Despite its status as a modern indie darling and years of rereleases and enhancements, I hadn’t played Cave Story until I picked up Cave Story + for the Switch. Boy was I missing out! First released for the PC in 2004, it was culmination of years of Daisuke “Pixel” Amaya’s spare time. That fact alone made me admire it as an inspirational game but what’s as impressive is how well polished and entertaining it is. Multiple storylines and background details were presented in frequent cutscenes that kept me wanting to play a little bit longer. And not just for new story revelations, it was a genuinely fun run ‘n’ gun platformer. It’s the video game equivalent of a page-turner if there ever was one. Continue reading Cave Story + [Switch] – Review→
Debuting on the Master System in late 1986, just after the console launched in North America, The Ninja is a fantastic port of Ninja Princess, a little-known arcade game Sega released the year prior. Gameplay is of the run and gun shoot ‘em up variety, akin to subgenre classics like Commandoand Ikari Warriors, although Ninja Princess predates both; as does its setting, the main differentiating factor between this and many early entries within the subgenre. Despite a run time of about ten minutes, it took me hours and days to complete, resulting in a very rewarding finish! More importantly, I thought it was well designed, enjoyable, and worth my time. It’s the first game I’ve played on the Master System whose quality surprised me, a true hidden gem. Continue reading The Ninja [Sega Master System] – Review and Let’s Play→
While it’s one of, if not the, pioneer of the run and gun subgenre of shoot ‘em ups, I never used to appreciate Commando. Until last year, I preferred the games it influenced such as Ikari Warriors and Guerrilla War. Which is kind of weird liking the former since it plays practically the same; Guerrilla War however is much faster. Last year, when my friend and I were in the heyday of the NES in our still ongoing competition, I realized playing Commando effectively required running and gunning.
If you had watched me play Commando previously, you would’ve seen me shooting from a stationary position. This is a terribly ineffective way of playing this type of game and explains why I never spent much time with Commando, just an attempt or two every now and then. After this epiphany though, I’ve grown to appreciate, and enjoy the game, whether we played the arcade original via Capcom Classics Collection, the NES version, or the Atari 2600 version. Well, about that version…
Adapted by Imagineering employee Mike Reidel and published by Activision for the platform in 1988, this version of Commando is surprisingly recognizable. Despite there being a fraction of the enemies attacking at any given time and the aspect ratio being wider and shorter than its arcade counterpart, the actual gameplay is pretty keen on the source material. Perhaps not though as, ironically enough, I find it harder to run and gun in this version. Stopping and popping is a viable method in this version, so all things considered, perhaps this version is unrecognizable as Commando. A great effort, but there are better ways to play this game.