The Ooze – Retro Review

It’s Slime Time

An oft-forgotten monster type in the preternatural pantheon (unless you’re a fan of JRPGs or Dungeons & Dragons, that is) is the humble ooze or slime. These corpulent masses of gelatinous gunk used to be a mainstay of the big screen in the era of B-movie horror, with Steve McQueen’s The Blob leading the way and such masterpieces as X the Unknown and Caltiki – The Immortal Monster also getting in on the sentient slime action.

Not to be outdone, Sega Technical Institute came up with the idea for a 16-bit video game with a focus on vengeful viscosity, offering ’90s kids the chance to live out every gamer’s dreams of becoming a formless, quivering mass of repulsive goop. They unleashed The Ooze in 1995.

The game is at its most entertaining when you’re slithering through cramped areas and Dr. Caine’s form assumes the shape of its surroundings.

The game kicks off with a simple cutscene detailing the dramatic story of how the titular ooze came to be. A scientist known as Dr. D. Caine uncovers a plot at a chemical plant involving an evil corporation unleashing a toxic gas amongst the populace and then making a killing selling the serum that cures its effects. Shocked and ashamed, as Dr. Caine was the one who invented the gas, our hero tries to put a stop to the corporation’s nefarious plans, only to be captured, injected with gunk, and disposed of with the rest of the sludge. The bad news for the bad guys is that Dr. Caine survived, gained a new, goopy form, and is out to stop their schemes and regain his humanity.

This schlocky set-up results in a top-down action adventure in which players are responsible for guiding the puddle that was Dr. Caine through a variety of levels, slapping various enemies with extendible, gooey tendrils, and utilising goop-spitting attacks to clear the way. As the ooze comes into contact with environmental hazards or enemy attacks the puddle will shrink in size, with Dr. Caine’s adventure coming to an untimely, slithery end if the puddle gets too small or his goopy head takes too many hits.

Dr. Caine’s fate is actually pretty brutal when you think about it.

Alas, controlling this bilious mass is a mixed bag. While it’s fairly satisfying to slither around and squeeze our slippery hero through gaps and around terrain, the choppy animation and lack of visual clarity as to Dr. Caine’s status do detract from the overall experience. It can be difficult to tell just how close our oozy hero is to expiration, resulting in some surprising game overs, and discouraging use of Caine’s slime spit attack as it takes away from his sludge reserves.

When it comes to presentation, The Ooze isn’t one of the Mega Drive’s finest. Sega Technical Institute, an American branch of the Japanese giant, were also responsible for Sonic the Hedgehog Spinball, and some similarities in the music and visual style are apparent, but that game is much more aesthetically and aurally memorable than this one. If The Ooze looked and sounded more like Sonic Spinball’s toxic caves opening level, it might have lingered longer in the minds and hearts of gamers, but it was not to be. Instead, The Ooze is a little bland visually and, in the earlier stages at least, looks strangely reminiscent of Bitmap Brothers’, The Chaos Engine, although less coherent in its artistic vision.

The Ooze got a fairly negative reception upon release, but this seems a little unfair. It’s an interesting game that’s entirely unique on the console. Moving the goopy protagonist around the stages is fun in its own way, and slurping up goop dropped by enemies to further bolster our hero’s mucilaginous form is a satisfying mechanic. The team at Sega Technical Institute had some great ideas, and for the most part, they implemented them well, but it just needed some additional polish and personality to take it to that next level of quality.

The game is actually kind of hard. You might find it easy though, being such an expert and everything.

It’s a tad expensive to pick up a complete copy nowadays, but if you do find the concept interesting and can play The Ooze through other means, I recommend giving it a go. You should at least have a decent amount of fun enveloping the minions of the evil corporation in your slithering, overwhelming, coagulated, quivering folds. That’ll show ’em ooze boss.

This article was written for a now-defunct Sega magazine and never used. Played on Mega Drive via emulation.

Gauntlet IV

Warrior, Valkyrie, Wizard, Elf, and a Couple of Legendary Bards

The idea of the Gauntlet games always appealed to me as a kid. It had that exotic-yet-comfortable classic fantasy vibe, featuring swords and sorcery, Valkyries and barbarians, and hordes of evil minions to slay in the name of justice (probably, I never paid too much attention to the storyline), but it combined this with a heavy dose of good old-fashioned, co-operative multiplayer. The venerable series takes an arcadey approach to dungeon crawling, with its fast-paced, projectile-based combat, maze-like levels, and constantly dwindling health reserves designed to suck up your coins, and leaves concepts like party management and stat wrangling to the likes of Wizardry and SSI’s Gold Box series of stuffy D&D games.

In 1993, a game called Gauntlet IV was released exclusively for the Sega Mega Drive. Developed by M2 and published by Tengen, it served as a sequel as well as a remake, providing a port of the original game as its “Arcade Mode”, and adding in a unique “Quest Mode”, where players could purchase items and access limited character levelling.

The controls are tight and it’s satisfying to lay waste to hordes of enemies. It’s easy to get overwhelmed, though.

The game is good; a very competent translation of Atari’s original title with plenty of added content and four player multiplayer available across Arcade, Quest, and Battle modes. The tried-and-tested Gauntlet gameplay survives intact and the twists put on the formula by M2 are welcome. The graphics are fine, if a little dull (the dragon bosses added in Quest Mode are very flat and barely-animated), the digitised voices are kind of a mess but have a janky charm, and there’s enough content to keep enthusiasts occupied for weeks. A sterling game, but unremarkable by the stellar standards of the Mega Drive’s top titles. Here in 2025, Gauntlet IV is all but forgotten, and it’s no real surprise, as there isn’t a whole lot about the game that makes it stand out.

Well, apart from the fucking incredible music, that is.

That’s right – this isn’t one of my retro reviews, this is a love letter to one of the most overlooked soundtracks on Sega’s 16-bit banger factory, as when it comes to perfectly-realised musical accompaniment, Gauntlet IV is (in my opinion) right up there alongside the three big S’s, Sonic the Hedgehog, Shinobi, and Streets of Rage. The soundtrack was produced by a pair of musical wizards; Hiroshi Sakimoto and Masaharu Iwata, whose best-known works include Final Fantasy Tactics and Final Fantasy XII, and combines Conan-style, bleak, heroic fantasy fare with atmospheric electronica to masterful affect.

It may not look like much, but by the four elemental towers does it sound great.

If you look up this soundtrack on YouTube or some other soundtrack-storing app or website, you’ll find that the first five tracks consist of a somewhat generic-sounding main title theme followed by four tempo-shifted versions of a rather grating “Treasure Room” song. You’d be forgiven for writing off the soundtrack as forgettable, uninspired plinky-plonk at this point, but I advise pushing on through, as 16-bit, dark fantasy masterpieces await the determined.

For the last part of this article, just for fun and to indulge myself a bit, I’m going to pick out some of the musical highlights and attempt to flex my creative writing muscles to describe the atmosphere each tune evokes to me. If you read this, perhaps check out the soundtrack and see if it takes you to the same magical places.

Whisper of Phantom

A lone traveller crosses a barren swamp where once a great battle was fought. The warrior’s heartbeat pulses, gripped with fear as he peers into the unnatural darkness, the shapes of twisted trees and the shattered remnants of ancient fortifications looming like spectres from an unnatural mist. Hulking scavenger birds peer from their gnarled perches and unseen creatures skulk in the muck and fog. A lonely pipe or flute plays a distant, unsettling tune that calls to the ghosts of warriors that still haunt this place, the notes occasionally threatening to bring a tone of hope, but always descending into loss and loneliness, perfectly suited to this forsaken, haunted land.

Sortie

A hero returns home from a triumphant victory, the high walls of the city topped with rows of baying admirers and draped with shining pennants. The hero has triumphed through strength of arms, and his servants bring carts loaded with treasures from another land and decorated with grizzly trophies of an ancient and hated foe. The people are elated, foreseeing a time of wealth and plenty, but every great victory comes at a cost, and an ominous, orange sun sets as the mighty gates close behind the hero’s retinue, painting the city’s walls in a blood-red glow. Tonight, though, is a time for rejoicing. They can worry about the future tomorrow.

Adventures of Iron

A band of stalwart warriors defend the walls of a mountain fortress as a storm descends across the walls. The fortress is a rare bastion of good in a barren and savage land, and dark hordes accompanied by furious beasts ascend the rocky slopes. Lumbering giants scale the walls with ease, only to be met by the axes and arrows of the heroic defenders, and minions of the dark gods astride snapping wyvern mounts descend from the darkened skies, but many are brought low by hurtling ballista bolts, their winged corpses crashing on the mountainside below. The tide of the battle is slowly turning. This encounter will be hard fought yet, but beams of golden light begin to penetrate the clouds.

Transparent Obstacle

A group of adventurers have been tempted into a crystalline cave by a malicious spirit. Deep inside, a supernatural light shimmers along shining surfaces, and all sense of space is lost. Powerful treasures and untold riches sit in out-of-reach places beyond thick walls of clear crystal. A jade statuette appears to move out of the corner of an eye, a spoke of radiant, near-invisible thread seems to vibrate, like the web of some unseen arachnid. A passage descends into the earth, both ominous and enticing. The adventurers gather their wits and press onwards, and from some unseen location, an unknown intelligence watches them closely through the eyes of its skittering familiars.

There you go, and I only used a thesaurus once.

Tumblepop

A Tumble in the Jungle

As a small child with a wide-eyed interest in the natural world, I embarked on one or two trips to a place called the Tropiqaria in West Somerset. It was (and still is) a small tropical house and zoo built in and around an old BBC radio transmitter. I have two memories from visiting the Tropiquaria; one school trip during which I held a snake around my neck (they’re dry, not slimy!) and one trip with my parents where I sank a few coins into the single arcade machine that stood near the snack bar.

Over the following thirty years I would think about this game every now and then, surrounded by snakes, lizards and tropical flora as it was, but could never remember the name. It was a single-screen platformer along the lines of Bomb Jack but with a bit of a Ghostbusters vibe; the characters had vacuum guns with packs on their backs, and you’d suck up enemies into your pack and then fire them at other enemies. It was bright and colourful and whimsical, and something about it burrowed into the back of my mind and found a permanent home there.

Incredibly, by using the modern art of “Googling it” I have managed to identify this mysterious game from my youth, so I’d like to bring your attention to Tumblepop, released in 1991 and developed by Data East. Tumblepop is an arcade platformer for up to two players starring a pair of ghost hunters who travel the world, sucking up spooks and blasting them into their allies. The machine was published by Namco in Japan, a company called Leprechaun Inc. in the US, and a company called Mitchell Corporation in Europe. Despite sounding very English, the Mitchell Corporation was apparently a Japanese developer and publisher, and somehow delivered a Tumblepop cabinet to a random exhibition of tropical animals in the depths of the English West Country. Strange how things work out, isn’t it?

The Japanese stages take place during sunset, just like in Road Rash 3. Wait, it’s probably sunrise, come to think of it.

Thanks to the modern gift of emulation, I spent some time today playing Tumblepop on my desktop PC using a USB Nintendo Switch controller, and I have to say I had a pretty good experience with it, despite there being very few lizards nearby. The game definitely has an air of Bomb Jack about it, with its single-screen layouts and backgrounds featuring world landmarks, but the rainbow-hued suction beams of the magic vacuum guns add a whole extra dimension to the gameplay.

After selecting the nation they’d like to save from a simple world map, players will battle through a number of stages, slurping up a variety of enemies as they work their way towards a boss battle. The gameplay is simple and satisfying, and it’s not as tricky as a lot of arcade platformers, but it’s still easy to get caught out with so many enemies packed into the single-screen areas that are capable of attacking from above and below. As you progress through the stages, projectile-spewing baddies will begin to appear, as well as baddie-producing generator-type enemies that take a couple of hits to remove.

Each location has a boss waiting at the end of it, and the bosses tend to dominate the screen and represent an interesting change of pace. Despite each boss encounter having its own simple gimmick they all have the same solution; suck up their minions and empty the tank right in their enormous, ugly faces. Oh, don’t hold the suck button down for too long though, or your guy’s backpack will explode and you’ll lose a life. It’s a tragic and shameful way for a ghost hunter to go out.

Remember when that giant octopus terrorised New York? Yeah that was crazy.

As far as I can tell, Tumblepop was never ported out of the arcade with the single exception of a Game Boy version that was later released for the Nintendo 3DS Virtual Console, meaning that outside of emulation there’s no way of playing Tumblepop in full, living colour – unless you want to track down what must now be an exceptionally rare and obscure arcade machine, that is. I wonder if the Tropiquaria still has theirs? Maybe I’ll go over there soon and check it out. Worst-case scenario; I get to see some turtles.

Devilish – Retro Review

Bounce Your Balls Through Spooky Halls

If there’s one thing that Atari’s block-bashing 1976 arcade hit, Breakout, needed to make it a little bit more eye-catching, it was a sinister sprinkling of ghosts, ghouls, demons, and other monstrosities. Japanese software developer, Genki, thought so anyway, and came up with Devilish for the Game Gear, an unholy take on the paddle-based, ball bouncing, Breakout formula.

Before we get into the gameplay, though, let’s take a look at exactly why a pair of elegant-looking paddles are bopping a mystical ball around a selection of menacing locations. The legend goes that a prince and a princess were in love, and a jealous demon turned them into a pair of stone paddles. That’s the first thing the demon thought of, apparently. Not frogs. Not statues. Paddles.

The boss fights take place against a plain, black background – as was the tradition at the time.

Unfortunately for said demon, a mystical and mysterious ball came into existence that the paddle-prince and paddle-princess could use to absolutely batter the demon’s minions and fortifications, Odama-style. This all results in a pair of stony sovereigns bashing a beautiful blue ball into blocks, bricks, bad guys and boogeymen, all in the name of love.

The game takes place across six scrolling stages, with players able to select from a number of paddle configurations and move the top paddle higher or lower into the screen. The aim is to reach the end of the stage within a strict time limit, with points awarded for blocks broken and monsters flattened.

It’s a fun idea and a nice, occult take on the Breakout formula which is ideal for handheld gaming. It can occasionally feel frustrating, with the bouncing physics often hard to predict, and certain enemies and obstacles seemingly designed to get under your skin with their time-wasting bullshit, but when you get it right and bust through vast sections of a stage with ease, it can feel pretty satisfying.

The guy in the hat makes the other zombies dance. It’s probably referencing some obscure ’90s thing…

The time limits for each stage are very tight, and with only six stages and many sub-two minute target times, a full play through of this demonic adventure will take you less than a quarter of an hour, once you’ve mastered the gameplay, that is.

Short life-span aside, Devilsh is an entertaining Breakout clone with a liberal dose of blasphemous imagery mixed in for good measure, and high score-chasers will have a rollicking time flinging their paddles about with righteous, ball-blasting fury. Be a bit careful with them, though. They’re royalty, remember.

Sinister Sequel

If roughly fifteen minutes of demonic paddle-spanking isn’t enough for you, there is more to be found out there if you’re willing to enter the shadowy realms of importing, console modding, or emulation. Known as Bad Omen in Japan and Devilish: The Next Possession in America, this fiendish follow-up was developed by Aisystem Tokyo, and reuses the plot and gameplay of the original, sprucing up the visuals, adding multiplayer, and drawing out the length a bit.

It’s more of the same but bigger and better (and with a pretty badass front cover, too), but us here in Europe were deemed unworthy, and the pair of monarchical paddles never landed on our fair shores. Not releasing the cool, fiendish sequel in Europe? That’s a paddlin’.

The 16-bit sequel is even more metal.

This article was written for a now-defunct Sega magazine and never used. Played on Game Gear via emulation.

Krusty’s Super Fun House – Retro Review

Can’t Afford the Exterminators? Send in the Clowns.

Hey, kids! Remember when Krusty the Clown was just Homer Simpson with funny hair and a red nose? No? Well, playing Krusty’s Super Fun House for the Mega Drive will probably jog your memory. In this platformer-puzzler, you’ll play as the titular troubadour as he collects pick-ups, opens doors, leaps from platform to platform, and herds dumb rodents to their cruel and brutal fates. Imagine Lemmings, but in reverse; instead of trying to save the conga-line of critters, you’re attempting to lead them to their untimely demise for the sake of a rodent-free fun house. No one likes rats in their fun house.

Is flattening the rats with a comically oversized boxing glove really the best idea they could come up with? Bart and Krusty, I mean, not the developers.

Players control Krusty directly, his cutesy, deformed sprite sporting a lolling, open-mouthed, buffoonish grin. Krusty circa 1992 is a far cry from the hard drinking, hard gambling, chain-smoking malcontent we know and love today, and players must guide this wholesome version of Krusty around increasingly complex levels, finding collectibles, fending off enemies, and redirecting rodents. Every single rat needs to be mercilessly splattered before Krusty can exit the level and move on, with hidden areas generally containing random pick-ups that contribute to a superfluous-feeling points tally.

The actual vermin-guiding is achieved by finding moveable blocks and placing them around the levels. The rats can step over a single block, but will reverse direction if they hit anything that’s two blocks or higher. Using this information, and the various fans, pipes, and other such paraphernalia scattered about the fun house’s funtastic hallways, players can apply their clever clown brains to place blocks in the correct place so that the rats resume their inexorable march to doom. Things can get quite tricky, with solutions often requiring lateral thinking, extensive trial and error, and quick wits, if the rats are to be located and directed before they can permanently evade capture.

The rat-catching gameplay is fine, but Krusty’s Super Fun House is filled with a lot of unnecessary fluff. The enemies seem mostly redundant and randomly placed, and the stages are almost all far larger than they need to be. Each stage will have a section designed to funnel the rats around, and then an often vast swathe of nondescript back-rooms to explore with no compelling motive.

What part of the Fun House is this? The unnecessary and nonsensical part, that’s what.

The rodent herding is cool, the graphics are okay, and the fun, old-school Simpsons vibe is part of our shared social history, but Krusty’s Super Fun House just ends up feeling a little bit empty. Maybe a lodger will help the place feel more lived in – I heard Sideshow Bob is looking for a place to stay again.

Paint It Yellow

Krusty’s Fun House was released on multiple formats (with the 16-bit iterations adding the “Super” to the title), but it’s actually a reskin of an Amiga game called Rat-Trap, in which a pink-haired fellow places blocks to guide rats into rat-catching machines. Audiogenic, the original developer, took Rat-Trap and gave it the Groening treatment, adding Simpsons-themed posters, replacing the nondescript, pink-haired youth with Krusty, and redesigning the rats to look a bit more like they’d fit in among the alleyways and drainpipes of Springfield.

This article was written for a printed Sega magazine but never used. Played on Mega Drive

 

Shadow of the Ninja – Reborn

Blue Shadow (And a Pink One Too)

A modern remake of a “Nintendo hard” NES game that I’d never even heard of? No, it’s okay, I’ll leave it, thanks. What’s that? It’s got gorgeous, pixelated sci-fi cityscape backgrounds and super cool modern re-imaginings of ’90s ninjas and robotic enemies? Alright, you twisted my arm.

Shadow of the Ninja – Reborn, developed by Tengo Project, is a modern remake of the NES title Shadow of the Ninja, known as Blue Shadow here in Europe. It features two ninjas of the Iga clan, Hayate and Kaede, as they navigate six distinct stages in a direct attempt on the life of the evil Emperor Garuda, whose forces have taken over the United States of America.

There’s a bit of Contra in there, a sprinkling of The Ninja Warriors, and perhaps a slight bouquet of Metal Slug.

This re-imagining updates the visuals in bombastic style, with chunky sprites filled with personality, a grimy tech aesthetic juxtaposed with neon lights and splashed with delightfully garish, luminous colours, and fluid animation bringing bosses and set-pieces to life.

It’s a gorgeous-looking game, but you won’t have much time to take in the sights, as beyond a couple of basic grunt-type enemies, most of the mechs, monsters and mooks you’ll face are perfectly equipped to catch out sightseers and careless wanderers. Shadow of the Ninja – Reborn is challenging, and I can see how the original might have been a very tough nut to crack. This remake allows players to continue indefinitely from the last stage reached, but most areas still took me a lot of tries to get through, and the bosses take the difficulty up another few notches, forcing the recognition and memorisation of some devious attack patterns.

Both Hayate and Kaede control exactly the same, and can attack, crouch, jump, and attach themselves to walls and ceilings, flipping up onto higher platforms if the terrain allows. They both start off with a katana (that can be powered up to launch projectiles) and a kusarigama, which is basically a blade on a chain. The kusarigama packs a punch and can attack at range, but its longer attack animation will leave its wielder vulnerable and, unlike the katana, it cannot deflect enemy projectiles. As the game progresses, it becomes necessary to fully understand the strengths and limitations of each weapon to succeed, and knowing which attack to use and when so as not to leave yourself vulnerable to counter-attack is the key to success.

The heads fly off of these cute little laser horses when they take damage, resulting in a flying head drone and some charging, disembodied legs to deal with.

Successful players will also have to master jumping, as Shadow of the Ninja – Reborn features a few fiddly jumps here and there. The jump button has a slight delay, and this has led me to more than a few health-sapping plummets into nothingness. Luckily, falling off the screen isn’t an instant death, but the jumping is the most unsatisfying part of the game for me, and I feel like it could have been a lot smoother. The ninjas also have the ability to momentarily hover, and this is activated by pressing down and holding the jump button, which was a little too fiddly for an old and decrepit gamer like me at first. It all clicks into place eventually, but not before more than a few frustratingly missed ledges.

The “ninja gear” mechanic adds another element to the game. Throughout each stage crates will regularly hide limited-use weapons – including firebombs, larger swords, and even guns – that can be kept in a limited inventory and brought into action when they’re needed. There is a system where players can purchase unlocked items of gear to start the game with, which is definitely helpful in certain situations, but this starting gear is lost upon death, so if you’re having trouble with, say, the fourth stage boss, and purchased some gear you thought might help you with it, you better hope you get there without continuing.

If you repeatedly die on a certain stage, Shadow of the Ninja – Reborn will start to take pity on you, packing extra health-restoring goodies in your inventory like a proud ninja mum. I have no shame in admitting that I made use of these pity dumplings on numerous occasions. I did find myself getting better at the game, however, and was breezing through the formerly-difficult early stages upon a second play-through. The later areas could still be a bitch, though.

There’s also a two-player co-op mode, which I imagine is great, but I haven’t talked the daughter into trying that out with me yet.

This boss was really tough until I realised I could bash it in the head with a sword. It … wasn’t clear at first, okay?

Shadow of the Ninja – Reborn is a great retro platformer-action game with fantastic visuals and satisfying combat, that’s let down slightly by some occasionally fiddly jumping. It’s a stern test of reflexes, pattern memorisation, and patience, but if you think you’ve got the ninja skills, then I’d highly recommend taking a trip through this extremely dangerous neon metropolis.

Played on Switch

Into the Breach

Live, Kill Kaiju, Die, Repeat

As someone who’s eyes light up at the sight of a grid-based battlefield populated with adorable 2D combatants, I was predisposed to give Into the Breach a chance. If you’re not like me, and don’t instantly fall in love with anything that bears even a passing resemblance to Shining Force III or Final Fantasy Tactics, you might glance at the relatively small battlefields and limited number of units on show and decide to give this one a miss. I’m here to politely request that you reconsider that decision, as you’re missing out on a gem! A bastard-hard and thoroughly depressing gem, but a gem nonetheless.

Despite this guy’s confidence, you won’t be able to save everyone.

This indie-developed, mech-on-kaiju strategy game has been around since 2018, but I recently picked up the physical copy on Switch, and have found myself thoroughly absorbed into its time-bending, apocalyptic world. Your job in Into the Breach is to command a small squad of mechs as they attempt to defend the world’s population and infrastructure from an onslaught of giant bugs known as the Vek. Already on its last legs due to various natural catastrophes, civilisation has been brought to the brink of destruction by the marauding kaiju, and humanity’s last hope comes in the form of a group of time-hopping mech pilots.

The main aim of the game is to protect buildings and facilities from monster attacks, as these locations provide power to your power grid, and if your power grid fails, the timeline you’re in is fucked and it’s time to bail out. If this happens, your pilots will use their timey-wimey powers to zap themselves to a different timeline and try again. Each pilot is scattered across different timelines, too, so you can only keep one of them, and if you mess up and one of your mechs gets destroyed, the pilot is (usually) gone for good. Just don’t get too attached to these guys, okay?

While Into the Breach has a lot of the gameplay and strategy you’d expect from comparable modern retro tactical games like Triangle Strategy and Wargroove, there are a few mechanics that handily set it apart. One is the previously-mentioned timeline shenanigans, which lends itself to roguelike-style progression where repeated failures result in you being slightly better-equipped to take on the next timeline. Another mechanic that sets Into the Breach apart is the fact that it will clearly tell you exactly what the monstrous Vek are planning to do in the next turn, and will allow you to plan and manipulate them appropriately.

Chemical pools and conveyor belts are just a couple of the environmental hazards you’ll be dealing with. Oh, and see that knobbly squid thing in the bottom row? Take that out first.

It may sound like being able to accurately predict the AI’s every move would make a game like this pretty easy, but this is not the case. In fact, it’s this mechanic that takes Into the Breach further into board game or puzzle game territory. This removal of random chance or behind-the-scenes calculations makes Into the Breach pure strategy, akin to Chess, and will lead to difficult decisions aplenty. Expect to find yourself staring at the screen for minutes on end, sighing and rubbing your chin as you attempt to run through sequences of moves in your head to get out of a seemingly impossible situation you’ve found yourself in. You’ll often find yourself played into a corner where you’re forced to sacrifice something, and making the difficult choice between the mission objective or one of your experienced pilots is sure to produce lots of curse words and require a cup of tea or two. You’ll need a strong stomach, thick skin, and a really, really big brain to master this one.

The final goal of the game is to defeat the Vek at their hive, which is an area that opens up after liberating two of the four available islands. The difficulty scales as you progress through the islands, so taking the Vek hive out after island number two is your easiest option, but successfully completing a four-island run is a much more difficult goal. It’s a tough ask, and only letting you take one pilot with you to the next timeline feels harsh to the point of being insurmountable. Perseverance, experimentation, and the ability to stay calm and look for options under pressure are your best weapons to get there.

It’s often better to let your mech take a hit, rather than lose some of your power grid. Even if a pilot is killed, the mech’s AI will bring it back for the next mission. You’ll probably feel bad, though.

Once you’re up and running, understanding and upgrading your mech’s abilities, manipulating the Vek into harming each other, and successfully shielding civilians from kaiju attack becomes extremely satisfying. You’ll feel like a legendary commander when you pull it off, and you’ll become more confident as you start to understand the game’s way of thinking. However, Into the Breach is always capable of surprising you, and a power grid failure that results in hordes of titanic bugs burrowing out of the Earth’s crust to overwhelm the planet’s last defenders is always only a mistake away.

As alluded to earlier, Into the Breach can initially seem limited. The maps are small, you’re usually in charge of only three units at a time, and there are only five different environment types to do battle in. However, its difficulty, ingenious mechanics, variety of environmental effects and open-ended nature make for an incredibly deep experience that will keep throwing up new problems for as long as you’re willing to solve them.

The game does its best to make you remember that there are lives at stake. Try to focus on the mission, okay?

Tough, tense, and hugely atmospheric, Into the Breach is a strategy game for big time players. Great pixel art and some fantastically appropriate musical pieces all add to a high quality strategy experience, with unlockable mech squads and pilots, and additional, advanced options allowing experienced players to tweak gameplay to their heart’s content.

Climb into your mech, steel yourself for the horrors you’re about to witness, and give this strategy gem the chance it deserves. After all, you can always abandon this timeline and jump to the next if things don’t work out.

Played on Switch

Donald in Maui Mallard – Retro Review

A Duck Pretending to be a Duck Pretending to be Another Duck

This is the second and last review I wrote for Sega Mania Issue 8, and as such is written from a 90’s perspective. This one had a couple of boxouts as well, which I’ve presented as best I can with any knowledge as to how to do layout properly.

Donald’s back, put possibly not quite how you remember him. Eschewing his usual, fashionably questionable sailor outfit, he’s arrived for his next action-packed platformer in a much more agreeable Hawaiian shirt and cap ensemble. That’s right, this is Maui Mallard, Donald Duck’s medium-boiled, crime-fighting alter-ego. The identity swapping doesn’t stop there, either. Maui Mallard has an alter-ego of his own. Cold Shadow is a black-clad ninja, a master of bo staff combat, and a proponent of nimbly leaping up narrow shafts. This explains the confusing situation of the game’s alternative title, Maui Mallard in Cold Shadow. Really, if we’re being accurate here, the game should be called Donald Duck in Maui Mallard in Cold Shadow, but I guess they would have run out of space on the spine. Whichever way you look at it, you’re going three-deep in Donald Duck personalities during the ninja sections, which is an experience in itself regardless of how good the game actually is.

Luckily, the game is really good. Donald in Maui Mallard is a platformer in the same vein as the cantankerous mallard’s previous Mega Drive escapades. However, Donald seems to have been doing some cross-fit training since the QuackShot days, as he has a much sleeker sprite, moves much faster, and controls a little bit looser. Where QuackShot (and indeed the Illusion series of Disney platformers) had a very considered pace with tight controls and forgiving platforming. Donald in Maui Mallard has a much more frantic feel, with enemies coming from all angles, more haphazard jumping controls, and platforms whose edges aren’t always clearly identifiable.

This screams Aladdin to me. You know, apart from with a ninja duck. There were no ninja ducks in Aladdin. Just an angry parrot.

In this way, it feels like it inhabits the lane between the “traditional” Disney platformers like the Illusion series, and the more modern Disney platformers based on the big, box office movies such as Aladdin and Lion King. This crossover can be seen in the art-style and the gameplay, as well as the mild jump in difficulty, and it could well be exactly what many Mega Drive owners are looking for.

Leaving his plunger gun at home, Donald as Maui is armed with a bug-launcher that fires insects that can be collected throughout the stages. The basic ammo has a fairly short range and takes a few shots to defeat most enemies, but upgraded invertebrates can be collected and even combined to form powerful, boss-bothering bullets or handy homing projectiles. The enemy designs are imaginative and in-fitting with the tropical, voodoo vibe, ranging from juicy-looking spiders to wild natives to zombie ducks. Maui has plenty of health to survive numerous enemy encounters, and there is a generous sprinkling of health-restoring power-ups to be found throughout the stages, but this generosity is offset by some devious level design and a fair few tricky platforming sections suspended over instant-death drops.

From the second stage onwards, Donald as Maui can take on the form of Cold Shadow. This feathered ninja warrior can take out most enemies with one thwack of his stick, and is a lot more manoeuvrable with a plethora of staff-based options to traverse the expansive levels in interesting ways. He can attach himself to various outcroppings and swing to higher platforms, and can wedge his stick in narrow shafts to gain the leverage he needs to leap higher. For the most part, you’ll want to play as Cold Shadow as much as you can, but there are times when Maui Mallard’s ranged attacks and bungee jumping abilities are preferable (or even necessary). In order to stay in his Cold Shadow form, Donald must collect symbols to stop a meter from ticking down. Luckily, these collectibles tend to respawn near tricky jumps that require Cold Shadow’s specific skills to negotiate, so you’ll never find yourself in a situation where you’re unable to progress, even if it can occasionally feel that way.

Both the Maui and Cold Shadow sprites are smooth and full of character, and have plenty of amusing idle animations to entertain you while you’re having a breather. The environment graphics are top notch, too, with sinister voodoo mansions, clandestine ninja hideouts and savage, moonlit savannahs all looking suitably atmospheric. The game has a dark and mysterious ambience, with later levels even taking on a bit of a Lovecraftian vibe, consisting of maddening death-worlds with bizarre architecture and gigantic, floating eyeballs. It’s not the kind of location you’d expect to be exploring in a Disney title, but I guess kids have to face up to the concept of hell dimensions at some point.

That’s right children, it’s always watching.

The music befits the tropical and occasionally occult vibe, usually taking the form of ambient accompaniment in lieu of catchy tunes that you’ll be whistling while you take the dog for a walk. Most of the tracks feature a pleasing and thematic beat to match the game’s quick and occasionally frantic pace, and you’ll probably find that your toes are tapping throughout. You’ll also hear plenty of sampled martial arts cries and grunts, artfully representing Donald’s new-found ninja skills.

As a platforming experience, Donald in Maui Mallard gets the basics right, and then takes you on a weird and wild journey of new ideas and unusual themes. Donald’s two distinct personalities offer different gameplay styles, and the levels that allow you to jump between the ninja and detective personas give you the freedom to take on enemies and obstacles however you please. The boss fights provide another layer of variety. Whether you’re unloading special bug ammo into the metallic spider boss of the first stage, or battering a floating lava-duck head around with your bo staff in the volcano level, the bosses are wacky, unique and appropriately challenging.

Remember Darkwing Duck? What about Count Duckula? Hey, remember that penguin from Wallace and Gromit?

The game isn’t without its frustrations. Platforming sections can occasionally be fiddly and unsatisfying, and there are moments when the way forward is unclear, but on the whole the challenge is well balanced between being accessible to kids and newbies and giving platforming pros and gaming veterans something to think about for a week or so. Donald in Maui Mallard feels like a modern Disney game. Whereas QuackShot was like playing an episode of Duck Tales and The Lucky Dime Caper was reminiscent of classic Donald cartoons or comic strips, the animation style and dark undertones on offer here exude that new and edgy ’90s style. It’s not quite as comfortable as the previous Disney mascot titles, but it’s not trying to be. This one is trying to get your heart pounding and act as your gateway to the concepts of dark magic, the risen dead and tribal sacrificial practices, rather than take you on a wistfully whimsical journey through wistful whimsy.

Donald in Maui Mallard is a glimpse into Disney’s darker side, but more importantly, it’s a very competent platformer with loads of personality. It won’t replace the likes of QuackShot and World of Illusion in my heart, but it will definitely sit proudly alongside them on my shelf. I suggest you find a place for it on yours.

Donald, P.I.

I mentioned in the main part of the review that Donald in Maui Mallard is a very modern-feeling Disney title, but there’s a hefty dose of the 1980s mixed in that makes that claim come across as a little tenuous. Maui Mallard, self-described “medium boiled” detective, is this game’s take on Tom Selleck’s Thomas Sullivan Magnum IV, the lead character in ’80s detective thriller series Magnum, P.I.

The similarities are plain to see – both are pistol-toting, Hawaiian-shirted heroes with action star qualities and effortless cool. Donald doesn’t have a well-groomed, bristly decoration on his upper lip, though, and I haven’t seen much evidence of him being a Vietnam vet either. Still, at least he can turn into a ninja at a moment’s notice and start cracking skulls with his bo staff. I don’t believe Mr. Selleck ever donned a headband and started performing ninjutsu techniques throughout the tropical beaches and bamboo forests of Hawaii. At least, I don’t think he did, but maybe I missed a few episodes.

Tick, Tick, Shabuhm

So what’s Donald got himself involved with this time?” I hear you ask. Well, there’s a witchdoctor, you see, and he’s stolen the idol of Shabuhm Shabuhm from a tropical island. This idol is considered to be the island’s guardian spirit, and Donald as Maui as (occasionally) Cold Shadow needs to get it back. Our hero must track the nefarious shaman through the various locales of the island while winning over the natives and even taking a trip to the underworld, before coming face to face with the masked meddler and engaging in a climactic showdown.

The thing is, when you do finally meet the witchdoctor and find out what’s going on under that creepy tribal mask, it’s only going to cause more questions. I won’t completely spoil it, but let’s just say that this guy epitomises the term “air-headed”. That’s some bad mojo right there.

I hope you enjoyed this little look into what might have been if Sega Mania Magazine had kept going. I did actually start writing one more review, but I never finished it. It was on a Sega Saturn game called Robotica Cybernation Revolt, but I only wrote a snazzy, cyberpunk-style intro and never got into the review proper, mainly because I hadn’t played the game yet! Maybe I will one day…

 

Aero the Acro-Bat – Retro Review

Bother in the Big Top

This review was written for Issue 8 of the sadly now defunct Sega Mania Magazine, as such it is written from a ’90s perspective.

Does anyone actually like the circus? I mean, I’m sure they were great in the olden times, when the only other forms of entertainment were gathering around the wireless or playing with a hoop and a stick, but do we really need them here in the futuristic ’90s? We have television, spectator sports and video games, bars and nightclubs, Pogs and Slinkies. I for one think that it’s time for circuses to go. The animals don’t want to be there, I question the motives and mental capacity of anyone who chooses to be a clown, and acrobats can use their impressive suppleness and contortionist abilities elsewhere. Maybe they can perform elaborate robberies or something.

Aero the Acro-bat for the Mega Drive has an unavoidable big top vibe, with the titular Aero being the game’s protagonist and the star of the in-game show. A villainous industrialist named Edgar Ektor has sabotaged the World of Amusement Circus and Funpark, and has kidnapped all of its performers, replacing them with nefarious, evil clowns and other such appropriately-themed bad guys. It’s fallen upon Aero to use his high-flying skills and acrobatic feats to save the day, rescue his girlfriend Aeriel, and put a stop to Ektor’s machinations. This includes taking care of Ektor’s lead henchman, a certain Zero the Kamikaze Squirrel.

Aero is contemplating the tiny, one-hit-kill spikes that infest every stage. Can you see it?

If you’ve seen Aero the Acro-bat before, you’ll know that he represents yet another developer having a dip into the “critters with ‘tude” well. This time it’s Sunsoft who have their straws out, attempting to slurp up some of Sonic’s lucrative success water. Have they backed a winner with this Chiropteran tumbler? I’m not so sure. The designers doubled down on the mean and cool attitude and forgot to add any charm or charisma. Also, he’s a circus performer, which means I immediately question his moral and social ideals.

Initial impressions paint Aero the Acro-bat as a fairly standard platformer, and it feels a little dated compared to some of the platformers that have appeared in recent years. Aero himself is somewhat stiff to control, and he commits that platformer hero sin of not being able to stop quickly, which can result in some aggravating slides into certain doom. The stages, while colourful, seem fairly lifeless, with levels that don’t evolve as you progress and forgettable enemy designs. There is some stage variety later on, with a few cool gimmicks that are mostly based on fairground rides, but nothing really stands out or sticks with you. Visually, this is closer to James Pond or Krusty’s Super Fun House than it is to Ristar or our iconic hedgehog pal.

A bat in a barrel, rolling past featureless trees and hills.

Mechanically, the level design philosophy seems frustratingly centred on catching the player out with traps that they could not have foreseen. The admittedly-large levels are littered with spikes, and said spikes are small and inconspicuous, and are often found in the most annoying of places. For example, some of the levels ask you to jump on certain platforms, which causes them to disintegrate, and you can be darned sure there are going to be spike pits underneath all of them. There’s a particular spiked pit during act two that you get dumped into immediately after a unicycle tightrope ride, the likes of which have thus far given you no reason to think they’re going to end in certain, spiky doom. This would all be fine if the spikes just made you lose some health, but these barbed bad boys are insta-death, baby.

If you’re a glutton for punishment, have oodles of time to spare, and enjoy memorising massive levels using a process of trial and error that involves lots and lots of dead bat, then you might get a lot of enjoyment out of Aero the Acro-bat, as there is satisfying gameplay to be found once you’ve mastered Aero’s initially-awkward dive attacks and formed your mental map of the levels. It’s a heck of a slog to get there though, and with its forgettable mascot, uninspiring visuals, small sprites and irritating, circus-themed music, you might not want to go through the trouble.

The rollercoaster section is just another memory test.

I can’t help but feel that the game doesn’t want you to have fun. Did you know that bats are the only mammal capable of true, full flight, and are even more nimble and agile when airborne than most birds? Not this one. He can hover for a bit, and can only fly temporarily after collecting a certain power-up. He’s also able to fire star projectiles, but they’re extremely limited, he starts with none, and the pick-ups are located in fiddly places to get to. Enemies are positioned specifically to catch you out, which you could say about your average Sonic the Hedgehog level, but Sonic’s zones are mostly focussed on fun, spectacle, exploration and a satisfying challenge, rather than just aggravating schmuck bait.

The Mega Drive is absolutely stuffed with top quality mascot platformers, and Aero, despite all of his impressive acro-bat-ics, struggles to even trouble the top 20. Perhaps he should go back to shooting soundwaves at unsuspecting moths or sucking blood out of horses. You know, all that bat stuff that real bats do.

I hope this was an enjoyable little extra for any Sega Mania fans out there. I wrote one more review for Issue 8 which I will be posting at a later date, and I may also be uploading some of my favourite reviews from throughout the mag’s seven issue run, so stay tuned!