Tag: gaming

  • Armorines: Project S.W.A.R.M. (1999)

    Armorines: Project S.W.A.R.M. (1999)

    1.7? One-point-seven average score on Backloggd, and that’s after my rating??? Do we not actually play the video games we rate on there? When Mario kills a thousand turtles it’s “cute” and “peak” and “formative game design”, but when Acclaim/NEON has you shoot a couple dozen it sucks? Boris Triebel was the director on this, did you think one of the creators of P. P. Hammer and His Pneumatic Weapon suddenly forgot how to make a damn video game?

    A terrible opinion that I earnestly, sincerely hold is that Acclaim was overall a good publisher. Good, not great, but good! Sure they were a license farm for the most part and stuff like Chef’s Luv Shack is indefensible, but a lot of their output represented better attempts at adaptation than most in their heyday could manage. Armorines, though, may as well had been one of their original IPs for all it mattered. Even Valiant doesn’t consider Armorines worth remembering; you have to hit up the Wayback Machine to see it acknowledged on any of their sites. These people want you to remember Bloodshot and they can barely be bothered to add this to their long-ass list?

    Anyway, Acclaim realized the Armorines squabbling with their handlers in D.C. wasn’t going to make for much of a video game and opted to just make Dollar Store Satire-Free Starship Troopers for the 3D consoles. The GBC game developed by NEON took the same tack, but turns it into a top down shooter that’s far better than most on the system. The criticisms I’ve seen of it are that it’s easy to get lost, is annoyingly hard, looks ugly, and repeats itself. I’m here to tell you that exactly one of those is true.

    Armorines GBC sees you playing as an exterminator named Sgt. Snider having a terrible, horrible, no good, very bad day. The escalation of said day is fairly gradual and your power scales to match. At the start of the game you’re using a glorified bug zapper, weak and limited in range. The enemies are similarly tiny, both in size and number. Not the best first impression! Fortunately you get guns fairly quickly, the enemies get more dangerous, and the reasons to complain start to fade. You even get to destroy a few oil derricks midway through! Armorines confirmed based!

    Your inputs are movement, A to shoot with free aim while moving, and B to shoot while strafing. Being able to swap between both is a godsend as several rooms demand that flexibility, though for whatever reason you can’t strafe while aiming diagonally. The last button of note, select, pulls up a reminder of your current objective in case you took a bit too long of a break. Nifty! It’s a simple control scheme without any kind of movement tricks and the gameplay is built around that, opting to gradually increase the difficulty of its combat encounters rather than do too much with level hazards until the late game. There’s even a nice QoL touch where enemies announce their awareness of you with various squawks, even when entirely offscreen, so you almost always get a heads up before things get spicy.

    Environmental interactables only require you to walk into them, so you’re unlikely to miss important items or objectives. This is further assisted by a color palette that makes good use of the GBC, meaning it’s the polar opposite of its 3D counterpart, which loves nothing more than dumping you into the darkest bug-filled caves this side of an Earth Defense Force game. It’s surprisingly easy to parse for a Game Boy game, and I never found myself unsure of how to progress with one exception in the second to last area, which was only because I needed to walk up a cliff and just kind of assumed I couldn’t because it was the same color as the walls. Look, I’m dumb as hell and got through this, you can do it too.

    Odds are if you’re on this website you won’t struggle either. Armorines is honestly pretty easy past like, level 2. I didn’t lose a life until I touched an instant death trap in the last area, and was shocked when the game informed me that I had 11 more banked that I ended up not needing. Health pickups are generous, enemy placements are fair, their respawns are nonexistent for the first 3/4 of the game (in a nice touch they wait until there’s a thematic justification for doing so), and your weapons get crazy powerful by the end. I was a particularly big fan of the short ranged plasma gun and the laser, and the game likes to hand you special weapons for boss encounters so you’ll never be stuck with something that doesn’t work. The greatest sin this game commits in terms of its gameplay is having a fairly weak spread gun, but you’ll make do. My only piece of advice is to break out the Ghouls & Ghosts tactics and skip picking up the lightning gun whenever it shows up, that thing never gets meaningfully better.

    The only notable criticism I have for this is fairly obvious – all you’re ever really doing is moving through levels and shooting guys to secure the prize. I’d be more annoyed if the areas weren’t varied or if the game wasn’t so short. We’re talking a couple hours tops here, and while they aren’t amazing or anything they’re hardly dull unless you just don’t like the gameplay in its own right. If this came out on the NES it’d be heralded as a “hidden gem” on every retro YouTube channel, but instead it was a Game Boy game with an Acclaim logo, which means it can’t possibly be good, right guys? Like and subscribe so you won’t miss when your next opinion arrives!

    I will always advocate for playing games past the first level. First impressions aren’t everything, especially when you’re sampling seemingly-infinite roms for games that were meant to be stuck with, not taste-tested back to back. I just wanted to play an action game a bit better than Annihilator – imagine my shock when I was actually having fun! There’s a very real chance this is the best piece of Armorines media that’s ever existed, and you know now that I say that, maybe Valiant was right to chuck it into the memory hole.

    …seriously though, Acclaim released some of the best games of the era. All the Turoks are good, even Rage Wars, and Shadow Man is better than Ocarina! I’m not afraid to say it! Fuck you, nostalgia police! Re-Volt is better than Mario Kart 64! I liked Iggy’s Reckin’ Balls! Get your hands off me, you pigs! Just wait until I tell you how South Park Rally isn’t even a bad game! AIIIIIIIEEEE!

    3.5/5

  • OutRun GB (2025)

    OutRun GB (2025)

    Magical Sound Shower is one of the greatest songs crafted by human hands. Hiroshi Kawaguchi is a master of his craft. Sloopygoop’s arrangement for OutRun GB does full justice to his original on the humble Game Boy, and we’re all better off for having it.

    4/5

    Huh? What? What about the game? Oh shit, my bad – OutRun GB’s a pretty great fan port! The car handles super tightly, with less of a focus on drifting and more on threading needles you have no business threading. Crashes always feel deserved, and slowing down just a smidge will turn a potential catastrophe into no more than a fender bender, but that just means full-sending between two sedans with your foot on the floor feels even better. It’s earned. You earned looking cool as shit in your midlife crisis car.

    It even looks the part! If Sega and Nintendo weren’t at each other’s throats when the Game Boy Color was at the height of its powers they would have been praised up and down for how pretty this is. Sega blue skies are in full effect, all of the split routes are visually distinct, and you’ll be excited to take new ones just to see all the pretty spots you can drive like a menace in. It’s just a wonderful tribute to OutRun up and down.

    If we’d gotten a few of the other game modes, cars, or songs I’d be even happier, but it’s hard to complain about a fangame that’s so well crafted. Within the scope of what they were making? Damn! That’s some good OutRun! On the titular Gee Bee!

    4/5 for real this time

    Itch page here, as well as Sloopygoop’s bandcamp!

  • Annihilator (2023)

    Annihilator (2023)

    God damn you, Annihilator. I could – no – should rate you lower, but you know how much I love Smash T.V.

    I truly wish I could say that this was great. The core conceit – a shit-awful future city where hooking people up to The Pain Machine and refusing to let them die generates power – is such a sick setting for a revenge story. Shinryu going on a rampage to find out what happened to his wife and daughter is the stuff 80s action movies are made of. Then you get into the gameplay and hey, it’s basically a Smash TV demake! Let’s go! That is, if the game lets you go. Good luck! Yooooooooou’ll need it!

    The issues start as soon as the Game Boy logo clears. As far as I know the pre-title screen cutscene is unskippable, which should be a criminal offense punishable by a weekend in at least the level 3 pain mines. Don’t think you can mash through the dialogue either, because if you go a little too quick you’ll break it. Menu buttons will get stuck on the screen, the text boxes will be thrown partway out of frame, the levels won’t look right, it’s a whole thing. Let the game do what it wants or it’s going to pitch a fit.

    Which isn’t to say it won’t pitch a fit anyway! Once it gets going it’s mostly fine, but the cracks are evident pretty quickly. You don’t have 4 buttons or a secret Game Boy second stick to aim with, you just hold the shoot button once you’re facing a direction. Usually. Sometimes if you do it too quick Shinryu just doesn’t comply, continuing to shoot where he was aiming prior despite all good sense. There’s a fair bit of inconsistency in the dash move too. Sometimes you’ll fly right by somebody and perfectly 180 to shoot them between the eyes, sometimes you just eat shit. It doesn’t grant i-frames as much as you just have a shmup-style tiny hitbox and can scoot past guys if you use it just so. Honestly I really like that, but the game’s iffy responsiveness diminishes the returns a tad.

    What do you actually do? Come on, I already compared it to Smash T.V., you should know. Most of the chapters are all about shooting dudes on a single screen until you’ve murdered enough to make the flashy arrows show up on the edges. With the exception of the federally mandated vehicle section for variety that sucks a bit, that’s the game. This is not a complaint, I love this shit. Everyone’s got their particular flavor of Gamer Gruel that they could eat forever, and I’ll scarf down even the middest of top down shooters if they keep plopping them into my bowl.

    The last chapter (at least on the default difficulty, no idea if things change higher up) had a particularly infuriating bug where the only room with a medkit reliably bugged out and wouldn’t let me shoot or leave. Fortunately it’s optional, so I just beat it without the help. It was a pretty sour note to end what was otherwise…fine? It was fine. Annihilator is fine. Almost aggressively so, you can practically feel how much it wants to be better than it is. Apparently Salt & Pixel is working on a fancier version for Steam and I’m genuinely curious to see how it differs once it escapes GB Studio’s rickety confines. There’s something to this one, genuine potential, and I hope that redux reaches it.

    2.5/5

    Itch page here, and wishlist-able Steam page here!

  • Wicked Plague (2025)

    Wicked Plague (2025)

    I picked a hell of a time to get back into Game Boy games.

    Have you seen this ModRetro shit? People are fucking pissed at having to confront the ethics of an amusements company being directly attached to the military industrial complex. You’d think they would have given any amount of a shit about the decades of precedent for this exact kind of thing – where do you think FPGA even came from? – but I’m glad people are at least being a little bit more conscious of what they consume. Here’s hoping it’ll stick when it isn’t just expensive gunmetal Game Boys.

    You know who I came away from all this kerfuffle respecting? A handful of the devs who signed games for distribution with ModRetro. Don’t get me wrong, having partnered with them in the first place is indicative of a lapse of judgement at best and outright malice at worst, but when I see the devs respond to the announcement by making their $40 cartridge free or close enough on Itch? That’s the good shit, that’s how you actually strike a blow, even when it’s directly at cost to yourself. And then you have the folks like Locus-motion, developer of Wicked Plague, who straight up encourages people to track the rom down should that be the route you want/need to go. Good on y’all.

    …makes the rating seem a bit weird, huh?

    Wicked Plague should be a knockout. It makes incredible use of GB Studio, an engine I’m used to seeing struggle with grid based walking simulators. They should be using this thing as a case study for what the tool can do. Movement? Kinda Soma-era Castlevania, albeit with fewer tricks. Music? Hits the vibes perfectly. The spritework? Holy shit. If it wasn’t for the aspect ratio I might have thought this was a GBA game. If this’d come out back in the day it would have blown minds and destroyed penises.

    Then you play the actual game, and it’s pretty solid! Bit vanilla, bit simple, borderline linear despite its clear inspirations, but I’m not really upset at chaining combats and checking closets for energy drinks (your abilities return by curing your hangover via chugging cans, it’s a nice thematic touch). This could really be something! Why…why am I already at the top of the tower?

    Oh. Oh it’s over. It’s over in under two hours. That’s why. Wait, ModRetro charges forty dollars for this? Hahahahahaha get fucked.

    Look: my intent is not to criticize a dev for releasing a short game at a high price, especially a freshman solo effort that’s this polished. Decisions like that rarely fall to the dev, and besides, I love short games! I spent roughly 5 years almost exclusively playing and reviewing indies. Digestible games I can beat in a weeknight or two are my jam. But Wicked Plague doesn’t just end, it can barely wait to end, and it’s not like the publisher didn’t know that. It only just introduces movement options beyond the double jump before credits roll, and I know I didn’t miss anything of note because you need those to get to and beat the boss in the first place. I 100%’d this thing inside a Steam refund window. Imagine buying a Chromatic to own the drone strike dislikers or whatever, spending Analogue Pocket amounts of money, only to wrap your new game before you even need a bathroom break. Sure that’s authentic to a lot of Game Boy games, but is that really the kind of authenticity anyone wants?

    Then there’s the translation. Again I am not faulting the dev at all here, English isn’t their first language. I’m pointing the finger directly at ModRetro. You’re supposed to be a publisher and partner – fucking act like it and make this shit comprehensible. This game reads terribly. The characters can barely hold a conversation; they just kind of speak at each other, words tumbling every which way that rarely mean exactly what they intend. It never got in the way of actually completing the game but that’s only on account of there being so little game to complete in the first place.

    This feels like an Emperor’s Clothes moment in a lot of ways. ModRetro is putting drone-compatible lipstick on Itch games, y’all. Hopefully they don’t fry consoles like Limited Run’s! If you want to overpay for a fancy cart just talk to Incube8, not that you have to given that they’re reasonable enough to offer digital versions.

    Incredible things have been happening in the Game Boy scene over the last several years. I’m not naive enough to think that consumers will smarten up long-term when they can’t even stop giving Microsoft money, but I at least hope that when they’re done making easy dunks on a magnesium Little Tikes hoop they’ll exhibit a bit of curiosity as to why people would want it in the first place. Just know that Wicked Plague doesn’t warrant being an accessory to an aspiring war criminal.

    2.5/5

    Itch page here, though the game is currently broadly unavailable aside from the physical cart. I recommend waiting for an eventual fully independent release.

  • Penguin Wars (1990)

    Penguin Wars (1990)

    You know in Europe they called this King of the Zoo? That’s a way better title. At least both games feature the same amount of weaponized bowling.

    This is an early Game Boy game and yoooooou can tell! It’s incredibly simple: there’s an animal on each side of a bigass table. They have 5 balls per side. The balls are rolled across the table at the opponent, with variable power depending on how long you charge a shot or what your character is good at. The winner of the round is determined 1 of 2 ways: getting rid of all of the balls on your side, or having fewer balls on your side when time runs out.

    There’s also a very slight dodgeball element? If a rolling ball makes contact with a player they get stunned for a bit, which again, is a variable stat. This is, predictably, quite exploitable against the AI! My lil Harvest Moon-ass cow won most matches by beaning its opponent upside the head until the ref had to step in. I say it’s slight, not because you’re not smacking people, but because the roll is fairly slow and easy to dodge unless you get caught charging a shot too late. In a mildly impressive feat of programming balls can bounce off each other mid-roll, but 3D-ish effects hadn’t been fully figured out on the Game Boy just yet so it’s pretty hard to gauge doing that on purpose.

    You’d be forgiven for thinking that there not being much here means it’s a lesser GB game. Hell, depending on who you ask you may be right. I don’t agree with that hypothetical hater! The Game Boy is excellent at these sorts of bite-sized experiences meant to be played for no more than half an hour or so at a time, and Penguin Wars is exactly that. It feels like an bartop arcade cab set to free play in tiny form, and while the novelty of having that in the pocket has long since worn off for many, I still find value in this sort of design. At the very least, it’s fun to chant somebody’s getting fuuuuucked at a mouse as you continuously launch bowling balls at its tiny frame.

    3/5