade games, there’s a difference between “fair hard” and “borderline scam hard.” Turtles in Time has so many cheap shots or enemies that interrupt your attacks that it feels like a scam. Yea, that’s the accurate term. If one of those redemption games that spits out ticket is rigged specifically to make players think they have a better chance to win than they really have, we call that a scam, right? Why not do the same for arcade video games, since the ultimate goal (trick players into paying real money to play) is the same? Turtles in Time has one goal and one only: suck quarters. The faster players die, the better. When you don’t have to put quarters into the game anymore, all it has left is to suck.

This might be Konami’s worst arcade game of the 90s. Talk about a major downgrade from the previous game. The play control often feels unresponsive. As a result, there’s NO oomph. Seriously, this might be the least OOMPHful 90s brawler. The violence feels like feathers doing karate moves on cotton balls. Pulling off the cool special moves is nearly impossible to clock. The swarming enemies interrupt your combos like it ain’t no thing. There is a slightly better variety in enemies in the arcade (and the annoying shield-wielding foot soldiers aren’t that bad here) but with combat that isn’t satisfying at all, what’s the point? The same issues with airborne enemies from the first arcade game return here, along with other issues with what plane you’re on. The out-of-sync enemy attacks that often don’t let you get-up was the final straw for me. Actually, it was the final straw twice, which shouldn’t even be possible! Cowabunga Collection’s “Nightmare Mode” stacked with “God Mode” made Turtles in Time fun. For a while. Then I got to the Neo Night Riders stage and the flying foot soldiers used their guns out of sync, so not only could I not fight back, but I couldn’t even get up. It’s amazing that they turned this piece of crap into what might be the best brawler on the SNES, but this feels like a prototype that wasn’t finished. It does have value as a case study for OOMPH, because the SNES version actually has it.
Verdict: NO!
Cowabunga Collection Ranking: #8 of 13

Teenage Mutant Ninja Turtles II: Back from the Sewers
for Game Boy
Released December 1, 1991

Apologists for the game note that the perfect no-hits run in the video shows you don’t have to heel-toe it. I am so sick of the speed run argument when I complain about a game with pacing issues. The argument is essentially “if you spend enough time to become an expert at a game that already bores you, you can beat it faster.” Well, yeah. That’s usually how it works. But why would anyone want to become an expert at a game they find boring in the first place? There’s like a million games out there. I have better options than a 1991 Game Boy product tie-in that zero effort was put into to actually be fun.

They had more than a year of extra time to work on Back from the Sewers. So, how is it so similar to Fall of the Foot Clan? Actually, change that. How come it’s worse than Fall of the Foot Clan? I’m not going to call Back from the Sewers unplayable. It’s even worse than that. You CAN beat it, but in order to do so, you’re forced to play the game in the most cautionary, plodding, opposite of fun manner I’ve ever seen in any “action” game. Take the same basic enemy attack patterns from the first Game Boy game.. and I mean the EXACT SAME ATTACK PATTERNS, only with different character sprites. Now, have that sequence of attacks happen every time you scroll the screen a half step forward. On “normal” difficulty, the game spawns an absolutely comical amount of enemies that you have to whack with your comically short weapon, then take a step forward and repeat the process. The first game felt like an LCD game that with the limited amount of attack patterns that repeated throughout the game. Well, if that was a Game & Watch, this would be the B mode. The same game, only with the patterns happening at a faster rate. More ambitious level design based on zig-zagging through buildings or aircraft is undermined by enemies or turrets that fire so fast you’re basically forced to take damage. Who on earth wants to play a game where the only way to play well is to essentially crawl your way through it? Back from the Sewers? I think not. This belongs back IN the sewers, because it’s crap.
Verdict: NO!
Cowabunga Collection Ranking: #12 of 13

Teenage Mutant Ninja Turtles III: The Manhattan Project
for the Nintendo Entertainment System
Released February 1, 1992

I’ll get my only knock with Manhattan Project’s controls out of the way: it’s too easy to do the life-draining special move. I know that in previous games I complained that it’s too hard, but here I often went to jump to do a drop kick and ended up doing my special move instead. If I hadn’t had infinite lives on, I’d of game-overed just from accidental special move usage alone.

Dinosaurs do not show up at any point at all in this game. Absolutely shameful cover art. Reprehensible, really. If this was a new release, I’d give this a NO! on principle.

To say that I was completely taken by surprise by Teenage Mutant Ninja Turtles III on the NES is an understatement. Here’s what I knew going into it. (1) It used a modified version of the Turtles II: The Arcade Game’s engine, and I hated that game. (2) It’s still the NES, so gameplay is limited to two buttons and stuff that can be done with 8 bits of horsepower. (3) The full-length gameplay video included was nearly two hours long. I could barely keep my eyes from glazing-over playing TMNT II: The Arcade Game and this was over twenty minutes longer. (4) It had a reputation for being insanely difficult. The most frequent thing I heard from players was that it starts fun but finishes with a thud because of prohibitive difficulty. Granted, they likely didn’t have access to the infinite lives that Cowabunga Collection allows you to apply. (5) Konami opted to save a few bucks by not going with the same special chip they used to make Dracula’s Curse possible. Of course, this set allows you to turn off flicker/slowdown inherit to the NES, but the point is TMNT 3 didn’t aspire to max-out the NES’s 1991/92 potential. That’s five completely valid red flags. For those reasons, I’d been dreading the time I’d have to spend with the Manhattan Project more than any other game in the set.

Given the limitations of the fighting engine and the 8-bit console, they kind of got the bosses perfect. This was especially surprising given how boring the bosses in TMNT II were. A big part of that is none of the bosses in Manhattan Project are too spongy. Just when you think they’re about to get boring, the blinking starts, meaning they’re almost dead. Each has a unique style and twist. Most importantly, they’re all fun to battle. Every single one, which is a feat no Turtles game, NOT EVEN SHREDDER’S REVENGE, has pulled off. Only this late-stage NES game. Well done! Outstanding! And one of the most unexpected, delightful surprises of my now five-year-long retro gaming adventures.

My fears were unfounded. Teenage Mutant Ninja Turtles III: The Manhattan Project was pretty awesome. It cleans up most of the things that killed TMNT II on the NES. Collision detection, first and foremost, is completely fixed. There was a couple weird instances involving Michelangelo where his weapon actually had more range than the graphics let on (specifically the “lift over head” move) but those were limited to him. Beyond that, this has some of the best combat collision of any game of this type on the NES. The controls are much more responsive too, and it makes the combat a lot more satisfactory. Plus, this time around, each turtle has their own unique special move. Raphael, who I usually avoid because of his teeny tiny weapons, actually has the best special move by far, a torpedo-like headbutt, and thus he became my primary character. Michelangelo, another turtle I usually avoid using, has a neat handspring kick that, with proper timing, can cause two hits for the price of one. Of course, they fixed the issue with the power moves coming at no cost. This time, whether you hit the move or not, using the special moves takes a tick of health off, and the game is ultra-stingy with the life-refilling pizza so you’ll want to space the special moves out. But, once you get down to your final sliver health, you get unlimited special moves, and with Raph especially, I was spamming them like crazy.

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Manhattan Project feels like it squeezes as much content out of the formula as two button gameplay on an eight bit console allows. Right up to the eighth and final level, it’s still introducing new enemies. The variety of foot soldiers rivals Shredder’s Revenge, a game released 30 years later. This is a seriously impressive effort. There’s even some unique stage ideas, like an area taking place on a conveyor belt where you have to brawl while jumping over lasers (or not jumping sometimes). I think it went a bit too long. Six levels that had mid-bosses would have worked a lot better, and in fact, the best levels were the ones that had mid-bosses. Two hours is a lot of time to spend with a beat ’em up this limited, though it never becomes fully boring. That’s probably because, unlike Turtles II, TMNT III feels like a labor of love. As for the notorious difficulty, well, some people say that you’re not really beating a game if you cheat and use infinite lives or save states or rewinding. I say, if that’s the only way a game can be enjoyable, so be it. Besides, it’s a brawler and even with one added basic move and unique super moves, it’s still gameplay as shallow as your mother in law’s contempt for you. It’s supposed to be cathartic. Yea, I’m happy I can beat Double Dragon NES if I really put my heart in it, but that also kind of nullifies the fun. You have to buckle down and play efficiently, even if it’s not as fun that way. Without the pressure of playing the game well, I could enjoy TMNT 3 just fine. I could use the basic moves, which are actually FUN to use this time, something the first arcade adaption on the NES completely failed at. Seriously, it’s a chore using the basic moves in TMNT 2, and they don’t feel rewarding when they land. That’s fixed. It’s all fixed. This is as good as an arcade brawler on the NES can be, and kudos to them for pulling it off. Surprise: TMNT 3 is quite fun.
Verdict: YES!
Cowabunga Collection Ranking: #2 of 13
Winner: Biggest Surprise of the Set

Teenage Mutant Ninja Turtles IV: Turtles in Time
for the Super Nintendo Entertainment System
Released August 15, 1992

I think this is my favorite boss in any side-scrolling brawler ever made. Someone at Konami must have realized it was just so satisfying to throw foot soldiers at the screen, so they made it a lot easier to pull off on the SNES, then built a boss fight around it. It’ll take something spectacular to top this battle.

Now this is more like it. Despite the arcade game having more fluid animation and sharper graphics, the Super NES version is better in every imaginable way. It controls better. It sounds better (well, okay fine, it doesn’t have most of the arcade’s voice samples or the Pizza Power rap during the attract screen). It plays better. It’s a kinder, gentler lover, like I imagine Shredder really is deep down♥. Turtles in Time on the SNES is a nearly non-stop joy to experience. The feathery, weightless combat of the arcade is replaced with weighty crunches, bone-breaking slams, and weapons that feel like they would actually hurt to get struck by. Whereas the added levels were not to the benefit of the NES game, which was already thin on gameplay and terminally slow, the added content here is welcome. There’s four new bosses and all of them fun to battle. Levels have either been added or heavily altered, including turning the two “surfing” levels into bonus stages, but ones that still have bosses. The Super NES has a lot of great arcade ports, but few actually improve on the coin-op. Turtles in Time MURDERS its arcade counterpart and was likely the best home-to-arcade port until SoulCalibur in 1999.

A bizarre extra feature exclusive to this port is the time trial mode. There’s three “courses” that take bite-sized segments from the main game, called “laps” here and times how long you take to beat all the enemies. It’s weirdly slow, as you spend as much time waiting for the next lap to finally load as you do actually “racing” the timer. It’s not the worst idea but the execution is frustrating because of the agonizing wait between laps.

Do you know what my only semi-real problem with Turtles in Time is? I object to the name. Really, the “time travel” aspect barely works. Going back to fight foot soldiers in the dinosaur era? Nice. But the train you’re on could be a train from any time period. Same with the pirate ship. Same with the Technodrome, for that matter. Hell, you have to finish about a third of the game before you even start “traveling through time.” So, yea, the time travel stuff outside of the dinosaur stage and the hoverboard stage is weak sauce. Everything else is superb. A big part of that is the OOMPH (my pet term for violence in a video game feeling like it has real, impactful weight to it) is wonderful. When you hit a strike in Turtles in Time, it feels like it inflicts pain. Which it probably doesn’t because you’re mostly fighting robots but my point still stands. In the arcades, it’s like paper dolls fighting. On the SNES, when you grab an enemy by the limb and start slamming them back and forth on the concrete like Hulk does to Loki in Avengers, it might be my favorite brawling game move EVER. It’s just so damn cathartic, especially when you clear out a screen full of enemies while doing it.

Turning Neo Night Riders into a Mode 7 showcase was another smart move. You’ve already done one “Sewer Surfing” stage. In arcades, it’s just more of the same, and futuristic facade feels paper-thin. On the Super NES, the Mode 7 graphics make it feel fresh and kind of novel. The weird thing about Mode 7 is it shouldn’t impress at all in 2022, but it always makes me sit up and take notice whenever I’m playing any SNES game.

The sound design factors into it, but the controls being a lot more responsive than they are in arcades is the real difference maker. That fluid animation that does look so good in arcades seems to also be why doing combos, getting attacks interrupted, and general unresponsiveness is present. On the SNES, it feels like when you give the command to crush an enemy, it’s done. I could almost do the “slam on the concrete” move at will (which really helps in the time trial mode) and when I needed throw enemies at the screen, I could always do so with minimal effort. Of course, unlike the NES arcade game, just using basic attacks is actually satisfying as well. So is the running shoulder block that makes for the perfect set-up for the concrete slamming. Turtles in Time’s move-set is relatively limited, but what moves you have are very satisfying. My wish list would only include more satisfying/effective aerial attacks.

The OOMPH isn’t quite as good against bosses, but hell, even the best Capcom brawlers where you could practically feel the bones shatter also struggled with that too. Boss OOMPH is a tricky balancing act because if you get it wrong, you make the enemy look weak and it takes the stakes out of the fight. One thing Turtles does get right is having all the bosses feel like they’re different. They require different patterns to defeat. You can’t just spam attacks. I like that.

Well, if I’m going to get nit-picky, I guess I wish there was a bigger variety of enemies. It’s mostly just foot soldiers of various colors/weapons. The second most common enemies are these stone guys that aren’t as fun to fight, as when you try to slam them, you just sort of toss them like a sack of potatoes. Rarely, mousers or these giant alien-looking things show up. My hunch is the dev team focused all their energy on the bosses, which was probably wise. The variety of bosses is spectacular and they all feel different, but I’m bummed becuase Turtles in Time was maybe five or six basic enemies away from being the undisputed best brawler of its era. Of course, everything I feel is missing was actually done with the recent Shredder’s Revenge, and probably the best thing I can say about Turtles in Time on the SNES is it set the bar that game had to clear very high indeed. Turtles in Time might not be the best Ninja Turtles game anymore, but that it held that title for twenty years and barely showed any wear from the test of time is a testament to what Konami accomplished here. The SNES port is a truly amazing piece of software and I’m so happy I got to play through it a second time. Let’s leave it here and not re-re-remake it, please. I’d rather have Shredder’s Revenge 2.
Verdict: YES!
Ranking: #1 of 13 **BEST IN SET**

Teenage Mutant Ninja Turtles: The Hyperstone Heist
for Sega Genesis
Released December 11, 1992

They took the Krang Fight from Neo Night Riders in Turtles in Time, same attack patterns, and made him a boss without the cool futuristic facade or the hoverboards. Like so many things with Hyperstone Heist, it feels stripped-down.

I legitimately can’t believe there’s any debate on which is the superior 16-bit home TMNT arcade game. A lot of people seem to really like Hyperstone Heist. I’ve never seen a game this terrible that has so many people falling over to apologize or make excuses for it, or even call it good. I mean legitimate PASSION from fans who stand by Hyperstone Heist as one of the best, if not THE best, TMNT games ever made. YIKES! I’m not just talking fanboys either, but professional game critics! Hyperstone Heist has made lists like “The 20 Best Genesis Games.” I checked, there’s at least twenty-one Genesis games, which means they’re not awarding this by default. They’ll say “the graphics and sound are better!” Who cares? Turtles in Time in the arcade looks a LOT better than the SNES game, especially the fluid, cartoony animation. But, the gameplay is worse, so the SNES game is better. That’s just how it is. If you value a game having better animation or sound at the cost of gameplay, my reviews are not for you. And while we’re at it, what people consider “better” with Hyperstone Heist is very debatable.

I was already miserable playing Hyperstone Heist for reasons I’m going to get into right about now, but at least I wasn’t completely demoralized. Then a boss showed up I already beat, and I was only on the fourth stage. “Uh oh” I thought, a chill coming over me. Then, after beating Leatherhead for the second time, Rocksteady showed up, and I just felt completely dejected. A goddamned boss rush. And since there had only been three bosses up to that point, it was one of the most pathetic boss rushes I’ve ever seen. Unbelievable. Then it ended with the Baxter Stockman fight from the original TMNT arcade game. Hey, wait.. Rocksteady is in the game but Bebop isn’t? That’s like Simon without Garfunkel! ♫GENESIS DOES! YOU CAN’T DO THIS ON NINTENDO (unless it involves a mutant warthog)!♫

A lot of people lead off with “the music is better!” I’ve never understood why anyone would go to music before gameplay, but fine, let’s start with the music. The Wikipedia page describes Hyperstone Heist as having the same music as other TMNT games, only faster. The faster part I’m not entirely sure was deliberate. It has the same music tracks from previous Turtles arcade games, only they’re sped-up. The thing is, the voices of the Turtles when they die (“ohh, shell-shocked!”) sound like Alvin and the Chipmunks, because they’re ALSO sped up. Then you realize the various bonks and baps from the combat also sound kinda similar, but weirdly so, and it’s because they’re the same sound effects sped-up too. Why would you speed up the sound effects too? That makes no sense at all, unless they just screwed up the soundtrack and sound effects and decided to call it a feature instead of a bug. It must work because people cite the soundtrack as a reason this is better than the SNES counterpart that has more levels, more bosses, more moves, more set-pieces, better play control that makes pulling off advanced moves easier, and has heroes that don’t sound like they’re on an all-helium diet.

The Sega Genesis version of TMNT has only five levels and six bosses, three of which you have to fight twice, BUT HEY, it has one boss.. ONE SINGLE, SOLITARY BOSS.. that’s not in any other Turtles game. You can practically see the Genesis fanboys showering themselves with confetti while singing “GENESIS DOES WHAT NINTENDON’T!”

But, it’s the claim that Hyperstone Heist has “more aggressive AI” that I object to the most. Apparently it was Konami’s “selling point” for the game. “More aggressive AI” in this case is the most meaningless buzzword on the Genesis since “Blast Processing™©™®™.” But, people fell for it. Reviewers at the time noted the AI was “more aggressive.” The Wikipedia page notes it. People telling me I’m wrong about Hyperstone Heist have said it to me. I don’t know where this “more aggressive” shit comes from, because when *I* played Hyperstone Heist on Normal Difficulty, the enemies kept backing away from me when I walked towards them. They would back all the way to the far-far-far edge of the screen, so much they often weren’t on the screen at all, before they finally stood still long enough for me to kill them. Of course, that means when I hit my strikes, I could only hear that I was doing it and didn’t get the satisfaction of seeing the enemies die. This was consistent from the start of the game until the end. One of my biggest issues with the beat ’em up genre in general is the action too often migrates to the edges of the playfield, but Hyperstone takes it to a new extreme. “Well Cathy, enemies in a real fight WOULD back away from you!” OH FOR THE LOVE OF GOD, IT’S A VIDEO GAME! In real life, a fire breathing, princess-kidnapping turtle dragon wouldn’t choose to make its final stand on a bridge with an axe that the hero could use to drop it into a lake of fire, either, but in the make-believe world of video games, it’d be weird if it didn’t! And it’s weird that so much action in Hyperstone Heist is against enemies you can’t see!

Might as well have put a giant Pizza Hut advertisement in the the center of the screen. It wouldn’t have blocked the action at all.

I think by “aggressive” fans of the game mean the enemies are complete back-fighting, sucker-punching cowards. The overwhelming majority of enemies don’t swarm you. They sort of fall back, and they only move in to attack when your back is turned to them and you start swinging your weapon to the other side. They also have pitch-perfect timing on counter-attacks. But, combat mostly consists of chasing enemies to the edge of the screen for the kill. Many of the enemies are straight-up programmed to just sit on those edges and throw their projectiles in preset intervals. For a game that’s allegedly “faster-paced”, you sure do take FOREVER to get up when you get knocked down. The dramatic knockdown-rolling-sit-up animation is agonizing every time it happens, and most of the time, the enemies begin their attack animation with perfect timing so that you’re going to get hit again at the very nanosecond you make it to your feet. I don’t care how much fans of this game regurgitate Konami’s 1992 marketing of Hyperstone Heist as “more aggressive” and “faster-paced” because the actual gameplay unfolds a lot slower. It’s stop-and-go gameplay on steroids, and thanks to Cowabunga Collection, you can play this side-by-side with Turtles in Time on the SNES and see that it’s actually the SNES game that’s “fast paced” and has more aggressive enemies, because they don’t run away from you like complete lilly-livered yellow-bellied scaredy-cats. Isn’t the point of a brawler being fed an army of cannon fodder to punch?

The only nice thing I can say about Hyperstone Heist is it had the most playable version of this Baxter Stockman battle. So hey, +1 for having the best version of my least favorite boss from the original arcade game.

While I’m at it, where is all this other “better gameplay” at? You can’t throw the enemies at the screen, which is one of the most satisfying moves from Turtles in Time. It’s much harder to pull off the “slam enemies into concrete” move, and the other foot soldiers you hit doing it take less damage. Your own life bar can be drained too quickly, as the amount of damage caused by environmental traps or even by random hits from bosses or foot soldiers often is several of your health points. The OOMPH isn’t as good as the SNES game. It has less than half the bosses the SNES game does at 13 to 6. If you object to me counting the fights against Bebop & Rocksteady as two different bosses, and the same for Tokka & Rahzar, the tally is still 11 to 6, a not unsubstantial gap, and the SNES game didn’t make you replay bosses you already beat. “The stages are longer!” Yea, but they don’t do anything. They’re not fun set-pieces at all. I was excited for a “haunted ship” because those can be cool, but it had nothing haunted about it. It was just decrepit. Going off this game’s definition of haunted, my Mom is becoming haunted. So, where’s this better game play? Oh, because the dash button is separate? Well dip me in shit and roll me in bread crumbs, Genesis wins! ♫GENESIS DOES! YOU CAN’T DO THIS ON NINTENDO! GENESIS DOES!♫

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When presented side-by-side against the SNES Turtles in Time, I can’t understand why anyone would say Hyperstone Heist is the better game, unless they NEED Hyperstone Heist to be better because they still base their self-esteem on the fact that, thirty years ago, Sega successfully marketed their console to them better than Nintendo did (or their parents saved some money buying a Genesis instead of an SNES and then gaslit the kid into believing they really wanted a Genesis all along). Well, sorry Genny fans. The Genesis library beat the SNES library in many ways, but Hyperstone Heist isn’t just bad compared to Turtles in Time. In fact, on its own, compared to no other game, Hyperstone Heist is just boring. An already short game that feels very heavily padded, with bad enemy AI, a limited moveset, and dull set-pieces. But hey, you were told thirty years ago it was faster-paced than other Turtles games and had “more aggressive” AI, even though the AI clearly spends much of the time backing away from the fighting, and who are you going to believe? The best marketing teams money can buy or your lying eyes?
Verdict: NO!
Cowabunga Collection Ranking: #9 of 13

Teenage Mutant Ninja Turtles III: Radical Rescue
for Game Boy
Released November 25, 1993

Each of the Turtles has a super power that lets you access a previously unacceptable area. For some reason, Leonardo’s is turning into a drill.

Metroidvanias are my favorite genre, and I’m one of those people that has very little problem with short games. The next IGC review will be an indie NES Metroidvania that takes only a few minutes to complete, and I consider it a perfect game in the sense that the only complaint about it is its ultra-short length, which isn’t really a complaint. I’d rather play twenty to thirty minutes of absolute perfection than two hours of great or six hours of good. Perfection is so much rarer. So, I have no problem with the smallish map and brief runtime of Radical Rescue. Even if you get lost, it probably should only take you under two hours to finish, but that’s fine. I wouldn’t want to be stuck with this game longer. It’s a pretty decent, if basic, Metroidvania that has a major issue with enemy placement and boss fights. This is one of those games where the developers fine-tuned the enemy placement specifically for cheap-shots and unavoidable damage. It happens non-stop throughout the runtime, and it’s such a shame because otherwise Radical Rescue might have become my go-to game for baby’s first Metroidvania.

I have a big problem with the bosses. They don’t quite telegraph their moves enough to give you time to dodge, and man, do they blink a LONG time when you hit them.

The game only has a couple environments that are as bland and flavorless as it gets, and it doesn’t really do a great job of teasing “you’re in a place that you can’t access.. yet, hint hint” that Metroidvanias are ideally built around. But, they actually did a good job of building around starting with Michelangelo and needing to rescue the other turtles. The concept of beating bosses for keys to jail cells works wonderfully. Each of the Turtles has a unique ability required for exploration, which is exactly what I wanted TMNT-NES to do, and I’m gratified that I was right to say it needed it. The boss fights are super annoying. I’ve never seen a game of this type that had the bosses blink with invincibility after taking damage as painfully long as Radical Rescue does. Thankfully, with the glory of save states, you can replay them with no penalty (use the save states over rewinding. Each boss takes a minute or two to beat). Ultimately, the #1 thing I want from a Metroidvania is a good map, and Radical Rescue has a very good map with a nice path to victory that requires the exact right amount of backtracking (or lack thereof) that never becomes annoying. I just wish this had been on a platform like the NES, Genesis, or SNES instead.
Verdict: YES!
Cowabunga Collection Ranking: #4 of 13

Teenage Mutant Ninja Turtles: Tournament Fighters
for Sega Genesis, Super Nintendo Entertainment System, and Game Boy
Released September 4, 1993 (SNES/Genesis) February 1994 (NES)

They all have such boring rosters. Oh, and the Genesis version (pictured here) is the only game in all of TMNT Cowabunga Collection that features Casey Jones. That’s an absolute travesty.

I don’t really have a ton to say about the three TMNT Tournament Fighter games. I’ll start by noting the Genesis game is basically unplayable. Of the three buttons they had available, one is used for taunting, which is just stupid. The fighting mechanics are extremely bland and even on the lowest setting, I couldn’t beat the enemy AI. It’s easily the worst game in Cowabunga Collection. If I gave a hypothetical “so bad that it occupies multiple spots in the rankings” for the Genesis version, Back from the Sewers on the Game Boy would be #12, then there would be five to six gaps and the Genesis Tournament Fighters would be #17 or #18. Absolutely abysmal. And you know that Digital Eclipse must have agreed. This is literally the only game in the entire collection that doesn’t have a section in the set’s built-in strategy guide.

It looks like Raph is kneeing Leo in his nardos here.

The NES game is actually better, but still not fun at all. It feels exactly like one of those modern “demakes” that you’ll see indie developers come up with as a cutesy novelty. You can only choose to use the Turtles in the one player mode, and once again, the AI is just too dang good. The big difference in this one is a dodgeball will occasionally be dropped onto the playfield for the players to use. The only nice thing I can say about the NES game is that I’d rather play it than Back from the Sewers on Game Boy.

I don’t understand the whole “Cyber Shredder” thing. That’s what he’s called in Radical Rescue too. Does he have online sex or something. Because I’d totally cyber with him. Damnit, I can change him!

Really, the SNES game is the only one of interest. Four button gameplay for heavy and light punches and kicks, so at least the action has substance and nuance to it besides button mashing. The OOMPH! is decent, there’s a nice variety of special moves, and the super move meter that penalizes usage of the block was ahead of its time and inspired. So, why didn’t I like it? Honestly, this felt to me like one of the more bland entries in SNK’s fighting game franchise. Besides Shredder and the Turtles, I didn’t recognize any of the characters, and the only fun character to play as is Shredder. The weird game show-like theme between stages threw me off, and frankly, I didn’t think the fighting was all that. It felt like they aimed for competent more than spectacular. I think a modern Turtles fighting game with cel-shaded graphics could be interesting, but for its time, this was just a wannabe Street Fighter that might have worked for kids in 1993 who recognized the characters. For a non-TMNT fan in 2022, this wasn’t for me.
Verdict: NO!, NO!, and NO!
Cowabunga Collection Rankings
SNES: #6 of 13 **BEST OF THE WORST**
NES: #11 of 13
Genesis: #13 of 13

A review copy for Teenage Mutant Ninja Turtles: The Cowabunga Collection was provided by Konami for this feature.

Return of the Obra Dinn (Review)

Plot spoilers (but no solutions to the game) ahoy, as this is a four-year-old game and I really want to talk about the plot.

I think a lot of people wanted me to finally get around to reviewing Return of the Obra Dinn because they thought it could contend for the #1 position on the Indie Gamer Chick Leaderboard. Heh. Yea, no. It’s good, but it ain’t that good. Hell, it missed leaderboard’s top 50, which I expect to be controversial even if it just barely missed it. For many journalists and gamers, this was 2018’s game of the year. It’s a major tent pole indie and basically unlike any game that has ever come before it. It came with the pedigree of being from the guy who made Papers, Please. And I missed reviewing it in 2018 and getting those sweet, sweet clicks. Oh, I didn’t deliberately skip it. In fact, I even started playing it on Steam when it came out. It didn’t hold my attention and it just fell off my radar. I’m not entirely sure why, either. I like a good mystery game, and there’s NEVER been a mystery game like Obra Dinn.

“You unlock this door with the key of imagination..”

I’ve been thinking about that a lot this last week. My Dad, an old-school Macintosh fanboy, saw this on the Switch eShop. He wasn’t ever much for gaming, at least until recently, but the graphics style caught his attention. That same style wasn’t for me at all. I kind of think Obra Dinn is ugly looking. Like so many graphics types, old computer games looked the way they did because the of limitations of hardware at that time. There’s nothing inherently sacred about them. Creators of the legendary PC games of the era would have crawled across hot coals on their bellies to have more colors or higher-resolutions.

The chicken did it. NEVER TRUST THE CHICKEN!

I’m also not so much into high seas adventures. In fact, the only nautical game I’ve ever really enjoyed is Legend of Zelda: Wind Waker, and I don’t even know if that counts. Weirdly, it’s my favorite 3D Zelda by a mile. Finally, I’m not huge into nonlinear storytelling. It can be interesting when done right, but when done badly, it can be ruinous. Look at the recent remake of Stephen King’s The Stand on Paramount+. The original made-for-TV mini-series with Gary Sinise and Molly Ringwald was badly acted, had terrible special effects, and was nine-ways of awesome. The 2020 remake (an all-time contender for “Worst Timing Ever” given that it’s a show about a plague that was produced before a real life plague hit) begins with 99.9% of the world’s population already already dead. I mean, come on, that’s the fun part! Each episode cuts between different time periods. The Stand doesn’t work at all as a nonlinear experience and it renders the entire nine-episode limited series unwatchable.

Actually, nonlinear storytelling was only one of many problems. That entire series was one of the most embarrassing dumpster fires I’ve ever seen in my entire life. TERRIBLE performances by actors capable of so much better. Even J.K. Simmons is bad in it. Bryan Cranston is uncredited as the President of the United States, doing a voice over that reminds you the man got his start playing the voices of the monster of the day on Mighty Morphin Power Rangers. Then, there’s the “fresh” takes on characters. Odessa Young’s Frannie is so unlikable that it makes you cheer for the embodiment of all things dark and evil. I have never hated a show I was all set to love more than I hated The Stand 2020.

Obra Dinn leans heavily on nonlinear storytelling. The game opens with the ultimate final fate of the final handful of surviving crew. To its credit, it’s immediately jarring, as you see the captain blow some poor SOB away, which is no doubt the cap to a mutiny. The problem is, Obra Dinn uses the jump-around too much, and not always in service to keeping the player engaged. There’s a moment where most players are like “okay, wait, this isn’t just a ship where a series of random calamities happened” where you see the crew fighting a giant mutant crab monster that looks like something out of John Carpenter’s The Thing. It’s genuinely jaw-dropping, even if my Dad and I both started giggling at how silly the plot was starting to become. By this point in the game, you’d already seen the crew fight a giant squid, but that’s a fairly common nautical trope. Creepy ass giant crab-spider things being rode by spooky, shapeless riders? Not so much.

The design of these is some of the creepiest, most eerie shit I’ve ever seen in a game.

And that element doesn’t have the same impact if Obra Dinn introduced the monsters at any other point. The scene where they’re climbing onto the ship (pictured above) would have still been a “oh shit” moment, but not as startling or meaningful as seeing the crab do its thing. Nonlinear works there. But for the later mermaid attacks, you’re now expecting that type of thing. Seeing that chapter take place at the tail end of the attack (no pun intended) has lost all impact. Once you’ve already seen that the story involves a giant squid and shapeless warriors riding giant spider crabs, it would have been a lot more chilling to see the mermaid attack sequentially. Of course, the game couldn’t do that because of how you see all these events in the first place. The mermaid sequence requires you to go in reverse order, using the “scene within a scene” aspect of the gameplay where you click on freshest carcass in someone else’s moment of death as the go-between of the segments. It’s safe to say that, by the end of Obra Dinn, that sense of awe and foreboding had long since abandoned ship.

You don’t matter, and you don’t matter, and you don’t matter, and you don’t matter..

If Obra Dinn’s plot itself was part of the checklist that you had to solve, the solution would be “RETURN OF THE OBRA DINN was SMOTHERED by TOO LARGE A CAST THAT NEEDED TO BE THINNED OUT BY A PAPER-THIN FANTASY PLOT.” I’m going to go ahead and say it: Obra Dinn’s story absolutely fucking sucks. Once the sci-fi elements and the magical treasure chest that lures the monsters comes into play, the story dies a miserable death. All the intrigue is gone. All the interpersonal dynamics no longer feel like they matter at all. The answer to “cause of death” for around half of the crew was “killed by horrible beast.” And they had to use “horrible beast” as a catch-all for the mermaids, spider crabs, and kraken, because otherwise it would have spoiled that those elements were in the game. I hate that I didn’t like it, or that the game lost a lot of its enjoyment once the treasure/mermaid plot revealed itself, but from that point on, I just didn’t care about the characters anymore. Their lives, their intrigue, and their fates felt arbitrary. I don’t know why it annoys me so much. I guess I thought it was going to play out like I would be Tim Curry in the Clue movie (Cluedo for you non-Yankee types) meticulously explaining that so-and-so set up a booby trap with a barrel of gunpowder and lured someone to their doom with each character, and instead 50% of them were chalked up to death by monster.

And you don’t even need to be EXACT with the cause of death for most of the characters. Hell, for some of them, you don’t even need to get the exact entity that caused the death. This is one of those multiple-outs type of games. So, for example, if a person’s head is shot off with a cannon during the Kraken fight, you can blame the Kraken, or the guy who shot the cannon, and for cause of death, the game accepts “exploded” or “decapitated” or “shot” or many other things. Now, I’m totally cool with having multiple definitions for the same effect, but I thought I was signing up for a tight mystery full of plots and murder most foul. There’s only teeny tiny hints of those things, but most of the solutions come down to “who died during each monster attack?” God, I can’t properly convey how much of a let down that is.

Do you know what I like most about Obra Dinn? I’ve always said “gameplay is king.” It’s been my unofficial motto at Indie Gamer Chick. I can be wowed by incredible stories. I can be dumbfounded by incomprehensible stories. I can be bored by mundane stories. But ultimately, I play video games to be absorbed by compelling gameplay. Return of the Obra Dinn will now forever be the game I point to that shows the power of gameplay to overcome all. For all its flaws, the actual sleuthing in Obra Dinn never gets boring. It works because of the wise decision to only reveal correct answers in groups of three. We got five or six of the characters correct just by guesswork, but always after a process of elimination that left only three or four options. Granted, we did score one group of three where we didn’t have a definitive answer for any of the three, but when the game cut to the WELL DONE screen, we completely lost our minds in celebration, hooting and high-fiving until we were hoarse. It’s never NOT satisfying to see that you’ve correctly guessed the solution, and that’s the hallmark of a great mystery game, shitty story or not.

The zooming in feature was helpful because, a lot of the time, I couldn’t tell the faces apart from each-other. A lot of characters look similar. And the accents really didn’t help me at all. I could NEVER tell those apart, and I’m a stickler for accents in real life. I can’t tell voices apart either, but at least that ruins nothing here, unlike Everybody’s Gone to the Rapture.

Obra Dinn isn’t exactly Sherlock Holmes or Hercule Poirot. It feels more like Columbo, where you’re looking for the teeny tiny details that would never actually hold up in court. Ultimately, you’re just picking faces out of a crowd. The cause of death is the easy part. You’ll see the weapon embedded in their corpse, or dialog will say “yep, that guy sure was sick before he died” or something equally on the nose. In fact, there’s a strong chance you’ll have in the neighborhood of 80% of the checklist filled with the causes of death for each face before you have a name to go with any of them, but the game lets you do that. You have to base the rest on how they dress (there’s a glossary included in the journal that explains different ranks and jobs and where those people would be on a ship) or accents or location. Not every character has a 100% “this is the clue to their identity” moment, and instead you score them by virtue of eliminating all (or most) other options. There’s four members of Asian royalty (who helpfully have their very own picture separate from all other characters), four people from China, and X amount of officers that you can suss out once you have the cause of death listed just by rearranging them. Once the game starts thinning out characters, that becomes even easier. You’ll almost certainly get a few just by plugging a placeholder name into a character. EVEN THEN, you feel like you’ve done a good job when you get it right. Obra Dinn might be one of the most immersive games ever because of that sense of accomplishment.

The “scenes” are like walking around a big diorama, and when you think you’ve gotten every possible clue out of one, chances are you’re going to be forced to return because actually there were characters present you didn’t even realize were there.

Sure, the gameplay isn’t perfect. I hate the whole “see a scene for a minute, then it fades out, then you’re back in it” part. You want that shit to end as fast as you can so you can start inspecting in a productive way. I also wish that you could just click something in the book to let you relieve the scenes instead of having to go back to the original spot in the ship. That especially becomes annoying in the end game, when there’s corpses all over the ship, many of which look kind of samey, and keeping track of which one opens what chapter in the narrative becomes overwhelming. Then, sometimes you have to click on one corpse to enter a scene THEN click on even more corpses over and over until you get to the scene you want. The end game is going to require you to go back and look for the clues you missed. There’s just no way you’re going to be perfect the first time around, but it’s not at all convenient to do so. And don’t say it was for immersion in a game where you use a magical pocket watch to see a freeze-frame of the exact moment of someone’s death. Just let us click something in the book to see the scene again. The way it’s set up now is really just creates busy work. I haven’t seen such obvious padding since that time I wore my Mom’s bra when I was 10 years old.

Competitive marathon running claims another victim.

Finally, I hate that there’s two endings. My Dad left the ship too early because we couldn’t figure out what we were missing and because the journal has a chapter that says you can’t see it until you leave the ship. So, he left the ship, and the game ended and we ended up with the bad ending because we hadn’t solved everything. At this point, I absolutely blew a fucking gasket. Not at him, but that it was even possible to do this. We didn’t know the game would say “okay NOW you’ve solved everything you can do on the ship, so now you can leave the ship and see the final parts you missed.” I mean, it doesn’t say it like that, but that’s the jist of it. If we had to start over at this point, this would be the angriest review I’d ever done in my life, but after seeing the bad ending and credit roll, we got to restart where we were without any loss progress. Thank god. But the game should NEVER have allowed this. It’s unnecessary.

When a new scene reveals itself, you have to watch this trail of smoke or light or whatever fuck around on the ship, sometimes circling back around before settling and turning into a dead body that you can then click on. It’s not bad, I guess, but sometimes I wish it used a compass instead. I can’t tell anything apart of a ship. I don’t even know what side of a ship is the starboard side. Just because I cuss like a sailor doesn’t mean I know shit about fuck in regards to boats.

Presumably this was done so when people say “there’s no replay value” smug asshats can say “well, actually..” NO! There’s no replay value, AND THAT’S FINE! $19.99 is a perfect price.. hell maybe undervalued.. for a one-and-done experience. You can even say that the captain killed everyone and net an achievement for it if you’re especially lazy. No, Obra Dinn’s story didn’t “do it” for me. I don’t think this tapped all the possible sea-going calamities, or high intrigue for that matter. The mutiny that climaxes the story but in reality starts the game off is rendered kind of moot in the grand scheme of things. There was no pirate attacks. No drunken fool hitting the whiskey too hard and falling overboard. Nobody croaking from scurvy. Nobody catching a fatal case of the clap from a gnarly wench. No jealous husband killing the wench because that was HIS clap, dangnabit! I know the message is about the perils of desire and greed, but Jesus, really? Mermaids? Spider crab monsters? Eh, fuck it. Obra Dinn is still an absolute must play experience, because gameplay is king. Long live the king.

Return of the Obra Dinn is Chick-Approved
Leaderboard Ranking: #51 of 302
Top 92.9 Percentile of All 636 IGC Reviews
Top 83.12 Percentile of All 302 IGC-Approved Indie Games
*Rankings based on time of publication. Check the Leaderboard for updated standings.

Return of the Obra Dinn was developed by Lucas Pope
Point of Sale: Steam, Nintendo Switch, Xbox, PlayStation

$19.99 was torn apart by a terrible beast in the making of this review.

Lucas Pope is now officially an Indie Gamer Chick Certified Developer Who Does Not Suck!

Capcom Arcade 2nd Stadium: The Definitive Review (Complete 34 Game Review + Ranking)

This is the complete Indie Gamer Chick review of Capcom Arcade 2nd Stadium! For those not familiar with my way of thinking of how retro games should be reviewed, I take NO historical context into account. I don’t care how important a game was to the industry, because that doesn’t make a game worth playing today. The test of time is the cruelest test of all, but every video game must face it. I might not be here if not for Space Invaders’ success, but I wouldn’t want to play it today. Not when there’s better options. Therefore, when I review retro games, every game gets either a YES! or a NO!

Capcom Arcade 2nd Stadium is identical to the first stadium in terms of engine and layout. I had to remap the controls quite a lot, and I didn’t appreciate how much I needed that until I played the Nintendo 64 collection on Switch Online, which has no such options. For that matter, the simple yet effective manuals that include visual aides that identify power-ups or provide complete move sets for fighters is much appreciated. Capcom has a history of lazy packages, like Capcom Arcade Cabinet for example. This wasn’t some half-assed effort.

YES! means the game is still fun and has actual gameplay value when played today and is worth seeking out.

NO! means the game didn’t age gracefully and is not worth seeking out, and certainly not worth spending money on.

There’s 32 games in Capcom Arcade 2nd Stadium, but really, there’s 34. Three Wonders contains three completely different games, and they were so different from each-other that I chose to review them as their own entities. Capcom Sports Club also has three different games, but they all had the same aim (being fast-paced arcade sports games) and play value, so I chose to count it as one game. Also, I didn’t factor in SonSon towards my ultimate verdict, since it’s free-to-download whether you buy the complete set or not. Capcom Arcade 2nd Stadium costs $39.99 for the whole set, while the individual games cost $3.99. Therefore, the set needed to score ten YES! verdicts to win the Indie Gamer Chick seal of approval.

YES!: 20 + SonSon
NO!: 13

Capcom Arcade 2nd Stadium doubled what it needed. Thus, it’s Chick-Approved! This is one of the best arcade compilations available on modern consoles. It’s also an excellent package with tons of options for button mapping, presentation, screen orientation, and picture filters. The only feature missing is the one I fell in love with from SNK 40th Anniversary where a full video play-through is included that allows you to pause the video and take over the gameplay. I LOVE that feature and wish more classic sets included it.

There’s tons of options for presentation, including being able to play vertical screened if games originally used it.

Final Rankings

How I determined the rankings is simple: I took the full list of games, then I said “I’m forced to play one game. Pick the one I could play the most and not get bored with.” That goes on top of the list. Then I repeat the question again with the remaining games over and over until the list is complete. Based on that simple criteria, here are the final rankings. Games above the Terminator Line received a YES! Games below it received a NO!

  1. Vampire Savior: The Lord of Vampire
  2. Street Fighter Alpha 2
  3. Super Puzzle Fighter II: Turbo
  4. Super Gem Fighter Mini Mix
  5. Magic Sword
  6. Midnight Wanderers (Three Wonders)
  7. Night Warriors: Darkstalkers’ Revenge
  8. Darkstalkers: The Night Warriors
  9. Eco Fighters
  10. Chariot (Three Wonders)
  11. Street Fighter Alpha 3
  12. Saturday Night Slam Masters
  13. Hyper Street Fighter II: The Anniversary Edition
  14. Street Fighter Alpha: Warriors’ Dreams
  15. Mega Man 2: The Power Fighters
  16. Rally 2011: LED STORM
  17. Don’t Pull (Three Wonders)
  18. Hyper Dyne Side Arms
  19. 1943 Kai
  20. SonSon*
  21. Capcom Sports Club
    **TERMINATOR LINE**
  22. Black Tiger
  23. Knights of the Round
  24. Gun.Smoke
  25. Mega Man: The Power Battle
  26. The King of Dragons
  27. Pnickies
  28. Tiger Road
  29. Last Duel
  30. Savage Bees (aka Exed Exes)
  31. The Speed Rumbler
  32. Avenger
  33. Block Block
  34. Street Fighter

GAME REVIEWS

1943 Kai: Midway Kaisen (1987)
Designed by Yoshiki Okamoto
Also included in Capcom Arcade Cabinet

Way back in January of 2019, I named 1943 Kai “Best in Set” for Capcom Arcade Cabinet on Xbox 360/PlayStation 3. Now that I’ve played through it a second time, wow, it really speaks to how weak Arcade Cabinet was done that this could walk away with any trophy. Being the best game in Capcom Arcade Cabinet is like being the most edible item on the menu at an Arby’s. Which is not to say 1943 Kai is bad or anything. It’s a perfectly fine bland shmup, just like 1943 was. The differences are this has six fewer stages and one of the weapons is slightly better. Fewer stages is actually a good thing, as it feels like this cuts a lot of 1943’s gristle out. There’s smarter enemy formations too, so even though this is technically harder, it kind of feels like a more fair type of harder. I prefer the later 194X games, but they were really starting to get everything down pat with Kai.
Verdict: YES!
2nd Stadium Ranking: #19 of 34

Avengers (1987)
aka Avenger, aka Hissatsu Buaiken (Deadly Hooligan Fist)
Designed by Takashi Nishiyama
Also included in Capcom Arcade Cabinet

Takashi Nishiyama had two pretty sizable hits at Irem before he joined Capcom. One was Kung Fu Master, aka just plain Kung Fu, a pretty influential game. Even I like Kung Fu, and I hate basically everything according to many retro fans. I bring up Kung Fu Master (aka Spartan X) because Avengers is clearly trying to be exactly that, only from a different camera angle. In this case, Avengers is a top-down game. Otherwise, the same concept: punch and kick your way through a hoard of identical baddies, most of whom just want to hug it out with you, but meanly so. Actually the huggers do headbutt you in the hug, but still, it’s a hugging game, with levels culminating in a boss baddie with a gimmick, usually based around a weapon. And it’s absolutely abysmal. I’m genuinely not trying to be hyperbolic when I say Avengers is one of the worst games I’ve ever played. The actual combat features incredibly piss-poor collision detection. I lost count of how many times I punched right through enemies to no effect. It even happens to the stationary garbage cans you collect items from. Besides that, what punches and kicks you hit don’t feel OOMPHful at all. It does try to one-up Kung Fu by having a teeny bit more variety in enemies, but even this blows up in Avenger’s face. Even on the lowest difficulty setting, enemies who throw projectiles have too much of an advantage over you. The power-ups are weak and wear off too fast. Punching is basically worthless, and you can also spam a spinning kick for no cost that I found more effective than normal attacks. You’ve got to feel bad for Nishiyama, who tried to recreate the magic of Kung Fu Master twice in a row (Trojan was the other) and fail, but when I say “even Trojan didn’t suck this badly” that speaks volumes.
Verdict: NO!
2nd Stadium Ranking: #32 of 34

Black Tiger (1987)
Directed by Yoshiki Okamoto
Also included in Capcom Arcade Cabinet

After suffering a mysterious series of delays, Black Tiger released in 1987 and feels like it’s playing catch-up with Konami’s Castlevania and Taito’s Rastan. An action platformer with a bit of RPG grinding and money collecting thrown in, you have to hop around levels and fight baddies with some of the strangest attacks in history. You have both a whip and a series of daggers, and when I say “both” I mean you throw a barrage of daggers every time you use your whip. It’s so weird. It’s like they wanted to give you the option for one or the other, but they inputted it wrong and wired the game to do both at the same time. The daggers aren’t a finite resource, either. You have unlimited amounts, so much so that they’re often a lot more effective than the whip, since three come out at once and they’re ranged. BUT, even with this, the combat lacks satisfactory OOMPH, and the level design is based around dickish enemy placements and GOTCHA! type booby traps. Capcom seems to have been obsessed with treasure chests that would actually screw the player over, just like in Ghouls ‘n Ghosts. There’s too many whammies in the chests, and even rewinding doesn’t take away the frustration of dealing with them. Grinding up enough money to buy the good items is a slow process. Finally, the jumping is stiff and rigid and leads to many instakill situations. There’s a good game buried in this mess somewhere, but Black Tiger just acts like a total prick too often to be fun.
Verdict: NO!
Second Stadium Ranking: #22 of 34. **TOP OF THE BOTTOM**

Block Block (1991)
Designed by Shinji Sakashita, H.K., and M. Miyao

Simply put, Block Block is one of the worst brick breakers ever made. It’s especially unfit for consoles that lack dial controllers, but that’s just the start of its problems. In my two play sessions with it during Capcom Arcade Stadium 2, I had at least two instances of the ball clipping right through the paddle. In a game where everything depends on the paddle.. you know.. working, that alone is enough to earn it a spot near the bottom of the NO! pile. And I say “at least two times” because I had other instances where the ball was moving so fast that I couldn’t be sure if I barely missed a volley or if the game just stopped working again. It seems to be tied to having bricks underneath the paddle. Blocks underneath the paddle would be a nice twist, but the level design is miserable. I had tons of instances where a ball would travel around unbreakable corridors and then just jam up in the geometry. A funny quirk about Block Block is, if you go too long without breaking any bricks, the game opens an automatic exit to the next level. Of course, the ball has to actually hit the exit. It goes away if the ball bounces too much. There’s neat ideas here, like the paddle breaking into a smaller paddle after so many volleys, but the physics are amateurish and, frankly, brick breakers had existed for fifteen years by time Block Block came out. This SHOULD NOT HAVE BEEN THIS BAD, and it’s awful. The final 8-bit Capcom arcade game is also one of their very worst coin-ops. Just a complete disaster in every way possible, and the only thing keeping it from finishing dead-last is the historic ineptness of Street Fighter 1.
Verdict: NO!
2nd Stadium Ranking: #33 of 34

Capcom Sports Club (1997)
Designed by Yoshifumi Fukuda

Unlike Three Wonders, Capcom Sports Club’s three games don’t deserve their own reviews. They can be summed up by saying “fast-paced arcade sports games of middling entertainment value.” Two of the three are fine. The lone stinker is the basketball game. It’s like a 3-on-3 version of NBA Jam without the “on fire” stuff. Or real players, for that matter. Curiously, the game has no shot clock. Shot clocks exist for a reason, and a basketball video game based around a lightning-fast pace not having one is such an unforgivable omission that I can’t overlook it. Stick to the soccer and tennis games. Soccer features a short field and over-the-top animations, and it can be fun in small doses. I’ll note that the game tends to smarten-up the AI every time you win. If a game ends in a draw, it counts as a game over and you have to re-up on your virtual quarters, at which point the AI becomes more reasonable. I’m on to you, Capcom. Meanwhile, tennis game is just a cartoony game of tennis taken up-tempo. Literally nothing about it stands out. Well, actually sometimes it feels like you can’t cover the court fast enough, but that’s kind of the point of Tennis, right? Either way, there’s hundreds of soccer and tennis options out there, and neither of these will rise to the level of a fan favorite among them, but they’re fine.
Verdict: YES!
2nd Stadium Ranking: #21 of 34 **BOTTOM OF THE TOP**

Chariot (1991)
Game #2 of 3 from Three Wonders
Designed by Shoei Okano

The second of Three Wonders’ offerings, this cute-em-up feels like it was probably meant to be the full-blown game that got a solo release, with Midnight Wanderers and especially Don’t Pull being games that barely rose above proof-of-concept and were shoehorned onto this board as an attempt to test a new business model that they straight-up stole from SNK. At least that’s our new working theory. Chariot feels like the most complete of the trio, though it’s still an all-to-brief experience. This time around, it’s a surreal shmup with a zodiac theme. Despite sharing multiple assets and story elements with Midnight Wanderers, Chariot isn’t remotely generic. Cuphead fans will recognize more than one boss encounter Chariot directly inspired, and shmup fans will appreciate the twists in the formula. You have a tail that causes damage if you can dangle it over enemies and bosses, and it also doubles as the indicator of when your charge shot is ready. It a later level, Chariot even does a camera trick that fools players into thinking they’re going to go one way before quickly moving up or down to another area of a map. I wish there was more variety in weapons and I wish the game was longer, but Chariot is among Capcom’s strongest shmups.
Verdict: YES!
2nd Stadium Ranking: #10 of 34.

Darkstalkers Series (1994 – 1997)

Darkstalkers: The Night Warriors (1994)
Designed by Junichi Ohno
Also included in Capcom Fighting Collection

Night Warriors: Darkstalkers’ Revenge (1995)
Designed by Junichi Ohno
Also included in Capcom Fighting Collection

Vampire Savior: The Lord of Vampire (1997)
Designed by Shinichiro Obata, Hidetoshi Ishizawa, Malachie, Nohah, and Katsuyuki Kanetaka
Also included in Capcom Fighting Collection
Vampire Savior 2 and Night Warriors 2 are paired with this review but not included in Capcom Arcade 2nd Stadium. Those games are only in Capcom Fighting Collection.

Darkstalkers (1994) Verdict: YES!

Darkstalkers is basically Super Street Fighter 2 Turbo crossed with a Halloween costume store. The story goes that Capcom asked Universal Studios for the license to their famous monsters. Universal, savvy businessmen as always, said no. I mean, why would they want to partner with the company who made the hottest fighting game in the world to make a fighting game with their stagnant lineup of old horror movie IPs? To really hammer home what a colossal failure their rejection of the proposal was, according to the legend, Capcom’s artists then turned out the basic concepts for the ten fighters in Darkstalkers in about an hour. It’s almost unbelievable, especially given how overflowing with personality and charm the roster is. There’s no stinkers in the bunch. I played with the full roster of characters, and they each had their own flare and uniqueness and at least one move or animation quirk that put a smile on my face. That’s rare for a fighter, and it continued for the entire run of sequels. Come on, how can you not love a Little Red Riding Hood lookalike who grabs an opponent from behind and slits their throat with a kitchen knife? It’s so dark! Oh wait.. I get the name now.

Night Warriors: Darkstalkers’ Revenge (1995) Verdict: YES!

If you squint, you might not even realize you’re playing a separate franchise from Super Street Fighter 2 Turbo. It’s really close, with the major additions being things like being the first Capcom fighting game with airblocks and the ability to move while ducking. There’s also a chain combo system for those who want a more advance fighter and not a button masher, though you can honestly have fun both ways. I played rounds of Vampire Savior with both fighting game vets and a person playing their very first one-on-one fighter and everyone had fun. This is a series that got better as it went along, and by time I reached Vampire Savior, I actually liked Darkstalker as a series more than I liked Street Fighter 2. A more colorful roster, better themes, surreal backdrops, and some of the most pitch-perfect controls I’ve ever experienced in a 2D fighter. Really, this whole franchise deserves to be regarded higher than it is.

Vampire Savior: The Lord of Vampire (1997) Verdict: YES!

Where it gets weird is Vampire Savior is broken into three different games that switch only a couple fighters out for a couple returning combatants. This was done as an appeasement to series fans due to the limited space in the ROM, though the shady-as-all-hell numbering of these revamps as sequels felt skeezy. People who don’t know the score will see these listed as totally separate games in compilations like Capcom Fighting Collection and be hoodwinked into thinking they’re getting three separate games and not three versions of one game, only one of which is really necessary. Given that it’s 2022 now, you’d think Capcom could use the space age technology of the modern era to just ROM-hack in the missing fighters. Presumably this wasn’t done to appease “purists” but those same purists apparently detested both Night Warriors 2 and Vampire Savior 2 anyway. It’s such a no-brainer and it comes with the bonus of not being intellectually dishonest about how many separate games are included in a compilation. I hate the whole situation because it left a bad taste in my mouth about an otherwise outstanding fighting franchise.
2nd Stadium Rankings
Darkstalkers: #8 of 34
Night Warriors: #7 of 34
Vampire Savior: #1 of 34 **BEST GAME IN CAPCOM ARCADE 2ND STADIUM**

Don’t Pull (1991)
Game #3 of 3 from Three Wonders
Designed by Toshihiko Uda

The shortest and weakest of the Three Wonders trio, Don’t Pull is a 90s remake of Pirate Ship Higemaru, only with the difficulty upped to an extreme. Oh, and will everyone PLEASE stop comparing every single cutesy game that involves shoving boxes to Lolo? Even the Wikipedia page for Three Wonders mentions Lolo as the most similar game. It’s listed first, before Pengo or Pirate Ship Higemaru. This is NOTHING like a Lolo game. Not even a little bit, because Don’t Pull isn’t even a puzzle game. It’s 100% an action game where you run around and shove boxes into enemies. When you shove a box, it slides until it hits another box or leaves the playfield, killing any enemies it makes contact with along the way. If there’s two boxes next to each other and you shove one into the other, the one you shove breaks immediately. The only way this resembles a puzzler is having to strategically break some of the boxes to create a safe space for you that can double as a clear shot at the baddies. If anything, you’ll spend most of your time running away and trying to scratch out enough distance between you and enemies to get a clean shot off. This isn’t made easier by the controls being pretty stiff, and enemies who are tougher to shake than you’d think. Still, this not-puzzler that represents the puzzle genre for Three Wonders can be quite exciting, especially if you manage to shake three or four tails and set up the perfect trap to take them all out with a single box. At only sixteen levels that you can knock-out in barely twenty minutes, Don’t Pull feels like it’s a game that got cancelled halfway through, but it’s fun while it lasts.
Verdict: YES!
2nd Stadium Ranking: #17 of 34

Eco Fighters (1994)
Designed by Keisuke Mori

Eco Fighters caused physical pain in me, and in more than one way. It’s not epilepsy compatible, and even with my seizures under control, I got legitimately nauseated playing it due to unexpected strobe effects after beating the second boss. That type of stuff I could push past or take precautions against, but the cramping of my hands? That part was probably unavoidable. Eco Fighters is a very unconventional shmup where you have a turret that rotates 360° around the ship but NOT like a twin stick shooter (or Capcom’s own Forgotten Worlds). I struggled to find a comfortable button mapping for it, and early on, I kind of hated Eco Fighters. I spent the first twenty minutes wishing it had just been a normal shooter. But, it ultimately grew on me. If you’re using a normal game controller, I recommend slowing the turret rotation speed down in the game’s options for maximum accuracy. Once you get used to the controls, Eco Fighters is a shmup overflowing with personality, excellent set-pieces, wonderful boss battles, and some of the most satisfying guns in the entire genre. I especially liked the arc-welder gun, which allows you to cut through enemies. It’s so cathartic to camp on top of a boss and just lobotomize it with a short laser. I’m not entirely convinced Eco Fighters had a consistent vision, as the later stages dip their toes in lazy bullet hell design. But, even with all these problems, this is probably Capcom’s most underrated 90s coin-op. I only wish it translated better to a standard controller, since dial controllers aren’t an option.
Verdict: YES!
2nd Stadium Ranking: #9 of 34

Gun.Smoke (1985)
Designed by Yoshiki Okamoto
Also included in Capcom Arcade Cabinet

Maybe it’s because I grew-up with a father who loved John Ford and John Wayne movies, but I love cowboy games. I wish there were more of them. Sadly, Gun.Smoke is too hard for its own good. This is a standard auto-scrolling shmup, only with a western theme instead of spaceships. I do like the novel control scheme: there’s three shooting buttons: left, straight, and right. You can slap any of these at the same time to shoot in both those directions. It makes for one of the most unique and intriguing shooters I’ve played. But, even on the lowest setting, the enemy placement is cheap as all hell. This includes enemies that quickly get behind you and thus out of your range, which becomes maddening. Worse yet is how the lives system works: if you die, you go backwards with your items downgraded by one tick, which is especially frustrating if you’re fighting a boss, since you have to cause all the damage in one life. I’d rather have a health meter or just instantly respawn. Weirdly, after I beat the main game with cheating, I became one of only eleven people (as of this writing) to clear Stadium 2’s special challenge for it: scoring 50,000 points on the highest difficulty setting. What’s truly insane is I did it on my very first try. Awesome moment for me, but Gun.Smoke’s difficulty makes the Fun.Broke.
Verdict: NO!
2nd Stadium Ranking: #24 of 34

Hyper Dyne Side Arms (1986)
Designed by Yoshiki Okamoto & Noritaka Funamizu
Also included in Capcom Arcade Cabinet

Remember Capcom Arcade Cabinet? Of the 14 games in that set, I only gave two a YES! One was 1943 Kai. This was the other. Hyper Dyne Side Arms was probably the first good Capcom arcade game, and maybe their first really good game, period, depending on how you feel about their early NES output. Tellingly, it’s also one of their first coin-ops that isn’t stingy with the power-ups. In fact, Side Arms goes the opposite direction: the game is utterly spammed with upgrades, so much so that it’s entirely possible for you to become an unstoppable space tank. I’ve never cared for shmups that do the “shoot both in front of you and behind you” thing all that much, and I was worried that this would be little more than an upgraded version of Section Z. But, the way Side Arms does it works, especially with the wide variety of guns and the fact that you even have reasons to switch between them instead of sticking to just one the entire run. Even the Macross-like robot transformations are fun. There’s a little too much repetition, and the bosses can be obliterated if you choose the right weapons, but otherwise, this is a totally fun and solid shmup, even if it feels like it only exists to be Capcom’s slightly-soulless answer to Gradius.
Verdict: YES!
2nd Stadium Ranking: #18 of 34

Hyper Street Fighter II: The Anniversary Edition (2003)
Directed by Ryota Suzuki
Also included in Capcom Fighting Collection

Hyper Street Fighter II was made to be the ultimate “settle the score” game for the absolute biggest fans and best players of Street Fighter II. It mixes the original five versions of Street Fighter II/Super Street Fighter II together, with players having to choose which version of the game they want from a menu, then selecting their character. So, you can have the Street Fighter II Championship Edition version of Ryu take on the Super Street Fighter II Turbo version of him, and each will play exactly as they did in those games. Like, right down to the amount of frames of animation. That’s apparently a very big deal for professional players, who measure that stuff like scientists. It’s a neat idea for a game. Whether you view this as the ultimate gift to fans or a soulless cash grab is in the eye of the beholder. I’m not so into Street Fighter II that I remotely care about the nuances of what moves can counter what moves based on what frames of animation you’re in, but I guess I’m happy this exists for fans that basically kept arcade afloat in the 90s.
Verdict: YES!
2nd Stadium Ranking: #13 of 34

The King of Dragons (1991)
Directed by Tomoshi Sadamoto
Also included in Capcom Beat ‘Em Up Bundle

The first in a series of four sword-and-sorcery brawlers from Capcom that would eventually carry the Dungeons & Dragons™ label, King of Dragons feels like a proof of concept for better things to come. There’s five fighters to choose from, but the ability to select them between rounds is nulified by the fact that they don’t level-up on par with the fighter you’re using. The characters you don’t select do gain XP, but not at the same rate. So, when my Cleric was a level 11, the other four fighters were levels 5 or 6. Why would I want to swap to them? By this point, the enemies, and especially the bosses, were spongy enough without selecting a character half-as-strong. The King of Dragons is only a three player game too, so some characters will just be stuck trailing the others even if you max-out the co-op potential. That dumb decision was probably the difference between a YES and a NO, because the ultra-repetitive combat could have used the ability to seamlessly swap between characters to take the edge off the monotony. You only get one standard move per character, plus a jump button and a crash attack that eats through your health. Top this off with mostly dull set pieces and underwhelming boss fights and you have the recipe for pure, unadulterated mediocrity. The King of Dragons isn’t a complete wash. There’s a couple decent levels that seem to have been inspired by the works of Ray Harryhausen, but the feathery combat that lacks OOMPH seals the deal. King of Dragons is a gigantic bore.
Verdict: NO!
2nd Stadium Ranking: #26 of 34

Knights of the Round (1991)
Designed by Akira Nishitani
Also Included in Capcom Beat ‘Em Up Bundle

I generally like Arthurian legend retellings, as long as they don’t star Richard Gere as Lancelot. But, Knights of the Round is a bit of a bore. I’ve previously given it a YES for #IGCvSNES, though it’s very close to the bottom of the YES pile and I could honestly go either way at any given time. The issue with Knights of the Round is the same as many Capcom brawlers: being married to two-button combat limits your options greatly. They did try to change it up by having a tilt-the-joystick mechanic where you can do an overhead slash if you attack and then immediately press forward. It makes for fighting normal baddies mostly fun. Then you get to the bosses, who are spongy, don’t play fair, and often just linger at the edge of the screen. Many require you to ping single hits off them with a bob-and-weave attack style, especially since they can cut your health all the way down with just a couple blows landed. They reskin the bosses quite a bit too, with some reappearing as normal baddies over the course of the forty-five minutes it takes to finish this with one player (it feels longer). There’s a horse, but I found actually trying to keep yourself mounted on it is more trouble than it’s worth, especially since I couldn’t line-up with the enemies most of the time while riding it. Like I said, I could see myself going YES or NO at any given time, and this time around, I was just bored the entire time. That tells me that Knights of the Round doesn’t hold up to replays very well. I can only review based on my experience this play through, so I have to go NO! Them’s the rules.
Verdict: NO!
**FLIP!** Previously received a YES! in Capcom Beat ‘Em Up Bundle
2nd Stadium Ranking: #23 of #34

Last Duel (1988)
Designed by Takashi Nishiyama

I wasn’t expecting to run into controversy with Last Duel, a game I’d never heard of before I started this run. There’s apparently multiple different ROM sets, and the one included in Capcom Arcade 2nd Stadium isn’t 100% the definitive version. Either way, I can only count the version of Last Duel that was officially re-released. It’s an interesting premise: a shmup where levels alternate between a futuristic car that you have to manually bring up to speed, and a slow-ass generic space shooter. I wish it had just stuck to the car sections, which manage to feel novel and fresh. Once you charge-up your weapons, you should be able to take out most of the baddies while moving at full speed and leaping over pits. In the space sections, Last Duel becomes a poor man’s Life Force (that’s Salamander anywhere but America). Neither style are particularly bad, but the car sections are too cramped and focused on near-misses (like a driving game) while the space sections are just soulless. The Last Duel got lost to obscurity for a reason.
Verdict: NO!
2nd Stadium Ranking: #29 of 34

Magic Sword (1990)
Designed by Yoshimi Ohnishi, Tomoshi Sadamoto, and Yoshiki Okamoto

Magic Sword is like the black-out drunk version of an ambitious arcade RPG, and I swear to god I mean that in the nicest way. It’s so stupid that it’s endearing for it. Absolutely no finesse is required as you jump around and button mash your way through fifty floors of non-stop side-scrolling sword-and-sorcery action. There’s only one combat button (two if you count the seldom-used-outside-bosses magic attack) and almost all enemies can be killed by waving your sword at them without having to use any strategy. Maybe a couple have weak points that require all the complexity of jumping up to hit them instead of just spamming attacks on the ground. Unlike their early efforts, Capcom was very generous giving out power-ups and the various allies that you can free from jail cells who stand behind you and add boosts to your attack. They’re everywhere with no rhyme or reason in how they were spaced out. You often can free several different ones in a row and have your pick of the litter. But, it’s still a Capcom game, which means booby-trapped treasure chests and cell doors galore. Capcom is like that one asshole friend who keeps giving people the peanut can with spring-loaded snakes every Christmas and laughs until he’s purple in the face every time. That becomes problematic in the final third of the game, when the whammies seem to outnumber the actual items. Even worse is that for a game that’s all-combat, all the time, I kind of wish it felt more impactful. The OOMPH isn’t completely non-existent, but this hardly feels as satisfactorily violent as Capcom games were starting to get during this time period, resulting in attacks being a bit weightless. Still, dumb as Magic Sword is, I’ll be damned if it isn’t fun from start to finish and one of their most underrated arcaders ever. It just never gets slow or boring, which puts it in the upper-echelon of its breed.
Verdict: YES!
2nd Stadium Ranking: #5 of 34

Mega Man: The Power Battle (1995)
Designed by Koji Ohkohara

What a weird idea for an arcade game. Granted, the idea of a Mega Man boss rush is an absolute no-brainer, but it’s the way they did it. Structured somewhere between traditional Mega Man mechanics and a fighting game, Mega Man: The Power Battle features some all-star Robot Masters from the first seven games of the franchise (and some bizarro choices. Who the hell thought fans would be like “OH MY GOD IT’S DUST MAN! TEE HEE!”) and frankly the best versions of the Yellow Devil ever. The issue is the “steal enemy weakness to use on next robot” mechanic feels flimsy and inconsistent, and some enemies (such as Turbo Man) take forever to show vulnerability. This was also one of the rare 90s Capcom arcade games that felt unresponsive, especially pressing the button that switches you to the acquired weapons. I had to press more than once quite often to get it to switch. I actually passed the controller off to my sister to verify I wasn’t imagining it. I wasn’t. Even despite all the problems, I was right on the edge of still enjoying it. But, the Mega Man 4 – 6 and Mega Man 7 levels were so brutally spongy that they crossed the line into boring. Power Battle feels like a prototype that should never have released, especially compared to the sequel that followed this. Hey, getting it wrong the first time seems like a tradition with Mega Man.
Verdict: NO!
2nd Stadium Ranking: #25 of 34

Mega Man 2: The Power Fighters (1996)
Designed by Koji Ohkohara

Mega Man 2: The Power Fighters is a massive improvement over the previous game, a status that bumps it up only to “just alright.” The Robot Master roster is vastly improved and the conventional Mega Man “use weapon acquired from boss X on boss Y” is implemented much better here. Well, sort of. This time, when you find the correct weapon to use, the enemy comically recoils with a little too much pomp, especially the first time you do it each battle. At least you know you got it, I suppose. Plus, it led to one of the most pathetic sequences I’ve ever had in my gaming life where it looked like I was just slapping Cutman down over and over and over and over and over and over and over and over. Anyway, this is exactly the Mega Man boss rush game I’ve always talked about wanting. It turns out, it already existed. So, what’s the problem? Well, it turns out it’s just not a very exciting format. For Power Fighters, my enjoyment level was a steady “okay” with no highs or lows (besides the still somewhat sketchy weapon switching). It’s a big, splashy Mega Man boss rush, and the best thing I can say about it is that it made me appreciate the actual levels in the original Mega Man games more. The fights with Robot Masters in Mega Man games can be really fun and exciting, but they only really work as the topping of an already delicious sundae. As their own thing, it’s like how every kid eats tries eating just sprinkles at least once. After a few bites you realize they only work along with the ice cream and hot fudge. So, thanks Mega Man 2: The Power Fighters for answering a question I always had the franchise. Oh and for not being crappy, of course.
Verdict: YES!
2nd Stadium Ranking: #15 of 34

Midnight Wanderers (1991)
Game #1 of 3 from Three Wonders
Directed by Yoshiki Okamoto

Three Wonders has three different games that, by complete coincidence, appear in the order of their quality. Midnight Wanderers is by far the strongest of the three. It’s sort of like SNK’s Metal Slug games, only swap the military theme for a fantasy one that leans a little harder on platforming tropes. You run and shoot your way through five levels of various themes, taking out Jabba the Hut lookalikes, jack in the boxes, and endless malicious elves. At first, it feels pretty generic, like one of those endless SNES/Genesis mascot platformers by a third-string publisher who so desperately wants to launch a tent-pole franchise. Think Bubsy or Zero the Kamikaze Squirrel. I braced myself for the soullessness to sweep over me. But, Midnight Wanderer’s exaggerated enemy animations, rock-solid controls, and outstanding boss fights won me over. I wish the game had done more with the hanging-mechanic, where close-call jumps that you short are saved by grabbing onto a ledge by your fingers. Hell, I wish the game had relied more heavily on timed-jump sections, since every instance of those featured here was pitch-perfect and make this a surprisingly intense experience. I get why this ended up in a three-for-one arcade board. Midnight Wanderers never feels like an arcade game, and it’s too short to be an early-era 16-bit home game. Thank god for the home release of Three Wonders, where it can finally find its niche. The forgettable player character lacks soul, but Midnight Wanderers is legit.
Verdict: YES!
2nd Stadium Ranking: #6 of 34
Winner: Biggest Surprise of the Set

Pnickies (1994)
Designed by Masanobu Tsukamoto

In the long annals of well-based drop puzzlers, Pnickies is among the dullest. A slower, plodding answer to the Puyo Puyo franchise, here you link pairs of colored blobs, some of which contain a star in them. Once they settle, the blobs merge with all matching colors they’re touching. If the settled blob has two stars in it, no matter how far apart the stars are, the blob is broken and you score points. It’s a boring formula that might have worked with fewer colors. Maybe. Of course, after a little while it begins adding more colors and becomes next to impossible, especially when the speed quickly escelates to ludicrous speed. Plus, there’s no reason to really get too fancy with chains and combos. It doesn’t even really reward you for cascading chains, instead focusing on shattering larger blobs with more than two stars in them. I figured this might be more exciting as a multiplayer game, but this is one of those puzzlers where the first person to land enough garbage blocks is going to have a massive advantage. Capcom would eventually do better with Puzzle Fighter, but their first attempt at this type of puzzler is among their most boring coin-ops.
Verdict: NO!
2nd Stadium Ranking: #27 of 34

Rally 2011 LED Storm (1988)
Designed by Tomoshi Sadamoto

Buzz has it this unreleased prototype was sent back to the shop for retooling because it went unloved during route testing (the practice of placing near-finished prototypes at a prominent location to gauge earnings potential). Assuming it’s true, the practice failed Rally 2011: LED Storm. Having played both the actual game that came out (known as Mad Gear in Japan) and this original build, they got it right the first time. A sort of F-Zero before that was a thing, racing barely factors in. This is more of a bumper cars experience that hugely emphasizes jumping up and crushing opposing cars. The combat is very satisfying, as there’s something viscerally pleasurable about jumping on a car. You can also transform into a motorcycle, which goes slightly faster but corners worse. It’s not a perfect game by any means. Via rewinding, I was able to determine that sometimes the game deliberately places items out-of-bounds, perhaps to tempt you into driving off the track. That’s a crappy way to add difficulty. Also, there was only one moment in the entire game, a huge jump, that I felt the motorcycle was actually necessary. The transformation gimmick is underwhelming. Stick to the car and enjoy a basic but genuinely exciting car combat game. Fun fact: this and the released LED Storm served as the inspiration for the Autopia for Capcom’s Adventures in the Magic Kingdom NES game.
Verdict: YES!
2nd Stadium Ranking: #16 of 34

Savage Bees (1985)
aka Exed Exes
Designed by Yoshiki Okamoto
Also included in Capcom Arcade Cabinet

Sigh. You know, the Capcom Arcade Stadium format can make some of the most basic games exciting, but it’s not a miracle worker. I did enjoy taking-on the challenge scoring 80,000 points, but, I think it was the challenge I enjoyed more than the game itself. Exed Exes was left out of the original Stadium’s lineup for a reason. It’s an ultra-bland shmup where the nicest thing I can say about it is it’s competent, but it’s so generic that there’s nothing to get excited about. Like many early Capcom shmups, Exed Exes is frugal with power-ups, and even the bomb is weak sauce. Instead of clearing the screen of enemies, this time, it only removes only their projectiles. It’s so underwhelming. There’s one idea I like: a scoring zone right before you reach the bosses with items that turn the stationary skulls on the playfield into fruits you can eat. Then again, you can just shoot the skulls a few times as well for the same amount of points they give you as a tomato. Still, that’s a nifty idea that complements Stadium’s score challenge mode perfectly, and that’s the only positive thing about this otherwise mundane shooter.
Verdict: NO!
2nd Stadium Ranking: #30 of 34

Saturday Night Slam Masters (1993)
Designed by Tetsuo Hara
Directed by Takashi Sado

Over the course of my retro gaming adventures, I didn’t find a single 80s or 90s wrestling game that I found to “good” without requiring several “for its time” asterisks. Then I played Saturday Night Slam Masters, and it was fun. There’s no real wrestlers, but Mike Haggar from Final Fight finally got to be in a good game, so there’s that. It’s kind of hard to do a grapple since it’s mapped to the attack button, and pulling off special moves can be a pain in the butt. Oh and there’s no emphasis on finishing moves, which is sort of a hallmark of pro wrestling. Of course, I couldn’t even tell what wrestling moves were being done half the time because they zip by so fast, so having finishers wouldn’t have made all that big a difference. But, the action is fun and violent and feels exactly like what Street Fighter 2 would be if it had fewer buttons and you had to win by pinfall, submission, or even count-out. I didn’t think I’d enjoy any wrestling game that came out before WCW/nWo World Tour for the Nintendo 64, but Saturday Night Slam Masters proved me wrong.
Verdict: YES!
2nd Stadium Ranking: #12 of 34

SonSon (1984)
Directed by Yoshiki Okamoto
Free to Play without purchase of Capcom Arcade Stadium 2
Also included in Capcom Arcade Cabinet

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For Capcom Arcade Cabinet, I didn’t enjoy SonSon at all. I’ve never been a fan of the auto-moving hop-between-platforms style of shooters. But, I’ve had a change of heart with Stadium 2. While I still wouldn’t want to play all the way through this, the format and extra features of this collection actually make SonSon a genuine thrill to play when you go for the challenge modes. Specifically, score challenge, which requires you to put up a minimum score of 100,000 points to get your score listed online. It made me appreciate the simple but elegant scoring system that incentivizes you to kill every enemy in every wave to score bonus points. It’s so fundamental, but it works wonderfully. I genuinely only meant to put about thirty minutes into every release, but right from the first game, I lost almost two hours to trying to hit that damn score. When scoring actually matters, SonSon suddenly becomes an intense, twitchy shooter that heavily weighs risk and reward, especially when chasing down the items, and it’s a lot of fun. I wish movement and controls were a little tighter. I really wish there were power-ups that improved the gun, and I really hate how you don’t blink when you come back to life after dying (SO cheap) but I’ll be damned: I really enjoyed my time with SonSon. Go figure.
Verdict: YES!
**FLIP!** Previously received a NO! in Capcom Arcade Cabinet
2nd Stadium Ranking: #20 of 34

The Speed Rumbler (1986)
Designed by Tokuro Fujiwara & Yoshiki Okamoto
Also included in Capcom Arcade Cabinet

Speed Rumbler is sort of like granddaddy of the original top-down Grand Theft Auto games, but not in a good way. This was my least favorite title when I ran through Capcom Arcade Cabinet, and I wouldn’t have been shocked if it finished dead last again. Even cheating, save states, and Capcom Arcade Stadium 2’s challenge formats can’t save this dumpster fire. Spongy enemies. Small enemies that are hard to line your bullets up with. Enemies a lot more mobile than you. All in a game that claims to be based around speed. The irony is, my best runs in Speed Rumbler involved me heel-toeing my way through levels, where I could start to ping enemies as they entered the screen. When I actually took the title to heart and tried to speed around the courses, I was basically just a bullet magnet. Even worse: I didn’t score any points, because enemies take too many shots to kill. The mechanic of being able to jump out of a car as it’s about to be destroyed sounds great, but I got killed soon after every time but once because you’re usually stuck in the middle of a screenful of enemies. They had a great idea with Speed Rumbler, but how they implemented that idea seemed like it was done specifically to remove everything fun from it. Advertise speed, then penalize you for going fast. Absolutely terrible. The scary thing is, there were three games worse than this in this set alone.
Verdict: NO!
2nd Stadium Ranking: #31 of 34

Street Fighter (1987)
Designed by Hiroshi Matsumoto
Directed by Takashi Nishiyama
Also included in Street Fighter 30th Anniversary Collection

Wow. I had actually never played the original Street Fighter, at least for more than a second. I think I fired it up on MAME on a lark once, and then turned it off when I attempted to throw the first punch. Actually forcing myself to play this for a little over an hour made me realize that the tales of how putrid it is really don’t do it justice. You have to experience Street Fighter 1 to appreciate just how awful it is. Press any button on the controller and the game is like “thanks for the suggestion! It will be taken under advisement!” You only get one fighter in single player mode, Ryu, which is fine, since actually pulling off his special moves is like pulling teeth. In fact, I couldn’t deliberately throw a single fireball or dragon punch. I didn’t pull that off until I just started rotating the control stick and start mashing buttons, at which point I was throwing a dragon punch every other move. The enemy AI becomes next to impossible, even on the easiest setting. Worst of all, in my opinion, is the total lack of OOMPH to the violence. The fights have no weight or inertia to them, as if you’re fighting with paper dolls. It’s nothing sort of astonishing that the people who went on to make this trash fire went to make SNK’s beloved Fatal Fury games, while this particular title itself directly led to the single most important video game of the first half of the 1990s. Street Fighter could very well be the worst fighting game ever made, and no review can fully convey just how ghastly it is. Finally experiencing it reminded me of the difference between hearing about a tonsillectomy and actually receiving one. It’s something you can’t really fathom until you live through it. Fans of this (yes, it has fans, but then again there’s fans of everything. There’s fans serrated dildos) will argue that it’s better in arcades, where it had pressure-sensitive buttons. Okay, fine, but ports of Street Fighter 1 can’t do that, so why even bother?
Verdict: NO!
2nd Stadium Ranking: #34 of 34 **WORST GAME IN CAPCOM ARCADE 2ND STADIUM**

Street Fighter Alpha: Warriors’ Dreams (1995)
Designed by Noritaka Funamizu, Haruo Murata, and Hideaki Itsuno
Also included in Street Fighter 30th Anniversary Collection

I had never played the original Street Fighter Alpha until this project. I didn’t know what to expect. I knew going into it the series is held in high esteem, but right before I began playing this game, I got warnings that the Alpha games get good after the first one. They weren’t just whistling dixie. It’s not that Street Fighter Alpha is bad or anything. It’s fine. It just feels like Capcom was spinning their wheels, completely directionless. The super combo system from Super Street Fighter 2 Turbo is here, along with a super counter-attack that uses your special meter. It’s all fine, but Alpha is nothing special. While I really like the art direction, it also feels a lot less impactful than previous games, and the new fighters are kind of boring. I’ll say this about the new roster: it makes me appreciate the lightning in a bottle they achieved with Street Fighter 2’s lineup. Probably the best thing I can say about Street Fighter Alpha 1 is that it makes an excellent teaser for Street Fighter Alpha 2, a vastly superior game.
Verdict: YES!
2nd Stadium Ranking: #14 of 34

Street Fighter Alpha 2 (1996)
Designed by Noritaka Funamizu, Hidetoshi Ishizawa, Hidetoshi Ishizawa, and Katsuyuki Kanetaka
Also included in Street Fighter 30th Anniversary Collection

Street Fighter Alpha 2 feels like the complete game that Alpha 1 laid the foundation for. Smoother controls and significantly better OOMPH help make this one of the best games in the series. While it has that unshakable sensation of a retread, the strong roster of fighters, excellent character balance, and the new-to-the-franchise custom combos really make this a standout. The only weak links are some of the character designs are outright boring, but Alpha 2 had my favorite versions of fighters like M. Bison and Ryu, which matters more to me. Plus, Street Fighter Alpha 2 is one of the best entry points for the franchise. Let me put it this way: Alpha 2 is one of the last “pick-up-and-play” Street Fighter games. I got a tension headache trying to figure out what to make of Street Fighter Alpha 3’s multiple play-styles. Comparatively, Alpha 2 feels like the last game that isn’t made specifically for the hardcore fighting fan. All the Alpha games withstand the test of time, but Street Fighter Alpha 2 is the only of the trio that feels like it belongs to everyone.
Verdict: YES!
2nd Stadium Ranking: #2 of 34

Street Fighter Alpha 3 (1998)
Directed by Naoto Ohta, Mamoru Ōhashi, Buruma, and Koji Okohara
Also included in Street Fighter 30th Anniversary Collection

After playing Street Fighter Alpha 2 and 3, I felt weird because I really liked Street Fighter Alpha 2 more. It turns out, fighting fanatics are split on the duo as well. Alpha 3 gives players three different play styles, which sounds good on paper. In reality, you have to choose which type of special move you want to be able to pull off. Custom combos? You can only do them if you choose V-ISM. But, if you choose V-ISM, you can’t do super combos. Pick X-ISM for stronger attacks, but you can’t do mid-air blocking, custom combos, or alpha counters. A-ISM is the “average” one but the custom combos aren’t there either. While I’m sure professional gamers love all the variety, what if you just want to pick up and play a fighter? Maybe learn a move or two for a couple characters?  Street Fighter Alpha 3 is still pretty fun because the base Street Fighter formula is kind of perfect. But, Street Fighter Alpha 3 feels like a game that’s not made for me. It’s for the hardcore fans only. Games like that have a place, and if any fanbase is rabid enough to earn a game this nuanced, it’s Street Fighter fans. It just feels like something designed for tournament play by players of much higher skillsets than I could ever hope to have. The massive roster of twenty-five characters is actually a turn-off because the game is asking me to play three different ways (and that’s not even factoring in whether you’re using Turbo or Standard) to decide which characters to use. Did I enjoy it? Sure, because Street Fighter is awesome. But if I had to describe Alpha 3 in one word, that word would be “overwhelming.”
Verdict: YES!
2nd Stadium Ranking: #11 of 34

Super Gem Fighter Mini Mix (1997)
Designed by Katsuhiro Eguchi, Naoto Ohta, and Mamoru Ōhashi
Also Included in Capcom Fighting Collection

With its simplified three-button layout and ultra-cute makeover of classic Capcom fighting game characters, you might mistake Super Gem Fighter Mini Mix as being a kiddie release. It’s not. Instead, it kind of feels like Capcom clapping back at hardcore fighting fans and saying “oh for God’s sake, just have fun!” If I’m right about that, they certainly nailed it. Gem Fighter is a wacky, button-mashing, over-the-top fighter based on building strength by collecting gems and hitting big moves. There’s only twelve fighters (plus two hidden ones) and some of the moves are absolutely bonkers. Like Zangief putting on a lucha libre mask and swinging a folding chair, or Chun Li winning by kissing someone with such passion that they faint. It was a different time. Anyway, landing big moves is so satisfying (though getting the timing down is maddening) and honestly I liked this a lot more than I’ve liked Street Fighter in recent times. By the way, while this feels like a fighter made for everyone (as opposed to where Street Fighter Alpha 3 and Street Fighter 3 were taking the genre, which felt like it was only for hardcore fighting fans), there’s still a sophisticated combo and counter system for those who want to put the time into it. Weirdly, this game that I think is a “fighter made for everyone” also has some of the funniest visual gags I’ve seen in any game, including many pitch-perfect subversions of the characters. If you’re not smiling while you play Gem Fighter, you have no soul.
Verdict: YES!
2nd Stadium Ranking: #4 of 34

Super Puzzle Fighter II Turbo (1996)
Designed by Naoto Ohta and Katsuhiro Eguchi
Also included in Capcom Fighting Collection because.. um.. it says “fighter” I guess?

One of the few games in this feature that I actually grew up with, I had Super Puzzle Fighter for the PS1 as a kid. This, and not Tetris, was my introduction to the well puzzler. My parents picked it out for me, and it turns out, they did a pretty good job. Puzzle Fighter is one of the greats of the genre. It’s a wonderful formula that heavily incentivizes combos and planning ahead. The way garbage blocks are implemented, with a countdown before they convert to standard blocks, allows you to set traps that will pay off. Well, assuming you can keep your head above water while waiting for them to detonate.The frequent nail biting finishes leads to this being one of the most overall exciting puzzle games ever made. Oh, and as a versus game? No puzzler ever has the potential for a match to turn on a dime like Puzzle Fighter. Success requires a game plan, cool nerves, and fourth-dimensional thinking. That I have to think really hard about whether I prefer this to Pokemon Puzzle League is saying a lot. Capcom isn’t a company known for this kind of game, which is weird because they made what might be the best of its breed. My only wish is that you could do a vertical screen mode that makes the well taller. That would make for a truly breathtaking experience.
Verdict: YES!
2nd Stadium Ranking: #3 of 34

Tiger Road (1987)
Designed by Tokuro Fujiwara

Tiger Road is a better version of whatever the hell they were aiming for with Trojan. The two games are close cousins, especially the emphasis on high-speed, stiff jumping. Notice I didn’t say it’s a good game, though. Tiger Road’s positive aspects are minimal. There’s some fun enemy and boss design and the combat can be satisfactory, at least when it feels like they’re trying to rip-off Kid Niki. It does that Capcom thing where some of the items screw you. In this case, both enemies and dispensers drop these bell things that cut your life in half. Then, you get to the moments where the game quits trying to be fun and just straight-up tries to kill you so that you have to insert more quarters. Enemies that literally spawn on the pixel you’re on, with no possible visual cue they’re going to. Forcing you to jump into the pathways where projectiles are coming from both sides. Instakill death traps with those “forced damage” jumps. The entire time I was playing the game, I had it drop exactly one free life and two health refills, though one did come after a section that left you no choice on the damage. Tiger Road was the final straw for any lingering respect I had left for Capcom’s 80s efforts. They had zero interest in making their games fun. They wanted you to game over quickly. The proof that they didn’t give a single shit if you had fun is how toothless the final boss is. I first-tried it without cheating in about 10 seconds. Why bother with effort at that point? They already shook you down for your quarters. Be gone with you, loser. That was their attitude with coin-ops. Of course, this is a company that barely carved out an existence during that era, before the NES saved it. That’s around the time they finally pulled their heads out of their ass and realized that fun games, not unfair ones, make money. That’s when they became.. well.. Capcom. Almost every game before that revelation was basically as ethical as a carnival scam.
Verdict: NO!
2nd Stadium Ranking: #28 of 34

My Cute Unicorns – Coloring Book (Nintendo Switch Review)

Yes, really.

The irony is, I bought this expecting to do a tongue-in-cheek review about the lack of clear objectives, character sprites who were too large, etc. A fun, playful gag review to lighten the mood and put a smile on the faces of my readers. This would be exactly the type of “only IGC” review I used to do back in the day. Then I actually played My Cute Unicorns, and now I have no choice but to do an actual review. This might actually be one of the worst games on Switch. It’s certainly the worst artistic game I’ve ever played. It’s every bit as fun as coloring with the world’s most controlling child. “NO, YOU CAN’T COLOR IT LIKE THAT! PLAY BY MY RULES!” What do I mean? Well..

Here’s six of the thirty pictures you can color. Let’s choose one.

Aww, look at that. Adorable. Okay, I want to make her hair rainbow colored. There’s about eight strands of hair, so I want it to be eight different colors. I want her hair to look like she survived an explosion at the Lucky Charms factory. Sadly, My Cute Unicorns isn’t down with the rainbows. Here, I selected the one strand the cursor shows in the picture and used the autofill tool and..

It painted three strands. That’s not a one-off thing either. It auto-fills colors all over, and there’s no option not to. Why would it do that? I honestly couldn’t tell you since I can’t imagine ANYONE would want a coloring game like this. But, that’s how the game works. In theory, you could do it manually. If you start to paint one area manually, you can rub all over the screen, but only the matching sections that would be filled in automatically will be painted until you lift your finger to do another section. Okay, that’s the solution to the auto fill issue, right? Not so fast. If the “paired sections” or whatever you want to call them are actually next to each-other, like in the next picture, it’s nearly impossible to stay in the lines no matter what tool you use. In this next picture, I wanted to paint one strand of hair with the sparkly space blue. After multiple attempts of just barely poking the very bottom of the strand, this is how close I could come to staying in lines and only doing the one strand:

It’s at this point I realized that my gag review was turning into a review of one of the most pointless, awful, terrible games I’ve played in eleven years of game reviews. And it gets worse!!

What if I want to do the horn multiple different colors? Too bad, so sad. In fact, not only does it color the whole horn one way, but it also fills in the inner-ear’s color with the same color you choose for the horn.

Now look, I’m a 33-year-old train wreck of a person who chose this because it was on sale for a $1.99 and I thought my followers would get a jolly good laugh out of me playing around with a coloring book on Switch that was clearly made for young children. But, what young child wants to have anyone dictate how they MUST fill in colors in a coloring book, digital or otherwise? Isn’t the whole fun with this type of thing supposed to be going bonkers? Making colors that are gaudy for the sake of it? Having rainbow colored horns and hair, or crazy eye colors? It’s a coloring game that restricts you in so many ways that it becomes a rip-off. Take a look at the 30 second clip in this tweet:

I would think even pre-schoolers would be frustrated with My Cute Unicorn’s restrictiveness. It doesn’t encourage creativity. It stymies it. I’m flabbergasted that I bought this game to make my readers laugh and pretend like I’ve lost my mind, thinking there is no possible way a developer could fuck up a coloring book. But, come on! You can’t even make the twinkle in their eyes red? The only work around I could find was just spamming spray paint on the screen over and over, then starting the project from there. But that’s crap, because why wouldn’t you just want to have a fill-in-the-blanks canvas in a video coloring book? It’s a safe bet someone who buys one is signing up to do every strand of hair as its own color, without the game insisting you do multiple strands the same color. I want a rainbow colored horn with blood in their eyes, and the game said no. Like I said, it’s like being stuck coloring with a bratty kid who takes crayons away from you if you don’t do it their way.

This was the best I could do when I made a good faith effort to make a pretty unicorn. The sparkly space background I had to finger paint in. There’s no fill option for those colors for absolutely no reason. You’ll note that I couldn’t make the right wing match the left wing, and also the color I filled in the right wing also automatically filled in the mouth the same color. Wings and mouths are basically the same thing. It’s all magical flying murder horse, right?

So, what’s even the point? This apparently started as an Android game, and maybe it’s more flexible with the options on there. Don’t know. Don’t care. I didn’t buy it on Android. I bought it on Switch. I don’t think even a young child would enjoy this. I think the first time they try to fill in one color in one location and it automatically does the same color in a completely different location, and nothing can be done about it, the kid is going to be frustrated. Your only option is to manually paint it, but it COULD bleed over the line, especially if it’s set up so the two strands will in automatically the same color. So, this game I bought as a joke review? The joke’s on me, because I spent six hours with it trying to find something nice to say about it, and all I can say is not even Voldemort did unicorns this dirty.

My Cute Unicorns – Coloring Book is not IGC Approved

My Cute Unicorns – Coloring Book was developed by Soroka Games
Point of Sale: Nintendo Switch

$1.99 (normally $4.99) colored over the lines in the making of this review.

That was the best Sweetie I could do in this program. Finer points would have been nice.

Avenging Spirit (2022 Release Review)

I had never heard of Avenging Spirit until two months ago, when I completely lost my mind and started running through Game Boy games alphabetically. When I got to Avenging Spirit after roughly 100 other games that started with “A” (Christ, there’s a LOT of Game Boy games), I looked at the cover art and I barfed in my mouth a little bit, thinking of how bored I was about to be. Good lord, look at this and remember someone got paid in real money and not McDonalds coupons to come up with this:

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Wow, that looks like a video sleeping pill, right? Just a run-of-the-mill shooting game with a gangster theme. Yea, no, Avenging Spirit is a high concept (well, as far as 1991 goes) cartoonish platformer where you actually play as a ghost who has the capability of possessing every non-boss enemy. Hot damn, congratulations, Jaleco box art designer! It takes a true dedication to being terrible at your job to take an eye-raising concept like this and make it look like off-brand Dick Tracy packaging. Bravo. Golf clap. I’m guessing they saw exactly one screenshot of the ghost possessing one of the old-timey gangsters with a tommy gun and based the cover art on that. I know it has nothing to do with anything, but this is a seriously fun, original concept (at least for its time) and it might have had longevity or even franchise potential if it had found its audience. That box art is a sin against gaming.

This guy right here. He’s one of the first batches of enemies you encounter. The entire Game Boy port cover art.. THE ONLY port this game ever got.. is presumably based on this one character, in a game about a ghost possessing over a dozen different enemy types, most of whom are NOT themed around prohibition era gangsters. Unreal. I mean seriously, for all infamy that Mega Man or Phalanx get, I have to call THIS the worst, because this commits the worst possible sin: it makes a great game look boring.

I loved Avenging Spirit. I was so caught-off-guard by how good it was that I ended up teary-eyed. I love finding an under the radar classic game that’s crazy insane fun, and Avenging Spirit is seriously one of the best games on the Game Boy, and I’d never even heard of it. Now, during that play session, several people replied with things along the lines of “oh yea, well there’s an arcade version, and it’s even better!” This is why you never listen to fans. The arcade game is fine. It’s fun. It’s playful and quick and awesome. Oh, and it certainly looks better than the Game Boy game, but big deal. An X-Ray of a ruptured skull looks better than a Game Boy game. But, the Game Boy game is just the stronger game.

The boss fights are typical of a game like this, with predictable patterns, but hey, the classics are classics for a reason. They work.

The hook of being able to possess any enemy has been done a million times since, but it works in Avenging Spirit because each enemy is totally unique. Some have better weapons. Some have better jumping. Some are not desirable, others highly desirable. It can turn the feeling of the game from Metal Slug-like to a kung-fu type of experience. Contra? Strider? They’re all here, and it’s such a joy to play through. The mechanic works so well that even the crappiest enemies to possess are still fun to mess around with and discover their different abilities.

Look the ghost! He’s so happy, and he’s going to.. uh.. possess bad guys and end their lives. Actually, in this picture he looks wasted.

Here’s the catch. On the Game Boy, you can swap out of the enemies. That mechanic is missing in the arcade version. Once you possess someone, you’re in them until you die. If you get stuck in an especially worthless enemy (and some are), you have to deliberately kill yourself to get to swap. I didn’t realize this at first and kept checking and rechecking the control scheme, certain I missed what button you press to exit the ghost. Ugh. I get why the arcade version is done this way. You can only spend so much time outside of a body. The ghost’s health drains, so you’re incentivized to jump from body-to-body as quickly as possible, but really, it’s a mechanism to cause you to run out of life faster and force players to cough-up more quarters. You have unlimited continues, at least on the difficulties played-through (easy and normal) to take the edge off, but still, the arcade version lacks that one last angle that put the Game Boy version over-the-top as one of the true greats of that platform. The arcade game is merely a fun time and short of being tear-inducing awesomeballs.

PROTIP: before entering ANY door, make sure you’re on a character who you’d want to fight a boss with, because when a boss fight starts, you’re stuck with whatever body you’re in. Even if you die.

Mind you, that’s literally the only thing that makes the Game Boy port superior. The arcade game is perfectly fun as well. Everything about it is unspectacular but decent enough, which I think is actually the point. It allows the possession gimmick to take center-stage without any distractions. The level design is decent. The controls are decent. It runs through every cliché of the genre. It SHOULD be tired and grow old quickly, but it never gets boring or “been there, done that” because you keep switching the play-style. It’s also a super quick game. You should easily be able to finish it under 30 minutes, and the three hidden keys you need to get for the true ending are easy enough to find since there’s no time limit and you can explore freely.

There’s NO balance between the different enemies. Some are worthless. Some are overpowered. There’s really not a lot of middle ground. My favorite was the ninja, who has ranged weapons, good speed, and ultra high jumping.

Plus, Ratalaika Games (yes, the company that was going to do the Indie Gamer Chick Collection of XBLIG classics, which fell through because it just wasn’t going to be economically possible to scrunch that many games from that many developers together) has done a pretty good job packaging it. It costs $2 less than Hamster’s Arcade Archives releases and features save states and rewind, plus the US and Japanese ROMs. They even created an easier-to-use “home experience” if that’s the route you want to take, or you can play the unmodified arcade ROM, with dip switches and everything. Yea, I wish the Game Boy ROM had been included, but I’m still stoked Avenging Spirit has a place in modern gaming. Hell, maybe this will be a best seller and it can finally become a franchise with new releases. Wouldn’t that be sweet? Maybe they’ll even get the box art right this time. Sorry, I’m not letting that go. Putting that cover on this game is so stupid that it’d be like putting Alfred Molina on the cover of Raiders of the Lost Ark.

Avenging Spirit is Chick-Approved.

Avenging Spirit was published by Ratalaika Games
Point of Sale: Nintendo Switch, PlayStation, Xbox

A review copy was supplied for this review. Retro re-releases are the one and only exception to the “pay for everything I review” rule.

“I should have been on the Raiders of the Lost Ark poster! Do you know who I am? I am Doctor fucking Octopus!”

Portal: Companion Collection (Review)

Ten years ago, in a post-seizure stupor that left me unable to get my game on for nearly a full week, I named my gun-to-head Top-10 video games of all-time. I’ve never really been a fan of doing all-time great lists. I know that’s a weird thing to say for a game reviewer who, in lieu of review scores, just lists all the indies she’s reviewed in the exact order she recommends them. But, the thing with that is, I’ve been documenting how I came to my indie recommendation order. It’s called Indie Gamer Chick. You’re reading it, right now. Hello! Yea, I can’t believe I’ve lasted eleven years either.

I’d use this caption to complain about the endless “cake is a lie” jokes, but I have a plushie companion cube somewhere. I’m part of the problem. Actually, I think Brian bought that for me. Woo hoo, I’m absolved of all guilt!

Anyway, I named Portal one of my ten favorite games of all time, and Portal 2 got to come along for the ride. I hadn’t done a complete run through Portal since 2007, and Portal 2 was, along with L.A. Noire, the last major AAA game I played before starting this very site in July, 2011. I actually liked L.A. Noire a lot more back in 2011. It was the first game I, in my newly-found authority as a pseudo-famous game critic, named my Game of the Year. That probably didn’t age well. I can’t imagine getting any value out of L.A. Noire today, in 2022. Then again, I was certain Portal and Portal 2 would lose their luster playing them again. They’re humor-based puzzle games. Once you’ve heard the jokes and know the solutions to each room, what more can you get out of them?

I was wrong, as I often am when it comes to games and the test of time.

WarioWare, Inc. - Mega Microgame$! (USA)-220724-103345

In 2012, I gave WarioWare Inc.: Mega Microgame$ the edge as my personal favorite game ever. I’ll be updating the list before 2022 is up, and there’s a strong chance that the only two games from the original list will be WarioWare and Portal. I’ll get around to the list around November, give or take.

Well, both were just re-released on Nintendo Switch for an absurd $19.99 price tag. Jeez, two of the best games ever for $20? Are you shitting me? It sort of makes Nintendo look like douchebags for putting their old games out for $50, doesn’t it? So, let’s take a look at them individually.

PORTAL (2007)

You know how so many gamers bitch about games “holding their hands?” Portal is THE hand-holding puzzle game. I have never played a game before or since that literally explains how to beat every single puzzle in the game to you like it does. BUT, Portal does it in a way where you don’t realize you’re being told exactly what to do. Listening to the audio commentary included with the game, I was stunned by just how much play-testing went into it. I’m used to playing games from developers who think play-testing means you give someone a copy of your game and then sit and Mommy them through it. You know, tell them exactly what to do if they encounter a problem instead of watching them in silence and re-calibrating based on that. That’s not what Valve did.

I wish more games had audio commentaries. I know they’re mostly used by game developers, but there’s a lot of those these days, in case you didn’t notice. But seriously indie developers, especially those of you lucky enough to make it to the big time, you learned lessons along the way. There will be a generation after you, and you owe it to them to pass along what you learned. It’ll keep our pastime’s light shining bright.

They watched the players and instead of saying “you’re supposed to do this..” their developers did that in the game without actually saying it, and basically created an extended tutorial so amazing that many call it the greatest video game ever made. They used basic psychology and association to train players with visual cues. Were you supposed to build up momentum on a specific spot? They designed the first level where you need momentum so that the spot you start building momentum from is laid out a certain way, then repeated that layout in most future areas where you use momentum. Were players not looking up in an area they’re supposed to look-up? They used retractable walls to call attention to it. Through lighting, staging, and sound design (including GLaDOS’ commentary), they basically guide you towards each room’s solution. Oddly, none of the “waaaaa, games hold your hand too much these days” crowd singles out Portal, even though it’s a game that holds your hand so tightly it turns purple.

The funny thing is, after giving players clues and hidden chambers that give the automated test vibe of the game a subtle eeriness, the final act of the game veers into spooky and unnerving far better than 90% of the survival horror titles I’ve attempted in my lifetime. I think that’s probably why Portal 2 leans much heavier into creepiness. You don’t think of Portal and Portal 2 as horror games, but the hairs were standing up on the back of my neck the entire time, like I was waiting for a jump scare that never happened.

Yet, Portal never feels condescending about it. In fact, you usually feel pretty damn brilliant when you solve a puzzle. Why is that? That’s what’s been on my mind this week: what makes Portal work, that surpasses all generations, and all tastes in gaming? It’s a puzzle worthy of Portal itself, and I was stumped on it. It’s certainly not the genre. Trust me; puzzlers are not a super popular avenue for gaming. Of the twenty least-viewed game reviews I’ve done, over half are for puzzlers, and all but two are IGC-Approved. Then there’s Portal, a game with universal appeal. Even people who don’t like first person shooters will play it, because it’s not a shooter. People who don’t like puzzlers like it. And I have to believe it’s more than just the pitch-perfect humor. Comedy can be awesome seasoning for a video game, but nobody plays games just for their sense of humor.

In my second play-through of Portal, one annoyance and one genuine gameplay problem stuck out to me. The annoyance: I had a tendency to make myself duck when I didn’t want to. I must not have been alone, because ducking was removed entirely from Portal 2. The actual problem: the final boss sucks. I hate it. I hate that it has a time limit. I hate that it goes against the tone of the game. I wish they had just done a tough puzzle to end. They could have easily kept the “retrieve the cores and drop them in the furnace” mechanic. That’s fine, but having GLaDOS shoot missiles at you was like something out Super Mario Bros. and a poor fit, in my opinion. Portal 2 does basically the same concept, and that fight sucks too.

I came to the following conclusion: Portal is game that makes you feel good about yourself. It’s you, a sterile room, and some traps, and you have to use your wits for them. It helps that the puzzles aren’t impossibly hard. In 2012, I reviewed a 2D take on Portal called Gateways! that, 3,599 days later is still ranked #32 out of all 634 indies I’ve actually wrote a review for. It’s a smarter Portal, with the most mind-bending puzzles I’ve ever experienced in my life. It’s by far the game I’m most proud of finishing. Yet, it never found its audience. It’s too smart. Portal is Goldilocks smart.. just right. When you finish a level, the “ta dah” moments can be exhilarating, even on the easiest stages (of course, the mechanics also dictate you might not even realize when you’ve finished a stage. I had that happen a few times). Having played hundreds of puzzlers, I can’t think of a single one that does that. Only Portal. A short, linear, glorified tech demo shouldn’t be ageless. Portal is. Portal 2 isn’t. At least as much.

Like the best puzzlers, Portal does what I like to call “the Big Overwhelm” where, at first you’re dumbfounded by the conundrum presented to you. One so vast you wonder if the logic of it will ever reveal itself to you. Hell, some of my favorite puzzlers don’t feature the Big Overwhelm. Most Lolo puzzles don’t. Sleepaway Camp/Friday the 13th Killer Puzzle don’t. Hell, even Escape Goat and its sequel rarely have it. The nature of Portal; minimalist, where everything is spread out, just lends itself to The Big Overwhelm, because it never makes sense.. until it does.

PORTAL 2 (2011)

Portal 2 is a weird cat, and while it seems to survive the test of time, it doesn’t in a vacuum. It needs to be tethered to Portal 1, which is why Portal Companion Collection is the perfect 2022 package for it. But, back in 2011? Not so much. Ideally, Portal 2 would have been packaged with another Valve release, similar to the Orange Box. Turning Portal into a full-fledged game, and one with a story that requires you to know the events of the first game to appreciate it on any level, was bold and not entirely successful. Despite being a relatively short game, Portal 2 feels very padded. But, that’s not what’s bizarre. What absolutely baffled me was how the game could have better, more ingenious puzzles than Portal, and feel less satisfying. That shouldn’t be possible, and yet here we are. I enjoyed my time replaying Portal 2, but unlike Portal 1, I was ready for it to be over when it ended. How’d we get to that point?

Let’s get the co-op discussion out of the way first: I didn’t like it. But, I’m not a co-op person. Ask someone who is. Apparently I’m “hard to get along with” for games that require actual cooperation. Pssh, the nerve of those fucking morons in my house to say I’m difficult and mouthy, right?

Part of it is the setting. Portal 2 is potentially one of the great post-apocalyptic games. Right from the very intro, you’re unnerved. The opening hotel room bit feels exactly like a dark ride at Disneyland, and that’s a sensation that repeated over and over and over again throughout the game. There’s even bits where you’d swear you’re watching a proof of concept video for what the line would look like for a new attraction, with video monitors and running banter from hilarious characters. Hell, there’s even a section that’s fashioned like a roller coaster, and I’m not the first person to notice it looks a lot like Space Mountain. Hey, theme parks are fun, and so is Portal 2.

Portal 2, or Myst? Only my doctor knows.

Yet, the setting is betrayed by GLaDOS devolving from villain to clownish insult comic. When she first comes back to life, it’s a frightening moment. She wasn’t exactly scary in Portal 1, but she had an undeniable menace about her. That’s amplified at the start of Portal 2, and the table is set for her to be an even better villain than she was in the original game. She’s vindictive, cruel, and petty. But, then they went overboard. She starts cracking fat jokes. One would have worked perfectly fine. She’s trying to break you down psychologically, and her cracks about you being an unloved orphan and a terrible person all work towards that. She’s a straight-up bitch, and in my authority as a straight-up bitch, a damn good one.

No. Sorry, but no. If hundreds or even thousands of years passed, there’s no potato left. I get that they wanted the sight gag and setting up the GLaDOS potato battery bit. BUT, these potatoes wouldn’t just have a tiny bit of mold on them. They’d be gone. No skin. Not even dust. Gone completely. IMMERSION BROKEN!

But, after the first fat joke, she keeps cracking them in subsequent rooms. One worked, two was pushing it, but when they keep coming room after room, suddenly GLaDOS is reduced to a buffoon. The mysterious setting with dilapidated test chambers all work, but GLaDOS calling you fat for the fifth time instead of talking about how much she’s going to enjoy your slow death by torture completely undermines it all. They try so hard to pay it off in the final act of the game when Wheatley calls Chell fat and Potato GLaDOS says “she’s clearly not even a little fat” or something to that effect, but it’s too late. Hours have passed, and her scariness has long since faded. They over-played the pettiness to a mood-wrecking degree.

It’s time for MATCH GAME!! What do you think when you see this picture? If you match the first word I thought of when I saw this, let me know. Highlight here-Nickelodeon-let me know in a comment or on Twitter.

Not all the puzzles are exactly brilliant this time around, either. Some are simply a matter of figuring out where to put the portals. When it feels like a maze, that type design works. When it doesn’t, it feels like a glorified hidden object game, only instead of looking for Waldo (that’s Wally for those of you with evil accents), you’re looking for a white panel that you can place a portal on. Also, the final act betrays the concept of Wheatley being the dumbest sentient being in existence. They get it right the first time, with the first puzzle he designs being absurdly easy, and again when his turrets don’t work. But, then he starts “using GLaDOS’s designs” as a means of keeping the actual challenging puzzles going. BUT, logically speaking, he should also fuck those up too, right? Shouldn’t they have done something else? The plot completely goes off the rails, and as a result, all the overly-long interruptions in the test chambers aren’t really worth it.

As illogical and frankly.. sorry.. shitty as Portal 2’s actual narrative is, the gaming gods shined on us and delivered us Cave Johnson. My spirit animal. I would bare his children if he wasn’t fictional and dead from grounding-up and snorting moon rocks. J.K. Simmons is our greatest national treasure. If I had to choose between sparing him or burning down Yellowstone.. hey, most people think Yellowstone is where Yogi Bear lives anyway.

Hey, don’t look at me like that! They’re the ones who told a compelling story that made me care, then totally cratered it by asking me to suspend the logic center in my brain. In a game that leans heavily on brain usage. It needs to be said: Portal 2’s story sucks and is a complete waste of time besides telling jokes that land about 40% less than the jokes in Portal 1 did. Boo! Boo, says I! Boooooooo! AND WHILE WE’RE ON THE SUBJECT, even the most dense fucking moron on the planet.. Cave Johnson, for example.. would realize the best usage of a Portal Gun would be to create a perpetual motion machine. Of course, that would create a feedback loop and destroy the entire universe, WHICH IS EXACTLY THE TYPE OF THING CAVE JOHNSON WOULD DO!! AND FURTHER MORE..

Ahem.

Where was I?

I remembered almost every single joke, bit, and story aspect from the original Portal, even though I played it longer ago. Portal 2? I didn’t remember ANYTHING about the opening of the game. The hotel room? Nothing. Wheatley’s gags? Nothing. Granted, it’s possible the bug zapper in my brain went off and deleted it, but I remembered a lot of the gags once GLaDOS arrives. My theory: my brain had an allergic reaction to Wheatley, one of the most annoying and unfunny characters in any game I’ve ever played, and erased my memory of him as a coping mechanism.

No, it doesn’t matter in the long run. Gameplay is king, and the worst aspects of Portal’s game design are better than 99.99999% of all games I’ve ever played in my life. It doesn’t hold up as well as the first game, but it had to carry a heavier load, too. The jokes still mostly land, and the game is often drop-dead hilarious. At its best, the level design actually outshines the original. Like, seriously, some of the levels are just so massive that it leaves you in awe. That “ta-dah!” sense of accomplishment still hits on a level no other puzzle game I’ve played in my entire life does. Puzzle games should hold-up to the test of time more than most games, and I figured that one out. They make you feel good about yourself. But, they shouldn’t hold up to replay. They should be one and done. Portal and Portal 2 are somehow replayable, and I still don’t have an answer how that’s possible.

Looks like the orange team is winning this game of Splatoon, and someone in the apartment above is really enjoying their porn.

This is one puzzle old Indie Gamer Chick couldn’t solve, even after five days of shaking my head and saying “no, this shouldn’t be possible.” Time is probably a factor. It’s been a decade, and like, I couldn’t tell you what the 14th level of almost any game looks like off the top of my head after a decade, but I don’t think that completely explains it. If I had to guess, I’d say that Portal and Portal 2 hold up to replay because it hasn’t been topped. It’s the king of its genre. The greatest logic puzzler ever. Its inferior sequel was the last of its breed. Sure, there’s a whole modding community on PC still, to this day, coming up with all kinds of absolutely batshit levels. I’ve had about a dozen people this week ask me about them, ignoring the fact that those do absolutely NOTHING for console players. Or, maybe because I’m in a puzzle solving mood, I’m overthinking it. Maybe they hold up because Portal is just plain fun? I think that’s it. When Portal 3 inevitably comes out, it’ll be fun too. Probably. Just as soon as Valve gets that preschool diploma and finally learns to count to three.

IS PORTAL: COMPANION COLLECTION GOOD?

Duh.

Portal Companion Collection is Chick-Approved but isn’t an indie and thus isn’t eligible for the Indie Gamer Chick Leaderboard

Portal: Companion Collection was developed by Valve
Point of Sale: Nintendo Switch

$19.99 burned her stuffed companion cube in a furnace in the making of this review.

Beasts of Maravilla Island (Review)

I spent a good part of 2021 drooling all over New Pokemon Snap. It was my no-doubt-about-it Game of the Year of 2021, because all I’ve ever cared about with video games is having the time of my life and not being “moved emotionally” or whatever everyone else’s choice did for them. The thing is though, people mistook my love of Snap for a love of photography gameplay. It wasn’t. New Pokemon Snap is really just a rail shooter where instead of firing bullets you’re capturing photons. Plus, I’m a sucker for Disneyland-style dark rides and New Pokemon Snap is basically a series of interactive dark rides that you don’t have to wait in line for an hour to ride. The secret to New Pokemon Snap’s magic is that it’s not just about the photography. That’s just the means to the end, like how the New York Knicks only really exist these days to keep tabs on Spike Lee’s whereabouts and to promote shitty indie bands.

Beasts of Maravilla Island uses the same formula as Pokemon for creating unique creatures: animal + unrelated animal = Thingamon. Like this otter mixed with a crocodile creature where the first thing that popped into my head was “thunder.. THUNDER.. THUNDERCROCS! HOOOOO!”

But, once New Pokemon Snap had me and my family roped in, the thing that kept us playing it FOR WEEKS (and hell, my Mom still plays it every day and has some global-ranked scores) was trying to get the highest scoring pictures. If you’re a game where the core gameplay mechanic is photography, but the actual pictures you take don’t matter at all, you’re really just a glorified scavenger hunt that’s going to run out of steam quickly. That’s Beasts of Maravilla Island, the indie photography game I snapped up (see what I did there?) for Nintendo Switch because it’s currently discounted. Really, comparing it to New Pokemon Snap isn’t fair, since they’re two different genres. Snap is a rail shooter, but Beasts is a full 3D adventure.. with creatures that look just like Pokemon. Seriously, a spooky deer keeps showing up and it’s so close to looking like Xerneas that it kind of gets uncomfortable.

Yikes!

Beasts is really short, consisting only of three game worlds that fly by quickly. That’s FINE, because this is meant to be a breezy, no-pressure light-hearted adventure and not every game has to be a 40 hour epic. In that time, not counting the instances where I seemingly locked the game up, I took pictures of almost everything. In fact, I was a bit startled when, after about ten minutes of walking around the first level, I got a notification that I had just taken a picture of every kind of plant on the stage. “Really?” I thought. Nothing was really hidden. It just all out in the open, and sometimes, I wasn’t even trying to get those pictures. Not only do you not need to take quality pictures, but you don’t even need to necessarily see what you’re taking photos of. You can just turn on the camera and scroll around, and when something new is in the frame, it says NEW right on the screen. Just take a picture and you’ll check whatever it is off the list. Even if it hasn’t loaded the sprite for it into the game engine, you’ll get credit. Check out this ten second clip, where I get credit for capturing a picture of a flower that isn’t even visible from the distance I’m at.

Well, that’s not fun! The photography is the entire hook of Beasts, but I took plenty of pictures of things that weren’t even rendered yet and got credit for them. Beasts of Maravilla Island is an ambitious game buried by technical limitations and haphazard execution. The island itself isn’t far off from a Disneyland-like setting, but my immersion was constantly being broken by frame rate hiccups, janky animation, or seeing that my character wasn’t physically touching the vine they were climbing up. Beasts of Maravilla Island looks great.. in still screenshots. But the world itself never feels authentic and alive, which you need if you want a game like this to work.

Well, the first two worlds look great in screenshots. The third and final world, which I completed in roughly 20 minutes, looks like cars from Cel Damage could pop by to frag me at any second. Also, this entire level felt like someone was snapping their fingers the entire time saying “come on, let’s wrap this shit up.”

The shame is, there’s actually a really good video game buried in this mess. The characters and animals are fun, and there’s even some nice puzzles involving guiding beams of light to flowers. The team who made this aren’t hacks by any means. They had a good idea, and it was just a little too ambitious for the resources they had. Really, Beasts needed more time to cook. The photograph system needed a point beyond being a scavenger hunt where just looking in the general direction of something new doesn’t count towards checking whatever off the list. I can’t imagine I’d ever want to just take pictures of the animals featured just for the sake of it. I need a reason, and the game doesn’t really give you one. There’s only three “featured” animals who you have to capture different behavior of, and the game sets you up with the scenarios to get those. Like, you want to see the Otter-Crocodile thingy doing a backflip? It gives you a rock to throw into the water to make it do the move. Easy peasy. Did you not even get the thing in frame and only barely captured the tip of its tail? It still counts. ✔️ Other creatures do things like run across water or whistle or show their plumage, but all that matters is checking them off the list.

This is like combining the Mime in the Box with the Mime with the Rope Ladder bit.

So, no, I didn’t like Beasts of Maravilla Island. And the stuff I mentioned already is hardly the only problems. The level design is dull and easy to get lost in. There’s majestic temples that fuck all happens in. The game sets up this mechanic where you get glowing flower pollen all over you to help lure things closer to you, but it feels like it’s inconsequential to actually getting photographs of animals. And ultimately, it just feels unfinished, rough around the edges, and directionless. It’s not fair to compare a small scale indie game to a blockbuster like New Pokemon Snap, and I’m not. As its own thing, Beasts of Maravilla Island is a photography game where the photography doesn’t even matter, and that’s just plain not any fun. That’s like doing a racing game where crossing the finish line doesn’t matter. You had one thing to do!

Beasts of Maravilla Island is not IGC Approved

Beasts of Maravilla Island was developed by Banana Bird Studios
Point of Sale: Nintendo Switch, Xbox, Steam

$4.99 (Normally $9.99) said the selfie mode never seemed to get another animal in the picture, so why even bother in the making of this review?

What Comes After (Review)

This is not going to be a happy review.

Buckle-up, everyone. We’re heading to Wrongsville. Population: What Comes After.

I probably shouldn’t even buy releases like this, since they’re not my thing. But, when you can’t even be bothered to read the descriptions on the eShop page and go off just the pictures and maybe one screenshot, you end up with a library full of these non-games. I bought What Comes After because I thought it might be an interesting game where a person dies and goes to the next life or whatever. So, what’s it really about?

It’s about a girl having suicidal thoughts.

Uh oh.

Yea, this is a subject anyone, even someone with the best intentions, should tread very lightly with. I’m kind of proud that, in the 2020s, society has come around to the point where we don’t fuck around with suicide anymore. We joke about it a lot less. It’s not done for comedy anywhere near as much. I’ve lost more than one friend to it. I lost my God-nephew to it earlier this year. I think that’s what it’s called. My Godfather’s son’s son. God-Nephew? It’s such a weird sounding thing. Well, the point is, he called me Aunt Cathy, or at least he did, before he killed himself. I’ve spent the last several months trying to shake the images of sprinkling his ashes out of my head. I was close with him once. He even helped me with a couple reviews on this very blog. He was just a teenager. Hmmph.

So, yea, with suicide as a video game story, you have to be delicate. This wasn’t delicate. This is a shotgun blast of “look at the bright side of life!” to the face. Okay, poor choice of words, but I’ll explain why this is wrong below.

These Disney sequels are getting out of hand.

In What Comes After, a girl named Vivi, who is having thoughts of ending her life, falls asleep on a subway. When she wakes up, she finds the train is populated by the ghosts of everyone who recently died within 10km of the train station. This apparently includes a giraffe and an elephant. I’d like to think this is setting up some kind of bad ass Mortal Kombat-like prequel showing how that happened on the same day. Anyway, there’s no “game” here. You just talk to the ghosts, and they wax philosophically on the meaning of life. Some are okay with being dead because they’ve lived full lives and felt complete. Many have regrets. They all feel happy for the girl that she’s still “so full of life.” Sigh.

Okay, so, I’m going to be blunt: the dialog directed to the girl in this game largely talks to her in a way almost all the experts agree YOU ARE NOT SUPPOSED TO TALK TO A SUICIDAL PERSON LIKE! You’ll note there’s four links to such experts there, and a fifth one coming. There’s so many links because, just to make sure my instincts on this were right, I Googled this subject, and read multiple experts on this. They agree:

  • You LISTEN to person. That is the most important element by far, but this game mostly directs dialog at Vivi. Even give and take conversations have almost nothing to do with why she’s having suicidal thoughts, or the pain she’s in, or anything. Even the three main spirits who help her out come across like they’re preaching AT her instead of conversing with her. You also let the person know you’re ALWAYS there to listen. Now, obviously the ghosts in this game can’t do that, but they could tell Vivi to open up to her mother and sister that she lives with.
  • When you do talk, you ask a lot of questions without judgement, about how THEY feel.
  • Most (but not all) experts say you can encourage the person to get help, which literally not one character does. In fact, the angle the game takes suggests that being suicidal is something that can be fixed with gestures. It’s not. It’s a chronic condition that needs to be managed, often long-term.
  • You don’t tell a person to think of the bright side of life or think of everything they have to live for. That serves to diminish the real pain they’re in. It trivializes it. It’s also patronizing and judgmental. Though this isn’t universally agreed on, most experts say you can offer that things will get better, but honestly, “things will get better” is hugely lacking in What Comes After.

Here’s where I take issue: it’s never completely stated why main character Vivi is thinking of killing herself. It hints that she’s depressed and feels like she’s a burden on her family and has no prospects in life. By keeping it so vague and generic, it sort of implies that it doesn’t matter. Which, I’m guessing the “why” matters a great deal to the person. But What Comes After treats suicidal thoughts as if what can bring someone to this point isn’t incredibly complicated or nuanced, and even if it is, it doesn’t matter because you just have to appreciate what you have and set a goal for a gosh darn happier life. I get that developer Mohammad Fahmi probably wanted to keep the details as minimal as possible so that anyone in a similar position could insert themselves into Vivi’s shoes. But, the overall problem is, any expert will tell you that what helps people who are contemplating suicide the most, statistically speaking, is just having someone listen to them. This is a game about a train full of people talking AT a suicidal person and not WITH them.

For God’s sake, ONE OF THE GHOSTS IS A BABY! A baby that comes across as preachy and guilt trippy, and it’s so cringey and wrong. This whole thing is just wrong. This is the type of game you need to make in collaboration with accredited experts in the field. There are aspects of this game where characters talk to Vivi in ways you are specifically told not to talk to a suicidal person like. Why is this subject matter rare in games? Because it’s the kind of thing most people don’t want to take a chance of getting wrong.

This is the point in the game where I threw up my hands and said “what the fuck? Really?” If a person is suicidal, having the ghost of a dead baby making them feel like shit because they don’t appreciate enough that they actually got to experience life ISN’T GOING TO MAKE ANYTHING BETTER! What Comes After mostly isn’t tone deaf. It’s just very uninformed and misguided. But, this part here? This is where the game got tone deaf.

By the way, there’s absolutely no malice in What Comes After. It’s a game made with the most beautiful of intentions. The whole experience is a one-and-done, no replay value “game” that you can complete in under an hour. To its credit, the story was compelling enough that I never got bored with it, though I think that Mr. Fahmi could have cut the amount of passengers by half and the experience would have been better for it. There’s a tiny hint of broken English (the developer is Indonesian), but nothing that wrecks the experience. And I do genuinely appreciate that the game tries to present a positive message. Hell, I even choked-up a little bit during a conversation with a ghost dog that made me think of my beloved service dog Cherry, who passed away Christmas morning 2018, and how much she would have hated how sad we all were that day.

At the same time, having animals.. and then even plants and trees.. guilt trip a suicidal girl into looking at the bright side of life? YIKES!! Just don’t do that. Why are we even talking about how circus elephants are mistreated? How on Earth can a plant relate to the pain a human being in crisis is in? It’s an important subject FOR HER, but now we’re talking about something completely off topic. It doesn’t exactly come across as insensitive or tone deaf. It feels like a bad way of getting a good message across. I wish I could recommend every game that had its heart in the right place, but that’s not how this job works. And this is a game about helping someone in a crisis that doesn’t follow any of the guidelines recommended by experts and ends with her cured of her thoughts through the grand gesture of having her look over a box of kittens. I found it incredibly misguided and frustrating to read. As charming and heartfelt as the characters come across, it just completely misses the mark. It’s rare that I say a game shouldn’t have been made, but this game SHOULD NOT HAVE BEEN MADE. Because people who are not experts, who have NOT devoted their lives to studying this stuff, are going to take away from this the wrong ways of helping people. It’s wrong.

Again, was What Comes After made with the best of intentions? Sure. But, so is the road to hell, or so the philosophers say.

What Comes After is not IGC Approved

What Comes After was developed by Pikselnesia
Point of Sale: Nintendo Switch, Steam

$4.19 (normally $6.99) noted this game came out April 1, 2021.. YOU RELEASED A GAME ABOUT SUICIDE ON APRIL FOOLS DAY? JESUS FUCKING WEPT.. in the making of this review.

Cuphead: The Definitive Review – The Delicious Last Course

CUPHEAD: THE DEFINITIVE REVIEW GUIDE – PART ONEPART TWOPART THREEPART FOUR

This isn’t going to come as an incredible shock to you, but Cuphead: The Delicious Last Course is worth $7.99. For that money, you get six new bosses, a King Dice style single-phase mini-boss, and five single-phase mini-bosses where your guns don’t work at all and you can only win via parrying. You also get new guns that are the most powerful in the game, new charms that actually made me move off the smoke dash for the final boss, a new character that comes with totally different skills than Cuphead or Mugman, and a secret item that, once you finish messing around with it, basically activates God Mode. It’s a lot of content for eight bucks. As much fun as I had.. and I had blast.. I’m still somehow a bit disappointed. For DLC that took almost five years to make, I guess I was hoping more. Maybe a couple new Run ‘n Gun stages. At least one, right? Nope. No new Run ‘n Gun stages. Maybe more than one new shmup stage? Nope, just one. The best.. and worst.. thing I can say about The Last Delicious Course (doesn’t that sound better than Delicious Last Course?) is that I wish Studio MDHR had spent the last five years just making a sequel, because the content we actually got is spectacular.

The King of Games and the five battles against bosses themed like chess pieces are basically all fun, but some of them are pretty weak too. I beat two of them (the Bishop and the finale, the Queen) on my very first ever attempt playing them. For a game like Cuphead, you really don’t expect a mediocre player like myself to be able to do that.

I suspect they feel the same way and probably have buyer’s remorse that they announced DLC like four years ago. Maybe I’m wrong, but I get that vibe out of Cuphead D.L.C. All the heart from before is there. The bosses are creative (though the whole “you’ve never seen transformations like this” left me expecting much more grand set-pieces than what we got). Yet, after a certain point, I got the “we’re holding back a little” vibe out of it. But, at least you get a lot of value. Turning this $19.99 release into a $27.98 release basically gives you the easy mode-without-penalty everyone has wanted for five years now.

THIS IS CUPHEAD’S REAL EASY MODE

After beating the DLC, I started a new file where I used only Ms. Chalice for everything I was allowed to use her on (only Cuphead/Mugman can do the Mausoleums). I figured I’d need about 200 lives to beat the entire game with her. I actually did it with only 98 lives. Why’s that? Well, Ms. Chalice gets one extra hit point. That’s huge. It can be even more than that with her Super Art II, which is a shield that doesn’t go away until you take a hit (well, unless the game glitches out, and this DLC is glitchy as all hell). She has a shorter standard jump, BUT, she also has a double jump. The double jump by itself nerfs multiple levels and bosses. In fact, multiple coins and challenges in the Run ‘n Gun stages are completely annihilated by just that double jump.

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Ms. Chalice’s parry is tied to her dash, and sometimes this can cost you. She springs-upwards if you score a parry, which can send you into another projectile’s path (this happened to me tons of times), but it also makes probably over half the game’s parrys easier to score. Combine her abilities with the new guns in the game, like the over-powered Crackshot pictured above, and this IS the Easy Mode Cuphead has been begging for. If you want to start over from the beginning, you must beat the Run ‘n Gun stage Forest Follies and Mausoleum I in order to get to the Ms. Chalice charm and the over-powered DLC guns. I’ve created a guide on how you can start a new file and quickly get them.

WHO THE HELL PLAY-TESTED THIS SHIT?

The Delicious Last Course is glitchy as all hell. With the new charms and abilities that grant you extra life, I had planned on at long-last getting A+ scores on every boss. I worked hard to charge up the Cursed Relic into the Divine Relic and was all set to kick ass. Well, so much for that shit. My first match using the Divine Relic, the game said I scored a 0 in life, and like the careless manure farmer, I completely lost my shit. I replayed the level, did more or less as good, finished with three life again, and that time, it gave me credit for it. Huh? And that’s just one of many weird issues. During the very final boss of the DLC content, I used Ms. Chalice’s Super Art II for the extra shield. BUT, between phases, the shield stopped working. ONLY the animation for the shield was still there, as if it was working. But, it wasn’t. You can’t use Chalice’s Super Art II a second time until the first one breaks, yet, here it is.

I mean, they ONLY had five years of development time. Which was the time the Black Plague killed half of Europe. I guess that’s fitting since an actual plague hit during development. Maybe they took a lot of time off to spend that sweet, sweet Netflix money.

The thing that royally frosts my ass about these glitches is Studio MDHR had five fucking years to get it right. FIVE! That’s over twice as long as the Dreamcast had in North America! That’s more than the entire lifespan of the Wii U. Think of all the games developed for those consoles, and remember this is just DLC.. a third of one game.. and yet I triggered these glitches on literally my very first attempt playing. So, these glitches, that myself and other players were constantly bumping into, somehow didn’t get noticed over a five year development cycle? Are you fucking shitting me? It’s so shameful. AND NO, I’m not advocating for crunch or angry that it took so long to come out. I’m angry that, even with all time, easy-to-trigger glitches were left in. Next time, Studio MDHR, hire people that suck and don’t tell them how to play the game. Just watch them play, and take notes.

According to the rules of Cuphead, having your life reduced to zero means you (checks notes) ah yes.. DIE! Well, clearly I didn’t die. This is a victory screen. So, yea, what the fuck, Studio MDHR? And if this is “not a glitch” and there’s a penalty for actually using the items, then you need to explain the rules of your items better. Of course, this is the same company that tells people to “git gud” while never once advertising the game as super hard on any store page. Explaining shit? Pssh, they’re “old school.” As a reminder, old games came with instruction manuals.

What I figure must have happened was their play testers were just too good at Cuphead and didn’t take damage. The classic indie “I forgot that other people are going to play this and they will not have spent the last five years devoting their entire life to this and thus are likely to not play it as well” situation that I’ve seen over and over again for the last eleven years. Yea, games get glitchy, and yea, games get patches. But, these were not like some weird, obscure thing. They were right there, SO EASY to trigger, and yet in five years they never got found. It’s inexcusable.

CUPHEAD IS STILL FUN

Assuming a Cuphead sequel ever hits, and they’ll probably need another decade at the rate they develop games, there’s a good chance I won’t be able to play it anymore. I have early onset Parkinson’s Disease, and on the table for me over the next decade, assuming I still have enough control over my fingers, is the loss of my reflexes. This could very well be my personal Cuphead finale. It’s been a long, strange, rambling journey. It was the announcement of this very DLC that made me realize that I never actually hated Cuphead. That I actually kind of loved it. Once I got over my anger at its snotty “git gud” attitude and the the fact that its studio is filled with douchebags who have no consideration for game accessibility, I realized that, when I beat Cuphead for the first time, it was one of the best times of my gaming life. And finally, the DLC is here.

And they still don’t do enough with the map screens. It took me like five seconds to find this coin.

The Delicious Last Course is fun. I don’t think the bosses are as mind-blowing or over-the-top as a lot of people were promising. Lots of reviewers talk about the six new bosses (eleven with the chess pieces) like they’re a cut above the previous bosses, but they’re not. They’re just new bosses. They’re on par with the previous ones, and the best thing I can say about them is none of them stand out as bad, though I found one to be underwhelming, and there was a phase or two here and there that was kind of boring. I didn’t love the shmup battle. I didn’t love the ice guy. But, I didn’t hate them, either. $8 for this set might be one of the best values any DLC set has ever had. I just wish the effort had gone to a full-blown sequel instead. Now, onto the definitive review..

INKWELL ISLE IV

The King of Games Battles

 

The King of Games is what replaces the Run ‘n Gun Stages and especially the Mausoleums in Delicious Last Course. It’s a series of five boss battles where guns and charms don’t work (except Ms. Chalice’s charm) and you must parry to win. You can start the DLC here, if you wish (and you should since the coins are tied to these battles). The encounters happen between the full bosses.. maybe. Sometimes it lets you do more than one battle, or lets you even choose which battle you want to do, before kicking you off and disappearing for a while. This is also the only section of the DLC where content was cut from the game. There was to be a sixth battle featuring the King himself, and the code for this battle still exists within the game. While Studio MDHR annoys me with their shitty attitude towards accessibility and the fact that they released such a glitchy product even with five years to work on it, the one thing they have my full faith in is, if something gets cut, it got cut for a reason. I’m going to assume the King’s battle must have sucked, because the other five battles are pretty dang fun, even if some are super easy to beat.

Boss #29 (King of Games Battle #1): The Pawns
Apparent Inspiration: They remind me of the ants from old Disney cartoons.
IGC Likes: That such a simple premise is still very exciting and intense.
IGC Dislikes: That there’s no scores for these battles.
Malice of the Chalice: Ms. Chalice has a significant advantage here.

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The battle against the pawns is the only part of the chess fights that doesn’t feel like a boss, which is fitting, I guess. They leap down at you, and you have to avoid making contact while hitting a parry on their head. Even the pieces you defeat will return to the top to continue jumping down, and if you miss one, you have to wait for the other seven to cycle through their leaps before you get another crack at it. All of the chess battles feel like they were made with Ms. Chalice’s parry dash specifically in mind. In fact, this is the only one of those battles I actually beat using Cuphead, and that was only because I was bound and determined to ONLY use him at first with the DLC, but I gave that shit up. When you play as Cuphead/Mugman, hitting a parry also means throwing yourself into the sky and exposing yourself to the pawns, but Chalice can hit her parries low to the ground. Studio MDHR should have gone to Hasbro and offered to have them sponsor Ms. Chalice, because she absolutely Nerfs™ these battles.

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FOOD FOR THOUGHT: While I mourn the loss of the Run ‘n Gun stages, I’ll be damned if the chess stages aren’t a fun idea and keep what should be a stale formula fresh. It really helps that this opening battle is surprisingly intense. The rate and angles that the pawns jump down at you made me have a few close calls, and I even had a “died on the last one” a couple times. Granted, once I realized the chess battles were made for the chick, I’m like 6 for 0 with Ms. Chalice in this battle, but still, a nice opening sequence. This is probably the weakest of the chess battles in terms of play value and it’s still pretty dang good. A lot more fun than any of the Mausoleum stages. Like, it’s not even close. Great idea this was.

Boss #30 (King of Games Battle #2) : The Knight
Apparent Inspiration: Horace Horsecollar, Ken from the Street Fighter series, A Knight for a Day (1946)
IGC Likes: The only of the five chess matches that I’d classify as difficult.
IGC Dislikes: Unlike the other chess battles, this one feels like it could have been expanded into a full boss battle. Oh, and you can cheese the hell out of it.
Malice of the Chalice: You practically MUST use Chalice. I never came close with just Cuphead/Mugman.

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By far.. BY FAR.. the chess piece that gave me the most trouble, the Knight is easily the deepest of the chess battles. First thing’s first: just use Chalice. The Knight battle feels like Nintendo’s Punch-Out!! franchise as a platformer, where counter-attacking is key, but most of those attacks are too high of a risk if you have to do the parry with an angled jump. The knight has three attacks that he telegraphs, and one that comes with no warning if you stand too far away for too long. Keep a medium distance. If he pokes his head out of his helmet, he’s going to do a big sweeping motion. If he kneels down low, he’s going to dart across the playfield. If he does an upper-cut, it’s a fake out. You can also score a hit when he taunts you, but it’s high risk. On the plus side, if you take damage, you have enough time to score two or three free hits before you stop blinking. You have to parry the pink plume to get him. Awesome battle!

Food For Thought: This is the last instance of “I wish this had been a full battle” I’ll have to deal with in a long time, but I’ll give credit to Studio MDHR: when they had a good single-phase concept, they ran with it. Most of the King Dice mini-bosses and all DLC the mini-bosses are really fun. Yea, I wish they’d been expanded into bigger rights (well, I could do without with the other Chess fights) but I’m happy we got what we got. Never pad anything out just because someone like me is going to bitch about it. Seriously. I know I’m sending mixed messages here, but excellent less is always better than uninspired more.

Boss #31 (King of Games Battle #3): The Bishop
Apparent Inspiration: Catholics. About damn time we get some representation in games.
IGC Likes: A totally unique concept that works within the Cuphead formula. Oh, and I finally joined the “beat a boss the first ever time I faced it” club. Take that, Angela!
IGC Dislikes: That Angela beat Djimmi the Great on standard on her first attempt, which was a much higher degree of difficulty, the show-off.
Malice of the Chalice: This is the one chess battle where you need Chalice the least, though she still has a slight advantage due to being able to parry from the side.

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The Bishop is a one-of-a-kind battle in Cuphead. While you do still have to directly attack him, the major mechanic of this fight is extinguishing the candles he lights. You just have to touch them instead of parrying them (surprised they didn’t work that out), and blowing them all out renders the Bishop vulnerable again. It’s a great idea, and it works. Maybe all this Cupheading has just made me awesome because I aced it on my first attempt. It wasn’t the only one I beat on my first attempt (I also totally lucked into beating the queen as well), but it’s not totally toothless as I died in my rematch with it the second time around. It’s a fight that’s tailor made for close encounters, and once I got over the shock of glorious victory, I have to admit, it’s quite fun.

FOOD FOR THOUGHT: I don’t think Studio MDHR is lacking for good ideas. Each of the chess matches is memorable, and the creepy-ass Bishop is particularly memorable. You don’t expect to see religious iconography in games like this, but you really don’t expect it to be a boss, in a church setting, with crosses and everything around. I admire the guts of it. Just think: Nintendo would have demanded this be altered not even ten years ago. We’ve come far.

Boss #32 (King of Games Battle #4) : The Rook
Apparent Inspiration: Peg Leg Pete, classic Game & Watch games.
IGC Likes: Every aspect of this battle; that they drew Betty Boop as a guillotine, which as I’ve stated before, is the ideal form of execution.
IGC Dislikes: That this character design wasn’t used on a standard boss.
Malice of the Chalice: Ms. Chalice has a significant advantage here.

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While the Knight is probably the most well-rounded of all the chess matches, the Rook battle is my personal favorite. I love EVERYTHING about this fight. I love the character design. I love the heads. I love that he’s just ignoring you and sharpening his axe. I love the macabre vibe of it all. It’s also a satisfying battle. This is by far the most old school of all forty Cuphead bosses. Like someone took a spinning-plate/juggling-type LCD game (such as Nintendo’s Game & Watch Fire) and turned it into a boss fight. And it works wonderfully. This is as close to perfect as any mini-boss gets. Awesome death animation too.

FOOD FOR THOUGHT: I’m not a game developer, but I’d think that there’s a lot of inspiration to be had from the Rook. It takes very old-school gameplay and makes it fresh and exciting in 2022. What makes it feel so epic is the sheer scope of it. Of course, it’s a bit of smoke and mirrors and not really that different from how old 8 bit games used to dress up the bosses to make them look larger. Unlike a lot of the larger-than-life Cuphead bosses, you can see the seams here. What you’re really fighting is just a wall that launches projectiles, and if you bounce the projectiles back at the wall, it counts as a hit. The Rook is just an animation happening in the background. But, it all comes together to make a fight that feels so much larger than it really is.

Boss #33 (King of Games Battle #5) : The Queen
Apparent Inspiration: Alice in Wonderland (1951)
IGC Likes: Another different kind of battle, and another “haha, first try” moment for me.
IGC Dislikes: Oh hey, just like the King Dice sequence of mini-bosses, the chess matches go out with a whimper.
Malice of the Chalice: Ms. Chalice as an advantage in this battle.

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Studio MDHR kind of sucks at mini-boss finales. Okay, that’s not totally fair. It’s not like the Queen here, or King Dice from the original build, are crappy to fight. They’re just underwhelming. Here, you have three cannons that sway back and forth, and you have to parry the fuses to shoot a cannon at the queen. She occasionally sends stacks of lions at you, but the real challenge is she has one of the hardest “make it rain” attack patterns in the game. Once you beat her, that’s it for the chess pieces. Beating the Bishop on my first try made me feel excellent. Here? I felt like I had lucked out. Like King Dice before her, I said “that’s it?” Well, there’s a boss rush for an achievement, but otherwise.. that’s it.

FOOD FOR THOUGHT: Yea, they were out of ideas. Wait, wouldn’t it have made more sense for you to shoot cannonballs at the Rook, which is a castle? And wouldn’t it be more fitting as a tribute to the Queen of Hearts to have her send heads at you (“OFF WITH THEIR HEADS!”) that you have to bounce back at her? Now I’m wondering if I’m onto something. Granted, she wasn’t meant to be the final boss. You know, I pulled this out of my ass because these “Food for Thought” sections I pigeon-holed myself into doing can be tough to write after thirty-three bosses (and I’m writing this on my 33rd birthday. Meta!) but now I think I might be on to something. I’m pretty sure I’m not on something. Unless somebody put something in my water. Let’s not rule this out. Next!!

ANGEL & DEMON: THE HIDDEN MINI-BOSS

Sigh. So, I used the order from the Cuphead Wiki to face the bosses, and they have the Angel & Demon listed last, so I assumed it was some kind of final-final-final special boss. It makes sense! Look at the background! And there’s a thing that looks like the Devil! HE WAS THE LAST BOSS THE FIRST TIME! But, no, this is a special single-phase mini-boss hidden in the game. Before I get to the six primary bosses that the DLC added, let’s review this fight.

GETTING TO IT

There’s a group of three mountaineers, and if you talk to them, they’ll not-so-covertly provide you directions. Next to the Howling Aces battle is a graveyard. Use the center tombstone as a guidepost for each direction.

Like, see how it says “UPRIGHT” in the text? Starting from the center tombstone, you’d go up and then right, and then click that tombstone. Now, repeat the process from the center tombstone for the directions the second and third place mountaineers give you, and you’ll unlock this boss.

What does this do? Well, you can buy an item called the “Broken Relic” from the DLC shop for one coin. Winning this fight.. and it’s no slouch, even for a mini-boss.. changes the Broken Relic into the “Cursed Relic” which is going to be a pain in the ass for you if you want to use it. If you equip it, you only get one hit point to beat bosses with, and it randomizes your guns. Every time you let go of the fire button, use an EX shot, or dash, your gun changes. It’s crazy hard at first, but, it slowly gains more power as you beat more bosses.

If you beat this and want to rematch it, just hold down both triggers in front of the center grave.

Once you’ve beaten enough bosses (there’s a whole scoring system. Consult the Cuphead Wiki on it here) it becomes the Divine Relic, which is basically every charm in one, though the guns are still randomized. It’s insanely over-powered, but by time you get it, you shouldn’t really need it anymore. Anyway, onto the fight.

Boss #34: Demon & Angel in “One Hell of a Dream”
Apparent Inspiration: The battle going on without the soul of all of us.
IGC Likes: The most challenging, original of the mini-boss battles in the game; that it’s a deleted phase from the original game being repurposed here.
IGC Dislikes: That I actually did this boss last, and also the achievement is a reference to Castlevania II, which means operatives from Microsoft will kick in their door and shoot their dog. If they do not have a dog, one will be provided for them. They’ll name it Mr. Tiny, and he’ll be the lost lovable little good boy that ever graced this Earth. They’ll bond with it and learn things about their own capacity for love they never could have imagined. At this point, operatives from Microsoft will kick in their door and shoot the dog. Sorry, this is the established penalty for using “It’s a Horrible Night to Have a Curse.” Rules are rules.
Malice of the Chalice: Ms. Chalice is actually, in my opinion, at a disadvantage here.

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This is one of those “rub your belly and pat your head” bosses. I knew a guy who could do that while whistling, the freak. The idea here is, you will ALWAYS face the Demon, and if you turn around, the Demon and Angel will swap places. The Demon’s attacks will always hurt you. The Angel’s attacks will always pass harmlessly through you. It doesn’t sound very complicated, but holy crap, is this a balancing act. There’s also a platform that moves across the bottom that’s suspended by a lightning bolt that causes damage. Being an idiot, I didn’t notice the lightning bolt and thought the bottom caused damage depending on how you were facing. Once you get used to this, it’s fairly simple. I didn’t get used to it and only won by equipping the heart ring and parrying extra hearts and barely squeaking out wins. Awesome fight though. Fun fact: the Angel & Demon are, along with Goopy from Inkwell I, the only bosses that don’t attack you with minions.

Pachi-Pachi, one of many deleted bosses, though some of them, or their proposed attack patterns, were apparently reused for the DLC. A giant vampire bat was also completely finished and included in early demos and also is a no-show here. I’d thought for sure it was coming.

FOOD FOR THOUGHT: This was a deleted phase from the original build’s finale Devil fight. Well, thank god they cut this from there. This is INSANELY difficult, and it’s only because of how short it is that I managed to pull off a victory. Still, Cuphead cut a lot of content and I was hoping the DLC would restore that, or add extra phases to the existing bosses. As far as I can tell, they didn’t. That’s a shame. There’s some full-fledged deleted bosses that made it far in development, including a sentient Pachinko machine meant for the King Dice fight. No clue why they didn’t add that back in, or Jelly the Octopus, or the Demon Bat. The sad part is, this after-thought bonus fight is actually one of the highlights of the DLC, because there’s no battle quite like it.

Boss #35: Glumstone the Giant in “Gnome Way Out”
Stated Inspiration: The Old Man of the Mountain (1933), Pitfall!
IGC Likes: Seamlessly fits in with the feel of the Cuphead bosses.
IGC Dislikes: One of those “difficult by having busy visuals” situations.
Malice of the Chalice: Ms. Chalice has a major advantage over the first phase only.

Glumstone is basically the icon of Cuphead’s DLC. He was part of a graphic novel released in 2020, and is even featured in The Art of Cuphead book that I used so heavily for the Definitive Review up to this point. We had to wait a LONG time for this fight, which makes me wonder if Studio MDHR wouldn’t have been wiser to just add one boss at a time, for like $2.99. I’d pay that much for each fight, easily. Maybe they could just create an arcade-like Cuphead experience where they release a new boss whatever they finish one. I mean, why not? You don’t need a story for this stuff.

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PHASE ONE – VAPE MOUNTAINS (HEALTHIER ALTERNATIVE TO THE SMOKEY MOUNTAINS): Glumstone’s opening stage takes place on a series of platforms that move up and down, sometimes into the path of geese. You also have to watch out for gnomes that spit fireballs at you or climb up the platforms. The base is covered in spikes too, so stick to the platforms. Occasionally, he’ll also grab a bear and just bring it across the playfield, like the shark in Brineybeard’s fight, only it’s slower and a lot easier to dodge. Glumstone’s primary attack is opening his mouth and blowing clouds at you. If you’re not in close range, only Chalice will be able to reach all of them, as neither Cuphead nor Mugman can jump high enough to reach all of them. It’s a fun phase but easy compared to what’s coming next.

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PHASE TWO – HANDBALL: See, even giants play with themselves using hand puppets. Wait, I didn’t mean it like that. I mean they play with their balls. NO, STOP! I mean they toss their balls back and forth. I mean with puppets. I mean, with their hands. Oh Christ, this is coming out all wrong. What I’m trying to say is the giant bats its ball back and forth while you watch for bulges underneath you. I mean little men coming at you while a bigger guy keeps tossing to himself. It’s a phase and it’s really hard. I mean to beat.

You know what? Screw it. Moving on..

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PHASE THREE – IT’S NOT A TUMOR!!: I guess it’s supposed to be an ulcer but it looks more like cancer to me. Maybe if you just wait Glumstone out long enough he’ll die of natural causes. It’s a nice idea, since there’s like a million cartoons that do this gag, but it’s kind of underwhelming as a finale because it goes from feeling epic in scale to kind of small. But, the Pitfall! tribute is nice, and the difficulty balance is spot on. It’s clear why Glumstone got the lion’s share of pre-release hype. It’s the best of the bosses, besides Chef Saltbaker himself. In short: fun boss. Kind of a meh ending.

FOOD FOR THOUGHT: Glumstone was one of those “on the drawing board a long time” bosses that makes Cuphead work so well. The magic of the art style is there’s dozens of cartoons that use a gigantic character, and Glumstone looks like all of them while somehow also looking like none of them. The ability to borrow liberally from this era and come very close without directly copying any character make for a wonderful resource and it’s awesome someone did such a good job of paying homage to it all.

Boss #36: Moonshine Mob in “Bootlegger Boogie”
Apparent Inspiration: Ants in the Plants (1940), Mr. Bug Goes to Town (1941)
IGC Likes: Recycling deleted concepts from the original build.
IGC Dislikes: The Anteater has a bit too much sponge.
Malice of the Chalice: Chalice has a major advantage in phases one & two and a significant disadvantage in the phase three.

Featuring not just one but two deleted concepts from the original build, the Moonshine Mob was the first boss I fought when I started up the DLC. Yet, it feels like a fight that could have been part of the base game, right up until a delightful (and for some, infuriating) twist at the end of the third phase. Bootlegger Boogie is the ideal DLC experience: it feels like it could have been there all along, yet it twists your expectations ever so slightly.

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PHASE ONE – SPIDER MOBSTER: This is one of the deleted ideas.. kind of. Originally there was a shmup level where you fought the “Flying Gentlemen” which was a spider in a top hat that looks kinda vaguely like the Spider Mobster. This is one of the more fun phases, as it’s actually quite busy, yet it’s super easy to get the hang of. There’s three different channels attacks can happen on, and success and failure will largely hinge on switching back and forth between them. The spider has four attacks.

♥Coppers using bug spray will occasionally walk out and shoot at you, some of which can be parried, though the angles to score one are quite tough.
♣He’ll sometimes pull out a button and drop bombs on the stage that explodes about a second after you pass them. These are a cinch to trigger and avoid the damage.
♦He’ll use an old-timey phone to call in “toughs” to walk onto the playfield and attack you. The flies will camp in the background and give you ample warning before walking out and are easy to kill.
♠His hardest attack by far is kicking a caterpillar at you that ricochets off the walls. This attack doesn’t happen in simple mode.

It’s a pretty good phase. One of my favorites of the DLC.

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PHASE TWO – LIGHT BUG: The Light Bug is one of the earliest concepts for a stand-alone boss that didn’t happen. The attack pattern is, more or less, the same as it was as a prototype. The Light Bug dances back and forth on the second plane while six beams of “sound waves” circle around you. There’s a warning of when one set of three is going to change into an attack. Green is safe, yellow means “shit’s about to go down, yo” and red is dangerous. The attacks only happen briefly and once you get the hang of it, avoiding the attack is easy (and if you do it right, the Light Bug herself won’t be close to you when you switch between levels).

This is where the crackshot becomes very valuable, as you don’t need to take aim and can focus on avoiding the beams. For the musically inclined, you can also use the music as a cue for when the attack will happen. There’s also cops and moonshine barrels running back and forth this whole time, and some of the barrels can be parried. I think I only scored one parry off a barrel the entire time. But, another fun phase!

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PHASE THREE – ANTEATER: Probably the most visually striking of all the DLC bosses, the Anteater’s arrival feels so damn epic. It’s a shame the actual battle becomes quite tedious. You get a chance to score some early damage on the real final boss at the start of the battle, but then the Anteater makes his move. He’s only vulnerable from his tongue. Ms. Chalice’s parry dash is almost worthless here, as the Anteater will take turns doing three to five trusts with his mouth on one side of the level, eventually sticking his tongue out across the screen. The tongue can be parried, and if you have the whetstone equipped, this battle goes a lot faster. In theory, you can time it with Ms. Chalice, but I never could.

Eventually, he’ll retract his tongue and unleash a brawl between a cop and a hoodlum that bounces around the screen like the caterpillar from earlier, only it takes A LOT more bullets to kill. He’ll then switch to the other side and repeat the same attack. After two hours, give or take, he’ll finally die. This would be a fun phase, only it takes FOREVER to finally score the knockout. Only, it’s NOT the knockout.

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PHASE FOUR – SUDDENLY SNAIL: A banner drops down and the Snail declares KNOCKOUT sounding like Edward G. Robinson. The Anteater collapses and the final phase begins with the Snail shooting relatively quickly at you, though many of his shots can be parried. This is the fastest phase in all of Cuphead, and when the Snail dies after just a few shots, the real announcer clears his throat before declaring KNOCKOUT in a nice touch.

FOOD FOR THOUGHT: I think this is pretty much it for the deleted content that got reworked into the game. It’s nice that they found a place for the “The Light” boss that was one of their earliest plans. What strikes me most about Moonshine Mob is how incredible Studio MDHR is at the big concepts, awesome set pieces, and even pitch-perfect timing of humor. Moonshine Mob has a few issues, especially the Anteater phase, but it’s so imaginative that you can’t forget it.

Boss #37: The Howling Aces in “Doggone Dogfight”
Apparent Inspiration: Street Fighter, the dog from Tom & Jerry
IGC Likes: Lots of fresh ideas that makes an otherwise ho-hum design unforgettable.
IGC Dislikes: The most unreasonable condition for unlocking a secret phase in the game.
Malice of the Chalice: Ms. Chalice is neither at an advantage or disadvantage for this battle.

Oh, I get it.. they’re dogs in a dog fight. As in airplanes. They’re not owned by Michael Vick. Right before I finally started to type this section of the review, I was informed there’s a secret phase. I spent the next four hours trying to get it, gave up, and had a tantrum. Then, a friend’s kid told me “use the Lobber” and I got it on my first try. Grumble. After all that effort, the DLC’s lone secret phase wasn’t remotely worth the effort. What a waste of time. Stick to the main path, where an otherwise generic theme becomes an unforgettable encounter.

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PHASE ONE – UNLEASH THE DOGS OF WAR: Hughes Canteen, the NPC that taught you about the airplane in Inkwell I, is your pilot. You stand on a plane that will go left and right depending on how close to each edge you stand. It’s actually very intuitive. There’s an alternate control scheme just for this level, but stick to the default because it works wonderfully. Using this setup, a bulldog pilot will fire slow-moving heat-seeking fire hydrants at you while other dogs rain tennis balls down on you. Occasionally, the bulldog will bail to either shoot you with giant yarn balls or throw boomerang bones at you, some of which can be parried. A nice little phase, though keeping up with the tennis balls is a pain in the butt, and sometimes the timing of them and the yarn attack conspire to screw you.

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PHASE TWO – YANKEE YIPPERS: Four dogs circle around you and throw letters at you, many of which can be parried. If you take your time before picking them off, you can easily charge your cards up during this phase. The dogs don’t take many hits at all, and the crackshot is especially useful here. This whole phase is over and done with in a matter of moments and you move on to the ultra-memorable finale. That is, unless you want to open the secret phase and ruin the best part of this entire boss.

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IF YOU WANT TO UNLOCK THE SECRET PHASE: Don’t. It sucks. There’s not even an achievement attached to it or anything. But, if you’re into completing stages, you’ll want to use the Lobber. The idea is to damage the dogs just enough that the exhaust from their jetpacks turns grey. There’s an audio cue as well. If you kill even one, you’ve missed out on it. Once all four of them are on the grey smoke, their Mom or whatever she’s supposed to be will collect them and the secret final phase will begin.

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PHASE THREE – SHINOOK PILOT SALUKI: One of the best phases of Delicious Last Course, the battle against the Persian Greyhound (clearly the snootiest of all dogs) is truly a spectacle. It starts with mad scentists type of lasers that reminds me of something that would be used to fight Mighty Mouse. After a couple shots of that, the screen will rotate 90 degrees, and the controls along with it, and the Saluki will drop dog dishes on you that you have to jump over. The screen will go upside down after that. Once you get the hang of it, it’s actually a fairly simple battle, and it can even end by shooting the lasers and not the dog itself. It’s not much of a boss, but the gravity effects stand out and turn the mundane into something special. Of course, you can shirk all that and do the pathetic secret phase.

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SECRET PHASE – THE WORLD’S MOST BORING DOGS: After all the hard work I put in trying to unlock this, all the Secret Phase was is a completely basic, generic, overly long sequence of dodging shit. There’s nothing novel or challenging about it. It’s really awful and quite lazy and I’m so disappointed, especially for the amount of time I put into getting it. All the gravity effects that make this so memorable? They’re gone. The charming lasers? Gone. All you do is dodge pineapples (some of which can be parried) and the fire hydrants from the first phase. What a crappy thing to hide.

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DOG FOOD FOR THOUGHT: Like the Rook battle, The Howling Aces take bland, basic attacks and make them exciting by adding unique ways of tackling them. The airplane following your movement works, and I’m a sucker for gravity effects in games. If not for those things, this would be a very boring boss, as the secret phase proves. I’m not in love with the theme, and honestly, I kind of wish what they had done was merged the shump and platform sections. That’s the one thing Cuphead hasn’t done yet with its own formula. It’s probably impossible due to how it loads, but it’s all that’s left.

Boss #38: Mortimer Freeze in “Snow Cult Scuffle”
Apparent Inspiration: The Snowman (1933), Lullaby Land (1933), Darkstalkers
IGC Likes: Probably the most conventional of all the DLC bosses.
IGC Dislikes: My least favorite of the primary DLC bosses
Malice of the Chalice: Ms. Chalice has a minor advantage in the second phase, but otherwise this is a fight more suited for Cuphead/Mugman.

Of the six DLC bosses, Mortimer feels the most like he belonged in the original game. He’s also probably the most middle-of-the-road of the five non-shmup bosses. It’s not a bad fight by any means, and it has some wonderful sight gags, but this is also the battle that I found to be the dullest. Get ready for some temperature based puns that would make the writers of Batman & Robin blush with shame.

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PHASE ONE – CHRIST, WHAT AN ICEHOLE: Mortimer has three ways of attacking. Apparently he’s a flasher, as his most common method of attack is opening his cloak to unleash tiny little ice monsters that spike themselves into the ground before coming to life and giving chase. It’s really tough to judge their trajectory while in flight, but once they land they’re easy enough to take out. He’ll usually then just slam a giant whale into the ground. If it hits the ice monsters, it’ll knock them out of the game in an adorably hilarious gag. Finally, he’ll shoot cards at you, which can sometimes be parried. Dull phase, really.

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PHASE TWO – SNOW MORE MR. ICE GUY: One of the hardest middle phases in the entire game, the Snow Monster is fast, aggressive, and specializes in crowding you in. He has a wide range of attacks, and between those he might turn into a snowball and roll or leap back and forth across the screen. If the obstacles from his previous attack are still active, it’ll be difficult to dodge. He’ll also slam the ground and cause ice blades to poke up from the ground.

By far his most common attack is turning into a fridge and shooting ice cubes at you. When the cubes land, they break into smaller cubes. If the starting cube is large, it’ll have two break sequences. They’re easy enough dodge, but it’s when he quickly transitions to the rolling attack that this phase becomes a pain in the butt. He’ll also close the fridge attack by launching evil popcicles at you, some of which can be parried. When you do enough damage, a series of platforms appears that takes you to the finale. The Snow Monster took me longer to complete than almost any second phase and probably should have been the last phase.

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PHASE THREE – OKAY, SNOWFLAKE: After climbing up the platforms, you reach a rotating set of five platforms for the final form of Mortimer. The giant snowflake finale has an attack that never once hit me. He shoots out.. like.. a ghost that circles around the outside. I don’t even know if it can damage you or if it’s just a few seconds of getting free attacks. His other attacks are more dangerous. He’ll launch buckets at you, some of which can be parried. After they hit the wall, the buckets turn into three moons that you have to dodge. He’ll also shoot ice cream cones from four directions at once, or launch his eyeball at you. The eyeball has beams that you must also avoid. A decent finale to an otherwise ho-hum battle.

FOOD FOR THOUGHT: Mortimer is the only of the four traditional bosses that feels like he could only belong in Inkwell III. The other three would fit in more as Inkwell II battles, with Moonshine Mob being on the fringe only because of the Anteater section’s sponge. There’s something about this particular fight that feels climatic or end gamish. Then again, a lot of people insist to me that I’m crazy for thinking Brineybeard belongs in Inkwell I so take that with a grain of salt.

Boss #39: Esther Winchester in “High-Noon Hoopla”
Apparent Inspiration: Clarabelle Cow
IGC Likes: Hey, more shmups is a good thing! One of the most jaw-dropping character transformations in the game.
IGC Dislikes: Probably among the weaker of the shmup battles.
Malice of the Chalice: Chalice has a significant disadvantage here.

I’m so disappointed that there’s only one shmup section in the DLC. I want an all-shmup Cuphead sequel more than I want to live into my 80s. While Esther isn’t among the best of the shmup encounters in the game, she’s still a ton of fun to do battle with. Fun fact: this was the boss that I needed the most lives and time to defeat in the DLC, and by a wide margin.

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PHASE ONE – REAL C.O.W. GIRL OF SHMUP MESA: In the first phase, you have to switch between and upper and lower area. Esther’s primary method of defeating you is by having one of the most visually busy sections of the game. She fires oil out of guns that crosses halfway across the screen before doubling back and coming back at you as snakes (wait, I get it.. snake oil! See, I thought it was ink). Her only other direct attack is to lasso a cactus that will block the entire channel she’s on.

The real challenge comes from vultures that drop dynamite into the playfield. The dynamite explodes into five separate explosions of three, then two (four and then three on Expert). AND while all that’s happening, a horse will fly across the screen and spit cactus balls at you, some of which can be parried. You can shoot the horses down, but you give up parry chances. There’s just a ton of stuff to keep track of here and it becomes overwhelming.

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PHASE TWO – HEY NOW, THAT’S NOT THE CODE OF THE WEST: In a sort of opposite of one of Djimmi’s attacks, Esther pulls out a vacuum and beings sucking loot up, and you along with it. After dodging all the debris, she’ll then bend over and launch safes onto the playfield. When the safes hit the ground, they explode into the loot she previously collected, some of which can now be parried. It’s a basic dodging type of stage that goes quickly, and once you defeat it, this wholesome boss suddenly takes a turn at the corner of Dark and Macabre.

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PHASE THREE – 😶 : The cow gets sucked into the pressure cooker and turned into hot dogs.

HOLY CRAP, THAT’S TWISTED!

Once you pick your jaw up off the floor, this is easily the simplest phase of the whole stage. She starts running backwards and launching steaks at you (my god) that take a sharp circular pathway, and some of which can be parried. While this is going on, you have to dodge cans of beans which can extend outwards. You can see which way the cans face and attempt to dodge them. The difficulty comes from the sheer speed, as this is a fast moving area. Not bad though, and an unforgettable visual.

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PHASE FOUR – A REAL SAUSAGE FEST: The final shmup phase of Cuphead has you now fighting an entire can of hot dogs (do hotdogs come in tins like that?) with two giant arms extending from it. The arms scissor back and forth, but there’s safe spots where no dog is that you can pass safely through. While this is going on, the can shoots waves of chili peppers at you, one of which can always be parried. Resist the temptation to chase one down if it’s not in front of you and focus on dodging the arms. It’s pretty spongy but a wonderful ending to my surprise favorite type of Cuphead levels.

FOOD FOR THOUGHT: Oh this food isn’t thinking anymore. I killed it.

Boss #40: Chef Saltbaker in “A Dish to Die For”
Apparent Inspiration: Pinocchio (1940)
IGC Likes: An amazing finale that’s more epic than the Devil fight. The twisted attacks are shocking in their visceral violence. I love ’em!
IGC Dislikes: That there’s no more battles left.
Malice of the Chalice: Ms. Chalice has a major advantage in this battle.

My Dad when people complain his chili is too spicy.

In what is the least shocking twist ever, Chef Saltbaker was a bad guy all along, and the battle against him is so mean spirited and evil that the smile never left my face. This, ladies and gentlemen, is one of the most memorable last bosses in gaming history. Well, except that it gets easier as it goes along. Seriously, the first phase is a frantic dodge-a-thon, but while the visuals remain striking throughout, the actual battle gets kind cinchy.

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PHASE ONE – CASUAL CRUELTY: All the items are you’ve gathered from defeating the five primary DLC bosses? Yea, the Chef murders them in cold blood with a smile on his face. It’s violent and gruesome and FUCKING AWESOME! Like all professional chefs, this guy is just 100% pure evil. He has four attacks: shooting limes that hover over you, sugar cubes that bounce at you (some of which can be parried), cookies that bounce at you, and strawberries that rain down upon you. None of them are hard to dodge on their own, but the attacks can and do stack. And, while this happens, there’s a fire that jumps from the floor to the ceiling and is super easy to lose track of. One of the most intense and brutal phases in the game.

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PHASE TWO – SALTED NUKES: Yea, this is the most visually awesome sequence in the entire game. It’s so awesome. Here, you shoot four pepper shakers that crash into Chef Saltbaker and progressively crack him. The pepper shakers shoot projectiles, some of which can be parried, and leafs rain down from the ceiling from time to time. The fire from the previous stage is back as well. I highly recommend the crackshot for this battle. When you’ve done enough damage, you’ve earned a break with one of the easiest and quickest phases in any boss fight.

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PHASE THREE – WHAT SLUGS HAVE NIGHTMARES OF: This phase seriously lasts like ten seconds, if that. Two salt things that look kind of like the Stay Puff Marshmallow Man dance up and down. It’s an easy pattern that you can dash under. There’s a saw blade on the ground too but, yea, this is a layup and a break between the real finale of Cuphead. Take a breather, plug these guys with a couple shots, and move on.

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PHASE FOUR – TOO MUCH SALT IS KNOWN TO CAUSE HEART ATTACKS: This is it! After beating the salt dancers, the floor starts to break apart and two lethal-to-the-touch columns of salt spring up. Most importantly, a series of platforms start to appear. If you don’t have Ms. Chalice’s double jump, this section is so much harder. After a few seconds of jumping from platform to platform, the Chef’s heart will appear. You have to shoot it, and apparently it can be parried too though it doesn’t seem necessary to killing it. It’s a bit of a letdown for a finale, especially with how epic those first two phases were. But, that’s it. Unless there’s even more surprise DLC or a sequel coming, this was the final phase of Cuphead.

Thanks, Elias!

FOOD FOR THOUGHT: Thank you, everybody for following me on this weird little journey I’ve been on with Cuphead. From a game I thought I hated (it’s actually the choices made by the developers I disliked) to now being ranked #3 (as of this writing) on the Indie Gamer Chick Leaderboard. I didn’t think the DLC was good enough to bump the ranking ahead of Dead Cells or Axiom Verge, but I still had a blast. To everyone who read the over forty thousand words of this five-part review, I appreciate it. Go, play some Cuphead!

ACKNOWLEDGEMENTS

To all my readers, thanks for the support over the last eleven years.

Angela, you are the light of my life.

Mom & Dad, thanks for all the video games you got me as a kid.

Leslie Meyers, Amanda Lange, Jim Bevan for their contributions to the trivia.

William, my best friend.

Brian, who got me into this game reviewing stuff.

Dave Sanders, you’re the coolest guy I know.

Jordi, you’re incredible.

Dash, you’re a dang cool guy.

Everyone at Indie Gamer Team, you’re all my friends and I love you so much.

Aki, Mac, Andrew, Jon, Ryan, Elias, Michelle, Saud, & Dillen

Friends like Arlyeon, Bob, Dillen the Pickle guy, too many guys named David, Chris, Kris, and Christopher. I have too many friends. I need to finish buying that island off the coast of Bermuda that I can stage death tournaments and make you all compete for my love and affection.

Hunter, for helping us unlock the Howling Aces secret phase.

Studio MDHR, thanks for making a great game and being douchey enough to give me tons of material.

The Cuphead Wiki, for all the help.

If you’re really read this far, you’re weird.