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Golden Sun (Switch): COMPLETED!

Posted on 02/02/2024 Written by deKay

Many years ago, so long ago that my Gaming Diary didn’t even exist, I played Golden Sun on my Game Boy Advance. It was great. At least, I remember it being great, but I remember very little about the actual events in the game. I recall the catastrophe at the start, and the village you’re in, and that your friend goes missing and it turns out later on he’s working with (under duress) the bad guys. I remember there was a lighthouse. And I remember the djinn – sort of like little dragons – you can find and add to your character to buff your stats, give you new moves, and unleash on baddies. Mainly I remember them because they were in Shining The Holy Ark on the Sega Saturn though, not that they were in Golden Sun.

With very little remembered of the game, it was almost like playing an entirely new Camelot RPG just with the odd sensation that it was all a bit familiar. But being able to replay a great RPG, especially one from the likes of Camelot (who were the late 90s/early 2000s kings of the genre) without knowing everything is a Fine Thing Indeed.

Off I went then, with my guy Isaac and his chums, through the usual overworlds and dungeons and towns and, yes, lighthouses (there are two, or three, sort of) fighting random battles and watching the numbers go up as a charming story unfolds.

Being a GBA game with really detailed 32 bit sprite graphics (with loads of Mode-7 type backgrounds and maps), it looks amazing on a tiny handheld screen but blown up to fifty imperial inches it feels really messy. Older games, like those on the SNES and earlier, seem to come out OK at that size, probably due to less cluttered backgrounds and more obvious sprite edge definition, but here there are too many colours and too few pixels and it becomes hard to see what things are. Until, for some reason, it doesn’t. I struggled for a while, trying the (limited) screen rendering options, but got used to it and actually, it’s fine.

I don’t remember how hard the game was when I played it before, but I found it very easy this time through. Well, in terms of the actual fights and so on, anyway. Perhaps it’s because I did plenty of levelling up, or maybe I was just cautious, or I completed most of the side quests or something. The final boss battle was a walkover. What was difficult, however, was knowing what to do next. Even chatting to everyone in the towns (as is de rigour for JRPGs) didn’t always make it clear where I was supposed to go next, at least in terms of direction. I was nudged towards a new town or dungeon via the dialogue, but very rarely was it made clear where I might find such a place, so much wandering ensued. Perhaps another reason why I levelled up a lot, I suppose.

What I’d also forgotten about the game is how it ends. Because, well, it sort of doesn’t. You beat the boss, there’s an event, and then it’s straight into the sequel to actually finish off the story. Only two of the four lighthouses the game tells you need to be (or shouldn’t be, depending who you ask) lighting are in Golden Sun. A bit of an anti-climax and seemingly hurried end, if you were not aware of the follow-up title, Golden Sun: The Lost Age. Which, luckily, appeared on the Switch Game Boy Advance service at the same time as Golden Sun. Phew, eh?

Filed Under: Gaming Diary Tagged With: completed, Diary, GBA, golden sun, retro, switch

Castlevania Legends (Switch): COMPLETED!

Posted on 16/12/2023 Written by deKay

I always thought that Castlevania Legends was actually the same game as either of the Game Boy Castlevania Adventure games, just named differently in a other regions. So imagine my surprise when I discovered it wasn’t, and not only that, it’s better than either of them. How have I not played this before?

OK, I should clarify that it still isn’t great. It’s pretty short, has a really restrictive time limit on each level which pretty much guarantees at least one death, and is still a bit clunky. But! It is more fun, slicker, and more playable than the others.

Apparently, until the terrible Lament of Innocence on the PS2, this was chronologically the first game in the series, although when the PS2 game was released Legends became, well, a legend. Shame, as this is a better game than that. Hell, most games are a better game than Lament of Innocence.

There’s not much else to say here. It’s a reasonable Castlevania with nothing really new for anyone who has played any of the original non-Metroidvania style ones before. And it’s free to play if you have the Nintendo Online subscription.

Filed Under: Gaming Diary Tagged With: castlevania, completed, Diary, game boy, retro, switch

The Revenge of Shinobi (Switch): COMPLETED!

Posted on 16/07/2023 Written by deKay

I know this was highly lauded on release, but I’ll be honest – I’ve never been a massive fan of the game. Or the Shinobi/Shadow Dancer series, actually. I don’t hate them or anything, but I certainly wouldn’t hold them up as fantastic examples of the best the 8 and 16 bit consoles had to offer like a lot of people seem to. See also Ninja Gaiden, actually. [Edit: Oh, it seems I like the 3D port of Shinobi III for the 3DS. Well, that’s me correcting myself then.]

Maybe it will have improved with time? Well, no. Not really. It’s still not bad at all, but it feels just so empty and generic. Ten billion similar platformers since are probably to blame. I played through it, completed it, and moved on. And yes, I used the “make the 00 become ∞” thing so get all the shuriken because I’m not an idiot and there’s no way in hell the game is possible without them. I also found it odd that you can’t decide when to use your sword and when to use your shuriken. It seems you can only throw shuriken, but if the enemy is close you automatically sword them instead? A very odd design choice when you have limited ammo.

Oh, and that final boss? With his whippy hair? Utterly ridiculous.

Filed Under: Gaming Diary Tagged With: completed, Diary, Mega Drive, retro, shinobi, switch

Alien Breed Special Edition ’92 (Evercade): COMPLETED!

Posted on 02/07/2023 Written by deKay

I seem to remember this getting really good reviews upon original release, but I’m struggling to see how. I did look up some of them, and came across this incredible bit of art editor drunkenness from Amiga User International, which attempts to show the screen that comes up when you access a computer terminal, but fails, rather than any of the actual game itself. Incredible work. And also look out for some great whitespace issues:

Anyway, that review also tells you about the game so I don’t need to, but I will tell you why it is wrong. Firstly, calling it “based on Gauntlet” is really doing Gauntlet a disservice. Sure, you have a top-down maze and keys to open doors, but that’s it. Gauntlet has variety. Loads of baddies and baddie generators. Bonus levels, great speech, four players, potions… so much more than Alien Breed which has boring levels, mazes that do nothing but frustrate, way more doors than keys meaning it’s very, very easy to get stuck if you open the wrong door (and so have to restart the level), and several levels with countdown timers where you have to solve the maze super-quick. One of them gives you just two seconds to get out, with the distance to cover also taking two seconds. Not fun.

There are also only really three different baddies, ammo is in very short supply, you have to collect money for better weapons which aren’t really worth it, and it’s possible to accidently trigger fire doors so you can’t progress as once closed, they’re closed for good.

The aliens (which have been lifted directly from Aliens) aren’t really even a threat – it’s everything else that is. Bad game. To your room.

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

Project-X Special Edition (Evercade): COMPLETED!

Posted on 29/06/2023 Written by deKay

Bloody hell that was hard. Save states at the start of each level and still the last couple of levels were near impossible.

Although I loved this back on my Amiga, what I hadn’t realised back then was how poor the collision detection was, which, coupled with the jerky movement, caused so many deaths as I slammed accidentally into walls as I tried to scrape by. Perhaps this was because the first two levels are pretty easy but I never got any further than that until now.

A big advantage (aside from the save states) of the Evercade version are the additional buttons which replace having to either waggle the joystick or slap the spacebar (I used to do it with my foot) in order to activate the Gradius-like power-up system. The number of times I’d die while trying to GUNS, POWER UP previously, now eased with just a simple button press instead.

Despite it not living up to my memory, and feeling much less polished than it appeared to be at the time, it was still fun. But so, so hard.

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

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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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