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Mr Driller 2: completed!

Posted on 05/03/2026 Written by Xexyz

Is it possible to complete a Mr Driller game? Well, there is a story, and a set of difficulty levels with a narrative connecting them, and once I completed the highest difficulty level I saw an ending scene and credits and a screen that said “The End” on it. So yes, it is possible. That doesn’t mean I’m not going to play it again, though; it probably means that I’ll stick to normal difficulty rather than hard.

I have a Mr Driller 2 cartridge for the GBA (which, I believe, I bought for a pittance in the US once), and I have played it a lot on the Game Boy Micro at various times over the last couple of decades. I’ve never completed the Egypt stage, though, but recently I noticed the game’s release on the Switch Online service and thought I’d give it a go.

Maybe the Game Boy Micro d-pad wasn’t up to the task, since on the fourth attempt on the Switch – using my 8bitdo controller – I got to the bottom of the well. It being a US translation, everything’s measured in feet instead of metres, and the target depth is 10,000ft. I understand in the original Japanese this was 2,000m, meaning that Mr Driller in the US is 52% taller than his Japanese counterpart. There are breaks every 500m, transitioning to new types of level – the number of colours, prevalence of X blocks, appearance of star blocks, formation of X blocks around the air capsules – and quite often I would finish a level with very limited air, hoping the next would be either a two-colour stage (where chain reactions clear half the level, allowing you to grab multiple air cannisters at once) or one with helpful X block obstacles. I was crushed once, and ran out of air twice, but having been awarded an extra life on the way down (for, I guess, score related reasons) I was able to complete the game with 10% air left.

I don’t think I physically breathed for the last 500m.

The resolution betrays this as a handheld game.

I may have completed the main game, but there was one more surprise. On starting again, there’s a new extra hard stage – the North (Pole). Once again it’s 10,000m, but the levels are much harder. The first two have virtually no air available, meaning the third level is a welcome break with capsules here there and everywhere. The pattern repeats a few times, with levels starved of oxygen, meaning that if you don’t start them with a full tank you’re going to die. There are other levels where the air is buried under many patterns of X blocks, necessitating an excavation to release the air. It’s not easy; my best is 9610ft which was agonisingly close, but the last level is one of those with virtually no air and I started it on my last life with 25% in reserve.

Filed Under: Gaming Diary Tagged With: completed, Emulation, game boy advance, switch

Tomb Raider: Greece and Egypt

Posted on 26/02/2026 Written by Xexyz

Having decried the lack of verticality in the Peruvian levels, St Francis’s Folly more than made amends. The main part of the level has you scaling up and down a central room, opening doors with levels and solving puzzles in rooms names after Greek mythology1.

The permanence of enemy deaths is very noticeable here, where the bats you shoot at the top of the room can sometimes be found lying on the ground at the bottom; when using original graphics there was more than one occasion when I thought there was a medikit in the corner and then was disappointed to find a bat carcass. Theoretically, there doesn’t need to be much backtracking, either, since you could pull the switches to open the doors as you descended the central column, and then entered the rooms when returning to the top. In fact, however, the necessary exploration to find the switches meant that I descended and ascended at least five times before unlocking the exit.

The game has continued to throw new ideas and puzzles at me, of which I only vaguely remember some from the previous time I played. I remembered the Midas statue, and Lara’s unfortunate death when jumping on it; I didn’t remember that it actually had a use in terms of turning lead bars into gold. I remembered climbing the sphinx; I didn’t remember the need to climb the front and the back to put two different ankhs in place. I certainly didn’t remember the nightmarish mummies jumping at me from dark corners of a pyramid.

I have continued to flick between modern and original graphics, so that I can actually see what I’m doing at times.

I’ve been progressing through rather slowly, trying to get the high ground to attack enemies (since, other than bats, they all seem incapable of jumping off the floor). The remaster’s addition of saving anywhere does rather diminish the peril that Lara might face – it’s all too tempting to save before flicking each switch – so I’ve tried to be conservative in my use of saving, only doing so after I’ve got past a section that has taken me a few attempts to clear, or saving when I have to get off the train, for example. I also discovered, accidentally, that the new photo mode can be used to explore with no danger, to an extent – you could theoretically go into photo mode before entering a room, fly the drone inside and see what awaits you, before entering properly. Again, I am resisting that temptation, even if it does mean I’m dying more often than I’d like.

It is interesting to compare this to modern, similar games – most recently, for me, Rise of the Tomb Raider. Beyond the obvious difference in controls and mechanics, there are many similarities – but the scale of what is expected is different. Rise is set over a much larger, contiguous world, but any puzzles or actions occur in smaller, defined areas. The separate levels of Tomb Raider (I, 1996) are at the same time smaller, but also more sparse and more involved. You frequently find yourself having to explore a previous section for the door that opened when you flicked a switch. Sometimes there’s a short cutscene to show the door opening, but you can’t always identify where that was.

Anyway, I have now slaughtered many more endangered animals, including many black panthers who seemed to be built from titanium given the number of bullets they could absorb, and have collected the scion pieces from all three locations. Chasing Pierre through multiple levels, with him running away each time, added a sense of purpose to progression. Some of the levels have been really cleverly designed, particularly the Cistern (altering water level is always fun) and the Coliseum (again, populist Greece is partially Roman), and others have felt like a never ending maze of corridors. Unfortunately, Natla’s turned up, stolen the artifacts, and Lara’s only just escaped by diving into a chasm, landing in the river below. We’re off to an island somewhere to stop her destroying the world.

  1. Well, almost. The four rooms are named after Atlas, Neptune, Damocles, and Thor. Neptune is a Roman god, and it would have been better to use Poseidon instead; I’m guessing they went for brand recognition. Thor is a Norse god, and while you could argue that Zeus is a close comparator (lightning, ruling the skies), the main reason they chose Thor is because they wanted the puzzle room to contain a giant hammer. ↩︎

Filed Under: Gaming Diary Tagged With: switch, Switch 2

Spider-Man 2 (PS5)

Posted on 25/02/2026 Written by deKay

Well this has been a long time coming. Yes, I could have bought it at any point but it was seventy paahnd or something else obscene so I didn’t. Then I got it for Christmas and it was added to the pile and in the last week, I finally got round to playing it. Just as Sony gave it away as a free rental on PS++++++++. The secret to comedy, is timing.

Let me first tell you about the install procedure. It took several hours to install the disc (remember those?) to the PS5’s internal SSD. Then, it took FOUR DAYS to download the 81GB update which presumably replaces the entire game I’d already waited impatiently to install. Then, it took TWO MORE DAYS “copying”. Exactly what it was copying, either from or where to, isn’t clear, but that was a long time for what is supposed to be the fastest storage media on any console ever. And then, when it finished copying, I had to wait another 17 minutes for “…”. Literally, that’s what it said it was doing. Just “…”. For 17 minutes. And people used to complain about Spectrum games taking two minutes to load.

Anyway. That furore overcome, I finally got into the game and oh my is it fun. I remember really enjoying the previous two games, and this is just more of the same, but it just plays so well! There’s loads to do, it looks fantastic, and – as has been the case for decades worth of Spideymens games – the web swinging never gets dull. Insomniac have even added “web wings” to let you glide, and there are paths that follow wind currents you can use so that getting around the (even bigger than before) city of New York is quick and fluid and a joy of acrobatics.

The plot this time centres on Harry Osborn’s miraculous recovery from the terminal illness he found he had in the first game, how the cure is actually, well, a spoiler, and how Kraven the Hunter has turned up in the city trying to find the ultimate prey (and finds the array of supervillains he hunts first are somewhat disappointing). The gameplay, however, is the same super athletic baddie juggling and/or Batman Arkham style sneaky takedowns as before, just for different reasons.

So far, I’ve met and nearly died at the hands of Venom, beaten the Lizard and Kraven, completed Sandman’s “mission”, and taken down (mostly) the cult that I’m pretty certain is going to return in Spider-Man 3 led by Carnage. Oh, and saved a museum from closure because I found a stolen sax-a-ma-phone.

Filed Under: Gaming Diary Tagged With: Diary, ps5, Spider-Man

Fantasy Life i: The Girl Who Steals Time (Switch 2)

Posted on 19/02/2026 Written by deKay

Aaaaand I’m done. Yes, I completed it a couple of weeks ago, but I had to go back and do some more, getting my different Lives levelled up and completing some of the side missions and ranking up regions in Ginormosa. I also collected the remaining Strangelings, and delved to deeper depths in the dungeon tree.

But, I realised – everything now is just grinding. There’s no purpose to anything. Sure, I can get to higher levels, and get better weapons, but why? It doesn’t really do anything. Grinding to achieve something is (mostly) fine, but grinding just to make numbers go up for no reward (there’s no more story content either) seems… pointless.

Maybe I’ll go back in at some point, because it wasn’t that I wasn’t enjoying things any more, it was just that I had no purpose and I’ve still got a big pile of other games vying for attention.

Filed Under: Gaming Diary Tagged With: Diary, fantasy life, Switch 2

Virtual Boy Wario Land (Switch 2): COMPLETED!

Posted on 17/02/2026 Written by deKay

Yes! I was one of those idiots that paid SIXTY SIX POUNDS for a piece of plastic that you put your Switch (or Switch 2) in, so you can sit awkwardly while playing games made for one of the worst consoles ever made! It’s like having two red-tinted Game Boys stuck in front of your eyes that you can only really play at a table (or, as I did, on the sofa with a teetering pile of lap cushions), all so you can get a not especially impressive 3D effect in some poorly realised games. Idiot.

Just lookit though. LOOKIT.

Although I’ve never owned a Virtual Boy, I have played on a few and can say that this Switch peripheral manages to recreate the ridiculous of the original flop console admirably. With my Nintendo Online subscription I also get access to 7 games (about a third of those ever released – most of the rest are on the way), and having tried them all only Virtual Boy Wario Land really works.

And, against all the odds, it’s great.

It’s a pretty straightforward platformer, with about 20 levels and some power ups that let you smash blocks or shoot fireballs, but the 3D comes in as there are “front” and “back” layers to the playfield. Much like Mutant Mudds, I suppose, which I know came much later. There are special blocks that “throw” you in and out of the screen, as well as pipes and doorways that sometimes do the same. Some of the levels are almost 3D mazes as you try to find a key to open the lift to the next level. Every few levels you get a boss, which also tends to swap plane in some way or another.

The 3D effect is subtle, but it’s nice. I don’t think the game would have suffered by being a straight Game Boy or SNES title, though. It’s hard to see from the screenshots how well it works because it seems so damn dark and the dual-screen thing (one for each eye) means you lose the 3D completely. But anyway, nice game shame about the delivery mechanism, I suppose.

Filed Under: Gaming Diary Tagged With: completed, Diary, retro, Switch 2, Virtual Boy, wario

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