And.. again. Once more it’s the same only different, with a few tweaks (underwater physics) and new bosses, but otherwise – Dadish is finding his stupid kids again across tricky platforming worlds. And it’s just as good as it was before.

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Posted on Written by deKay
Posted on Written by Xexyz
Everyone remembers the synthesised speech of “Let’s go, Mr Driver!”, but in fact there are other sayings in different levels; the one that I noticed as I played through today was “Giddy up, boy!”. I wonder how many people have heard the full set.
Chase HQ on the CPC is one of the best 8-bit computer arcade conversions of all time. Comparing it to the arcade machine there are obvious differences – smaller sprites, digital controls, less accurate handling and lower framerate – but given the constraints of the hardware the game plays amazingly well. I remember when we first bought the game, on disk, from the basement of Hamleys in London – I’d read the review in Amstrad Action and knew it was meant to be good, but when we got home and I played it for the first time it was better than I could imagine. So colourful, so fast, and speech as well. Amazing.
There’s not so much amazement nowadays, since we can, if we want, play the actual arcade game emulated on a computer, and driving games like Need for Speed Most Wanted have provide a more coherent ramming-the-baddies experience. Nostalgia is still a powerful thing, though.
Getting the game to run wasn’t easy. I had a CPC core in RetroArch, and Caprice32 as a standalone emulator. The latter crashed immediately on startup. The former worked fine, until I loaded the game in – and found that it was a pre-hacked disk file which offered me the option of infinite time and infinite turbos. I didn’t want these, so pressed “N” … and found that the keyboard didn’t work. To be exact, some of the keys didn’t work – they’re mapped to RetroArch shortcuts – and some did. I could get into the game by choosing “O” (for ‘oui’) and the “W” key seemed to be mapped to RETURN. Once in game I could use a joypad, or the cursor keys (with X changing gears and A operating the turbo). The joypad was OK apart from the fact that the accelerator was mapped to UP on the d-pad, which got a bit painful after a while.
I committed to only using three turbos per stage, and roughly timed 60 seconds to get to the criminal and then another 60 seconds to take them out. I think I just about managed it, but it’s hard to be sure.








The game is still great, if a little samey after you’ve completed the first few levels. There are five in total, and the only thing that seems to change is traffic density and the length of the stage – meaning the last level is pretty tricky to complete. Well, complete in the right time limit anyway. I’ll try to find an unhacked ROM and try that one out next time.

Posted on Written by deKay
Posted on Written by deKay
I’d seen this game get gradually cheap and cheaper on the eShop but never bit, until two sequels came out and were bundled together and then reduced. Look, cheap things come to those who wait.

Dadish – a radish who is a dad, obviously – has to navigate a load of platforming challenges to save his many, many kids. You can jump, and double jump, and that’s it, but there are a good variety of levels and gimmicks with usual platform game features like spikes, springs and moving platforms.
There’s nothing outstanding here, but it is a solid, well made game with some really funny conversations between Dadish and both his kids and the characters you meet. Levels are tricky but never frustrating, and unlike the thousand other games on the eShop that are superficially similar, it nails the physics and collision detection which are essential to the genre but broken so often.

Now onto the sequel!
Posted on Written by Xexyz
I have been playing Yoku on and off for a couple of years, on both the Switch and the Xbox One, and while I have a great time while playing it it’s not something I have ever been urged to continue. Whenever I’ve turned a console on, something else has appealed more. Then, on a 13-hour flight to Malaysia, the friendly pinball icon shone brightly, and I played through the rest of the game.
Yoku is a pinball platform adventure game. There’s no jump button; instead you play as an ant who is pushing around a big white ball, which can be fired off pinball flippers and bumpers to get to new areas. Colleting fruit allows new flippers to be unlocked, and you frequently find defined arenas in which you must carry out specific tasks such as unlocking a new door, or knocking out bungs from water spouts, or closing hatches to allow mined materials to pass through. You must go back and forth across the world, talking to people and taking things to them, trying to discover about the enemy who has attacked the island’s gods.





Maybe it was this going back and forth which put me off the game a little; the traversal feels just a little slow, with Yoku ambling along and then various pinball routes feeling as if they just get in the way. There are some abilities that are unlocked, including the ability to diver under the water, and to grab hold of purple flowers and swing around them, and occasionally I would spend a significant time trying to get past a certain blockage not realising I needed another ability.
And yet, when I played it for a long period, particularly with few other distractions, it really clicked. Opening the beeline – a fast travel network around the island – helped, but more than anything it was familiarity with the locations and a memory of how to get through them quickly. I delivered some overdue parcels, I helped rescue a spiderling, I found lots of little wicker people (but not enough to make a giant egg hatch). And I played through the story, collecting up the elders of the island, and then helping with the ceremony to cure the massive god in the background. A big plot twist later, I defeated the final boss, and the credits rolled.





There are a few things that remain outstanding – there was a large icicle above a lake which I couldn’t break (with someone nearby hinting I needed someone to help me), I’ve not filled up all mailboxes around the island yet. I might return to this on the Xbox and complete it there, with all the side quests as well. It was a lovely game.