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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

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

Holy Potatoes! A Weapon Shop?! (Switch): COMPLETED!

Posted on 03/03/2026 Written by deKay

89p? Well why not. The two other Holy Potatoes games were also 89p each, so I got them as well. Yes, I know I have them on Steam already. Shut up. You’re not my mum.

I’d played a little bit of this before and seem to remember it’s one of those management type games, like the Kairosoft ones, only you’re potatoes and you run a weapon shop. I mean, you could have discerned much of that from the title of the game, but I was right. That’s exactly what it is.

You make weapons, sell them to heroes, they pay you depending on how well you made it and how close to their preferred weapon type or attributes it is, and you use that money to hire and train staff, buy materials, and purchase shop upgrades and holidays for your overworked tubers. As you advance, you open new areas and have more people to please, weapons to make and so on.

it’s pretty addictive, if a little clunky (it’s clearly designed for a mouse driven system and joypad controls aren’t great), but definitely worth 89p.

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

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