Namco Museum Archives Volume 2: The Definitive Review – Complete 11 Game Review + Ranking

Time for Volume 2. To make this quick, everything I said about Volume 1 applies here. I’m fining Namco Museum Archives Volume 2 $5 in Value for poor implementation of rewinding/save states and lack of flexibility in the options. There’s no button mapping. There’s no quick save/quick load. As for the presentation, it’s exactly the same as Volume 1. That sucks, because the games of Volume 2 are so much more complicated. Mappy-Land, Legacy of the Wizard, and Mendel Palace are loaded with items and relatively complex gameplay concepts. Yet, for a game like Legacy of the Wizard, these are the instructions players are given in their entirety:

Brought to you by AT&T because they phoned this shit in.

That’s why I’m once again fining the set $5 in value for overall lazy presentation. It should be more due to the complexity of some of the games, but I’m trying to be consistent over here. I guess they expected players to open StrategyWiki or GameFAQs. For what it’s worth, I don’t think they’ll ever do another set this lazy ever again. 2020 was before prestige releases like TMNT: Cowabunga Collection and Atari 50 set the new standard.

Most of these games were not included in Evercade, but when they were, I also played their versions.

THE ULTIMATE VERDICT ON THE COLLECTION

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 Pong’s 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.

Namco Museum Archives Volume 2 is priced at $19.99, which we’ll round-up and call $20. The value for a quality NES game is set to $5, and the set earned $10 in fines. Therefore, it needs to equal $30 in value, or score six YES! verdicts. If you don’t care about the presentation or emulation extras, making up $20 in value would mean the game is worth the standard MSRP. However, the final total was:

YES!: 3 games totaling $15 in value.
NO!: 8 games.
Fines: $10 in Value
Price: $19.99
Final Value: $5

Ouch. Namco Museum Archives is the worst collection I’ve given a full Definitive Review for yet. It’s worse than Dragon’s Lair Trilogy, and that’s saying something. However, there is a small consolation prize: for the entire Namco Archives series, or at least the ones we got in the United States, three of the top five games were in Volume 2. If you can find the collection for $5, which it often goes on sale for, it really is worth it just for Mendel Palace, and whatever other fun you have is a bonus.

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. Mendel Palace
  2. Mappy-Land
  3. Gaplus
    **TERMINATOR LINE**
  4. Dig Dug II
  5. Legacy of the Wizard
  6. Super Xevious: Gamp No Nazo
  7. Galaga
  8. Battle City
  9. Dragon Buster II
  10. Rolling Thunder
  11. Pac-Land

GAME REVIEWS

SPECIAL NOTE: For each game that’s a port of an arcade title, which most of these games are, I included a slideshow comparing the Famicom/NES port to the arcade original. The arcade games are NOT included in Namco Museum Archives Vol 1 or Vol 2.

Galaga
First Released February 15, 1985
Unknown Director (Haruhisa Udagawa?)

Evercade: Namco Collection Volume 2

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I’ve never been a very big fan of Galaga. Of the eleven games in this set, this is one I dreaded doing the most, and since a Xevious game is coming up, that’s saying something. Another “you had to be there” type of game where the evolutionary steps it took could only be fully appreciated if they were the latest step. Having said that, I’d much rather play this than Galaxian. Enemies are smarter. The gameplay is more intense. This time around, enemies aren’t already in their marching formation at the start. They majestically fly onto the screen, and after a couple rounds, they’ll start bombing you while they’re at it. It leads to Galaga being one of the fastest-paced Space Invaders coattail riders. And of course, there’s the whole capture-a-ship/double-ship mechanic that I’m sure arcade owners loved.

They prefer to be called conjoined twins.

The “leader” ships at the top have the ability to activate tractor beams. If they ensnare you in the beams, you either shoot your way out (your bullets will fly in all directions as you spin) or you get captured and they carry your ship around like a concubine. If you have no lives left at this point, it’s game over. But, if you shoot the alien that snags your old ship, it rejoins you and you get two ships that you move side-by-side for double the firepower. Of course, this also means you have double the surface area to dodge their bullets, or hell, the aliens might just dive right into you. To Galaga’s credit, the whole thing, from releasing your captured ship to shredding enemies with the double ship is hugely satisfying AND it’s peak risk/reward gameplay. But, it gets old quickly.

I really do enjoy the shot percentage wrap-up at the end of each game. Wish this was a more common feature.

As far as the port goes, it seems true to the arcade game, at least in terms of gameplay. You seem to move a little faster, but like Mappy before it in Volume 1, that might be an illusion based on the dimensions. The sky has a lot less stars on the NES, which kind of sticks out when you play the arcade game. There’s a lot less frames of animation for the enemies, which didn’t stand out to me until I allowed the enemies to fully enter the screen and begin to “pulse” collectively. A few other enemies have less detailed sprites. Otherwise, I think fans of Galaga in the 1980s would have adored this port. Today? The arcade game is about as common as Pac-Man in Namco collections, so this only has value for the sake of completion. Did I have fun? Well, not really. I did force myself to legitimately unlock the “clear stage 19” achievement without using rewind or save states. It took me three hours to get that good, and while I wasn’t miserable, I found that Galaga just isn’t as deep or replayable as Pac-Man, King & Balloon, or others from this era.
Verdict: NO!

Battle City
First Released September 9, 1985
Famicom Exclusive
Directed by Ryōichi Ōkubo, Takefumi Hyodo, & Junko Ozawa

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Battle City never officially came out in America, despite the NES being scorching hot and basically all third party software selling like hot cakes. Yet, of the hundreds of Famicom exclusives, Battle City is probably the most commonly played among American gamers. Why’s that? When I first played Battle City years ago, I learned that many of my older readers were introduced to it via bootleg NES “multicarts.” It was the strangest case of “I REMEMBER THAT!” I’ve ever experienced since I started exploring old games. Apparently Battle City was quite the staple of the Nintendo pirate scene. I got quite the chuckle out of this, because Battle City is so boring that finding it on a bootlegged 100-in-1 cart you got at a flea market feels like fitting punishment.

Yea, I’d rather play Mappy too. These cutesy “concept maps” that spam the screen with bricks are the worst because you have to blast a path just to engage in the enemies. The level design is very lacking.

I mean, it’s not horrible playing or anything like that. It’s just very boring. Battle City is an update to Namco’s semi-popular 1980 coin-op Tank Battalion. Battle City hit the Famicom in 1985, and like many co-op NES games from that era, the home version was lazily converted into a coin-op for Nintendo’s Vs. System line for arcades. Five years later, another update, Tank Force, hit arcades. It was so popular that it didn’t make its Namco Museum debut until this 2017. It’s on the Nintendo Switch version of Museum. I might enjoy that version a lot more, since it added plenty of guns and upped the speed a bit. Battle City’s problem is that it created this seemingly fun premise, but the actual gameplay isn’t optimized for the formula.

In my first attempt at co-op, I forgot to mention to my father that the little eagle at the bottom was our base and the object was to defend it. “Oooh, item!” and that game was over.

The object of the game is to kill twenty tanks in every stage. Some of the tanks move faster, and others take multiple shots to kill. The combat is nice and blowing up tanks is satisfying enough. Hypothetically, Battle City should be based around defending the base. If a single bullet hits your base, it’s game over regardless of how many lives you have left. But, for the most part, enemies seem to rarely take notice of the base. They’ll aimlessly wander around, firing blindly. Both your bullets and enemy bullets break the brick walls, and if you collect enough power-up stars, you can even break the steel walls. It sounds great, and in my limited time with Tank Force, I found that the formula can work. But, it doesn’t work in Battle City because the levels weren’t created to force you to defend the base, or to peek around corners, fire a shot, and then take cover. Most of the levels feel like they drew random shapes with no gameplay logic behind them. You’ll spend a lot of time just firing through bricks just to reach the enemies and engage them. You have to, since the enemies don’t seem hardwired to attack you or your base.

There’s also a create-a-level mode, if you’re into that sort of thing. This is the best version of my mascot, Sweetie, that I could make.  I’m really not very artistic. Looks kind of like Lolo, really.

Yea, that’s the really weird part. Enemies seldom chase you OR make a beeline for your base. They just wander around aimlessly for the most part. If there’s any Pac-Man-like invisible logic to their strategy, I couldn’t spot it. Consequently, there’s not enough sense of tension. It’s not that there’s no excitement. You have a tiny little brick barrier around your own base, and when that becomes exposed, Battle City finally finds its thrills. Your bullets can intercept the enemy bullets. I literally cheered when I perfectly timed one of my shots from across the far left side of the screen to catch what would have been the fatal shot on my base that traveled the full length from the top of the screen. It was so rewarding! Of course, the joy was short-lived, as the enemy who shot that bullet spotted a butterfly or something and wandered off instead of being like “hey, look! Her base is wide-open! We can win!” And that’s why Battle City is boring. Enemies don’t feel like they’re playing to win. Battle City is proof positive a good concept isn’t enough. It’s all about the execution.
Verdict: NO!

Pac-Land
First Released November 21, 1985
Famicom Exclusive
Directed by Hiroki Aoyagi

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In Pac-Land, you don’t move with the directional pad. Like in some versions of the arcade game, you have to press and hold down face buttons to move and tap them to move faster. I guess they wanted to be “true to the coin-op” and ignored the fact that the NES/Famicom was optimized to play Donkey Kong, and therefore was ideal for all platformers. Pac-Land did debut before Super Mario Bros. and, according to legend, the control scheme was created to allow Bally Midway to convert their unsold/returned Professor Pac-Man cabinets into a more desirable game. In this case, a Pac-Man game based on the hit Saturday Morning cartoon series that Hanna-Barbera produced. As a trailblazer in the platform genre, they had no clue what they were doing when they made the arcade game. How DO you turn a carton based on a video game into a game.. but like, a different type of game? FAIR ENOUGH!

Do you know what’s really funny about the Pac-Man TV series? I was born in 1989, over six-and-a-half years after the Pac-Man TV series aired a Christmas special on Prime Time on ABC. As recent as my childhood, that special would still air around Christmas time. I can’t exactly remember when I saw it, but I’m almost certain it aired on one of the main networks. I do very clearly remember watching it on TV as a little kid.

There’s zero excuse why the NES version kept the horrible, unintuitive control scheme. On a game console where every other game had you pressing a d-pad, Namco stuck like glue to the asinine controls of the arcade version. You have to wonder if they saw Super Mario Bros. and were like “yea, that B-running was a good idea. How come we didn’t think of that? Maybe we need even more brain damage than we already had?” and moved on from sniffing glue to smashing their own heads into concrete blocks while giggling dementedly. It’s even harder than just pressing A and B because the movement physics are sluggish and the act of changing direction is the stuff of video nightmares. Imagine if Super Mario Bros. had controlled the way Pac-Land did. The literal exact same game, with the same maps and same secrets, but with movement mapped to A and B. Where running requires players to tap buttons, and jumping was pressing ANY direction on the D-Pad. Simply put, the NES would not have blown-up, and history would have played out differently. It would have been unplayable. It’s a mental exercise that hammers home what a colossal mistake the control scheme of Pac-Land is. It beat Super Mario to the market! Pac-Land should be remembered as a classic and THE game that put platforming on the map, but it’s not. And it’s because of the controls, in my opinion.

In a later stage, you have to jump over some of the most massive bodies of water seen in a platformer. The way you do this is you have to hop on a springboard, then hop a second time, then tap the movement buttons to keep yourself going to clear the English Channel-sized pool you’re gliding over. As if that’s not ridiculous enough, they usually place a ghost or two right on top of the springboard. Do you know what’s fun about Pac-Land? NOTHING!

And mind you, this is a game where most of the levels are moving straight and hopping over a block or two. Pits or other “advanced” platforms are relatively rare. The game is broken up into “trips” where you have to make your way to a fairy, then walk back to your house. On the way back, you have an infinite double-jump. Like the rest of the control scheme, it’s not fun to use. The main obstacles are the ghosts that you have to either dodge or hop-on. The hopping-on part doesn’t kill you immediately, but if they rise up too high, you’ll die via what I have to assume is altitude sickness. There are power pellets, but there’s nowhere near enough of them. If you want to maximize them, you sort of have to walk back and forth to lure the ghosts on the screen. There’s also tons of secret items you get by pushing the blocks, where they’re shaped like a cactus or a fire hydrant. I would have been totally down for exploring, but the game runs on an absurdly fast timer. I hate it when games do that: encourage exploration and then punish you for exploring. After timing out twice, I couldn’t be bothered to keep trying.

Some will argue that the game would be too easy if it had normal controls. That is the stupidest argument I’ve ever heard, since this is obviously a chicken and egg situation. They clearly built the levels around the control scheme. That’s why enemies swamp you to add to the challenge of.. hopping over a brick as big as you are. Yea. If the designers had instead built Pac-Land to control with a joystick and a jump button, it would have freed them to be a lot more creative than they were. THERE IS SOME CREATIVITY HERE, so it’s not like the game is completely bankrupt of cleverness.

As a reminder, Namco Museum Archives has no button remapping. Unlike ports to other platforms, or the Pac-Land that’s included in other editions of Namco Museum, you’re stuck with the button-tapping control scheme here. For that reason, Pac-Land is among the very worst NES/Famicom games I’ve had the displeasure to experience. Fans of the port will typically point out two things. (1) At the time this was developed, the genre was brand new, and Pac-Land was one of THE games that established what a side-scrolling platform game should play like, especially when it came to hidden secrets. I’ll grant you that. (2) Techniques that would expand the capabilities and file size of the NES hadn’t been developed yet, and it was impressive how much they squeezed into this tiny file size. Again, touché. Pac-Land is only 41KB of data. The concessions are evident, too. I can’t imagine how disappointed someone who played the cartoonish arcade original must have been when they booted this up for the first time. It’s one of the most ugly games by a major developer I’ve encountered. But, if you were a HUGE fan of the arcade game, I bet you’d have been really happy with this. In 1985. Assuming you hadn’t played Super Mario Bros. yet. But, this was always fated to age worse than just about any game from the decade of the 80s. I hate Pac-Land.
Verdict: NO!

Dig Dug II
First Released April 18, 1986
Unknown Director (Hiroki Aoyagi?)

Evercade: Namco Collection Volume 2
Included with Nintendo Switch Online Basic Subscription

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Dig Dug has taken his crimes against nature to a whole new level. Not content to just impale helpless goggle-people and dragons with a harpoon and use compressed air to burst the insides out of them, he’s taken to destroying entire lush, tropical islands. The logic of Dig Dug II is absolutely f’n bonkers. “This remote island is infested, and I have the means to get rid of the infestation without harming the local ecosystem. BUT, wouldn’t it be fun if, instead, I harmed the ecosystem? By “harm” I of course mean completely destroy the ecosystem? Technically, that would do the job! That way, instead of using compressed air to exterminate helpless creatures, I can instead drown them! The cruelest of all deaths! I better stop now! I can only get so hard!” Dig Dug is a sadist, people. There can be no doubt about this. He’s completely unhinged, off-his-rocker, and a full-fledged psychopath. People think he should be in Smash Bros? Wrong fighting game. He was tailor-made for Mortal Kombat!

The sole credit I’ll give to the NES version of Dig Dug II is the designers recognized that the island destruction was the fun part. In the forty levels they added to the original arcade’s thirty-two, they built stages around the drilling, something that isn’t as common near the end of the arcade game’s stages.

Dig Dug II retains the original game’s harpoon mechanics, including the ability to more quickly burst enemies by throwing it repeatedly instead of holding the button down. The key difference is there’s no tunneling, which means enemies can walk freely. The hook this time is you can use a drill along pressure points that’ll create cracks on the surface. If the cracks completely encompass an area and connect with other cracks, the section with the least amount of land will collapse into the water. Any enemies on that land will drown for extra points. There’s only so many pressure points in the stages, and not every stage lends itself to the destroy-the-Earth gameplay. Admittedly, it’s fun and different. Enemies will not physically walk over the cracks and instead use their “turn into faces and teleport” mechanic. The fun in Dig Dug II is wrangling as many enemies as possible into an area before collapsing it into the sea.

I finished all 72 stages, and I only had to cheat one single time, so I’m kinda proud of myself. It’s actually not that hard once you remember that the dragons can’t fire upward, so staying above them helps. The other trick is to zig-zag back and forth when enemies are closing in on you. I could have the enemies right on top of me and still scratch-out enough distance to take them out using the autofire on the harpoon.

Dig Dug II on the Famicom/NES has more than double stages that the arcade game has, jumping from 32 to 72. Unlike many games that bulk-up the level count, the extra levels in the NES port of Dig Dug II are some of the best in the game. They’re almost all based around including tons of island-destruction opportunities. THAT’S THE GOOD STUFF! Props to the team behind this for recognizing that. But, while that’s impressive, the NES game is so sluggish compared to the coin-op version. This is especially noticeable when you use the game’s primary method of attack. In arcades, the collapsing happens so much faster. The whole game is faster paced, with quicker, more accurate movement. Since the enemies can move about freely and swarm you quickly, having responsive controls is a must. The arcade version? It nails it.

This might genuinely be the closest any retro game I’ve reviewed yet has come to straddling YES!/NO! line.

In comparison, the NES feels unresponsive, much slower, and a lot less exciting. However, even within those limitations, I managed to find a teeny tiny bit of fun. Drowning the enemies in the sea always puts a smile on my face. No, I’m not a psychopath. You are. Shut up. I did find it highly annoying that the levels didn’t take more advantage of the drilling component. I also have no clue what they were thinking when they chose to stick so close to the original Dig Dug by only having two varieties of enemies. It’s so obviously doomed to run out of steam before it runs out of levels. The Fygars (the little dragons) not being able to shoot upward makes them absurdly clockable. Why not add a third variety of enemy that shoots its fire only up and down? It’s insane to think that adding a single enemy type would have dramatically changed the game, but it would have probably saved Dig Dug II. I think I’d be inclined to give the arcade version a YES! because I enjoyed the much faster and crisper action. The slower NES version? Even at its best, it’s too slow and too boring. An otherwise solid port that just didn’t bring the excitement home. I would like to see this get a remake with more enemies, though.
Verdict: NO!

Super Xevious: GAMP No Nazo
First Released September 19, 1986
Famicom Exclusive
Directed (?) by Haruhisa Udagawa

They recycled the original engine from the NES Xevious for this. I was dreading this one quite a lot. It turns out, I should have been anxious for completely different reasons than simply not liking the original at all.

This is not an NES port of Super Xevious, the 1984 enhanced version of the original coin-op classic. No, folks, this isn’t what you think it is at all. It might actually be the most crazy idea for a shmup I’ve ever seen in my life. Get this: Super Xevious: GAMP No Nazo (Mystery of Gamp) takes what sure seems like the exact same engine of the original NES port of Xevious, then combines it with the abstract “puzzle” design of Tower of Druaga. Yes, really! Each of the game’s areas has a completely unlabeled victory condition that you have to suss out, and the level will loop until you meet that condition. For example, in the first stage, there’s clouds. You have to fly into the correct part of one of the clouds to defeat the stage. In other stages, you might have to clear out enemies, bomb all ground based targets, take out the giant boss-like enemies, become trapped by specific enemies, etc, etc.

When this thing spams bullets, it REALLY spams bullets. I had to replay this several times just to figure out which order to kill the things where surviving even the first volley of enemy shots was survivable. I can’t imagine figuring that out AND having a game over hanging over me.

Well, points for originality, I guess, as well as points for adding power-ups. The power-ups aren’t AMAZING or anything, but the one that increases the blast radius of your bombs is much appreciated. There’s further twists too, as some stages take the bombs away from you, while others take your main gun away. Despite my general distaste for abstraction design, I found myself really enjoying this take on Xevious. I even tried playing it straight, but there’s a very serious problem with the game. If you take too long, which really isn’t all that long.. like more than two complete circuits through a level, the game punishes you for it by spamming the screen with bullets. Eventually, it’ll produce so many that you can’t survive. I had to give up on exploration and “playing it straight” and move onto using StrategyWiki, and that took a lot of fun out of it.

I actually enjoyed the graphics this go around. Which is weird since it’s the same engine as before.

Even without the unstated time limit, the difficulty becomes beyond the pale in later stages. It’s not even what I’d call a “bullet hell” because the gag with those games is you can squeeze your way through bullets. In Gamp, I found myself in several situations where I’m almost certain I couldn’t have survived no matter what I did once the enemy had fired its guns. The level design seems almost entirely based on random chance of picking which side of the screen to shoot enemies at. Normally, I hate it in shmups where you can collect so many speed-ups that you have to feather the D-pad like you’re giving CPR to a ladybug just to maneuver. I would have KILLED for a speed-up in GAMP No Nazo. The overwhelming majority of my deaths were the result of being on the wrong side of the screen, by pure random chance. I can’t imagine very many people ever took the time to get good enough at this to finish it. It’s not merely overwhelming. Oh no. The odds are next to impossible, and as a result, it’s just not fun.

I actually did finish this Xevious, a first in the franchise for me. I’d say “thank god this is over” but I imagine I’ll be encountering this series again in the not too distant future.

At first, I was wondering why Super Xevious: GAMP No Nazo was critically panned and a money loser for Namco, because I was genuinely having a really good time. Then the game decided I was taking too much time having that good time and punished me for doing the object of the game: exploring. What an asinine design choice. Seriously, it’s not like this was a f’n arcade game. Well, actually it sort of was. Like many early NES titles, an arcade port was created for the Nintendo Vs. System that’s essentially an NES you stick coins in. I’ve encountered many of these Vs. games, and Vs. Super Xevious is probably the closest to being identical to the home version I’ve played in terms of graphics and gameplay. Suddenly, the fateful decision to penalize players makes sense. It’s to bounce people off the coin-op who clear out stages but can’t figure out how to activate the next level. A choice that completely ruins the game. I hope it was worth it. Judging by the fact that GAMP’s reputation is being one of Namco’s all-time failures, it wasn’t. Then again, even if you know what you’re doing, the screen being spammed with enemies and their bullets, while using one of the least maneuverable ships in the genre, sapped any remaining fun out of it. It’s still probably the most fun I’ve had playing a Xevious game, but that’s like a quadruple amputee saying the time they had an ingrown toenail cut out was their most pleasant removal of a body part.
Verdict: NO!

Mappy-Land
First Released November 26, 1986
Developed by Tose

Included with Nintendo Switch Online Basic Subscription

After starting with five NO!s, Volume 2 finally has a C-C-C-COMBO BREAKER!

I’ve never played a platformer that alternates from all-timer to unplayable nightmare for one stage and one stage only quite like Mappy-Land. Then again, Mappy-Land isn’t exactly a platformer, at least in the Super Mario sense. This could have been named Mappy 2, since the same basic concept is at play: a maze chase from a side angle where you avoid the same two types of cat pursuers from the arcade original. The object is to collect all the scattered items while using trampolines to quickly scale different floors of structures that are wider than the screen. Mappy-Land builds upon the original’s premise by removing the doors and instead giving players a wider variety of comical attacks that are scattered around the stages. Shooting the cats with cannons. Kicking them using a zip line. The “combat” of Mappy-Land is very much the highlight, as it’s always fun and satisfying to score a hit with the various props scattered about . Most importantly, it all feels true to the original.

The various offensive-items scattered throughout the stages are always fun to execute. It’s such a punch to the gut that this never became a franchise. It feels like Mappy-Land only scratches the surface of what you could do with a game like this.

The big twist is that the levels don’t end after you collect the final item. Once you collect six standard items, you typically have to beat-feet it to the exit. Each world features the same eight themed levels, but the level layouts and item locations change each cycle. Not only that, but the win conditions can change from cycle to cycle as well. Sometimes, a stage might require you to collect the six items and then enter another building and collect a final item before you can finish the stage. On the fourth cycle, every stage is set up this way, and by that point, the cats will be faster than you are, as they gain speed over the course of the game. If you know how to play Mappy, you should be able to jump right in. However, while the movement is similar to the original coin-op, the rules aren’t 100% the same.

The level themes really are quite enjoyable, and I appreciate that they changed the look of the enemies to suit the themes. It’s that extra-effort to really create a fun atmosphere.

In the arcade version, I’d come to rely on that teeny tiny grace period of invincibility when cats are coming off the trampoline to survive close-calls. There is no grace period in Mappy-Land. However, you have a seemingly worthless little jump that I originally believed was only good for hopping up to collect the items. My attempts to jump over the smaller cats didn’t pan out. Then, by complete accident, I figured out you COULD hop over them. It’s especially effective if you hop onto a trampoline, which grants you immunity as long as you’re on it. Of course, that it took me so long to realize jumping does work to dodge the cats tells you how picky and unreliable it is, but you need to get the hang of it. While the first cycle is fairly toothless, cycles three and four are stunningly difficult. But, in a fun way. Well.. mostly. Then you get to the jungle level, and you realize how Mappy-Land slipped through the cracks of history.

You can lay down distractions that tie up the cats and make them harmless to the touch. Here, the cats here are playing with a pussy willow. “WHAT DID YOU JUST SAY?” “Pussy willows, Dotty!” Serial Mom. Great flick.

Level 4 in each cycle is a jungle theme with vines and moving trampolines. This is the only level where I found myself screaming at the controls and movement physics. Hopping on-and-off moving trampolines feels inelegant. This would be bad enough by itself, but then you also have to deal with the overly sensitive movement across the vines and some very strangely inconsistent collision boxes on the items you must collect. Further combine that with the fact that you can die from falling too far, and it makes for one of gaming’s most all-time janky stages. It’s really sloppily handled, to the point that level four feels like it’s from an entirely different game.

Yea. Simply put: level four is NOT good. At least the trampolines don’t wear out, I guess.

I also wasn’t a big fan of how the level design logic changes in the fourth cycle. The final eight stages of Mappy-Land lean heavily into the fact that falling even a single story kills you. So, they’ll do things like have dead-ends where the trampoline that would normally catch you isn’t there between the gaps anymore. Instead, it’ll be a space over. Even if you use the jump button when leaping off a ledge, your momentum will eventually hit an invisible wall and you’ll fall to your death. On the plus side, it finally gave me an excuse to start using the “distractions” that you can pick up. Cat toys that temporarily pacify the cats. They usually appear after you pick up one of the six items. Then again, there’s also areas in 4th cycle where you can GET STUCK and have no choice but to die. This is total amateur hour bullcrap, right there.

Speaking of bullcrap, the way the bonus stages are hidden is a horrible idea. With the exception of the jungle stage, trampolines wear out, just like they do in the arcade original. If the trampoline turns red, it means it’ll break the next time Mappy lands on it for that series of jumps. If there isn’t a trampoline underneath that one, you will die doing this. Only, sometimes, a seemingly arbitrary trampoline won’t kill you, but instead reward you by sending you to this screen. What a stupid idea. It’d be like Fisher-Price putting out a Russian Roulette game for toddlers.

Mind you, I’m prepared to call Mappy-Land one of the most underrated titles on the NES regardless of how badly that damn 4th level or the entire fourth cycle plays out. BUT, those aspects of the game are so haphazardly programmed that it really lets the air out of what is otherwise one of 8-bit gaming’s great hidden gems. If not for them, Mappy-Land would be a contender for one of THE best games on the Nintendo Entertainment System. For 21 of 32 stages, it might actually be the best marriage of platforming and maze chasing ever made. All the excitement of close-calls and turning-the-tables that a great maze chase has are combined with the satisfaction of level progression and problem solving that a platformer can feature. Mappy-Land deserved a better fate than being a nonentity in gaming history. It’s a one-off, folks. It was completely swallowed-up historically. I blame Gen-X. Y’all should have embraced this more. For shame!

Level 6 in each cycle plays differently from other stages as well. In it, you grab a balloon and float around the stage. Unlike other stages, you have a gun with unlimited firing capability that you can use to destroy the ghosts that chase you. It’s Mappy-Land’s version of the swimming stages in Super Mario: a short, quick distraction from the main style of game, but enjoyable enough. Of course, when you enter the buildings, the gameplay reverts back to the same trampoline-based shenanigans.

Make no mistake: Mappy-Land is tons of fun on levels 1 – 3 and 5 – 8. It really is just that fourth stage that keeps me from screaming “DROP WHAT YOU’RE DOING AND PLAY THIS NOW!” What’s really tragic was that this completely fell by the wayside. In a just universe, Mappy-Land would have spawned its own sub-franchise that would still be thriving today.  Instead, Mappy-Land spent over thirty years buried in obscurity before being resurrected twice in the 2020s: once on a lazy, budget level classic collection, and then as a +1 to the Nintendo Switch Online NES library. Nobody really paid attention to either. Gaming really missed out when Mappy-Land failed to find an audience. Yes, it can be janky and problematic, but it also should have been the start of something amazing, and it wasn’t.
Verdict: YES!
$5 in Value added to Namco Museum Archives Volume 2 and a subscription to Nintendo Switch Online.

Legacy of the Wizard
A.K.A. Dragon Slayer IV Drasle Family
First Released July 17, 1987
Developed by Nihon Falcom

It’s absolutely maddening how frequently enemies drop the poison jars, and the annoyance is multiplied by how long they linger on the screen. It’s agonizing having to sit and wait for them to vanish.

I didn’t finish Legacy of the Wizard, a side-scrolling action-adventure with some RPG seasoning. I beat the first two bosses and played a little bit of the third “level” and I just couldn’t take it anymore. I’m not even sure why it’s in this collection. It wasn’t made by Namco, and wasn’t published by them outside of Japan. It’s part of the Dragon Slayer franchise that never really caught-on in America. Hell, even Nintendo tried to help with that, publishing spin-off game Faxanadu, and it still didn’t take. I wanted to like Legacy of the Wizard a lot more than I did. It’s a game that has insanely fun combat, an underrated soundtrack, and some of the most boring level design I’ve ever experienced in my life. Try imagining if you had an excellent home cooked meal that you had to run a lap or two on a track between each bite, and the only utensil was a spoon. That’s the Legacy of the Wizard experience.

I actually do believe in my heart of hearts there’s a good game somewhere in this mess. A ROM hacker could probably redo the level design and create something special with it.

First off, if you’re planning to play this, open StrategyWiki and at least read the character and item descriptions. Prudent information, like how the dog/monster, Pochi, isn’t damaged by basic enemies? That stuff isn’t covered in the lazy instruction screen provided in Namco Museum Archives. Legacy of the Wizard isn’t as obtuse as some games get, but it’s pretty overwhelming just to get started. You have a vast world of interconnected stages and a whopping five characters to use. The world map is secretly optimized for four of the five characters to explore and collect the game’s crowns, leading to a final battle that only the prodigal son can do. I love the idea. The execution? Not so much.

The first two bosses were toothless. Literally a couple seconds to beat them.

The best thing Legacy of the Wizard has going for it is the combat. With the exception of a pair of shoes that allow you to stomp enemies, platforming game-style, all the combat in Legacy of the Wizard is done by throwing projectiles. You don’t have unlimited attacks, either. Every time you fire a projectile, you use up a little bit of magic. Presumably, this was done to prevent players from spamming the attack button willy nilly. I thought this would be the part of Legacy of the Wizard that annoyed me most, but it works! It actually succeeds in adding strategy and tension to the game without taking anything off the table. And by the way, the combat is fun and satisfying. They just didn’t build the game around it.

It’s genuinely stunning how boring Legacy of the Wizard’s level design is. Clearly developers Nihon Falcom had “labyrinth-like mazes” on their mind. I get what they were aiming for, and it just didn’t work. Too much repetition is one reason why. In the above clip, they created one type of “puzzle” and then made players repeat it eleven times in a row. Other rooms might have you walking around a spiral of blocks to reach a shop in the center of the room, creating an over two-minute-long round trip just to see what’s in the shop. These days, a quality director would put the screws to that kind of mentality. Then again, a game like this today would have an onscreen map with areas you’ve been to being marked off. Legacy of the Wizard would be a much stronger game today. In 1987, very few games felt inclined to give players a sense of direction. One of the few that did, Legend of Zelda, went on to become one of the most cherished titles of all-time and the launching point of one of gaming’s most important franchises. What a coincidence the one game that really went all-in on providing maps and direction was the game that broke through while so many others didn’t.

Legacy of the Wizard has more issues. There’s too much usage of jumping up into rooms and not having anything to land on, so you have to jump up and down swapping rooms looking for a place to actually stand. This is actually the point where I just threw in the towel.

Legacy of the Wizard just doesn’t feel optimized for exploration in general. You take falling damage, and it’s not even that far you have to fall. Then the game literally forces places to take falling damage to get to the hub where the game splits off into the four distinct zones. There’s also some high concept ideas that just don’t work. For example, I started with Pochi, the family dog who turns into a pink monster. The other monsters ignore you, which is a cute gag, but when you stop and think about it, it means the zone you play using Pochi has no stakes. It’s such an absurd idea that my father accused me of using a cheat code, refusing to believe anyone, even in 1987, would design a game where it’s possible to just walk past enemies for an extended portion of the game. Then, with Pochi, I beat the first boss in a couple seconds. The second zone has you take the role of the father. With him, you have to equip a glove and manipulate blocks like the world’s worst version of Sokoban (that’s Boxxle for you old Game Boy owners). Moving the blocks is an unintuitive nightmare. Even with a fairly well made video tutorial by CMDR Sho (and seriously, give him a subscription for this), playing this section was miserable. After hours of hard work getting to the boss, I beat THAT boss after one single second of direct engagement. ONE SECOND! Why even have a boss?

In principle, I like the idea of characters retrieving items for other characters to use. In practice, Legacy of the Wizard undermines this by allowing you to buy the same items if you locate the right shops. It’s so weird. Why would you hide major items in treasure chests in the game and also have the same items in shops? It would be like being able to buy the hookshot in Zelda instead of getting it before you fight a boss. It makes no sense. Oh, and those boots that let you stomp enemies? They actually take the fun out of the game, but the daughter’s attacks are so weak that I found them necessary for her section.

I don’t remember a game that made me scream “WHY WOULD ANYONE BUILD A GAME LIKE THIS?” more than Legacy of the Wizard. A fun idea with a map so tediously laid out that it becomes exhausting. While I would love a ROM hacker to clean up the design, what Legacy of the Wizard really needs is a complete modern remake that keeps the core idea, but redoes the entire map with modern level design logic, a built-in map, and better progression. Legacy of the Wizard is so ambitious for its era, and for that, it has my respect. It just does too many annoying things. Grinding level design. Far too many random whammies in the item drops that could halt your progress since you often have no choice but to just sit and wait for them to disappear. Or not making a bigger deal of hiding items in chests. The locations they’re found don’t feel “special” like the best Metroidvanias do. “Why would they just put this item in this place in this room?” I asked more than once, which strips away that being a “moment.” Ultimately, I could have dealt with every other problem, but the level design was the fatal flaw that I couldn’t overcome. It’s one of those games where I found myself asking “did they have fun playing this?” Because I didn’t.
Verdict: NO!

Rolling Thunder
First Released March 17, 1988
Unknown Director

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And the level design hits keep coming. I’m sure Rolling Thunder was cutting edge “back in the day” but it ain’t “back in the day” anymore. Even at its best, Rolling Thunder is a very bland James Bond ripoff where you mostly walk right and shoot clones of Cobra Commander, along with animals and the occasional.. uh.. sentient fire creature? Okay. Oh and Aliens take over in the second story, which I quit after three levels. Rolling Thunder crosses the line from “we’re trying to make a fun game” to “we’re trying to dropkick you, the paying customer, in the ass. Frankly, we already got your money and we really don’t care if you have a good time while we dropkick you in the ass or not.” A boring, lifeless action game based around some of the most infuriatingly cheap enemy placement I’ve seen.

As bad as the first cycle of five stages is, the second cycle is a complete bastard just for the sake of it. Here, you actually can fall into these rings of tires. While that isn’t lethal, there’s no room to maneuver in the one with the laser, which fires a constant pulse. Walking through it would be hard enough, but timing the jumping, with these controls, is painful. AND THIS ISN’T EVEN THE WORST ONE! There’s a second laser/tire pillar that’s placed in a way where you can’t even get onto the rim of the tires. I almost quit there. I might as well have, since it was all downhill from there. Well, really it was all downhill from the moment I pressed start on the title screen.

Rolling Thunder is one of those games where difficulty is created by creating the “actions” a player can do, then building the levels to not be at all compatible with those actions. In Rolling Thunder’s case, there’s three things you need to know: (1) you can’t shoot in any direction but straight ahead. (2) You can’t shoot when you jump. (3) You jump using fixed angles. By time you’re just a few levels into the game, enemies will literally rain down on you, while gaps you must jump over are built so you can’t even turn around once you land. Your pitiful life bar allows you to directly touch enemies once without dying, but bullets are always an instakill. The first five levels are boring and annoying but doable. Dull set pieces and waves of the same enemies, with the occasional attack by cheap-as-all-f*ck owls or fire monsters. All this with sluggish movement and generally unresponsive controls. Even at its best, the violence doesn’t have enough pop to it to make the action exciting, so I’d of given Rolling Thunder a NO! anyway. The worst thing an action game can be is boring, and Rolling Thunder is really boring.

This is the point where I “noped” out and quit Roller Thunder, making its achievement the only one I didn’t get (Legacy of the Wizard has no achievement attached to it). I didn’t need 60 achievement points that badly. These guys jump up just high enough here to ping off your only hit point. Since you don’t blink, if they hit you at the right angle, you’ll be losing the second and fatal hit point almost immediately. If you survive this, about one screen in front of me are a series single-character-length pillars with instakill pits all around them, where these guys fly up at you in pairs. Whoever made this wasn’t even trying to be fun.

After only five levels, the stages repeat, only they’ve been slightly modified. Also, the enemy placement reaches extremes so brazenly cheap I’m surprised they just didn’t drop you into a fire at the start of each level. The fixed jumping becomes the primary issue. You have to navigate a tire yard with a laser that continuously fires. You have to cross a series of single-body-length pillars with pits all around you WHILE enemies literally fly up at you from the ground. I couldn’t take it. Rolling Thunder might have impressed people in the mid-80s by having large sprites, but the gameplay is absolutely dreadful. Even if this controlled as well as, say, Mega Man, the action is so boring. And really repetitive, too. Rolling Thunder might be the most overrated gaming franchise of the era. After playing the first one, I can’t believe anyone ever wanted a sequel.
Verdict: NO!

Dragon Buster II: Yami no Fūin
First Released April 27, 1987
Famicom Exclusive
Developed by Tose

Ignore the title. Besides how the map screen works, Dragon Buster II has very little relationship to the Dragon Buster that I ranked dead last in Namco Museum Archives Volume 1. The genre is different. The primary method of attack is different. Oh, and the game is a lot better. I mean, it’s still not fun. Like, at all. Seriously, this is one of the most pointless games I’ve ever encountered. But, at least it controls well enough and isn’t an unplayable nightmare of epic proportions. Hey, an upgrade is an upgrade! It’s not a deep game by any stretch. You select a cave/forest/castle/tower on a map. This time, the action is top-down. You walk through a maze hunting enemies with a flimsy bow and arrow until you kill an enemy who has a key. Once you have the key, you have to find the door and leave. That’s it. You don’t need to search for mythical items or the magic doohickey that allows you to defeat the boss. Find a key, leave, rinse and repeat until you fight a dragon in the final tower to beat that world. Repeat this process over six agonizing worlds of pure digital boredom.

I can’t even say the bosses are good. The first one I ran away from, but once I turned around, the fight was over a second later. Just mash the arrow button and you might lose health, but they’ll die faster than you.

I could get behind a simple, stripped-down maze crawler like this if the combat was fun or the exploration was exciting. Neither is the case here. Inside the actual stages, you can only see so much of whatever level you’re exploring. You have to physically walk into the darkened parts of the screen to light up the next room. To Dragon Buster II’s credit, once a room is lit, it stays lit. As you scroll your character into darkened areas, they light up. You can also hear if enemies are in an unseen area and even fire upon them. It sounds fine, but besides the themes changing, the feel of each stage is so interchangeable and repetitive that it’s exhausting. They’re so bland and so limited in how they can be designed that I really thought they were randomly generated. But, that’s not the case. There’s literally no reason to explore once you have the key. If there were permanent upgrades, that would be one thing, but there ain’t. Dragon Buster II feels like a prototype that has the basics down but hasn’t added the fun parts.

The maps are needlessly large. Sometimes, they’ll drop items that you can use to traverse the map, but none of the items have any use in the actual ACTION parts of the game.

And there’s the combat. This is like a sucky version of the arcade classic Berzerk. You can only fire one arrow at a time. If you miss, the arrow will ricochet. In theory, you can use this to hit enemies from a variety of angles. In practice, I never once found a situation where it made any sense to shoot an enemy from any direction but straight ahead. That’s because they’re often placed right inside the darkness of the next room. The overwhelming majority of enemy encounters start off at too close to you. This reduces the “gameplay” to walking into a room, legging it in the other direction while an enemy chases you, then turning around and firing once you’ve scratched-out a safe distance. There is NOTHING to take the edge off this besides a fairly rare and limited-usage fire arrow. Dragon Buster II repeats the same thing over and over for hours. It’s painful.

I was STUNNED that the dungeons aren’t done via procedural generation. I’d of sworn that there’s only a handful of room shapes that were them randomly pieced together.

Enemies get cheaper and spongier as you go along, but combat is still the same premise: walk into a room, run away, then turn around and shoot. If you want to play bolder and try angling your arrows off the walls, keep in mind that your own ricocheting arrows can damage you. Really! In fact, I think I took more damage from missing shots than I did from enemies, even as I got deeper into the game. It’s such a boring setup. Ammo is limited, so in theory the only reason to search the caves is to find more ammo. But, I never ran short on it, and I was exiting caves as soon as I got the key and found the door without even trying to look around. The only other “items” are life restoring faeries and a brief force field. Dragon Buster II is a maze game with no reason to explore. What’s really strange is that the world maps become bigger and bigger and you have freedom to explore different paths, but again, why bother? If there were permanent upgrades, I could see doing these massive maps with tons of different locations. Sigh. What a strange game Dragon Buster II is. It’s like they wanted to keep the arcade-like simplicity and repetitiveness of the original Dragon Buster, only they wanted an entirely different experience. Why bother? There’s nothing here to alleviate the tedium.
Verdict: NO!

Mendel Palace
First Released June 27, 1989
Developed by Game Freak

The very first game from Satoshi Tajiri, who went on to create a little franchise known as Pokémon. You know, I think Mr. Tajiri knew what he was doing with this whole gaming thing.

I’m happy to report that Mendel Palace doesn’t just win Best in Set for Volume 2 by default. In fact, my discovery of Mendel Palace is one of the happiest moments of my gaming existence. Folks, this is a great one. An absolute NES masterpiece, the very textbook definition of a hidden gem, and an honest-to-goodness contender for most underrated 8-bit game EVER! It helps a lot that nothing resembling Mendel Palace has been attempted since. It’s the rarest of rare: an amazing game with gameplay mechanics so unique that it’s a literal one-off, and it’s INSANELY FUN! It’s also chaotic, frustrating, and maddening. But fun! Really! This is the best game in the Archives “franchise” by a landslide. The gap between this and the second best game isn’t even close.

Probably the biggest problem with Mendel Palace is there’s too much flicker in it. The more chaotic the action, the worse the flicker is. It’s why I long for a modern remake. Plus, due to the limitations of the Famicom/NES hardware, they couldn’t mix and match enemy types. They could do that now. Mendel Palace could be a great franchise.

In this single-screen action-arcader, you have to shuffle the floor underneath enemies, causing them to fall backwards. If you can get them to fall backwards into a solid surface, they explode with a satisfactory POOF. The object is simple: clear out the enemies. Mendel Palace starts non-linear with players allowed to choose any of the eight main types of what I think are supposed to be living dolls that you must do battle with. Enemy types are never mixed-up, so each stage has you dealing with only one variation of the same type of enemy. Each of the enemies has its own gimmick and matching attack style. Sumos will stomp the ground causing entire rows of panels to shuffle. Others might do nothing but chase you down at first, but eventually split into smaller enemies. There’s baddies that mimic you and mirror your actions, and others that leap before you have a chance to shuffle the panel underneath them. Swimmers shuffle the blocks they move through. If you beat all the basic enemies, you have to face off against ninjas who aggressively shuffle the panels with kicks. They’re ALL fun to do battle with. The combat in Mendel Palace is one-of-a-kind and never gets boring.

Sometimes, the panels will have a solid block. While you can shuffle these panels, you can also use them as surfaces to shatter enemies.

The playfield is the main highlight. The game takes place on a 7 x 5 grid of panels. The panels work like cards that you shuffle through, and might have helpful items or methods of mass attack on them or buried under other panels. Stars are the most common thing you’ll see. If you collect 100 of them, you get an extra life. There’s a randomized prize, though it’s actually not so randomized. In fact, you should be able to clock the timing and use it to score an extra life every single time, and trust me, you’ll need them. Some of the panels are portals that spawn extra enemies, and those will be the bane of your existence. Every time you kill an enemy, if a portal is on the screen, another will spawn until the max of six enemies are on the screen at once. Thankfully, a portal vanishes after a single use, but some stages might have multiple portals on each part of the grid. Some stages you can expect to take several minutes fighting endlessly respawning bad guys until the dozens of portals are all used up. As stages progress, you have to fight different-colored variations of enemies that have variations on their standard attack. They also tend to be faster and more aggressive.

The little orange panels are flipping panels that launch you in the direction you’re facing. If you turn around quickly between two of them, you’ll end up bouncing back and forth. This is a good thing, since any enemies who cross your path while you’re being flung are destroyed. It’s especially helpful in clearing out stages that have tons of portals, which this stage was loaded down with. The stacks of panels can be deep, and some levels might have over a hundred portals to deal with.

Then there’s the mass-attack items. Some will shuffle the panels in four directions. There’s one that you have to time to send a single row of panels shuffling. The big one is the sun, which shuffles every panel on the playfield once in a wave that spreads across the screen. While this could lead to an instakill of every enemy, it also risks exposing more portals and enemy spawns. Then, there’s the most dreaded of all panels: the lock. Once a panel is locked, it can’t be shuffled again. The most difficult enemy type, the artist, has tons of these in their world, and it gets even worse. The artists will draw on the panels, and if you don’t interrupt them, you lose the ability to shuffle once they finish their drawing. Oh, and they might draw more enemies that come to life and begin to attack you. Their “boss fight” is drawing more copies of themselves that can then draw more copies of themselves.

The most difficult boss battle. Admittedly, if the whole game had you fighting the artists, I don’t think I would have liked Mendel Palace as much as I did. I was worried that the game had the potential to “soft lock” on some of their levels, but it turns out, if every single panel becomes unusable, you beat the stage by forfeit. This really only comes into play in the artist stage, though one particular stage with the mimic enemies in the final castle is a pain in the ass too.

There’s two types of boss fights. In some, you have to fight six max-difficulty versions of the enemies of whatever world you’re in. In normal stages, if you lose a life, the level restarts with all the progress you’ve made. So, if there’s only two enemies left instead of six, you start again with only two enemies. That’s not the case in boss battles. You either beat all of them with one life or you start over with all six. These were my favorite boss battles, as the challenge is usually just right. They make for a fitting final challenge for each world.

The other boss type sees you turned into the enemy and having to use their attacks to push the boss up against the wall. It’s not as fun as it sounds, and actually is probably the weakest aspect of the gameplay. It’s the only time when Mendel Palace feels janky. I found the swimmer was the hardest to control, as getting the panels to shuffle was overly difficult and inconsistent. Meanwhile, I beat the sumo level’s “boss” in about one second with my first attack. As much as I love Mendel Palace, it has a serious issue with the difficulty curve. It goes from infuriating to a piece of cake and back again with no buffer in-between. And what was even the f’n point of having the boss turn you into the enemy that mimics you? So dumb. At least there was a boss fight, I guess. The stage with the horned enemies only has a small cut scene where the villain kidnaps the girl. I wish every stage ended with the 6 v 1 battles. Those were always a thrill.

The co-op mode would be perfect if it just let a player press start to continue when they ran out of lives. It was tough for me to play with my family because I knew how to play Mendel Palace and they didn’t. When they suffered a game over, my options were to die on purpose so they could rejoin or keep playing. There’s unlimited continues, so I took the “die on purpose” option. If you could just press start to rejoin, I’d call Mendel Palace the best co-op game on the NES this side of Contra.

While the difficulty can be maddening, I adore Mendel Palace. Worth the price of admission alone? I don’t know if I’d go that far, but it’s the only game in the Namco Archives franchise that I beat solo, then beat co-op, then played the extra levels. Oh, there’s extra levels. When you first load up the game, hold down the Start and Select buttons, then enter the system menu (the save state screen) and select GAME RESET. Keep holding down start and select, and when the game reboots, the title screen lettering will be pink and it’ll have the words EXTRA above the logo. This gives you 100 extra levels of varying difficulty. It’s probably best to think of it as the “hard mode” and I loved it! It’s really rare for any game to inspire me to play through all the extra content, but I did for this one. It speaks to how amazing Mendel Palace is.

If you do it right, it looks like this. 100 extra stages, just like that.

Like Legacy of the Wizard, I’m not entirely sure why it’s part of a Namco collection. It wasn’t developed by them, and it wasn’t published by them outside of Japan. But, I’m really happy it’s here. It’s one of the most unique video game experiences out there. What’s really insane is that this was the debut of Game Freak. I really wish they’d make a Pokémon game based around the mechanics of Mendel Palace. Hell, with its cast of hundreds of colorful critters, you’d think it would lend itself perfectly to Mendel Palace’s formula. It’s wishful thinking, I’m sure. But I always have faith that good ideas will eventually find their audience. Mendel Palace deserves to be a legendary game, and it’ll have to settle for being the best game in the Namco Museum Archives series.
Verdict: YES!
$5 in Value added to Namco Museum Archives Volume 2
WINNER: Best in Set

Gaplus
Released June 18, 2020
Developed by M2
Exclusive to Namco Museum Archives: Volume 2

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How’s this for a surprise: I enjoyed this original NES “demake” of Gaplus more than I enjoyed the demake of Pac-Man Championship Edition in Volume 1. Granted, I played the original Championship version of Pac-Man to death, but I’d never even thought twice about Gaplus before this set came out. Shame on me! Gaplus is so good that I should issue fines to all future Namco sets for every instance of including either Galaxian or Galaga without including Gaplus as well. Frankly, the inclusion of a brand spanking new port of Gaplus created just for this set is shocking. Namco has always ignored the third game in the Galaxian franchise, and I don’t get why. Because it didn’t make a gazillion dollars? So let me get this straight: an arcade game released 1984, during a downswing for arcades, didn’t make money? It wasn’t as popular as previous, less good games that came out at the peak of arcade popularity? Get out of town!

Missing from Galaga is the shot-accuracy calculator when you eventually game over. I enjoyed that, so that sucks. This one does ask for your age and blood type when you input your high score. Weird. No doubt a nefarious plot by Namco to gather data on players. Also, I’m O-Positive but there’s no option for positive or negative in the blood types.

Gaplus isn’t just more of the same, either. Among other things, you can now move up and down in addition to left and right. This tiny change has massive ramifications, making the act of dodging so much more intense. And in Gaplus, you don’t have to sacrifice a life just to get a power-up anymore. This time around, when the aliens finish flying into formation, a captured ship will just blink into existence at the top of the screen. When the alien bound to the ship goes on its bombing run, if you shoot it down, you automatically catch the ship it drops and get whatever item it has. One of them sees you firing a tractor beam to capture enemy ships, just like they did to players in Galaga. You can conscript up to four enemies to multiply your firepower and breeze through the first several levels. It’s not the only item though, as you can make your gun more powerful. Another item slows the enemies down and makes them easier to ping off. There’s also a gigantic screw that I didn’t find particularly fun to use since it basically just kills enemies who fly into it. I’m almost certain they would die from flying into my bullets regardless.

In Gaplus, the “challenging rounds” (aka the bonus rounds) are different. This time around, you have to juggle three waves of enemies, not shooting so fast you knock them off the screen. Once I got the hang of this, my scoring average cleared 200K easily.

Maybe I’m slightly overrating Gaplus, but I promised myself that I’d already put too much time into Volume 2 and would only play this for ONE HOUR. But, I ended up spending a whole day messing around with Gaplus anyway. It’s addictive. Hell, just the ability to move up and down like in Centipede pays off massive gameplay dividends. The one knock I have on it is, when the game gets its teeth, a great round of Gaplus turns on a dime. You can go from having plenty of lives to GAME OVER so quickly your head will spin. This has a lot to do with how fast and powerful your cannon can be. You might fly through a dozen or more waves quickly, but one mistake and you’re left with the basic weapon and enemies who can spam the screen with projectiles. Frustrating? Oh yea. Amazingly fun? For sure. Gaplus also shows that this formula can still work, in 2023, if you give the player enough options to keep the fun pumping.
Verdict: YES!
$5 in Value added to Namco Museum Archives Volume 2

FINAL NAMCO MUSEUM ARCHIVES RANKINGS

  1. Mendel Palace (Vol 2)
  2. Splatterhouse: Wanpaku Graffiti (Vol 1)
  3. Gaplus (Vol 2)
  4. Pac-Man: Championship Edition (Vol 1)
  5. Mappy-Land (Vol 2)
  6. Mappy (Vol 1)
  7. Dig Dug (Vol 1)
  8. Pac-Man (Vol 1)
  9. Dragon Spirit: The New Legend (Vol 1)
    **TERMINATOR LINE**
  10. Dig Dug II (Vol 2)
  11. Legacy of the Wizard (Vol 2)
  12. Super Xevious: Gamp No Nazo (Vol 2)
  13. Galaga (Vol 2)
  14. Battle City (Vol 2)
  15. Xevious (Vol 1)
  16. Dragon Buster II (Vol 2)
  17. Sky Kid (Vol 1)
  18. Tower of Druaga (Vol 1)
  19. Galaxian (Vol 1)
  20. Rolling Thunder (Vol 2)
  21. Dragon Buster (Vol 1)
  22. Pac-Land (Vol 2)

Namco Museum Archives Volume 1: The Definitive Review – Complete 11 Game Review + Ranking

Back in 2020, Namco put out a pair of eleven-game editions of their endless Museum franchise under the name Namco Museum Archives. What made these different was that they included only NES games. I really thought I’d fly through this review. Play each game for an hour or so, and then move onto Volume 2. 101.8 hours later and I’m done. Okay, in fairness, not all of that was THIS play session. Some of that was when the game released in 2020, and my father also ended up playing some Tower of Druaga on his own. For me personally it was like 90 hours all-in between my original 2020 session and this session.

And I’m not even 100% sure where all the time went. Unlike some of my more complicated Definitive Reviews of collections, I don’t have a lot of extra features to discuss. The presentation is weak sauce. If not for the fact that they went out of their way to produce and include a completely original game in each of the two volumes, I’d call these the most lazy collections Namco has ever stamped their name on.

The instructions for Dragon Buster in their entirety. Now that’s GOD TIER levels of lazy.

Save states and rewind are here. I didn’t use them for the arcade type games like Pac-Man where you’re chasing high scores. Sorta defeats the point, you know? Besides, the way rewind is done is horrible. A prompt pauses the game to confirm you want to rewind. As far as I can tell, there’s no way to disable the prompt. The amount of time isn’t even consistently X amount of seconds. Instead, your gameplay is secretly divided into intervals, and instead of rewinding backwards three seconds, it’ll rewind you back to the last invisible marked three second interval. For games like Splatterhouse: Wanpaku Graffiti, that might mean rewinding directly into an enemy who damages you, meaning you can’t just go back 3 seconds but rather 6, or even longer to find a clean “spot.” Why not just let players hold a button down?

What’s really, REALLY strange is Namco & M2 went above and beyond with one specific extra feature in each set: a brand spanking new NES game that demakes an established classic. Volume 1 got Pac-Man Championship Edition. Volume 2 gets Gaplus, aka the sequel to Galaga that never came home (except for the Commodore 64 of all things). Both are excellent NES ROMs I’m happy to have, but I’d of chosen to have a better presentation and more emulation flexibility/options any day.

Normally, I’d just award such a crappy design $0, but the fact that they DID include the features, only they did a half-assed, terrible job pisses me off to no end. I’m fining Namco Museum Archives Vol 1 & 2 $5 in Value each for the shamefully annoying rewind system and overall lazy design because I know M2 is capable of a lot better than this. There’s also no button remapping. There’s no quick save-reload. It’s a bare-bones collection. Oh, it’s only $20? Cool. Yea, so are many other classic collections. Don’t be lazy. Have a little pride in your work. And then you get to the presentation. Bland menus. No instruction books, and the absolute laziest instruction screens I’ve seen in one of these collections yet. Compare what we got in America to what Japan got in the same premise: Namcot Collection. It looks like this:

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I’m also fining an additional $5 in value to both Archives collection for lazy presentation and lack of extras. Another instance of “normally it would be just no value awarded” and I’d leave it at that. But, since Japan’s collection was different and had a more fun presentation, I can’t it ignore here. There’s no box art. There’s no instruction manuals. There’s NOTHING! I mean, come on guys, this is pathetically lazy. Namco and M2 have been doing retro collection forever, and they are so much better than this.

THE EVERCADE FACTOR IS IN PLAY

Evercade has a pair of Namco sets that, while out of print, I happen to own. This time around, I primarily played the Namco Museum Archives version, but I did at least fool around for a few minutes with each version on Evercade as well. Since these are out of print, the prices might fluctuate. The same value applies: $5 per YES! If the total value adds up to the listed price of the set, I recommend it! If not, I don’t! Easy peasy! Not all games in each Evercade cart will be covered, but this review might help you decide. No Evercade game requires a special citation, as they’re the same games, people. It’s NES versions of old games. This will a cinch!

THE ULTIMATE VERDICT ON THE COLLECTION

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 Pong’s 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.

Better luck with Volume 2, chaps.

Starting with this Definitive Review, I will no longer award collections my Seal of Approval. Instead, I’ll only use the value I place on them, and if the value equals the game’s MSRP, I recommend it always. If not, I recommend it if you can buy the game for close enough to the total value I assign. For Namco Museum Archives Volume 1’s set of eleven NES games, I think a fair value for a quality NES game is $5. Namco Museum Archives has an MSRP $19.99. Therefore, $20 in value would mean I always recommend it, with no asterisks. However, the final tally is as follows:

YES!: 6 games totaling $30 in value.
NO! 5 games.
Fines: $15 in Value
Price: $19.99

FINAL VALUE: $15

Namco Museum Archives is NOT recommended at the normal MSRP. However, if you can get it at 25% discount, I feel it’s worth it. If you’re not as big as I am on the emulation features working good, then don’t even wait for a sale. You’ll get $20 worth of fun out of this.

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. Splatterhouse: Wanpaku Graffiti
  2. Pac-Man Championship Edition
  3. Mappy
  4. Dig Dug
  5. Pac-Man
  6. Dragon Spirit: The New Legend
    **TERMINATOR LINE**
  7. Xevious
  8. Sky Kid
  9. Tower of Druaga
  10. Galaxian
  11. Dragon Buster

GAME REVIEWS

SPECIAL NOTE: For each game that’s a port of an arcade title, which most of these games are, I included a slideshow comparing the Famicom/NES port to the arcade original. The arcade games are NOT included in Namco Museum Archives Vol 1 or Vol 2.

Galaxian
First Released September 7, 1984
Famicom Exclusive
Directed by Haruhisa Udagawa

Evercade: Namco Collection Vol 1

Space Invaders….. IN SPACE!!

I’ve ranted and raved about my disdain for Galaxian for a while. I’m sure that, in 1979 (Japan) and 1980 (USA) this was mind blowing. Space Invaders.. IN COLOR.. and what’s this? Enemies dive at you in attack formations? And don’t forget the subdued but spot-on sound design, an underrated contributor to why Galaxian rose above the crowded pack of those riding the Space Invaders wake, in my opinion. I assume it was gobsmacking. BUT, I can only assume. I wouldn’t be born for another ten years, and my hardcore game playing days didn’t kick-of until a full nineteen years after Galaxian’s release. By then, Namco’s other gallery shooter, Galaga, essentially the same game as Galaxian, only.. you know.. better, was seventeen years old. And I don’t like it, either.

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It’s not that I can’t love a really old gallery shooter. I’m very fond of Namco’s other other shooter, King & Balloon. Oh, and Sega’s Carnival. Top notch game. I’m so sick of Galaxian acting as +1 in these sets. If you’re going to be comprehensive? Fine. If not, pick another game, Namco. It’s even worse in the Archives series. First off, the port is TERRIBLE! It’s so much noticeably slower and more sluggish than the arcade version. If that lent tension to the game, I’d be all for it, but it takes away from the excitement. Also, the sound effects are weak as hell. There’s really no reason to include this as anything but a bonus. Yet, it’s here, and not as a +1. Namco was insistent that each volume have exactly 11 games. So this time, Galaxian actually took the spot of another game. Okay, so be it!
Verdict: NO! and I’m issuing a $5 fine in Value against Namco Museum Archives Vol 1. The fine SHOULD be $80 since Japan got SIXTEEN games we didn’t get in the US (or $55, since the US got five exclusive games Japan didn’t get). It really pisses me off that they put Galaxian in this thing. Evercade is exempt from the fine because they don’t limit themselves to a specific number of titles. However, they are owed exactly one swift kick in the ass which I am unable to issue myself as I’m just not flexible or tall enough to carry out the sentence, so that sentence will be suspended until further notice.

One game into a set of eleven games and Namco Museum Archives Volume 1 has lost $15 in value.

Pac-Man
First Released November 2, 1984
Directed by Hiroki Aoyagi

Evercade: Namco Collection Vol 1

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I think this port has to be neck-and-neck with Super Mario Bros. for “the game that got re-released the most times to the Famicom/NES.” Five times. The original Famicom cart, then a Famicom Disk System release, a licensed Tengen release, an unlicensed Tengen release, and one final cash grab Namco release in the US as late as 1993. How’s that for trivia? Pac-Man was both among the first Famicom releases and one of the last NES releases. Besides the bonus fruit looking noticeably low-detailed, this seems like an accurate 240 dot representation of Pac-Man, right? But, it only passes the eye-test if you don’t understand how the ghosts work. Each of the ghosts has their own personality and attack style, but all four always operate under two main principles: SCATTER (so the ghosts spread out and don’t cluster-up at all times) and CHASE (where their attack patterns kick-in and they pursue you). It’s like a game of Red Light – Green Light, and when the green light comes on and SCATTER becomes CHASE, it affects all the ghosts. You can even see the moment it happens, and exclusively on the NES, it happens differently.

In the arcades, the ghosts will pick a different direction when the parameters change-over. BUT, on the NES, they will always reverse directions. If they’re going up, they’ll go down. Left? Right. Coke? Pepsi. You get the idea. This actually has significant gameplay ramifications. In theory, the ghosts swam you much more efficiently on the NES. In practice, this really didn’t affect me until the later stages, and.. actually I think I had an easier time reaching my normal 50,000 point benchmark before crapping the bed. Then again, I’ve been playing so much Pac-Man these days that we can’t rule out that I’m just getting good at it. Anyway, this is a basic, bare bones game of Pac-Man. I have a motto for games I’ve previously disliked that I have to replay for these projects. “Find the fun.” I’ve never really enjoyed the original Pac-Man. My attitude has always been “why play this when Ms. Pac-Man offers the exact same gameplay, only more challenging and more variety?”

My best not cheating game. Baby steps.

While I still stand by that, I now admit there’s an odd amount of satisfaction to be found. Satisfaction in mastering the one single Pac-Man maze and knowing where I’m at my most safe and most vulnerable. Satisfaction from mastering the four ghosts through repetition and finding that their once complex patterns started to reveal their hidden simpleness that I see clearly now. And, ultimately, satisfaction in seeing my average score slowly but surely start to rise. As my wise-beyond-her-years sister tactfully reminded me, it’s not that different from pinball, where machines are limited to one game, forever. Yet, I’ve dedicated a massive amount of my free time towards mastering many tables. How is it different? She’s right. It’s not. Speaking of Angela, I did manage to further “find the fun” to some degree from dueling with her at Pac-Man. Yea, turns out, she’s a Pac-Man natural and she smoked me a few games. But I still won the most. I’m awesome. Am I going YES!? I wasn’t going to, until she pointed out I made a rule for myself: more fun than not has to be a YES!, regardless of why. So, yea, welcome to the YES! pile, Pac.
Verdict: YES!
$5 in value added to Namco Museum Archives Volume 1 and EVERCADE‘s Namco Collection 1

Xevious
First Released November 8, 1984
Directed by Kazuo Kurosu

Evercade: Namco Collection Vol 1
Included with Nintendo Switch Online Basic Subscription

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I can totally understand how Xevious touched off a massive rush to arcades in Japan in the early 80s. While it wasn’t exactly the first of its breed (among others, Konami’s Scramble beat it to arcades by a full year), I think Xevious was probably the best of those early shmups. It was also doomed to age very badly. I’ve encountered it a few times in these retro runs of mine, and just the thought of having to play it again sends a shiver down my spine. One gun, one bomb, and the same boring terrain over and over. Then I played the NES version, with its much lower resolution graphics, and I longed for the grim specter of death. Among other things, it looks like NES Xevious takes place above Rally X’s track. I love Rally X. I wanted to land the ship and drive on the road. But, you can’t do that. I checked and everything.

A game accomplishing a series of firsts is impressive. It doesn’t mean I’d want to play those in 2023 as anything but historic curios. Here’s the famous “first boss” and folks, it ain’t all that.

Namcot’s port to the NES does actually have one fairly major benefit: I felt the collision boxes with the bombs were much more generous than in arcades. In the coin-op, I’d be frustrated with shots that sure looked like they were directly on the targets on the ground, only for them to whiff. That happened a lot less on the NES build. It just seemed like an easier experience. The problem is that I’d simply never, ever, EVER want to play Xevious today over any number of options. It’s also not in the same boat as Pac-Man in that regard. Pac-Man’s maze is.. well.. Pac-Man. The Maze Chase hasn’t been systematically improved by major leaps and bounds in the over four decades that followed. Shmups? They’re leaps and bounds above where they used to be. I salute Xevious for its part in making the shmup genre amazing, but, I’d also rather play almost anything else, including the Super Xevious sequel that we’ll be seeing in Volume 2.
Verdict: NO!

Mappy
First Released November 14, 1984
Famicom Exclusive
Directed by Nobuyuki Ōnogi

Evercade: Namco Collection Vol 1

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There are several Golden Age of Arcade “franchises” that got left in the dust that I’d love to see be revived and thrive in today’s climate. Mappy is somewhere near the top. I loves me some Mappy. The NES version is not remotely a direct port. Like most home versions of the game from this era, it’s missing an entire floor. The arcade game has six floors of action. The NES only has five. Oddly, I find the change doesn’t matter all that much. You’d think it would make the gameplay more difficult, since it’s one less channel for your pursuers to be on. But, actually, I didn’t feel it added or subtracted to the sense of tension or excitement at all. It’s a complete non-factor, and I didn’t expect that.

I know this is a weird thing to complain about, but, I personally think the weak link in Mappy are the bonus stages. I wish the game had fewer of them. They happen after the second level, then after every three levels from there out. “You’re seriously bitching about BONUS levels, Cathy?” Yep. They last too long and they’re not exciting at all. They’re a constant interruption of game itself, and I hate them. They play terribly, too. Like, I’m touching this balloon here. That should be a capture, but it’s not. I hate these stages. Come on, Mappy! You’re a cop! Arrest someone. Murder of Fun in the First Degree!

What matters a lot more is the sense of speed of the game. Mappy on the NES feels like it plays a lot faster. I wasn’t sure if it was just me, so I tried an experiment. Neither my father, nor Angela, are familiar with Mappy. I had them play both the arcade game and the NES version in the collection. To eliminate the potential of implanting a bias in their head, when it came time for them to play NES port, I said “is it just me, or is this slower than the arcade version?” Both Dad and Angela said something along the lines of “actually, I think it’s a little bit faster!” So, it’s not just me. Oh ,and it’s neither faster nor slower, by the way. Rather, it seems to be the result of a quirk of perspective. Like most Namco coin-ops, Mappy utilizes a vertical monitor. With the NES presentation stretched to fill the 4:3 aspect ratio, it makes the movement feel a lot faster despite the fact that you’re covering the same amount of territory you would in the arcade. However, perception is reality, and the feeling of faster movement certainly made an already thrilling game much more exciting.

I think the Bell should have been a kill on the enemies, like the shock waves from the red-doors. Since enemies respawn anyway, it would add to the strategy AND add to the tension. Mappy works because you have to learn to not charge down one of the hallways when you don’t know the location of the enemies. Well, with the bell, you do know where they are. And it takes away from the fun.

While I give the edge to Popeye as the best maze chase done from a side perspective, I hold Mappy in very high esteem. It’s probably a very close second to that sailor guy. It checks off all the boxes of a great maze chase. A never-ending sense of tension, nail-biting close calls, and turning the tables on the chasers is so satisfying. In fact, Mappy probably is the best of its entire breed at that final part, because the means to fight back require such a degree of risk. You have to wait for the enemies to get near you to use the doors against them, and the twitchy moment where you smack ’em is always delightful. You know what I’ve come to learn about this series? It would make a great horror game. I’m serious! Think about it: the main thing you need to learn is not to charge down a hallway just because it looks like the coast is clear. If it was a guy in a hockey mask who suddenly popped onto the screen instead of mischievous cats, you’d crap yourself. I’m telling you, Namco, you’re leaving money on the table.
Verdict: YES!
$5 in value added to Namco Museum Archives Volume 1 and EVERCADE‘s Namco Collection 1

Dig Dug
First Released June 4, 1985
Famicom Exclusive
Director Unknown (Hiroki Aoyagi?)

Evercade: Namco Collection Vol 1

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As I learned in part two of Atari 50: The Games They Couldn’t Include, a little Dig Dug goes a long way. I enjoy it, but in small doses. This was probably my most enjoyable experience reviewing it yet. A big part of that is Dig Dug on the Famicom is a pretty good port of the arcade game. A few small annoyances stand out. It’s noticeably less colorful than its coin operated brethren. The Famicom translation looks really washed-out and a lot less cheerful. It’s brown and muddy in appearance, and if it wasn’t for the fact that it’s a game about tunneling through dirt, I’d probably take issue with that. The NES also has more flicker than previous ports I’ve reviewed in this set. I get it. It’s a complicated game, especially for its time. But, it does stand out.

Yep, this is pretty good. Timing feels accurate. Tension increases at the right pace. I’m curious why this never came out in the United States. Dig Dug II did, although it was Bandai who ported it over. It’ll be part of Volume II.

With the nit-picking out of the way, this is a pretty dang effort. Very close to the feel of the coin-op, and with most of the personality intact. All the sound effects are retained. The idiosyncrasies of the arcade version seemed to have been retained. If anything, I think the NES is a bit more generous with allowing the pump to pass through the little slivers of dirt that you haven’t finished tunneling through. I still think Dig Dug takes too long to find its teeth, but once it does, few action games from this era are as intense while retaining their satisfaction as the little sadistic pest exterminator. Also, why isn’t this called Dig Doug? It’s because his name is Taizo Hori, which means “digging enthusiast.” Yea, that’s what he’s into. He’s not a psychopath who loves to explode the guts of creatures all over the place. No sir.
Verdict: YES!
$5 in value added to Namco Museum Archives Volume 1 and EVERCADE‘s Namco Collection 1

The Tower of Druaga
First Released August 6, 1985
Famicom Exclusive
Directed by Koichi Yamamoto
Designed by Masanobu Endō

Evercade: Namco Collection Vol 2

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How’s this for ominous: the designer of Tower of Druaga has publicly stated his regret that he added so much abstract design with the items in the game and how to acquire them, which left players in a state of paranoia. Well, doesn’t that just sound delightful? This is probably the most polarizing of Namco’s Golden Age lineup. The people who like it? They really like it. Everybody else is just sort of bored by it, not actively hating it, but just not wanting anything to do with it. I’m in the “bored” camp. I find Tower of Druaga to be a miserable slog to get through. A game where the highlight for me was admiring how many better games this inspired. Especially the original Legend of Zelda. You can literally see it, especially in the enemy design. The Darknuts and Wizzrobes in Zelda are so close in their design to Tower of Druaga that I’m honestly shocked this wasn’t a thing Nintendo and Namco had to deal with. At the same time, given what Druaga aims for, it sure seems tailor made for the home consoles more than arcade. It was a major hit on the Famicom, but it never came out in America, nor did the arcade game. I couldn’t figure out why, and then I really dug in and played it. I don’t agree this aged badly. I’m guessing most players would have never found this to be fun.

It’s not just the enemy behavior. The models for the wizards and knights (can we call them Warriors? Then they’d be WIZARDS & WARRIORS!) look like Zelda, only this came out twenty months earlier.

Funny enough, while I find arbitrary abstractness-type of gameplay to be annoying (see my review of Vs. The Goonies), the primary reason I don’t like Tower of Druaga is the combat is shockingly, stunningly, unfathomably featherweight. This is structured just like a tanks-in-a-maze type of game, only you get a flimsy pointy stick instead of bullets. You have to draw your sword out, and then you just hold the button down and walk into enemies, who vanish when they die in the most unsatisfactory way imaginable. It lacks what I call “OOMPH!” That’s my term for violence in video games having the sensation of real weight and crunch. You get a sound effect, but they didn’t even animate the enemies shattering into pixels or anything. Even the arcade version does nothing, so it’s not like the OOMPH got lost in translation. My father, who actually really enjoyed this (the weirdo) said “come on, Cathy! You’re supposed to use your imagination!” Nuts to that! It’s an f’n video game! It’s supposed to do the imagining for me!

The game’s dragons aren’t visually intimidating. Like all enemies, no OOMPH. How combat works with the non-single-hit enemies is you sorta hold out your sword and.. uh.. walk back and forth, passing each other until one of you dies. Apparently you do have an invisible life bar, but otherwise, it’s like giving a lethal dose of the cold shoulder. I believe the technical term is performing a “Do Si Do” which makes Tower of Druaga the first game that does combat by square dancing.

With unsatisfying combat, the actual point of the game becomes a chore. The mazes are boring. They all look exactly the same in terms of backgrounds: a plain ass brick wall. The first two levels are like the mirror universe version of Super Mario 1’s levels, which brought the goods and dared players to keep coming. Druaga practically dares players to not fall asleep, as your character walks like he’s made an oopsie daisy in his pants and is trying to shimmy to the bathroom using a stride that keeps it from running down his legs. Thankfully, level 2’s treasure is a pair of boots that doubles your speed. Of course, you have to find it. The real hook to Druaga is that every level has a treasure chest that you can’t see at first . While the levels are randomized, including the locations of the door, key, and treasure chest, the means to get the chests and what the items are in them are the same every play through. That sounds reasonable, right?

Tower of Druaga is the annoying kid who takes it too far. Like having paper footballs flicked at your face, and the person doing it says BOOM! HEADSHOT! every time. *SNAP* *WHACK* “BOOM! HEADSHOT!” I know. I used to be the flicker. Now, I’m the flickee.

You have to activate them via some arbitrary event that isn’t stated. Killing X amount of enemies on one level. Swinging a sword before taking your first step on another level. Drawing the sword out while standing on the door. Clearing out one type of enemy without killing another. Standing an egg on its end during the winter equinox while standing on one foot and saying all the elements on the fourth row of the periodic table in reverse alphabetical order. Oh, and sometimes the items might be GOTCHA! type of booby traps with hurtful items, but you can’t actually know that until you get them. Call for a penis shaped U Haul because that’s a DICK MOVE! And then, if you miss the right items, you might end up having to wander through a maze in the dark, or LOSE YOUR SWORD and be unable to attack. Every time I wanted to sling my controller in rage, I’m reminded the creator admitted he took it too far and had some regrets regarding difficulty and how the items were handled. That’s curiously refreshing. You almost never hear that from a creator of a legendary game. Dude is classy.

See the little glove item? Yea, I was missing an item, so I got the wrong glove from a chest, and that lost me my sword, thus removing my ability to engage in combat. I can report that there’s no noticeable difference in OOMPH following this.

And yes, fans of Druaga, I do understand: the basic idea was players would take notes and share their experience and, through collective learning, gain the ability to defeat the game. In arcades, this would require players to ignore all the shiny, beautiful other titles around them while they invested their lives in a slogathon with some of the worst sword combat I’ve ever seen and some of the most GOTCHA! type design in the entire history of the medium. Items that blindly hurt you. Enemies that can blink into existence and fire projectiles at you before you can block their attack. I had rounds where I spawned, took a step to the side and immediately died because a wizard teleported there too. I was originally prepared to accept the “you had to be there” argument for Tower of Druaga, but.. actually, no. Seriously, this game is horrible. Respect and celebrate it from a big, big distance. I think most of the inspiration it gave was people saying “what if we made a game like Tower of Druaga only.. you know.. fun?!”

There’s a built-in second quest. On the title screen, press UP six times, LEFT four times, and RIGHT three times. If you do it right, the title screen will turn green. I didn’t like Druaga once. I can’t imagine wanting to play it with more difficulty a second time. The biggest difference is the methods used to unlock the items are changed from the arcade original. So hey, if you like completely arbitrary hidden items, you’re in for a treat!

I didn’t finish Tower of Druaga. Even with a guide, progress is too slow and the cheap deaths resulted in my rage quit thirty or so floors in. You know what? Masanobu Endō straight-up admits the difficulty was too high, so props to him for blazing a trail in the adventure genre. I literally cannot appreciate what this game meant to the generation before me. I wouldn’t be born for another five years after this released, and I grew up in the internet era of gaming. Instead of learning about these things by sharing them peer to peer, in arcades, I could just go to StrategyWiki. The excitement of discovery is gone, and I have no desire to “play this straight.” It’s just not fun to play in 2023, and while I was originally heart sick that I missed out on an era where the abstract design was part of sharing the experience with others.. honestly, I think I would have always hated Tower of Druaga. It has nothing I enjoy in gaming. It’s one of Namco’s very worst, folks. Thanks for all the inspiration for better games, though.
Verdict: NO!

Sky Kid
First Released August 22, 1986
Directed by Hiroki Aoyagi

Evercade: None

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Unlike Druaga, I did finish Sky Kid, and my hands hate me for it. I was literally screaming in both agony and rage by the end. It’s such a shame too, because it sure feels like the gameplay could be made into a great game with the right level design. While a lot of the combat is your basic, bare bones pew pew action, Sky Kid is a completely original take on the genre with big twists to shmup convention that, in theory, work well. First: getting shot by itself doesn’t kill you. You start to go into a tailspin, and if you mash the buttons fast enough, you can pull out of it and carry on like nothing happened. This didn’t help me all that much since I’m now physically incapable of mashing buttons quickly. Of course, if another bullet hits you as you’re spinning downward, or if you were too close to the ground to begin with, you’re going to crash anyway. Still, it’s different. Also different: every stage begins with having to physically take-off from the runway. Which is basically saying “hold UP when the level begins or you will immediately lose a life.” Then you have to land at the end of the stage, though “landing” requires no finesse. Just ram your plane in the designated area and you’re good. Hey, if it works Harrison Ford, right?

There’s a two player simultaneous co-op that’s misery to experience. Also, if one player dies, they don’t respawn immediately, like the best shmups. No, you have to wait for the other player to die or finish the stage to start playing again. Oh, and you can collide with each-other, which stuns one of you. It wasn’t any fun.

Another twist is you have a unique defensive maneuver: a speedy loop that allows you to quickly get behind enemies tailing you. Or just zip around the screen faster. Or hilariously crash into the scenery. It was usually that third one for me. It also comes with the added bonus of allowing you to fire in different directions. AND, when you’re physically performing the loop-de-loop, you can pass right through enemies and take no damage. It sounds great, and it works really well.. on the arcade version. At least for two specific angles. In fact, in arcades, I had the two angles I could consistently hit clocked so well that they became instinctive for me to use. That never happened on the NES, where the backflip happens too fast. It’s almost impossible to time shooting with it. It’s still really handy, and I was able to get the timing down for when it grants “invincibility” for lack of a better term, but the satisfaction is significantly muffled on the NES.

I was pretty proud of this screenshot of me flipping perfectly between two enemies. Unlike on my PC, where I spam the CAPTURE SCREEN button I mapped to my controller, on Xbox, I had to hit the guide button at the right moment, which pauses the action and then press Y to do a screencap. Xbox doesn’t allow you to make a clip and then take screenshots from the clip. So annoying.

Sky Kid’s final unique approach is that, as the stage progresses, you’ll encounter a bomb on the ground. You have to swoop down, grab the bomb, then drop it on a primary target. The further into the game you make it, the more often there’s bombs and big things to make go boom. This gameplay mechanic is, to put it mildly, f’n awesomeballs. I cannot stress enough how satisfying it is to deliver a payload perfectly in the center of the target (and it MUST be the center to level the whole structure). Easily one of the all-time great thrills in the shmup genre. Now, you don’t actually NEED to bomb the target, but if you’re chasing points, they’re worth the most points by far.

This is a mechanic I want to see Namco explore further in the 2020s. I’m picturing it with claymation-like graphics too. I really think there’s legs to this. That’s one thing about going through these old games.. some of them have ideas that have gone so underutilized in the decades that have followed that they can still feel fresh today. EVEN GAMES I HATE, like Sky Kid. Maybe I’m being a sentimental sap, but I actually take comfort from that. Gaming? Run out of ideas? My friends.. not every good idea in games have actually been used in good games.

However, there’s a couple of catches. When you’re carrying the bomb, you can’t do the defensive flip, which I had come to rely very heavily on. Enemies absolutely swarm you, and some of them just make a beeline for you to suicide-bomb. These baddies are especially hard to avoid even with the backflip. Without it? You’re f-ed in the a. Also, if you get shot.. even once.. you lose the bomb. I’d say this adds to the risk/reward gameplay, but Sky Kid goes to absurd lengths to stack the deck against you with the bomb. Well, it does that in general, actually. Yea, the problem with Sky Kid is that you really can’t out-maneuver bullets. I suppose you can’t in real life either, but hey, it’s a video game.

See all those flowers I’m flying through? Yea, those are explosions, and if you touch any of the landscape, you die as well. My biggest problem with Sky Kid is there’s no consistent pattern to when or which direction enemies will fire, so what killed you in one life might not be what kills you in the next. The trick is timing when to do a flip, as you’re immune to damage. But, if the enemies are firing out of sync, it doesn’t really matter, does it?

Sky Kid is a merciless bully of a game. Unlike my favorite NES shmups, stuff like Gradius or Life Force, the degree of randomness and blind luck makes Sky Kid kind of unclockable. Sometimes enemies shoot at you. Sometimes they don’t. I discovered this while rewinding. I’m sure there’s some kind of rhyme or reason to it if you devote a lifetime to figuring out Sky Kid’s idiosyncrasies, but it’s not really that fun to begin with. A big problem is they didn’t really build the level design around the best parts of the game: the bombing runs. In fact, the way enemies are placed doesn’t feel like any fine-tuning or optimization was done at all. You can’t linger near the back of the screen. There’s enemy planes who attack by crashing into you, and they seem to always appear at whatever height you’re at. You can keep doing the loop, but bullets will fly out of sync. Use the button mashing to save yourself in the tailspin? Good luck with that. They’ll keep shooting your plane on the way.

There’s tons of bonus points for doing a loop in the right spot, usually with some visual gag tied to them. Even this mechanic is annoying because it’s not always clear where you do it to trigger the bonus. I passed by this several times and got nothing, and when I *did* get it, it sure seemed like it was looping in almost the same spot it didn’t count before. I hate Sky Kid on the NES.

Sky Kid’s difficulty isn’t the only problem. The best part of the game: the bombing run? Sometimes the target is too far from the bomb. If enemies are behind you, your only defensive option is to manipulate them into flying into the scenery, which kills them. When the suicide fighters show up on screen, which they frequently do when you have the bomb, you’re probably going to lose the bomb. Sky Kid also has collision detection issues. Later in the game, you have to pass over volcanoes that spew projectiles onto the screen. The boxes for these don’t match the graphics, so what felt like a safe squeeze was still death. Plus, again, they fire randomly. It crosses the line several times over, and ultimately, Sky Kid just isn’t fun at all. When I first started playing it, I couldn’t understand why it wasn’t a more revered game. It has so many fun and novel ideas. The answer quickly revealed itself: it does everything it can to negate the fun stuff. It’s a cruel design just for the sake of it. For arcades, maybe that makes sense. Players can’t last too long if you want to make money. But you still have to be just fun enough for them to want to reload the quarters. It makes zero sense for a home game. I’d like to see Sky Kid make a comeback, but, I hope it’s balanced when it does.
Verdict: NO!

Dragon Buster
First Released January 7, 1987
Famicom Exclusive
Directed by Haruhisa Udagawa Kumi Hanaoka

Evercade: None

The attack is flimsy as hell. The animation of the attack kind of reminds me of Kid Niki. Except, that game had OOMPH.

Nothing bad I can say about Dragon Buster can take away from its place in gaming history. For, it was Dragon Buster that introduced to the medium that most absurd, illogical, and downright fun of gaming ideas: the double jump. Yep, apparently this was the first game that said “logic be damned: let the hero jump a second time, midair, using literal nothingness to build that extra momentum!” For that, I would like to offer it a toast! 🍺 Thank you for creating one of my favorite tropes in gaming. Cheers! 🍻 And now that you’ve got alcohol in you, you’re in the proper condition required to actually enjoy Dragon Buster. To everybody else, HOLY CRAP Dragon Buster is a horrible game. At least on the Famicom, but, hey, I can’t really review the arcade version in this feature, you know.

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Another Famicom exclusive that is, at first, baffling as to why it never came out in America. You mean to tell me NOBODY saw value in a sword and sorcery platformer? It took me until, oh, about half way through the game’s second world to figure out the answer to that. I should have known before then just from the fact that, of all the achievements for Vol 1 on Xbox, the one for finishing Dragon Buster had the fewest people completing it, even less than Druaga or Sky Kid. Even with cheating, I couldn’t finish this. I couldn’t come close. Dragon Buster on the Famicom is hampered by four major issues. The first is the controls are terrible. That first-of-its-kind double jump is hard to execute consistently. Even as I was hours into my Dragon Buster play session, I’d still find myself meekly jumping up and down and wondering why the second the jump wouldn’t happen.

This is the second game in the collection where it feels like the creators of a better franchise took inspiration, meaning they said “do that, only less sucky.” In this case, the Wonder Boy franchise does what Dragon Buster does, only oodles better. The big fight with the dragon at the end of each world reminded me very much of The Dragon’s Trap. In fact, a ton of this game did.

The second issue is that the game is based around these “guardian” mini-boss encounters. Despite the fact that neither the levels nor the items in them are randomly generated, the guardians you face are decided at random. Hell, you can rewind and change which one appears. It won’t take long to get a “favorable” one since there’s only four in the entire game. Third: the combat is pathetic. It’s feathery and weightless, completely devoid of OOMPH, and highlighted by some of the worst collision detection I’ve dealt with. When you get hit, you become stun-locked and end up in a juggle. It reminded me of Wonder Boy: The Dragon’s Trap. Except, in that game, at least you “blink” so you aren’t taking damage while the poor bastard you’re controlling looks at the camera in screaming agony as he hops up and down, stun-locked by the collision boxes. In Dragon Buster, there’s no blinking, meaning it’s YOU screaming in agony as your health ticks away. There’s occasional health refills, but mostly you get offensive spells. To the game’s credit: the spells work. To its determent: you get too many of them and not enough fun permanent upgrades.

I can’t imagine that ANYBODY had the patience to play Dragon Buster in the days before rewind. The act of jumping, or even just getting on and off vines, requires the patience of Job. While you don’t take falling damage, I found that, no matter how much I took my time lining up to hop off the vines and onto a platform, sometimes I’d just stop and fall the full length of the climb. Sometimes that’s several floors. I’ll concede that it was 1987 and they had no clue what they were doing. Of course, seven months after this came out, Yume Kōjō: Doki Doki Panic, the game that would be converted into Super Mario Bros. 2, released in Japan. You have to wonder if Dragon Buster’s creators saw that and were like “jeez.. I wish our vine acrobatics were this good.”

The fourth issue is, frankly, Dragon Buster is just no damn good. I’m not fining it, like I did Galaxian because at least it’s a game that rarely shows up in these collections. However, this is easily the worst game in Namco Museum Archives Volume 1. Of all the games in the collection that are based on coin-ops, this is the least faithful in terms of feel. It’s so bad, it feels like you’re playing a bootleg or knockoff. Even things like rewinding or save states don’t reduce the tedium as much as you’d think. Not when the game controls this badly. Not when it has combat this sloppy. Not when the entire premise is doomed to fail. Hey, thanks for inventing the double jump. Now double jump your ass off a cliff.
Verdict: NO!

Dragon Spirit: The New Legend
First Released April 14, 1989
Directed by Haro 7000 (?)

Evercade: Namco Collection Vol 2

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Technically, this isn’t a port of the arcade Dragon Spirit. No, this is supposed to be a sequel. But, really, “The New Legend” is certainly supposed to invoke the coin-op experience. To be honest, I liked the NES game better. Dragon Spirit is one cruel-ass game in arcades. It’s just more manageable on the NES. And, actually Dragon Spirit isn’t bad by any means. It was also bland enough that I got really mad that it wasn’t better. Everything is in place for an unforgettable shmup experience. I’ve never enjoyed the Xevious-like “shoot flying enemies, bomb ground-based enemies” type of design. While Dragon Spirit: The New Legend doesn’t change my mind, it’s probably done in the most tolerable way I’ve ever played here. Enemy placement of the ground-based enemies doesn’t seem specifically designed to trigger cheap gotcha deaths. So, hey, it seems like we’re off to a good start. Right?

The bosses are mostly fun to do battle with, but you’ll also walk away thinking “that could have been a lot better if they had a better presentation.”

Yet, it just never rises above barely okay. Part of that is the lack of immersion due to some of the worst sound design on the NES. It’s never fun to shoot a boss and have no squishy “hit noise” attached. It always takes me out of the game. Shame too, because there’s some decent boss fights here, but I’d take anything from Konami’s famous NES shmups over any of them. They’re just more fun to do battle with. Everything about Dragon Spirit on the NES feels unfinished. The graphics are ugly. The enemy design is unremarkable. Most of the levels and set pieces are boring. I really didn’t think this would be getting a YES! And yet, I’m giving it one. Dragon Spirit on the NES is the poster child for doing the bare minimum to get by.

They went back to this type of “don’t touch the walls” design in the stage after it, only I didn’t realize that was what it was doing. Dragon Spirit has visibility issues on the NES. However, in this stage? I was impressed.

When Dragon Spirit cooks, it really cooks. When I entered the stage in the above screenshot, I literally sat up in my chair. It was one of the better “don’t touch the walls” segments in an 8-bit shmup I’ve encountered. The problem is, of the nine levels, maybe three of them are that interesting. Maybe. This also handled a relatively large character sprite better than most shmups that try that. Because of the large character, I would have bet the farm that collision boxes would be an issue. But, actually, the collision seems spot-on, and I would have been farmless.

This is probably the weakest stage. Enemy projectile visibility is a big issue throughout Dragon Spirit. Now, I’ve heard people say that back in the days of CRT monitors, that wasn’t an issue. Well, what do you know? This offers CRT filters. So, I checked and yea, it was certainly still an issue. I don’t see how it helped at all, frankly.

Most of all, I really enjoyed how the multi-headed power-ups were handled. It would have been nice if Namco/M2 had.. you know.. included some kind of instructions on what each power-up does. Effort? Pssh. That’s for $40 collections. But, even this has a drawback. In later stages, I felt too many enemies dropped the skulls that downgrade your attack. And it happens right before the final boss. That’s a dick move extraordinaire, and I’ve never seen a shmup that pulls a stunt like that BEFORE THE LAST BOSS! Who is a.. uh.. flasher Dracula that sprays green urine at you.

What the f*ck?

Do you know what’s the oddest thing about Dragon Spirit on the NES for me? Usually, dull but acceptable games that straddle the middle of the pack are the toughest for me to review. In the case of Dragon Spirit, I didn’t really have to stare blankly at the keyboard trying to figure out what to say. The main problem is self-evidence: decent gameplay, horrible presentation. I know the NES has limits, but this feels like total amateur hour stuff. Except the bosses, who look great. Unlike some of the better shmups on the NES, Dragon Spirit feels like it’s treading water getting to those bosses. Shorter stages would have helped too, or just more environmental challenges. Did I have fun? Yes, but the fact that I even had to think about it should tell you this is very faint praise.
Verdict: YES!
$5 in value added to Namco Museum Archives Volume 1 and EVERCADE‘s Namco Collection 2

Splatterhouse: Wanpaku Graffiti
First Released July 31, 1989
Famicom Exclusive
Directed by Taiji Nagayama and Bishibashi Haro

Evercade: None BUT this could be a killer app for one.

This was among the first console games to satirize movies in set pieces and bosses. Though it’s really obvious why this never came to the United States. The imagery and religious symbols would not fly at all with Nintendo of America for over a decade.

I think Splatterhouse: Wanpaku Graffiti is the best game in the franchise, though granted, that’s not a high bar to climb. In my limited time with Splatterhouse games, I’ve found them to be all style and no substance. That’s before you get to the mediocre-at-best gameplay. They were shock value for the sake of shock value, back when guts and gore were a big deal in gaming. It’s not anymore, which is why those games can’t survive on their own merit. Wanpaku Graffiti doesn’t have to sweat that. No guts. No gore. Plenty of extreme visuals, sure, but with tongue firmly locked within its cheek. Actually, this looks and feels like a South Park game before South Park was even a thing.

The idea of taking one of THE original M-rated style blood ‘n guts franchises and running it through a Charlie Brown & Snoopy Show filter is just precious. I think it’s actually a shame THIS was the only time Namco did that, too. I really think they could have turned Wanpaku Graffiti into its own sub-franchise and seen a lot of success with it. Same with Konami and its Cute-ifed take on Castlevania: Kid Dracula. Both titles were somewhere between good and great, and neither saw the light of day after the original game (though Kid Dracula appeared on Game Boy as well). Eh, maybe they just didn’t sell? I would *LOVE* to see my friend Sam (aka FreakZone Games, of Angry Video Game Nerd fame) get his hands on either IP. Oh, the things that man could do with them.

I do think fans have overrated Wanpaku Graffiti a tad bit. Oh, I totally had a good time with this, but every time I felt the game was hitting its stride, some massive backwards step would happen and take the game back down the pegs it had climbed, leaving it just a little better than average. Take the combat. The cleaver you use as a weapon is slightly too limited in range. But hey, it’s very satisfying to use and I was thrilled something in this set finally had halfway decent OOMPH. You’ll also occasionally get a shotgun. The shotgun has a heavy recoil on it, so you get blown backwards a tad when you use it. It’s HUGELY satisfying to use the shotty. I wish it showed up more often, and maybe have the option to save the shotgun. Once you pick it up, you don’t switch back to the cleaver until you use up all ten bullets. If you pick up a second shotgun, you don’t go over ten bullets. Annoying, but that’s fine. The combat is fun!

Cleverly, they actually incorporated the recoil into the design. Sometimes you have the boom stick in areas with short platforms that you might fall off of. Or, take this short area in the game pictured here. The bridge crumbles under you, so using the shotgun is a risk because the bridge collapses as you recover from the recoil. I really like that extra layer of thoughtful challenge.

Well, except for the collision detection and the way “blinking” is handled. I wasn’t a fan of the collision boxes at all. Often, it felt like EVERY character had a box as big as the player character, regardless of how big their sprite was on screen. Environmental hazards also seemed to have boxes that were either too big, or your box becomes bigger when you jump. I’m not sure which it is, but I know that judging a safe distance from enemies or spikes is tough and sometimes even inconsistent. The blinking is also very brief and it’s not rare to have to take damage from one thing and immediately get tagged on the recoil by a second or even third thing. It just needed another half-second of blinking to solve this. SO frustrating. And, mind you, this is a game where your primary weapon barely extends from your body. Now, granted, the cleaver’s collision is accurate, but a lot of enemies and around half the bosses encourage you to jump and attack, and that is so much more problematic than it has to be. The perils of an abnormally shaped character on the NES, I suppose, but it always holds Wanpaku Graffiti back from true greatness.

Was “Jumping the Shark” a thing in 1989?

The other major problem with Wanpaku Graffiti is overly-conservative level design. There’s maybe one or two clever bits in the ENTIRE game, such as the shotgun on a bridge bit above.. and really it’s only clever on a situational basis. If you’ve used up all your bullets, then really, it’s just another collapsing bridge segment in a platformer, isn’t it? And that’s a trope about as common as a title screen. While the stages are dressed up to be fun and memorable shout-outs to popular horror movies and franchises, the stages themselves are just a step above bare-bones basic. Don’t get me wrong: it never gets boring, and there’s the occasional mini-bosses to break-up the monotony. Most of the bosses are fun to do battle with, too. Some go a bit overboard on the sponginess. The last boss took so many hits that I wondered if I was actually damaging it or if there was a step I was missing. Other bosses aren’t even bosses, but rather just waves of enemies you have to slay.

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For all its problems, Splatterhouse: Wanpaku Graffiti is easily the best game in Namco Museum Archives Volume 1 that wasn’t created specifically for the set. It isn’t MIND BLOWING or anything like that, but it’s a solid hour or two of fun. Stages don’t go too long. The enemy design is really well done (except little scream statues that were SO annoying when their souls come out and hit you almost immediately). While the big set pieces are let down by bland level design that keep this from being an all-timer, it’s also a solid B-game. You know what? Solid B-games have their place in gaming. Some fans said they bought the set for Wanpaku Graffiti alone. While I wouldn’t go THAT far, if Volume 1 costs $5, I could think of a lot worse things you could do with five bucks.
Verdict: YES!
WINNER: BEST GAME IN NAMCO MUSEUM ARCHIVES VOLUME 1

$5 in value added to Namco Museum Archives Volume 1.

Pac-Man Championship Edition
Released June 18, 2020
Developed by M2
Exclusive to Namco Museum Archives Vol 1

Evercade: ☝️

Hey you bitches! I’m high on Pac! Wanna de-make?

Pac-Man Championship Edition is an NES demake of the 2007 Xbox Live Killer App. Like so many people, I loved that game. Eventually, Championship Edition ended up on every platform and ultimately became a +1 for a handful of Pac-Man collections. It revitalized the franchise in a way that 3D platforming games could never have hoped to in a million years. Whether or not it was truly Pac-Man like was another thing. I thought of it as a twitchy action-game based around Pac-Man. This especially came true when DX arrived and the Ghost Train concept was built upon that I never liked that much. I think the peak of the concept was, frankly, the very first Championship Edition. I was very happy to learn that this is specifically a demake of that. No Ghost Trains. Just you, a maze, and a five minute timer. Oh, and it’s an NES game this time.

Some of the level design is beyond ridiculous. By time you reach this point, you’re going too fast to make the type of hairpin turns this requires. You CAN get the hang of it with practice, but these stages will chew you up and spit you out at first. And then your eyeballs have to walk home.

If you’re unfamiliar with the original game, the idea is you have five minutes to eat as many ghosts, items, and dots as humanly possible. The maze is divided into two halves, and when you eat all the dots on one half, one of the items appears on the other side of the screen. Eating the item alters the other half of the maze and reloads its dots, along with power pellets. If you time everything right, you can string together the power pellets and continuously eat ghosts for mega combos. Free-lives are plentiful, and really, it’s you versus the time limit, not the ghosts. After a certain point, you should have such a stockpile of lives that messing up and getting eaten only costs you valuable time. It’s more or less the same game as before, and that comes with all the inherent problems that were there in the original build. When the action gets fierce, the main thing that’ll kill you is not turning the corners fast enough. That, and the lack of online leaderboards, is my only complaint. What a cool idea for a retro collection!

Yep, all the features are here. Well, except the one you’d REALLY want: online leaderboards.

On its own, Pac-Man Championship Edition Demake is a great game. Of course, it had a hell of a template to go off of. You’ve probably played the original to death by now. I didn’t think a demake would feel fresh, but it does. As a nifty little bonus for a ten-game, budget-priced NES collection, it’s nice to have. Of course, if I had to choose, I’d rather they sold this separately and focused on Namco Archives having better menus, more extras, and especially better emulation-based tomfoolery. It’s almost a little annoying that they went the extra-extra-extra mile with two NES demakes, one per collection, both of which are really good when the rest of the collection is such a soulless, lazy cash-in. Originally, I was going to award Volume 1 bonus points for Pac-Man Championship Edition Demake. I want to encourage this type of thing. However, I changed my mind when I thought about it. It really is just a novelty, isn’t it? A nice thing to have, but hardly worth the price of admission alone, and slightly obnoxious in retrospect given that the whole set was cynically phoned-in.
Verdict: YES!
$5 in Value added to Namco Museum Archives Volume 1