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Super Puzzle Fighter II Turbo (Switch): COMPLETED!

Posted on 28/06/2024 Written by deKay

Yes, it isn’t the best two player competitive blocks-in-wells based puzzle game (that would be Puyo Puyo), but you can’t not like Super Puzzle Fighter with it’s super-deformed Capcom fighters and just the sheer absurdity of it.

The aim I much like other similar games – match up blocks and send them over to the other player’s well to fill it up a bit and bugger up their plans. Each character has a special pattern of blocks that, when you form them, unleashes hell on the opponent. In my playthrough, I found creating these patterns were literally impossible and also, completely unnecessary. But it doesn’t matter, it was all fun anyway, although a lot easier than I remember.

And yes, I played as Ken. Obviously.

Filed Under: Gaming Diary Tagged With: completed, Diary, retro, street fighter, switch

Vampire Savior (Switch): COMPLETED!

Posted on 28/06/2024 Written by deKay

No, not the horde-based twin stick only one stick sort of shooter. That’s Vampire Survivors, even though I keep getting the two names mixed up. No, this is the Capcom 1-on-1 fighting game from the late 90s heyday of Capcom 1-on-1 fighting games. There was a cheap bundle of bundles (a bundle^2, if you like) on the eShop recently where you could get Street Fighter 30th Anniversary Collection and Capcom Fighting Collection together for less money than either collection had ever been on sale for individually. Ah, gwan then.

Vampire Savior (the lack of a U is making me queasy), or Darkstalkers 3, depending on region, is a CPS2 based game, much like Street Fighter Alpha and X-Men: Children of the Atom, so it has big ol’ sprites and loads of animation. The fighters are generally based on monsters like a mummy, a vampire, and a Definitely Not Frankenstein’s Monster.

I played as newcomer-to-the-series Baby Bonnie Hood, who absolutely isn’t supposed to be Little Red Riding Hood, and has a machine gun and a dog. It was silly fun.

Filed Under: Gaming Diary Tagged With: completed, Diary, retro, switch

Kolibri: eaten by a frog

Posted on 28/06/2024 Written by Xexyz

Kolibri is certainly colourful, fast, and with plenty of sprites flying around the screen. Flying being a key word – as a hummingbird, everything takes place in the air, with very occasional ground-based enemies. Frustratingly the development team have obviously seen nature videos where the hummingbirds move around slightly in the air, because they’ve implemented that here – my bird was shifting around a little when I really wanted it to just stay still and let a projective pass.

It is a bit of a frustrating game in places. In order for the game to look as natural as possible, they have dispensed with an on-screen display. You can’t see how much health you have left unless you get hit or collect an energy ball, at which point one, two, three or four little hummingbirds appear around you to show you how many hits you can absorb. You also can’t easily see what weapon you are holding, though of course that can be fixed by firing it. I think that your bird colour changes depending on the weapon as well, but I’m not entirely sure.

I’ve played through the first five or six levels now, and there’s a bit of variety there. In Aero the Acro-Bat, you were given some instructions when you started each level on what the goal was – jump on certain platforms, or defeat a certain number of specific enemies – but here you just need to work out what’s going on before you die. Not always possible, but at least there appear to be infinite lives; you just start again at the beginning of the level you died on.

[A side note: screenshots taken on this emulator often come out a bit odd, I think because of the way the Mega Drive and 32X outputs are being combined. The third screenshot here, for example, only has the background on the upper half the screen, whereas actually there was a hill there.]

The other issue is that the powerups are a bit too similar to each other and easy to pick up. Normally ease of collection would be a good thing, but here there are about six or seven weapons and you can collect the powerup for the one you want. I am particularly fond of the homing energy balls, or the lasers, but often find that I’m accidentally collecting other weapons instead. Homing weapons are useful because enemies can come from both sides, and the controls are a bit picky in terms of turning around.

It’s a breath of fresh air for horizontal shooters – look, no spaceships! – but it’s a little frustrating to control, which ruins it somewhat.

Filed Under: Gaming Diary Tagged With: 32X, PC

84: Old Men Who Repeat Themselves

Posted on 28/06/2024 Written by deKay Leave a Comment

Exciting news this episode as one of us has played a game that only came out in the last few weeks. See if you can guess who, and which game it was! Also, don’t forget to play the Official ugvm Drinking Game (if it is safe and legal to do so) as you listen, and try to beat our high scores!

In Episode 84, deKay, Toby and Kendrick somehow manage to convene despite technical and Real Life issues doing their very best to stop them, and discuss at various lengths, breadths and depths topics including the recent Nintendo Direct, why the N64’s controls are Bad These Days, why deKay has some dead technology (VR) now, and all the fighting Capcoms. Plus, if that wasn’t enough to fill your holes, all these games get some sexy airtime:

  • Atelier Shallie: Alchemists of the Dusk Sea
  • Transformers: War for Cybertron
  • Girl Genius
  • Wappy Dog
  • Far: Changing Tides
  • Prince of Persia: The Lost Crown
  • Animal Well
  • Metroid Zero Mission
  • Doom Eternal: Ancient Gods
  • Hellblade 2: Senua’s Saga

And then, as some sort of delicious dessert, waffles and questions. Tasty.

https://ugvm.org.uk/podcasts/ugvmPodcastEpisode84.mp3

(Direct link here)

Intro music credits: UAC Atlantica Facility by David Levy and Andrew Hulshult, from Doom Eternal.

Don’t forget, if you want to contact us with questions or comments for or about the show, you can email podcast@ugvm.org.uk or publicly shame us https://mas.to/@ugvmpodcast on the Mastodons.

Aero the Acro-Bat: completed!

Posted on 26/06/2024 Written by Xexyz

The museum turned out to be the last level, and it was indeed significantly more difficult than the rest of the game. Much of this difficulty came in the narrowing of platforms, which would ordinarily be easy to land on but required the awful diagonal jumps to get high enough. It reminded me of the Dizzy games, where you had to work out which pixel to jump off in order to land in the right place, except more frantic and (often) with death awaiting if you fell.

Despite the setting and the increased difficulty, there were few innovations which set apart the last levels. There was an annoying obstacle which saw a laser shooting around a frame which you had to avoid, and flames shooting out of gargoyles at seemingly random intervals, and circular saws embedded in many platforms. Some of the enemies were immune to my diagonal attacks, or rather were sometimes immune (but at other times they popped, for no discernible reason). It was getting a bit frustrating and boring.

I quickly realised that it was pointless spending hours waiting for appropriate windows in obstacle attacks, since there were normally multiple life pickups – the As in the bottom-right corner – following any difficult section. As a result I often just barrelled straight through and dealt with healing afterwards. This wasn’t always the case, but due to the beauty of regular save states I had sixty-odd lives available anyway.

And then I got to the final level. The boss came in three stages, and before each battle there was a frantic vertical platforming section, with an ever-rising laser beam ready to cut the climb short. This took a fair while to do, even with saving, because of the awkward placement of platforms and the inaccuracy of Aero’s jumping. In the third section there were countless spikes and other enemies to avoid while also trying to land on minute platforms. Whenever I caught up with the boss, there was fight where he put out floating clowns to get in the way, and also streams of water coming from his giant clown face flying vehicle; while I tried to know his jaw off.

At the end of the second fight, the lower jaw came off, but that didn’t stop him from spawning clowns and generally being a pain the posterior. Instead of the jaw I had to hit his red nose, and after doing that 32,977,421 times he admitted defeat.

This wasn’t a great game. It was tolerable, and there was a nice fluidity to it – but there was perhaps just a bit too much inertia to allow for accurate jumping and platforming. Whoever designed the diagonal attacks should never have worked in the industry again. The jankiness with the controls may well have been an emulator problem, but I did see at least one review mention it.

Will I replay it, or play the sequel? I’ve got quite a lot of other stuff to do first.

Filed Under: Gaming Diary Tagged With: completed, Mega Drive, PC

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97: I’m Feeling A Bit Squiffy
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G’morrow beautiful friends! Here to waft away the damp, darkened skies of the season (or maybe make them damper and darker), it’s Episode 97 of the ugvm Podcast. The podcast you love to subscribe to but hit skip when it comes up on the playlist. Yeah, we know. It’s OK. We don’t get paid either way.

In this episode, deKay, Kendrick and Toby “entertain” you with fun game related news and chat, which this time round includes speculation on Valve’s new hardware triple combo, a show report from the Valorant Champions event in that there Paris (France, not Texas), and one of the team became A Magnificent Man in a Flying Machine. Oh, and Kendrick has bought a new VR headset. Yes, Hell has finally frozen over. Not only that! We have gaaaaaaaaames!

97: I’m Feeling A Bit Squiffy
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97: I’m Feeling A Bit Squiffy
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96: Magic Beans
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95: Bother Me Anatomically
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