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The Fairyland Story (Evercade): COMPLETED!

Posted on 19/03/2026 Written by deKay

This is one of the games on the recent Taito cartridge for the Evercade. I’m not 100% on the timings, but it feels very much like a precursor to Bubble Bobble – loads of single screen platforming, baddies to destroy, a particularly nasty baddie that appears if you take too long, and so on. It isn’t anywhere near as much fun as Bubble Bobble though.

The main issue I had is that often, especially on later levels, some of the baddies are really difficult to reach, especially without accidentally colliding with them and dying. There’s a level right near the end – level 95, I think – where the screen is sort of split in two and if you’re playing single player (like I was) then you can’t physically get from the left side of the screen to the right side. I can demonstrate with this screenshot from StrategyWiki:

You’re the witchy looking woman in red. The issue is that there’s no way to do a “small” jump to get over the four blocks at the bottom without jumping too high and ending up on the platform above. Except… there is. Thanks to a web search and a very old post on GameFAQs, I found that if you tap jump and then immediately tap right, then providing you’re standing in the right place, you can do a tiny jump. Get the timings or length of tap wrong and you don’t, so even if you know how it’s still nearly impossible. Literally nowhere in the game does it say this either directly or indirectly. Nowhere else in the game is it necessary. How arcade gamers in the 1980s without GameFAQs managed this I have no idea.

You can also see in that screenshot that neither of the baddies are actually reachable even if you do this. You have to coax them out by climbing higher up the screen than them. Which is a pain.

So, it’s not a great game. I completed it mainly because I’d started so I had to finish, but there are far better single screen arcade games like this out there. Still, if it wasn’t for the mistakes of The Fairyland Story maybe we wouldn’t have Bubble Bobble.

Filed Under: Gaming Diary Tagged With: Arcade, completed, Diary, evercade, retro

Picross S Namco Legendary Edition (Switch): COMPLETED!

Posted on 19/03/2026 Written by deKay

It’s been a while since I last completed a Picross game, but I’ve actually been playing this one off and on for six months or more. It is, as they always are, more of the same – a polished, Jupiter developed, game of Picross with loads of puzzles.

The difference this time, however, is that it’s Namco themed. Specifically, 8-bit Namco games from the 1980s. Pixel representations of the likes of Dig Dug, The Tower of Druaga, Pac-Man, Rally-X, Mappy, Xevious and several Japanese titles I’ve never heard of, all in Picross puzzle form. Excellent.

Aside from the music. I mean, I love the Mappy theme tune as much as anyone, but the same 8 seconds over it repeating overandoverandoverandover for a 45 minute puzzle? Nah mate, that got turned down fast.

Filed Under: Gaming Diary Tagged With: completed, Diary, mappy, Pac-Man, picross, retro

Teddison Inc (Playdate): COMPLETED!

Posted on 15/03/2026 Written by deKay

Teddison Inc is a cookie-clicker type numbers-go-up game. You’re a bear (for no explained reason, except – presumably – to enable the pun in the title) and you’d discovered you can use a bike to generate electricity. So you crank the Playdate and the number of watts goes up.

Then you can spend these watts to buy automations so you no longer have to crank. And more cyclists. And then better electricity generators like solar farms and wind turbines, as well as upgrades like better bike cranks to make existing generators more efficient. Soon you’re generating kilowatts, megawatts, and so on as the number go ever higher.

Unlike some of these clicker games where you have to leave them running overnight to get enough currency to progress, the whole game here is doable in a single sitting of about an hour. Which feels a bit short, but it’s fine. Some irony in a game about generating power using less power to play than other games in the same genre, I suppose.

Filed Under: Gaming Diary Tagged With: completed, Diary, playdate

Holy Potatoes! We’re In Space?! (Switch): COMPLETED!

Posted on 14/03/2026 Written by deKay

Maybe I should have looked up the game before playing, but I naïvely assumed that this follow-up to Holy Potatoes! A Weapon Shop?! would be more of the same only instead of the sort of fantasy setting of that game, I’d be creating weapons in a more sci-fi environment. Which, I suppose, you do. But actually, it’s a turn based RPG.

Whereas in Weapon Shop you just made weapons for other spuds, here you’re actually pilot of a spaceship and you travel to planets and fight baddies in other space ships. You have a crew (who you can recruit, train and “upgrade”), you have up to four weapons slots on your ship, and you fight in a very JRPG way Only in space with spaceships.

Yes, you create weapons, but that’s nowhere near as in-depth as it was before. So was I disappointed? I was. Very. But only for a while because once I got over the fact it was a totally different game (albeit with at least one connection to Weapon Shop), I really got in to the way it all worked and thoroughly enjoyed myself.

Except for one thing.

As part of the plot, you’re being constantly hounded by an evil organisation. You warp to a solar system, then have to travel round the planets, complete some tasks, and then warp out before so many “sols”, the unit of time here, run out and you’re caught. This mechanic totally ruins the game for me. You’re always short of time and every time you fly to a planet, or explore one, or return to the “hub” in the system to refuel, repair your ship or buy resources, you use up sols and there just doesn’t seem to be enough. You go into battles feeling unprepared because you’ve gambled that you might waste too many sols recuperating after the previous one, and you never get a chance to properly explore each region of space as there simply isn’t time to do it. Luckily, you can turn “limited sols” off, so I did. Much better.

That aside, it’s a nice little game with some silly characters and homages to, well, everything, and a really good battle system with action points and stuff.

Filed Under: Gaming Diary Tagged With: completed, Diary, holy potatoes, switch

Tomb Raider: completed!

Posted on 09/03/2026 Written by Xexyz

The final levels, which I understand are set in Atlantis but in fact are set in some creepy pyramid on an island which appears to be constructed from living flesh, were a step up in difficulty from the previous ones. The biggest change came from the enemies, who were more aggressive, more in number, and required more bullets to dispatch. I moved away from using my standard pistols, to a combination of the Uzis and the Magnums – the shotgun seemed a bit useless, with long reload time and poor aiming – in order to prevent enemies getting too close. The tactics I’d used before (of finding a ledge to stand on) no longer worked, with enemies who could throw fireballs and shoot, and others who flew around the room. They were horrible things too, seemingly with no skin, just flesh and muscle.

Of the levels set in Atlantis, the first was relatively normal. At the end of the Egyptian levels Lara was captured and escaped by diving off a cliff, and it turns out that she’s lost all her guns (but for some reasons still had some ammunition). To find her weapons you had to explore some mines, finding three fuses which were needed to lower a suspended building containing pistols. With pistols equipped, the mines led (via lava rivers, concrete mazes, and underwater tunnels) to three human enemies: a cowboy, a skateboarder, and a bouncer, each using some of Lara’s guns. The skateboard fight was very tricky to start with, until I found a passage I could take to come out on a ledge above the level, where I could wait for him to skate past and get shot multiple times.

Armoury reclaimed, I set off for Natla, who was using the scion thingy in the pyramid. I caught up with her and she unleashed a big enemy which I initially thought was the game’s end boss, until I killed it first try (somersaulting from side to side put me out of reach, and I could just shoot it many times). I then had to continue through the pyramid, finding a route back to the scion for me to destroy it. The levels became increasingly icky, with pods growing on the walls which burst to release enemies as I approached them. I’m not entirely sure what the cutscenes showed, but eventually I found Natla in a room at the top of the pyramid, and I fought and killed her using my favourite tactic of running away and finding a ledge to shoot from. Being shot to death wasn’t enough; she woke up and I had to do it all over again.

After a while I was desperate to see anything green.

With her dead again, all that was left was for Lara to run away, through a pyramid which was shuddering and collapsing (but not actually collapsing; this wasn’t a timed run). A few nasty jumps nearly had me throwing the controller in frustration, but I got out in the end – Lara swam out to the boat and took off just as the island exploded.

As a game, it’s aged, but only in that other games have taken the same sort of formula and made it more fluid to play. The way that the platforming is almost puzzle-like at times remains very clever, and the game’s pacing is really well thought out. I don’t think I’ll be going back to find all the secret areas, nor find more efficient routes through the levels – but that’s mainly because I’ve got Tomb Raider II waiting for me.

It felt like I used a lot more than 32 medipacks.

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

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98: There Were No Ramekins
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Sleigh bells ring, are you listening? Of course not. You don’t listen to the podcast so why would some random jangling entertain you, eh? But do listen, because it’s only bloody Christmas again!

In Episode 98, deKay and Kendrick chat about some The Game Awards stuff, Half Life 3 (or not), and games!

98: There Were No Ramekins
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97: I’m Feeling A Bit Squiffy
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96: Magic Beans
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