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Sabertooth

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  1. Sabertooth

    Retro-Modern
    YARS: RECHARGED (VCS)
    Published 2022 (Atari)
    Developer: Adamvision Studios, Sneakybox
    Retail: $9.99
    YARS: RECHARGED is a modern take on Yars' Revenge, the 1982 smash hit for the Atari 2600.  Programmed by the incomparable Howard Scott Warshaw, Yars’ Revenge went on to become the best-selling original title for the platform.  This is quite a legacy to live up to.
    YARS: RECHARGED is available on multiple platforms, including VCS, Switch, XBOX Series X/S, XBOX One, PS4, PS5, Steam and Epic.
    Let’s take a quick look at the VCS version!
    TAKE CONTROL
    At its core, YARS: RECHARGED is a twin-stick shooter.  It borrows elements of Yars’ Revenge and combines it with a dash of “bullet hell” and a slick future retro aesthetic to deliver a fresh take on HSW’s classic.
    As with the original, you control a Yars, an insect-like space race that – according to lore – descended from the common house fly on Earth.  Of course, this being a modern, digital title, YARS: RECHARGED eschews any story that might have made its way into a manual or accompanying comic.  At any rate, the Yars are again at war with the Qotile.  It’s your job to take out Qotile defenses through 30 levels in either Arcade or Missions modes: for 60 levels total. 
    The first time you play YARS: RECHARGED you’re automatically taken to a quick tutorial to acquaint you with the game’s controls.   This is a first in the Recharged series and is a welcome addition to the game.  The controls are fairly intuitive and harken back to that old Atari adage “Easy to learn, difficult to master.” 
    Using the Modern Controller, the left thumbstick controls Yar’s movement while the right controls fire and aiming.  The controls are tight and precise, and I found the Modern Controller to be ideally suited for the twin-stick action. The game also offers support for the Classic Controller.  Use the rotary to aim your Yars and the joystick to maneuver.  It’s a novel way to play for fans of the VCS’ unique controller.

    Qotile defenses are hidden behind rows of hexagonal shields.  The shield strength is indicated by each hexagon’s opacity; near transparent shields are easily foiled, while solid white shields take a lot to break through.  The shields are frequently interlocked in a honeycomb and protect various “cores.”  You must shoot or “nibble” through the shields to charge your Zorlon Cannon, expose the Qotile Cores, and eliminate them as quickly as possible.  Eliminating the last Qotile Core will destroy all remaining enemies and clear the level.  There is a time bonus in both Arcade and Missions modes, so play strategically to clear each level as quickly as possible. 
    Enemy types range from the “Swirl”, Silorak Cores, and bullets coming from off screen.  The Swirl behaves in much the same way as it did in the 1982 original.  Watch for the Qotile Core to change into a Swirl and dodge or shoot it.  If your Yars is hit by a Swirl, its GAME OVER.  In later levels, there will be multiple Swirls to contend with.  Importantly, Swirls can penetrate the Glitch Shield to destroy your Yars. 
    The Silorak Cores serve as Qotile defense turrets and target you with spread shot, railgun, explosive shot and rapid fire.  When destroyed, these “minor” cores will drop a power-up the mirrors their attack.  The Silorak Cores are also tied to select shields.  As you attack a core, you’ll notice several hexagons flashing with each hit.  These will be destroyed once you take out the connected core. 
    Bullets coming from offscreen add a level of danger to the proceedings.  You’ll need to pay close attention to the patterns of the bullets to avoid hitting them. Alone they are easy to avoid, but with the assault from the cores, things quickly become chaotic. 
    Your greatest weapon against the Qotile onslaught is the Zorlon Cannon.  Only the Zorlon Cannon can destroy a Qotile Core.  Charge the cannon by nibbling or shooting enemy assets and collecting the resultant golden orbs.  Once charged, take aim and fire across the screen.  Timing is critical as there are frequently moving Qotile Cores and rotating shields. 
    When the Zorlon Cannon appears, so does the Glitch Shield.  The Glitch Shield protects Yars from all enemy weapons with the exception of the Swirl.  It dissipates as soon as your charge is depleted. 
    In Arcade Mode, the default setting provides the player with three hits.  The hit counter will refresh with each cleared level.  Taking a similar approach to Gravitar: Recharged, Yars offers the option to stack modifiers for bonus points.  Each modifier adds 2.5% to the score at the end of arcade play.  There are three modifiers:
    The “Hyper” modifier dramatically speeds up your Yars. While this might seem like an advantage, it’s actually a bit unwieldy.  The “Hunger” modifier eliminates your ability to shoot forcing you to rely only on your “nibble.”  The nibble is more effective and in early levels this too seems like an advantage.  However, in later levels the need for a ranged shot becomes clear.  The “Heavy Cannon” modifier increases the damage of your cannon but takes longer to charge and moves slower.  The choice of whether or not to use a modifier adds an interesting strategic element to the game. 
    In Missions Mode, your goal is to complete the missions as quickly as possible.  The missions play like the hardest versions of the levels that you’ve already completed in Arcade Mode.  In this way, it feels like more of the same.  While that’s not necessarily a bad thing, I personally preferred the creativity and variety of the goal-oriented Challenges Mode from earlier titles in the Recharges series.  One thing that I do like about Missions Mode is that score bonuses are displayed upon the completion of each level. 
    Couch co-op returns to YARS: RECHARGED and greatly enhances the game in either Arcade or Missions mode. 
    GRAPHICS
    The look of YARS: RECHARGED is reminiscent of the art style found in Gravitar: Recharged.  Backgrounds are muted and - with the exception of your Yars, the golden orbs and  Zorlon Cannon - monochromatic. The Yars itself looks nice and everything from the hexagonal shields to the in-game menus, to the Silorak cores are very clean.  Its functional but not terribly exciting to look at.  One wonders if the Geometry Wars inspired art style of the earlier Recharged games might have worked better here. 

    SOUND & MUSIC
    Sound is a weak point for YARS: RECHARGED.  For this outing, Atari has once again partnered with composer Megan McDuffee for the in-game music.  The soundtrack is stellar and some of the tracks have an almost cinematic vibe. McDuffee has definitely brought her “A Game.”  Unfortunately, the in-game music is barely audible with default settings.  It is utterly overwhelmed by the sound effects, including player and enemy shots and ambient sounds.  In order to enjoy the soundtrack, I had to go into audio settings, crank the music to 100 and reduce effects to 30.  My feeling is that there is some wave interference taking place between the competing sounds.  It’s truly a shame because the music really is fantastic. 
    As for the effects, they are just what you would expect from booming shots, lasers and spinning swirls. 
    CREATURE COMFORTS
    YARS: RECHARGED includes proper unlockable achievements which have become a staple of modern gaming. Some are progressive. Other achievements are awarded for completion of a single task. If you've played the other RECHARGED titles, these will be familiar to you. The inclusion of achievements is a welcome addition to the game, particularly on the VCS. However, as the VCS does not support trophies, the achievements are only viewable in-game.
    Fans of the highscore chase will be pleased to know that the game includes local and online leaderboards.  In Missions mode, scores are cumulative. This contrasts with previous entries in the Recharged series, where each mission had its own scoreboard. 

    OVERALL
    YARS: RECHARGED is a solid update to Howard Scott Warshaw’s 2600 classic. Atari and its development partners have a tricky balancing act with the Recharged series; at once satisfying longtime fans and introducing the brand and IP to new generations of gamers. With YARS RECHARGED, they have largely succeeded.  Some tweaks to the audio mix and goal-oriented missions would make this near perfect.  As it is, YARS: RECARGED is the best sequel to the original yet attempted. 
    Have you played YARS: RECHARGED on the VCS or on another platform? What do you think of the game?

  2. Sabertooth
    CENTIPEDE: RECHARGED (VCS)
    Published 2021 (Atari)
    Developer: Adamvision Studios, Sneakybox
    Retail: $9.99

    CENTIPEDE: RECHARGED, as the title suggests, is a modern update, or “recharge” of Atari’s 1981 arcade classic.  Just like the game that inspired it, CENTIPEDE: RECHARGED is a single screen shooter where you use your cursor to blast bugs into bits!  The tone of the original is largely intact while adding modern gameplay elements like power-ups, challenges, achievements, local co-op and leaderboard.
    The second in Atari’s RECHARGED series, CENTIPEDE: RECHARGED maintains the wireframe pseudo-vector vibe and endless arcade mode originated 2020’s MISSILE COMMAND: RECHARGED.  However, whereas Missile Command was conceived as a mobile game and migrated to consoles, CENTIPEDE: RECHARGED was purpose-made for consoles and PC.  As such, it serves as a bit of a re-launch for the young series and is the first of four planned RECHARGED titles to be released in 2021.  The game is available on multiple platforms, including: VCS, Switch, XBOX Series X/S, XBOX One, PS4, PS5, Steam and Epic. 
    Let’s take a quick look at the VCS version!
    TAKE CONTROL:
    Controller options on the VCS consist of Atari’s Modern Controller, Classic Joystick or third-party gamepad.  Some Centipede purists will no doubt bemoan the lack of mouse/trackball support.  This is completely understandable as the original arcade game was designed with the trackball in mind.  Personally, I find playing with either the Modern Controller or Classic Joystick to be more than adequate. 
    Control is intuitive.  Use the left thumbstick or joystick to move the shooter.  The A button fires.  That’s all there it to it. 
    There is something refreshing about the simplicity of the control scheme. Shooter movement is smooth and responsive. 
    GAMEPLAY:
    Gameplay comes in two flavors:  Arcade and Challenges. 
    Arcade mode will be instantly recognizable to anyone familiar with the original game.  Single screen?  Check.  Mushrooms?  Check.  Centipedes, fleas, spiders and scorpions?  Check, check, check.
    The entire affair is on a single screen but this time its horizontal for modern displays.  Player movement is limited to the bottom third of the play field.  Centipedes enter from the top of the screen and begin their march to the bottom.  Fleas drop from the top creating mushrooms in their wake.  Scorpions enter from either side, moving horizontally in a straight line and turning any mushroom that they touch poisonous.  As in the original, poisoned mushrooms drive the centipedes mad and cause them to race directly to the bottom of the screen.  Spiders still enter from the side, but they serve a different purpose in CENTIPEDE: RECHARGED. Instead of frantically and unpredictably jumping, the spiders move more slowly and serve as the source of important power-ups. 

    Where the original Centipede had clear waves and three lives, CENTIPEDE: RECHARGED features an endless arcade mode where you have one life to attain the highest score possible.  However, progress is noted with color changes.  The onscreen action starts out slowly but very rapidly builds to a frenzy with multiple centipedes, spiders, fleas and scorpions to contend with.  Once the explosions start and the whole screen rains fleas, you can feel very overwhelmed.  Its easy to get boxed in.  Fortunately, there are several different power-ups to aid you on your way, courtesy of the spider. Here's a quick run down of each:
    Spread Shot: A three bullet spread shot.
    Rapid Fire: Increases speed of shots fire.
    Burst: A five bullet spread shot.
    Side Attacks:  Allows simultaneous shooting from the front and to each side.
    Bullet Trail: A powerful trailing shot that cuts through enemies and mushrooms.
    Ghost: The ghost scares centipedes and sends them scurrying to the top and off screen.
    Bomb: These come in two varieties.  The large single bomb icon creates a line of bombs somewhere on screen.  The cluster bomb icon creates a small cluster of bombs somewhere on screen.  When bombs are hit, it clears out bugs and mushrooms with a fantastic fireworks display.
    Slow Down Enemies: Significantly reduces the speed of all onscreen enemies (and the music) while player maintains speed.
    Mirror: Creates a mirror of your shooter at the top of the screen which mirrors your movement and shots.
    Explosive Bullets: A powerful shot that can take out a cluster of bugs or mushrooms.
    Orbiting Bullets: Surrounds the shooter with a circle of orbiting bullets.  These will destroy enemies and mushrooms on contact. 
    Line of Death: A powerful one-shot laser beam.
    Heart: Regenerate your partner in co-op!
    Most power-ups are time limited.  Some are immediate.  You will lose a timed power up if you pick up another while it’s in use.  Learning how to strategically use power-ups is critical to survival.
    Overall, Arcade mode provides a healthy dose of single-screen, high score chasing action that anyone who grew up in the arcades will appreciate.  While great in small doses, it does become somewhat tiresome.  Fortunately, CENTIPEDE: RECHARGED includes a Challenge mode that adds 40 different challenges to the game, 10 of which are exclusive to the VCS. Shout out to Atari for including 10 extra challenges on their home platform!
    Challenge mode provides additional depth and value to the game.  The challenges vary significantly from timed survival challenges where you can’t kill certain enemies, to score challenges, to task challenges. The key to solving some of the challenges is not always obvious. This is equal parts frustrating and rewarding. Careful use of power-ups and a lot of trial and error are required to progress and unlock later challenges.

    Additionally, there is local co-op for two-player action in either Arcade or Challenge modes.  This is a great feature and changes the dynamic of the game.  It's also truly co-operative as you actually work together and share the final score. What’s better than blasting bugs?  Blasting bugs with a friend!

    GRAPHICS:
    As previously noted, CENTIPEDE: RECHARGED maintains the wireframe pseudo-vector vibe originated 2020’s MISSILE COMMAND: RECHARGED.  Clearly inspired by the future-retro esthetic of games like Geometry Wars, players, enemies and mushrooms are rendered in simple and bright neon graphics.  Different shots and power ups result in pyrotechnic spectacles of blooming explosions.  This can be somewhat distracting but looks absolutely fantastic. Additionally, there are subtle background graphics of leaves and plants animated on the sides of the playfield.  Finally, there is an Immersive setting that zooms in the graphics.  This looks very cool and amps up the difficulty as your field of view is limited. 
    The esthetic is carried through to the menus, which are all very clean and easy to navigate.  Recent updates have added animated menu boards to the VCS version, bringing it on par with other platforms.
    One tick against the VCS version is lack of 4K support.  The game runs fine in 1080p but when using the console's 4K setting, the FPS noticeably dips.  For a game like this it hardly makes a difference but Atari heavily advertised 4K support for the VCS.  While 4K performance on the console has improved with continued updates, I recommend this in 1080p only for VCS owners. 

    SOUND & MUSIC:
    Music is one of the strongest points of CENTIPEDE: RECHARGED.  For this game and all upcoming RECHARGED titles, Atari has wisely partnered with composer Megan McDuffee who is known for her work on the River City Girls series, among others. 
    I cannot overstate how awesome the music is.  Whether in-menu or in-game, it perfectly sets the tone of CENTIPEDE: RECHARGED.  That there is no jukebox is a real tragedy.  I’ve found myself letting the menu screen go on in the background.  Its truly enjoyable.  Fortunately, all 16 tracks that Megan has composed for the series are available via her bandcamp. 
    Aside from the music, the in-game sounds have an almost “wet forest” vibe.  Gone is the relentless march of the original.  Instead, the sound of bug movement is quiet and almost “squishy.”  Sure there furious explosions, but there are also juicy pops and various rustling noises.  Its very fitting.

    CREATURE COMFORTS
    CENTIPEDE: RECHARGED includes proper unlockable achievements which have become a staple of modern gaming.  Some are progressive.  Other achievements are awarded for completion of a single task.  For example, “Harvester of Eyes” requires you to kill 800 spiders, whereas “I Am the Storm” is awarded when the player detonates 50 bombs in a single shot. There are 16 achievements in all. 
    The inclusion of achievements is a welcome addition to the game, particularly on the VCS. However, as the VCS does not support trophies, the achievements are only viewable in-game.  Compare this to the PS4 version, which utilizes Sony’s trophy system and is linked to a user's profile.  It would be nice to have a way to share your achievements.
    The game also includes a leaderboard feature. Previously, the leaderboard on the VCS version of CENTIPEDE: RECHARGED was local only.  However, the March 2022 update added World and Friend leaderboards to the game. In addition, the VCS leaderboads are viewable and scrollable in AtariOS. This gives the VCS version a leg up on other platforms, which only displays yoiur score plus the 5 adjacent scores. Scores are displayed in game for both Arcade and Challenge modes.  The addition of online leaderboards is a welcome change to the VCS version as competing against others for the High Score is one of the more fun aspects of classic arcade gaming.

    OVERALL
    I wholeheartedly recommend CENTIPEDE: RECHARGED if you are a fan of the original or single-screen shooters in general.  It perfectly captures the spirit of the arcade classic, while adding depth, modern features, excellent music and visual flare that make it relevant for today.  CENTIPEDE: RECHARGED is a future-retro bug-blasting spectacular. If this is where Atari is headed with the RECHARGED series, I’m in!
    Have you played CENTIPEDE: RECHARGED on the VCS or other platform?  What do you think?  What titles are you most excited for in the RECHARGED series?
  3. Sabertooth
    ASTEROIDS: RECHARGED (VCS)
    Published 2021 (Atari)
    Developer: Adamvision Studios, Sneakybox
    Retail: $9.99
    ASTEROIDS: RECHARGED is a modern take on Ed Logg's seminal 1979 arcade space shooter. Like all games in Atari's recent "Recharged" series, it includes a neon vector-like graphic aesthetic and more modern gaming elements like power-ups, leader boards, challenges, achievements and more.
    ASTEROIDS: RECHARGED is available on multiple platforms, including: VCS, Switch, XBOX Series X/S, XBOX One, PS4, PS5, Steam and Epic.
    Let’s take a quick look at the VCS version!

    TAKE CONTROL
    Following the formula established by Centipede and Black Widow, ASTEROIDS: RECHARGED features two game-modes: ARCADE & CHALLENGES.  Both modes can be played in either single-player or couch co-op.  Arcade mode is the main game and is a pure high score chasing affair.  Of the games so far released in the series, ASTEROIDS: RECHARGED perhaps feels the most true to its original arcade inspiration.  While there are graphical updates, power-ups and enhancements like exploding asteroids, the objective remains the same: destroy the asteroids and any flying saucers that you encounter. The simplicity is a mixed blessing.  Its sure to entice fans of the arcade classic but may be too simple for modern gamers to embrace. 
    ASTEROIDS: RECHARGED features multiple asteroids from extra large to small. Some asteroids fragment while others explode, taking out adjacent asteroids.  As in the original game, you'll get further if you choose your targets strategically to limit the opportunities for collision.  There are three saucer types: a non-firing bubble-like saucer, a small and deadly accurate saucer, and a larger lumbering saucer that is slightly less accurate.  Players be wary when the small saucer appears.  They will almost always hit a stationary player ship on the first shot.  This means that it pays to move about in ASTEROIDS: RECHARGED.  No lurking exploit here!  The game also includes a small saucer embedded in an asteroid.  While embedded, the saucer is relatively harmless.  But once freed, it functions as a normal small saucer.  The bubble-like saucer is the source of power-ups in the game. 
    Speaking of power-ups, ASTEROIDS: RECHARGED features some of the most inventive power-ups seen yet in the series.  Those familiar with the Recharged series will recognize slow down, rotating bullets, spread shot and others.  ASTEROIDS: RECHARGED adds a bullet bouncing deflector shield, screen clearing mega laser, and explosive shots that open mini black holes that sucks in all nearby asteroids and ships.  The black hole effect is by far my favorite in the game.  Due to wrap around nature of the play field, other power-ups like side shot can be employed to quickly clear out asteroids. 
    In terms of control, the VCS offers multiple controller options.  Where the original Asteroids arcade game employed an unusual 5-button control scheme to control ship rotation, thrust and hyperspace, the VCS version effectively maps these to both the Modern Controller of Classic Joystick.  Using the Modern Controller, rotation is controlled with the thumbstick, thrust is the right trigger, fire is "A" and hyperspace is the "Y".  The Classic Joystick provides some true retro flare by using built-in paddle function to rotate your craft.  Here the main button is fire, the bumper is thrust and the return button is used for hyperspace.  The rotary function is effective and accurate but the placement of hyperspace on the Classic Joystick makes it hard to hit in a pinch.  I wish Atari had used up for thrust and left the bumper for hyperspace.  Still, the Classic Controller is my preferred way to play the game.  The sense of thrust and inertia feels true to the original.  Unlike the original, hyperspace is much less likely to result in instant death and instead gives you a fighting chance.  Never once have I used it only to immediately explode.  I call this an improvement over the original.
    Challenges mode expands the game, providing a wide variety of task-based challenge levels. These serve to unlock achievements but also teach you how to use certain power-ups or improve your piloting skills.  As with Centipede and Black Widow, its worth noting that 10 of the challenge levels are exclusive to the VCS.  Other versions of the game have just 30 challenges.  The VCS challenges tend to be the most difficult and rewarding across the series. 
    Most challenges revolve around destroying a certain number of asteroids or surviving for a certain length of time.  Despite the similarities in tasks, developers Adamvision and Sneaky Box did a great job creating some very unique challenge levels using the limited enemy types available to them.  My favorite is the final (VCS exclusive) challenge "LA Traffic."  In this challenge, players must destroy a certain number of medium asteroids amidst multiple "lanes" of asteroids and cross traffic.  As someone who regularly rides a motorcycle on the 405, I can say that this challenge is aptly named!   While the Challenges mode adds some depth, on the whole they were much easier in ASTEROIDS: RECHARGED than in previous series entries.  More difficult challenges would be welcome.

    Couch co-op returns to ASTEROIDS: RECHARGED and greatly enhances the game in either Arcade or Challenges mode.  Where the main game is single life, co-op mode provides the opportunity to revive your fallen partner and extend game play.  With two capable players, this can mean radically higher scores and lengthier games than would be possible in the single player mode. 
    One criticism of the RECHARGED series has been the single life nature of the games.  Atari appears to be listening to the feedback and there are reportedly patches on the way to add 3 lives.  However, as it stands all current RECHARGED titles are single life.  Keep this in mind if that's not your thing.  I personally like the challenge.
    GRAPHICS
    Like all games in Atari's recent "Recharged" series, ASTEROIDS: RECHARGED includes a neon vector-like graphic aesthetic. The simple rectangular ship, asteroids and enemy saucers are rendered in simple, yet effective art style that recalls the original arcade game's vector graphics.  However, this time screen has a star field background with nebula like gas that creates the feel of space.  Simple asteroids trail specs of space dust as they float along the screen.  There is a subtle grid pattern which overlays the background.  This warps and bends throughout the game. The color palette is limited and cycles to designate "waves."  Power-ups and explosive rocks and asteroids provide some modern pyrotechnics that look very cool. The future-retro aesthetic is carried through to the menus, which are all very clean and easy to navigate. Menus are fully animated.

    SOUND & MUSIC
    As with Centipede and Black Widow, music is one of the strongest points of ASTEROIDS: RECHARGED. For this game and all upcoming Recharged titles, Atari has wisely partnered with composer Megan McDuffee who is known for her work on the River City Girls series, among others. I cannot overstate how awesome the music is. Whether in-menu or in-game, it perfectly compliments the tone of ASTEROIDS. It may even be the best yet!
    In game, the shots, booms and explosions generally suit the theme of ASTEROIDS.  My favorite is the slight hum and muffle when your ship is enveloped in the spherical deflector.  Its a pretty cool effect!

    CREATURE COMFORTS
    ASTEROIDS: RECHARGED includes proper unlockable achievements which have become a staple of modern gaming. Some are progressive. Other achievements are awarded for completion of a single task. If you've played the other RECHARGED titles, these will be familiar to you. The inclusion of achievements is a welcome addition to the game, particularly on the VCS. However, as the VCS does not support trophies, the achievements are only viewable in-game. Compare this to the PS4 version, which utilizes Sony’s trophy system and is linked to a user's profile. It would be nice to have a way to share your achievements.
    The game also includes a leaderboard feature. The leaderboard on the VCS version is currently local only. High scores are displayed in game for both Arcade and Challenge modes. Other versions of the game feature global and friend leaderboards. Apparently Atari is working on a friend and leaderboard feature for the VCS. In ASTEROIDS, there are placeholders for this feature.  Hopefully this is implemented soon as competing against others is one of the more fun aspects of classic arcade gaming.

    OVERALL
    ASTEROIDS: RECHARGED is an excellent update to Atari's venerable classic. With the 10 exclusive challenges and multiple control options, the VCS version is an easy recommendation for fans of the original game.  The overall design of the game - both aesthetically and in terms of gameplay - honors its arcade inspiration.  Simply put, if you like Asteroids, you should enjoy ASTEROIDS: RECHARGED. 
    Have you played ASTEROIDS: RECHARGED on the VCS or on another platform? What do you think of the game? 

  4. Sabertooth

    Retro-Modern
    BLACK WIDOW: RECHARGED (VCS)
    Published 2021 (Atari)
    Developer: Adamvision Studios, Sneakybox
    Retail: $9.99
    BLACK WIDOW: RECHARGED is a modern take on Atari's vector twin stick-shooter Black Widow (1982). Like all games in Atari's recent "Recharged" series, it includes a neon vector-like graphic aesthetic and more modern gaming elements like power-ups, leader boards, challenges, achievements and more. What sets BLACK WIDOW: RECHARGED apart from the other Recharged titles is that this marks the first time that Atari has ever revisited this IP. There has never been a sequel to the 1982 arcade original and it's a bit of a "deep cut" choice for a reboot. This makes it possibly the most intriguing game coming from Atari and developers Adamvision and SneakyBox!
    BLACK WIDOW: RECHARGED is available on multiple platforms, including: VCS, Switch, XBOX Series X/S, XBOX One, PS4, PS5, Steam and Epic.
    Let’s take a quick look at the VCS version!

    TAKE CONTROL
    The most important element in any twin-stick shooter is the sticks. Fortunately, the VCS Modern Controller is more than up to the task. Using the dual thumbsticks, your spider dances effortlessly across the screen. Control with the Modern Controller is both accurate and responsive. The VCS version also adds support for the Classic Controller in two variations. Using a single Classic Controller, players use the joystick to move and the built-in rotary to pivot and shoot. Alternatively, you can use two - YES TWO - Classic Controllers simultaneously for true twin-stick action! Personally, I prefer the Modern Controller, but the added options for the Classic Controller are pretty cool. If only Atari produced a coupler to secure both sticks...
    There are two game-modes: ARCADE & CHALLENGES.  Both modes can be played in either single-player or couch co-op.  Arcade mode is the main game and is a pure high score chasing affair.  Challenges mode expands the game, providing 40 task-based challenge levels. These serve to unlock achievements but also teach you how to deal with various insects.  In Centipede: Recharged, the developers used various elements - rocks, bombs, mushrooms - to create visual and mechanical variety in its challenge levels.  By way of comparison, the design of BLACK WIDOW is considerably more limited. Challenges feel similar from one to the other despite differences in web barrier layouts and insects.  Further, the difficulty of some of the challenges is really amped up! This might put off some players. It's worth noting that 10 of the challenge levels are exclusive to the VCS.  Other versions of the game have just 30 challenges.  
    The gameplay has strong echoes of the original in that you still control the spider and fight off an endless onslaught of various insects moving across the web.  However, there are key differences.  Where the original used red and green sections of web to indicate barriers, BLACK WIDOW: RECHARGED randomly generates bright white sections which your spider cannot pass.  There are no longer waves to indicate progress.  Instead, the colors cycle on a timed basis to designate "waves." Different insects have different attributes.  One swarms in a circular pattern, one drops power-ups, one takes multiple shots and attacks when hit, one shoots projectiles, and another lays eggs that hatch into exploding bugs.  Most of the insects drop dollar-signed shaped "Grubsteaks" when eliminated.  In the original, these were a source of extra points.  Here, they also charge up a web shot that can be used to eliminate a large number of enemies all at once. It's one of the cooler power-ups in the game.  Other power-ups include 3-spread shot, side shot, 7-spread shot, fear, slow down, rapid fire, shield, and explosive shot.  These must be used strategically to maximize points and help to survive as long as possible.  Action is frenetic and there is a lot going on all at once.  However, the power-ups are generous and the game feels pretty balanced despite its fast pace. 

    Critically, you only have a single life. This game is tough.  You will see the "GAME OVER" screen a lot.  And seeing that screen means that you're starting over from zero.   Gamers that enjoy single life, high score challenges will enjoy this.  Gamers who want multiple lives and the ability to earn extras may not.  For me, I appreciate the design decision and have thoroughly enjoyed chasing my high score.  The game ramps up quickly, so it is never boring to start over again.  Deaths don't feel cheap.  I know immediately where I made a mistake when I die. This doesn't mean there aren't some controller throwing moments though! 

    GRAPHICS
    Like all games in Atari's recent "Recharged" series, BLACK WIDOW: RECHARGED includes a neon vector-like graphic aesthetic. The web, player sprite and enemies are rendered in a simple, yet effective art style that recalls the original arcade game.  The web itself has a subtle motion that emulates the movement of a real web.  The color pallette is limited and cycles every 60 seconds or so to designate "waves."  The overall aesthetic is carried through to the menus, which are all very clean and easy to navigate. Where Centipede:Recharged had static menus in the VCS version, this time they are fully animated, putting VCS BLACK WIDOW on par with the Switch, Playstation and XBOX ports. It's a welcome improvement and one that I hope is implemented in the rest of the series.
    I really like the graphic style that Atari has chosen for the series and its particularly effective in BLACK WIDOW.

    SOUND & MUSIC
    As with Centipede: Recharged, music is one of the strongest points of BLACK WIDOW. For this game and all upcoming Recharged titles, Atari has wisely partnered with composer Megan McDuffee who is known for her work on the River City Girls series, among others. I cannot overstate how awesome the music is. Whether in-menu or in-game, it perfectly compliments the tone of BLACK WIDOW. It may even be better here than in Centipede. 
    The in-game noises are a mixed bag. Some of the bugs - particularly the hornet - make an odd yelping sound when hit. There is a persistent buzzing from the various insects.  These may be distracting to some players.  Otherwise, the pops, shots and explosions generally suit the game. 
    CREATURE COMFORTS
    Like Centipede: Recharged, BLACK WIDOW: RECHARGED includes proper unlockable achievements which have become a staple of modern gaming. Some are progressive. Other achievements are awarded for completion of a single task. If you've played Centipede, these will be familiar. The inclusion of achievements is a welcome addition to the game, particularly on the VCS. However, as the VCS does not support trophies, the achievements are only viewable in-game. Compare this to the PS4 version, which utilizes Sony’s trophy system and is linked to a user's profile. It would be nice to have a way to share your achievements.
    The game also includes a leaderboard feature. The leaderboard on the VCS version is currently local only. High scores are displayed in game for both Arcade and Challenge modes. Other versions of the game feature global and friend leaderboards. Apparently Atari is working on a friend and leaderboard feature for the VCS. Hopefully this is implemented soon as competing against others is one of the more fun aspects of classic arcade gaming.

    OVERALL
    BLACK WIDOW: RECHARGED is a solid update to a forgotten game from Atari's classic era. With the 10 exclusive challenges and multiple control options, the VCS version is an easy recommendation for fans of the original game or of twin-stick shooters in general.   It may be the strongest title yet in what's shaping up to be a stellar series! 
    Have you played BLACK WIDOW: RECHARGED on the VCS or other platform? What do you think of the game? 
     
  5. Sabertooth

    Retro-Modern
    JETBOARD JOUST (VCS)
    Published 2021 (Freedom Games)
    Developer: BitBull
    Retail: $9.99
    Ever since Eugene Jarvis and Williams Electronics unleashed Defender on unsuspecting arcades in 1980, there have been countless sequels, send-ups, hacks and tributes to the game.  With a rare exception, these tend to fall short of the high-water mark set by the original. Jetboard Joust by indie developer BitBull is one such exception.  The game takes the foundational elements of Jarvis’ classic and adds branching pathways, an intriguing upgrade system and fun joust mechanic to create an excellent modern arcade game. I enjoy Jetboard Joust so thoroughly that I’m naming it my 2021 Game of the Year!
    Jetboard Joust is available on multiple platforms, including Atari VCS, Steam, Epic and the Nintendo Switch. 
    Let’s take a look at the Atari VCS version of the game!


     
    TAKE CONTROL
    In Jetboard Joust, you use the VCS Modern Controller (or third-part gamepad) to guide Super Jetboy through 5 multi-level worlds, protecting helpless citizens - heretofore known as "little dudes" - from the ravages of evil mutant invaders! If one of the little dudes is picked up by a mutant, you will need to zip across the screen to free it before its kidnapped and becomes a super charged mutant baddie that you'll need to destroy.  Essentially, destroy everything that moves.  As you destroy enemies, you'll pick up drops consisting of health, ammo and coins.  Its a tried and true premise to be sure.  And while this game will be instantly familiar to many, it adds enough style, humor and variety to keep it fresh.  These include a cool Joust attack, randomly generated level maps, a deep equipment upgrade system and more.
    The "Joust" in Jetboard Joust is a special attack that propels your jetboard through multiple enemies.  This is great to use to get out of a jam or clear a group of baddies. Lower level enemies will be obliterated and higher level enemies will take significant damage. Plus, you're temporarily invincible when the joust is employed.  Be warned, there are a limited number of jousts available.  These can be replenished by picking up drops.  You can also add to your joust capacity as you build your capabilities. 
    Jetboard Joust features a wide variety of weapons.  This includes your base weapon (a gun) and several special weapons that are picked up along the way.  These come in a wide variety from lightning, to a gravity hammer to a giant circular saw (the Shredder), and everything in between.  Some weapons are more effective than others on different enemies, so it makes sense to keep a variety in your arsenal.  Weapons can be upgraded or repaired throughout the game.  Keeping your weapons in good condition maintains their effectiveness and increases ammo drops. With a click of the trigger, you can switch between your primary gun and a special weapon.  You'll only be able to carry one special weapon at a time.  The other special weapons that you've collected will be scattered across the playfield.  If you want to switch special weapons mid-level, you'll need to find and pick-up another one.  Special weapons have limited ammo so you'll want to use them wisely.  Ammo can be replenished by picking up ammo drops. 

    Upgrading equipment is a crucial element to success in Jetboard Joust and there are multiple ways to accomplish this.  Players may opt to use the store in-between levels to upgrade their jetsuit, jetboard or weapons.  The cost of doing so can be high.  Fortunately, you can sell off weapons to raise precious coinage.  Alternatively, you can select a route that leads to weapons pick-ups, equipment upgrades, repair, and hidden treasure.  However, to access these upgrades you'll need to summon a guardian - as sort of end level boss.  Only upon defeating the guardian will you gain access to the special item on that level.  Summoning a guardian is completely optional and some are much harder than others.  You will not know exactly who is showing up until after the summoning.  Its a nice bit of risk vs. reward that breaks up the standard level clearing action. Choose your path wisely to outfit Super Jetboy with the equipment needed to take out the end of world bosses!

    Another reason to save coinage is to continue a game.  If you happen to die and have no emergency jetsuits, you'll be given the opportunity to purchase a continue using available treasure.  If you have enough, you can continue the game.  If not, it's game over! The costs of continues raises as you progress.  If you don't have enough money in the bank, you can restart the game with the teleports unlocked to choose where you start.  Picking up lost jetsuits from an earlier play through will allow you to recover some coin.  This helps make your loss in a previous run slightly less stinging.
     
    SOUND & VISION
    The graphics in Jetboard Joust are highly stylized.  The playfield is populated by colorful cities, exploding pixels, glitch-like background animations and a large variety of aliens.  The color palette changes from level to level.  Sometimes they look a bit muted, and other times they pop.  Everything is alien.  Some of the aliens recall sea creatures, others look robotic or insectoid.  I really enjoy seeing the different enemy types as the game progresses.  Animations are constant, chaotic and wonderful. Screenshake and pixel explosions abound and really add to the frenzied vibe of the game.  Sound is equally fitting.  The in-game music is catchy, if a bit repetitive.  The background noises and explosions are satisfying and include an audible alert for abducted little dudes, and an affected electro synth sound that recalls the noise Defender makes at the start of each level.  Overall the art style and audio are effective in defining Jetboard Joust and give the game a character all its own.

     
    CREATURE COMFORTS
    Jetboard Joust adds in-game achievements.  There are 12 pages in all, with a wide variety of achievements to attain. Achievements are somewhat rare on the VCS, so this is a welcome inclusion.  There is also an in-game high score entry system.  Both the achievements and the high score entry add to the replay value of the game.


     
    OVERALL
    Jetboard Joust takes a familiar formula and successfully layers on modern gaming elements, combined with a distinctive art style and frenetic action to create a superb arcade experience.  Importantly, it's SUPER FUN! If I had a place to insert quarters in my VCS, I would have spent well over the $9.99 cost of entry. Retro arcade fans and modern indie gamers alike will find a lot to enjoy.  Recommended on any platform!
    Have you tried Jetboard Joust on the VCS or another platform?  What do you think of the game?  What's your 2021 Game of The Year? Let us know in the comments below!

    P.S. One of the things that I’ve enjoyed most about the Atari VCS experience is that the relatively small library with its focus on curated indie games has led me to play titles I might have otherwise ignored.  These games are often lost in the noise on large platforms and ecosystems. Were it not for the VCS, I would have missed out entirely on this excellent title.  
     
     
     
     
  6. Sabertooth
    Welcome to the second "annex" entry of the Game Cave.  In this entry, I'll discuss the PenguiNet game Rikki & Vikki for the Atari 7800.  
    Rikki & Vikki was a surprise release on Steam (12/2018) and the 7800 in February 2019 from PenguiNet.  Some of you may be familiar with PenguiNet for their amazing work on Zaku for the Lynx; arguably one of the best original titles on the platform.  Zaku really pushed the Lynx and stands as a tremendously fun, graphically stunning and amazing sounding game.  For Rikki & Vikki, PenguiNet continues in that tradition, delivering an original gaming experience on a classic console that largely exceeds Atari published efforts in key areas of gameplay, graphics and sound.  Make no mistake - this is not a homebrew.  This is a professionally developed game with a high level of production value and a stellar physical product.  Now for some impressions & observations! 
    Gameplay:
    Rikki & Vikki is a sort of puzzle platformer.  The goal of the game is to save your two children - Mary & Sam - from Misery the Inconvenient.  Misery has kidnapped your children and taken them to the six cavern Miseryland Themepark - "a downward spiral of inconvenience."  On each level, use Rikki or Vikki to collect all of the keys within the time allotted to progress to the next level.  Collecting keys isn't always easy.  You have to move cubes, navigate enemies, spikes and other hazards to get to the keys.  Some puzzles are more obvious than others and don't be surprised if you run out of time before solving a puzzle. 
    Rikki & Vikki requires a 7800 compatible controller with independent fire buttons.  This means that you can't use a standard 2600 controller or a Genesis gamepad for the game.  The left button is used to "interact" with the cubes and the right button is used to jump.  When you grab a cube you can throw it at an enemy or stick it to the floor or wall in order to gain access to an otherwise unreachable area of the play field.  Falling into a void will cause you to re-emerge from the top - this is sometimes necessary to solve a puzzle.  Each area of the Park - called "caverns" - consists of several levels and culminates in a boss battle.  Gameplay modes come in three flavors: co-op with Rikki & Vikki, solo Rikki, and solo Vikki.  I have not yet played co-op mode and from what I can tell, the solo experiences are the same whether playing as Rikki or Vikki.  
    This is a hard game.  You will die.  You will run out of time.  You will make stupid mistakes.  You will get stuck.  While you can continue, doing so forces a restart at the beginning of the cavern. Fortunately, after a few continues, a character named "Dut", a large penguin and "salesman" of you unlimited continues in exchange for your points.  You will no longer get points in game - so no high score - but you will get to keep problem solving.  This makes it a little less arduous to develop your skills and improve your puzzle solving strategies.  
    Graphics:
    Rikki & Vikki boast what are possibly the best graphics on the 7800.  The character animations, level-design, character and enemy sprites all look amazing.  Add to that, the game runs in the 7800's 320 mode - a higher resolution mode that few games have taken advantage of.  I struggle to think of a single game published for the 7800 that looks better.  It looks first-party NES/SMS good folks.  The animations are not just good, they're thoughtful and add depth to the game.  The levels look great with coherent themes throughout.  Its clear the people at PenguiNet are getting all they can out of the 7800.
    Sound: 
    Like the graphics, PenguiNet went all in with the sound here.  Apparently, they developed a custom chip for sound that allowed for NES level music.  The TIA is still there and - at least on my 7800 - the harsh crashes are a bit louder than the music.  However, that's my LHE mod and not the game.  The music here is absolutely fantastic. 
    Packaging: 
    The packaging on this game is beautiful folks.  Everything from the cart, to the box to the manual screams professional.  The game comes on a custom transparent orange cart shell with a wrap around full color label.  It fit my 7800 perfectly.  The box is likewise full color and is in the same size and style as original run 7800 games - just missing "Atari."  The instructions are full color and come as a "Miser Land Official Tour Guide" fold out with gameplay and character info.  The package even comes with a warranty card, two passes to Misery Land and a PenguiNet sticker.  Top notch all the way! 
    Final Thoughts:
    This is 7800 gaming at its best.  It has game design, graphics, sound and amazing packaging. If you own a 7800, I urge you to support the developer and grab a copy today.  For $59.99 plus shipping, the package is well worth the price of entry.  Even if you don't own a 7800 or don't have the $$, the game is also available on Steam for $9.99.  For that price, you could hardly find a more fun and complete game play experience.  
    Have you played Rikki & Vikki?  What are your thoughts on the game?  How does it stack up to other games on the 7800?  
     
    PenguiNet Rikki & Vikki Trailer:  
     

  7. Sabertooth
    Welcome to the first "annex" entry into the Game Cave.  I'll post reviews of homebrews, community projects, and other goodies here. First up, my review of the Robotron 2084 controller for the Atari 7800 by Mike @RetroGameBoyz   I ordered my controller last week after reading about it on the forums and received it on Friday.  It was shipped in a plastic mailer with plenty of bubble-wrap for protection.    
    As many of you know, the Atari 7800 version of Robotron can be played with either one or two controllers.  With one controller, you can only shoot in the direction in which you are moving.  Using a two controller configuration, the first controls the direction of movement and the second controls the direction of fire.  Honestly, this is the best way to play Robotron 2084 and closely mirrors the experience of the arcade version.  That said, as you can imagine, without a coupler, using two unsecured joysticks or gamepads can be difficult. This is where Mike's gamepad comes in.     Using a 3D printed gamepad, modern style pad holder, dual d-pads and two 9-pin cables, the RetroGameBoyz Robotron 2084 controller allows you to play the game in the way that it's meant to be played.  

    First impressions:

    The game pad itself is just about the size of an NES pad.  In the optional holder, it's just a little larger than a Dual Shock 4 and is pretty comfortable.  At first, I was worried that the square-ish shape of the holder would feel clunky.  I'm happy to report that it actually feels quite nice and I don't anticipate taking the pad out of the holder.  

    The parts have that "ridged" look that is typical of things made with a 3D printer. However, this isn't to say that it doesn't feel substantial.  The build quality is legit and the controller responds nicely in all directions.  I really like the custom sticker; it's a nice finishing touch.     The two 9-pin cables are extra long, measuring 9 feet!  No extension cables needed! 

    Let's see how it plays: 

    I really love the 7800 version of Robotron 2084, although I'm not that great at it.  On the default "intermediate" setting, I can generally get up to wave 8 before giving up the ghost.  Playing with one controller requires you to play in a defensive way.  With the dual pad, I was able to get to wave 12 and score over 170,000 points.  Being able to have independent directional control over both movement and fire allows you to play much more aggressively.  Simply put, it's an entirely different - and better - game.     The controller also includes independent fire buttons for use in other 7800 games.  Its important to note, this works with the left pad only; the right pad isn't used outside of Robotron.  I played Xevious, Choplifter, Centipede, Ms. PacMan and Food Fight to put the controller though its paces. I found it to be light, comfortable and responsive. The buttons seem to work correctly.  The d-pads hit all of the directions accurately.  After a solid two hours of gameplay, I didn't feel the least bit of fatigue in my hands.  Compared to the Atari 7800 europad, this controller was at least as good if not better in most every respect.     Final thoughts:   The dual-pad Robotron 2084 controller for the Atari 7800 is a winner.  It looks cool, plays great, can be used for more than just Robotron and - for $49 - is just about the best damn controller you can get for the 7800.  I really like it and can see this becoming my goto for the 7800, 2600 and A8 although Mike has a single pad variant on offer via eBay.    If you want more information on this controller, check out the original thread or visit Mike's eBay link: https://www.ebay.com/sch/retrogameboyz/m.html         




  8. Sabertooth
    Welcome to what I hope is the first of many entries in The Game Cave. In this blog, I will share my thoughts and impressions on various games. The point of this exercise is to reacquaint myself with some of the lesser played titles in my collection.
     
    The main focus of this blog will be Jaguar gaming. I have been playing Jaguar since late 1994 and have a complete retail collection, the majority of post-JTS releases and many homebrews. At last count, this equates to 82 Jaguar games! That said, from time to time I might throw in a non-Jaguar title.
     
    A few notes:
     
    1) I will not be playing the games in chronological order. Instead, games will be selected randomly using Excel.
     
    2) I will play each game featured for at least two hours. I feel that this is sufficient to get a good impression of the game. I have no doubt that I'll play some of these for much longer.
     
    3) I don't intend to get into the minutiae of a game's history, development and contemporary reviews. Other platforms do a fantastic job at that. This is just my personal take on these games from a player's perspective.
     
    4) Feel free to comment and share your own gameplay impressions. I only ask that you've actually played the game on real hardware.
     
    That's all for now. I hope that you check in from time to time!
     
    The first game to be featured will be: Bubsy In Fractured Furry Tales
     

  9. Sabertooth
    Ultra Vortek
    Published: 1995 by Atari
    Developed: Beyond Games
    2D arcade fighting games were incredibly popular in the mid-90s and console gamers wanted that experience at home. Unfortunately, with the notable exception of Primal Rage for the Jaguar CD, Atari's 64-bit console lacked conversions of well known arcade titles like Mortal Kombat and Street Fighter 2. Instead, Jaguar 2D fighter fans were treated to questionable ports of 16-bit console titles like Dragon: The Bruce Lee Story and Double Dragon V and two Jaguar exclusives: Kasumi Ninja and Ultra Vortek.
    Developed by Beyond Games of Lynx Battlewheels fame and released for the Jaguar by Atari in 1995, Ultra Vortek is a 2D fighter firmly in the mold of the Mortal Kombat series. The game is crammed with 90s fighter tropes, complete with all of the special moves, fatalities and attitude of the era. Ultra Vortek is considered by many Jaguar enthusiasts to be the system's best fighter.
    Is Ultra Vortek the killer 2D fighter that the Jagauar sorely needed? Let's plug this totally extreme game in the big cat to find out. It's Annihilation Time!
     
    Gameplay: Ultra Vortek offers two main game modes: Vs. and Tournament. There are four difficulty levels that range from "Training" to "Killer". This write-up will focus on the single-player game.
    At its core, the single-player mode of Ultra Vortek is a rather generic tournament fighter with a standard best of 3 set-up. The player selects one of 7 playable characters, each representing one of three factions. Once selected, the player sets out to fight the others in a life or death contest to challenge "the Guardian" and take control of "the Ultra Vortek" - "the wellspring from which mankind draws its eternal energy." If you lose, the life force of your faction will be subsumed by the Ultra Vortek. Heavy stakes, indeed. The tournament itself is called "the Time of Testing" and there is a bit about a Vortek Tablet that is frankly lost on me.
    Backstory aside, Ultra Vortek offers control using the standard Jaguar gamepad's three action buttons and d-pad. Special moves and fatalities - here called Annihilations - are pulled off through various combinations of the directional and action buttons. While the special moves are easier to pull than in other Jaguar fighters, I still found it difficult. It's strange that there is not a Pro Controller option for Ultra Vortek, as it was a relatively late release. While the 3 button control scheme is adequate, the game would have clearly benefited from the 6 button design of the Pro Controller.
    In-game action is mostly fluid. The button response and hit detection are decent and the characters are fairly well balanced. That said, it is far too easy to beat the game in Normal mode by simply using a leg swipe. The difficulty ramps up tremendously in Hard mode, making for a much more enjoyable single-player game. Importantly, the game lacks a combo system which may put off some fighter fans.

     
    Graphics: Graphically, Ultra Vortek shows off the Jaguar's 2D capabilities quite nicely. The stage levels are rather detailed, featuring a blend of post-apocalyptic and hellscape imagery that suits the theme of the game. From digitized onlookers, to subway trains, to roving eyeballs, to mirrored floor surfaces, it's clear that a lot of thought went into the presentation of each stage. That being said, the stages feel disconnected from the characters themselves. By that, I mean that the stages do not necessarily reflect the attributes or biography of the selected opponent. Instead, you'll find yourself fighting on any of the stages, regardless of the opponent/player character selected. This isn't a deal breaker by any means. It's just a bit odd considering all of the time the developers spent on the game's lore.
    Character sprites are decent sized, though not as large or detailed as in Kasumi Ninja. The characters themselves are derived from a mix of digitized photos for the human faction and Buzzsaw, and stop motion and hand animation for the more fantastical characters. Character design is pretty generic cyberpunk/post-apocalyptic fare. They fit the game but are not terribly memorable. My favorite characters to play were the human Lucius and the robot Buzzsaw.
    The standard hits, special moves and fatalities are well animated and many are humorous in their over-the-top nature. For example, the shape-shifting Mercury has a fatality where he turns into a meat grinder and subsequently grinds the body of his foe. Other moves send severed heads hurtling toward the screen. There is also a "poopality" which is everything you would imagine it to be. Oh and there are buckets of blood, acid and ... "mercury"...to be had on screen depending on the characters in play. Ah, the 90s - so extreme!
    Other notes on graphics: 1) I really like the spiked swipe screen. It looks fantastic and is a nice added touch. 2) The player select screen is really cool with one small quibble: character names do not show onscreen until you're in the level. This is a really strange design choice. 3) I really love the eye in the center of the health meter. It follows the action and is so otherworldly.

    Sound/Music: I generally like the near CD quality rock and metal tunes that serve as the soundtrack to the game. It's cheesy but it fits the tone of the game. The hit sounds, digitized voices and other sound effects are all admirably accomplished. I really enjoy some of the character specific sounds, like the short circuiting of defeated robot characters and the squishy noises made by Mercury.

    Final Thoughts: Ultra Vortek is a competent 2D fighter that gets more right than it does wrong. The story is interesting, the gameplay works and the music is jamming. While it isn't quite up to the standards of contemporaries like MK3, it is a solid entry in the Jaguar's lackluster fighter line-up. Is it the best fighter on the Jaguar? For me, that honor goes to Primal Rage. That said, if you're a fan of this style of fighter, give it a try. If not, pass.

    Thanks for reading and please share your memories and thoughts on Ultra Vortek in the comments below! Do you think it is the best fighter on the Jaguar?
    Also, a special thank you to The Professor who recommended this game in the Readers' Choice post! I'll do another readers choice selection for Post 020. The next game comes courtesy of the randomizer. That game is: World Tour Racing!
     
  10. Sabertooth
    World Tour Racing
    Published: 1997 by Telegames
    Developed: Teque London
    Polygonal racers were all the rage in the mid-90s.  At the time of the Jaguar’s release, Sega’s Virtua Racing ruled the arcades.  Atari’s answer was the lackluster Checkered Flag; a game notorious for its low frame rate and horrible controls.  The innovative but visually bland Club Drive also failed to impress gamers.  By 1994, the Sega 32X had an excellent port of Virtua Racing.  The release of the Sega Saturn and Sony Playstation brought home amazing versions of Daytona USA and Ridge Racer, respectively.  Atari needed a response.  Something that would make up for the sin of Checkered Flag and provide Jaguar enthusiasts with a modern polygonal racer worthy of their 64-bit machine.  Atari turned to developer Teque London to produce a Formula One licensed racer, complete with real tracks: F1 Racer.
    Unfortunately, by the time the game was ready in early 1996, Atari was on life support.  The ruinous 1995 holiday season brought Atari to the brink and many complete or near complete Jaguar projects were cancelled.  F1 Racer was shelved until Atari’s merger with JTS, at which point the title was purchased by Telegames along with Towers II, Worms, Zero 5, Iron Soldier 2 and Breakout 2000.  The official F1 license was dropped and the final game, now called World Tour Racing, was released in 1997 on the Jaguar CD add-on.
    Is World Tour Racing the polygonal racer that the Jaguar always deserved? Let's take the game to the track and see if it qualifies!
    Gameplay: “Imagine that, a Jaguar polygon racer with decent controls!”
    Gameplay is straightforward in WTR.  Under the default setting, use the controller’s d-pad to steer, B-button to brake and A-button to accelerate.  Control is responsive and steering is tight.  The brakes and acceleration work as they should.  Options for a track map are available in single player mode.  This helps tremendously. 
    The C-button is used to toggle through the game’s three standard views: In-car, Chase 1 and Chase 2.  The game views can really affect gameplay and your mileage may vary depending on which view you select.  I prefer Chase 2 which is behind the car and above.  The car looks smaller in this view but it was easier for me to control.  Chase 1 probably looks the most contemporary with other polygon racers of the time.  The In-car view puts you in the driver’s seat.  This looked cool but I found it difficult to take corners in this mode.  Other views are available on the controller’s keypad, as are options for track maps, music and road textures. 
    WTR’s three main gameplay modes are Single Race, Championship and Arcade.  Both Single Race and Arcade modes have a two-player, split screen option.  In Single Race mode, players can elect to race any of the 16 available race tracks.  In Championship mode, players race the entire calendar, taking on each track in turn.  Both Single Race and Championship mode offer qualifying and free race options.  Qualifying will establish your car’s grid-position in the actual race.  If you choose to skip the qualifying option, you will automatically get the last grid-position.  In Arcade mode, players race each track in turn, scoring points based on finishing place.
    Among the modes, my favorites are Single Race and Arcade.  I enjoy Single Race because you have the option to select any of the 16 available tracks.  There is a good deal of variety in the track layouts and its nice that all of them are unlocked from the start.  Arcade mode is just easy to hop into.  No qualifying, no problem! 
    WTR offers a great deal of customization.  In all modes, players can access the “Workshop” which allows tire selection, gearbox ratios, brake balancing and wing angle.  I played around with these but they didn’t really enhance my race performance.  One thing missing: Color selection! I hope you like a red car because that’s what you’re getting!
    Note: The action noticeably slows down during two-player split screen.  Also, the track map feature is not available.  This makes taking tight corners a bit trickier than in single-player mode.  I consider the split screen option a novelty. 
    Graphics: Graphically, WTR is a bit of a grab bag. In-game, WTR uses a combination of gouraud-shaded polygons, bitmaps and minimal textures.  In still shots and on straightaways where you are the only car, this looks great.  Atari-themed signs (“Atari”, “Jaguar”, “DOOM”), buildings, crowds and trees fly by and give you a real sense of speed.  However, when there is too much on the scree the slow-down is noticeable.  This doesn’t ruin the gameplay but it can be distracting.  As mentioned above, the slow-down is even more prevalent in two-player mode.  There is an option to turn on a texture on the race track.  This option looks really strange and I found that performance improved slightly if I left it off.
    The information graphics (speed, place and lap) look very clean and are in line with the style of the day.  Fonts are modern (for the 90s) and have a slight gradient shading which looks really good.  In single player mode, there are three options for a track map. The first shows just a portion of the map in a translucent box.  The second is a map of the full track, which rotates with you.  The last map option is to have no map at all.  I found the rotating full track map to be the easiest to use.  
    The tracks themselves are different from one another but none of the environments really stand out.  Is it Britain?  Is it Brazil?  Is it Hungary?  Without the menu, who would know? It would have been cool if the artists incorporated something unique in each track to distinguish one nation’s track from the next.
    One of the tell-tale signs of a 90s CD-ROM title are the weird CG cutscenes and movies.  WTR is chock full of them.  These range from the bizarre Teque title-card, to the game intro, to an arcade machine bursting through the wall when selecting Arcade mode.  The models here are much smoother than what was capable in-game and was at least on par with what other systems were doing at the time.  None of these have aged well but its part of that era and always makes me laugh.  Its clear someone was having fun with all of the extra storage the Jaguar CD provided!
    Sound/Music: WTR really shines in the audio department.  Engine sounds and screeching tires sound just as you would expect.  In true mid-90s fashion, in-game music consists of high-quality techno that is really fun to drive to.  It truly shows off the Jaguar CDs audio capabilities and is some of the best music on the platform.  My only complaint is that there are only 3 tunes over the course of 16 race tracks.  It would have been great if more in-game music was included. 
    Other Notes:  There is no Memory Track support in WTR. Instead, you use an over long pass code.  This is CRAZY for a Jaguar CD game.  Maybe Teque didn't have time to implement Memory Track support but its a real bummer.  
    Final Thoughts: World Tour Racing is a competent polygonal open-wheel racer.  It controls reasonably well, is full of options, has a variety of tracks, and features some of the best music on the Jaguar.  The graphics definitely tax the system and there is noticeable slow down during gameplay, particularly in two-player mode.  Does it hold up to contemporaries on the Saturn and Playstation?  Not by a long shot.  That said, it is a fun game and its the best polygonal racer on the platform.  If you have a Jaguar CD or are an F1 fan, its definitely worth a look.
    Thanks for reading and please share your memories and thoughts on World Tour Racing in the comments below! Do you think that it takes the pole position among Jaguar’s racers?
    The next game is: Primal Rage!
  11. Sabertooth
    Syndicate
    Published: 1994 by Ocean
    Developed: Bullfrog
     
    Syndicate began life as a fairly popular overhead RTS on the PC and Amiga. The goal of Syndicate is to build the wealth, power and territory of your criminal enterprise through a combination of force, persuasion, taxation and research. The depth and novelty of the game led to a host of conversions. The last time I tried to play Syndicate was over 20 years ago and I was not at all impressed. In the intervening years, I've read that this game - including the Jaguar version - was generally well received and is thought by some to be a forebearer to the original GTA.
     
    Is the Jaguar version of Syndicate a solid translation of the computer classic? Or would it have better been left to a keyboard and mouse? Read on to find out!
     

     
    Gameplay: You start the game with a world map from which you select the territory you need to conquer. The more territory that you control, the more population and taxes collected. This leads to funds that you can use to buy intelligence during mission briefings, purchase equipment, or research enhancements for your agents. Once you select a territory, you are brought to a mission briefing. After accepting the mission, you get to select and equip a team of up to 4 agents, which you control in-game. "Control" in Syndicate is a relative term.
     
    I'm primarily a console gamer. As such, I expect game controls to be fairly intuitive. I want to be able to jump right in and start playing without looking through a manual. If I do read the manual, it should be to clarify some nuance or quirk of the game's features. Syndicate is not that type of game. From menu options to in-game controls, Syndicate requires the player to not only read the manual, but to study it.
     
    To make up for its lack of a keyboard, this computer conversion uses all of the buttons on the Jagpad. That's right, all three action buttons, plus the twelve buttons on the keypad. Because that's not enough for the actions in Syndicate, there are even button combinations that are required for certain actions. Want to zoom in? Press C+1. Need to deselect a weapon? That's C+9. All in all, I counted 26 possible actions available in-game. These are listed on pages 16-18 of the manual. Needless to say, I kept the manual handy so I had some idea what I needed to do. If that sounds tedious, that's because it is. The complexity literally stripped much of the joy and excitement out of playing this game.
     
    Once in the game, I found the onscreen movement clunky. I've played a number of point and click RTS games and this just doesn't flow for me.
     

     
    Graphics: The graphics in Syndicate are a bloody mess. The game world is presented in an isometric perspective that hampers navigation and can hide enemies and targets from view. The player's squad of agents, cops, enemies and targets are represented by blocky low-res sprites that look pretty bad no matter what your zoom. Some of the game maps are interesting from a distance, but lose detail and refinement when zoomed in. Scrolling across the play field is somewhat choppy and the onscreen action is anything but fluid. The in-game map is nearly useless as it's hard to differentiate between the different NPCs. There are some fun death animations, so that's something.
     
    Sound/Music: The music in Syndicate consists of dark synthy chip tunes that I suppose are befitting the dystopian future of the game world. It isn't terrible but it also isn't memorable. The game's sound effects are pretty limited. In a word: average.
     
    Overall: Syndicate on the Jaguar is a clunky RTS that is low on fun and high in tedium. It may have been highly regarded in its day, but there a far superior RTS experiences out there. Ultimately, the potential of the game's concept is undermined by the clunky control interface and lackluster graphics.
     
    Final Verdict: If it's not yet clear, Syndicate was not my cup of tea. The overly complicated control scheme made playing the game a chore. Maybe it works well on a PC, but on the Jaguar I mark this one down for collectors only.
     
    Thanks for reading and please share your memories and thoughts on Syndicate in the comments below! I'm particularly interested in hearing from those of you who enjoyed the game - either on the Jaguar or another platform.
     
    The next game is from my recent Readers' Choice post and comes courtesy of The Professor: Ultra Vortek! Thanks to The Professor and RickR for the suggestions!
     

  12. Sabertooth
    Those who have been following this blog might know that I use Excel to randomly select which Jaguar game that I'll review next. This approach basically forces me to reconnect with games that I may not otherwise choose to play. Overall, it's been a fun experiment and one that I intend to continue as I wind my way through my Jaguar collection.
     
    That said, I'm just about finished with my Syndicate review (009) and I thought that I'd open up post number 010 to my fellow forum members. If there are any Jaguar games that you'd like to learn/read more about, let me know in the comments. I'll take the titles suggested and use Excel to randomly select one for post 010.
     
    Please limit your suggestions to two titles. If you happen to suggest a game that I don't have, I'll let you know. I'll keep this open until next Friday and announce the selection in the post for Syndicate.
  13. Sabertooth
    Zoop
    Published: 1995 by Viacom
    Designed by Hookstone, Ltd.
    Jaguar Version: Electric Spectacle Productions, Ltd.
     
    Zoop is one of those games that no one seemed to ask for but was nonetheless pushed out to nearly every platform on the market. Billed as "America's Greatest Killer of Time!", this puzzler appeared on Gameboy, Game Gear, SNES, Genesis, PlayStation, Saturn, Macintosh, Windows, and our own beloved Jaguar. The ads were EVERYWHERE. This was a game that was scientifically proven to be so addictive that you would lose your mind. This was Viacom's Tetris and we were all going to be glued to the screen.
     
    As I indicated in Post 000, one of the reasons that I'm doing this blog is to play some of the least played titles in my collection. Prior to this review, I had never played Zoop. I picked it up in a lot of sealed commons about six years ago and never even opened it. In fact, it is the only game in my Jaguar collection that I had never booted up. UNTIL NOW.
     
    Is Zoop the addictive puzzler it was advertised to be? Did it drive me cuckoo bananas? Was it worth ripping off the cellophane? Read on to find out!
     

     
    Gameplay: On the face of it, Zoop is a simple puzzler. The goal of the game is to eliminate colored shapes marching toward a square box in the center of the screen using a color matching game mechanic. You control a triangle that resides within this center square. The square itself is 4 rows tall by 4 columns wide. Blue, purple, green and orange shapes approach the center square from all four sides along sixteen different pathways. As new shapes appear, the earlier shapes will be pushed one space closer to the center square. If a shape gets to the center square, it's GAME OVER!
     
    To stave off your inevitable demise, the player uses the d-pad to move the triangle within the center square, targeting the shapes. Pressing the action button sends your triangle hurtling at blurring speed into the shapes. If you hit a shape that is the same color as your triangle, you'll eliminate that shape. If multiple shapes of the same color are stacked together, you can eliminate the whole lot for a score multiplier. If you hit a shape that is a different color as the triangle, you will swap colors with that shape without eliminating it. This can be used strategically to build stacks and improve your score. There are also a few power ups which come in handy.
     
    Control is tight and responsive. This is critical as you progress through each level. Speaking of levels, Zoop offers two game modes: Continual and Level. In Continual mode, the shapes on the board remain as you progress through each level without pause. In Level mode, the game field is cleared of shapes with each completed level. I preferred to play Level mode.
     
    Graphics: The graphics in Zoop are unremarkable. The player sprite is a simple triangle. Likewise, the approaching shapes are rudimentary blobs of color. There is minimal animation. The play field changes with each level. For some levels, the color combination is more interesting than others. That said, it's clear that they were going for a certain vibe with this game and stuck to it. Could it have used a little more graphic flare? Probably. But that isn't really the point. As it is, the game is bright and colorful and does the job.
     

     
    Sound/Music: The music in Zoop is sorta like "smooth jazz." It is calming and the tempo doesn't change as the pace of the game quickens. While competent, the music seems to be at odds with the gameplay. There are audio alerts if the shapes border the center square. Additionally, your triangle makes noise when moving or eliminating shapes.
     
    Overall: Zoop is a decent puzzle game. The few hours that I spent with it were enjoyable. The simple graphics and gameplay mechanic works well and control was what it should be. Was it as addictive as Viacom claimed? Not in the least. While I could see myself picking it up again, it was very easy to put it down. No one is going to miss sleep or be late to work over this one. At least I still have a firm grip on reality!
     
    Final Verdict: The Jaguar has few puzzlers and, in that way, Zoop fills a certain niche. If you like the genre, consider Zoop.
     
    Thanks for reading and please share your memories and thoughts on Zoop in the comments below!
     
    The next game is: Syndicate
     

  14. Sabertooth
    Super Burnout
    Published: 1995 by Atari in association with Virtual Xperience
    Developed by Shen Technologies SARL
     
    Super Burnout is 2D sprite-based motorcycle racer in the tradition of Sega's Hang-On. Published by Atari in 1995 and developed by first-time French developer Shen Technologies SARL, Super Burnout is viewed by many Jaguar gamers as one of the system's hidden gems. The silky smooth framerate, incredible sprite scaling, and tight controls stand in stark contrast to those of other Jaguar racers like Supercross 3D, Club Drive, and the infamous Checkered Flag. Indeed, it is not uncommon to see Super Burnout on the top ten lists of many Jaguar owners.
     
    Does Super Burnout deserve its place in the pantheon of the big cat's best games? Let's take this turbo charged title out on the track and find out!
     
    Gameplay: In Super Burnout, players race any one of six sport bikes along eight tracks against competing computer controlled bikes or a human competitor via split screen. From the main menu, players have a choice to either start the game or go into options. Starting the game will take you into the last setting used for the game, including game mode, computer AI and bike. Going into options will allow the player to select a bike, game mode, control and lap options and set enemy AI. The developers would have done well to open with the options menu but this is a small complaint.
     
    There are multiple modes of play, including: Championship, Trainer, Record and two-player Versus mode. Championship mode is the main game and takes players to tracks in America, France, Germany, Hungary, Brazil, Australia, Canada and Japan. Unlike arcade-style racers, there is no time challenge, checkpoint or placing requirement for progression to the next race. You can finish last in each race and progress through the end of the game. Some players might appreciate that, but I like the challenge of unlocking tracks. In other modes, players can select their desired track. Trainer mode allows you to practice a track and improve your strategy; Record mode is a "time attack" against your best time; and, Versus mode is two-player, split screen action.
     
    Each of the eight tracks has different characteristics; from long high speed runs, to gentle bends, to highly technical, hairpin turns. This makes your bike selection critical. You're stuck with the bike you chose at the outset, so choose wisely as each bike has different grip, acceleration and speed characteristics. It would have been cool to have some customization available or upgrading system, but alas...
     

     
    Control is tight and responsive. Players use the d-pad left/right to steer the bike and control lean. The B button handles acceleration and A serves as the brake. If you opt to use the manual transmission, you'll need to use the C button and up/down on the d-pad to shift. I found this to be cumbersome and stuck to automatic gear selection.
     
    Super Burnout does not reward pure speed. You cannot just put pedal to the metal and finish in the top 3. The game demands that you let up on the gas, time leans and apply the brake strategically. This requires that you spend time with each bike and each track to learn their nuances. Start a turn too late and you'll end up flying face first down the side of the road. These elements make Super Burnout easy to pick-up but difficult to master.
     
    Graphics: Super Burnout has some beautifully rendered 2D sprites and runs at a rock solid 60 fps. Moving 2D sprites is what the Jaguar was meant to do and Super Burnout throws hundreds of sprites on the screen without breaking a sweat. Player sprites are huge and nicely done. Trees, barriers, buildings, and crowds look great and whiz by at a fast pace giving you a terrific sense of speed. Impressively, Versus mode maintains the graphic quality in split-screen, although at the cost of in-game music.
     
    The look of the tracks are somewhat generic, with the exception of the type of tree used and some background graphics. For example, in Brazil you get palms and in Japan you get cherry blossoms. Similarly, the Sydney Opera House makes an appearance in the Australia track, while Hungary has a hillside castle - cause that's a thing unique to Hungary, I guess. These are nice touches but more could have been done to make each country more distinctive. A few of the tracks feature night racing, which is pretty cool. Otherwise, roadside barriers, crowds and buildings are reused or slightly modified from track to track. Objects on either side of the track are only one layer deep and are very repetitive.
     

     
    Sound/Music: The music in Super Burnout is a high point. Each screen and race track has its own composition. The music style is hard to put a finger on, but most in-game music has a decent rhythm and funky bass. The quality is excellent and easily rivals CD audio. Sound FX are less impressive. The engine sounds are convincing but, other than the announcer and faint crowd roar, that's all you'll hear. There are no screeching tires, burnt rubber or crash sounds. More could have been done to flesh out the effects. That said, in sum sound and music are among the Jaguar's best .
     
    Overall: Super Burnout is a solid if somewhat shallow racer. The game looks good, sounds good and controls well but it is otherwise very straightforward. Arcade-style time challenges, checkpoints and bike customization/upgrades may have done more to flesh out the game.
     
    Final Verdict: As a technical achievement and an example of how the Jaguar handles 2D, Super Burnout is a showpiece. It's arguably the best racer on the system and is enjoyable in both single-player or versus mode. I hesitate to call it a "must-have" but if you like sport bikes and racing games, it's well worth your time.
     
    Thanks for reading and please share your memories and thoughts on Super Burnout in the comments below! Do you think it's a "must have" for the Jaguar?
     
    Next Up: Zoop
     

  15. Sabertooth
    White Men Can't Jump
    Published 1995 by Atari
    Developed by High Voltage Software
     
    White Men Can't Jump (WMCJ) is an Atari Jaguar exclusive developed by High Voltage Software and published by Atari in 1995. The game shipped with the Jaguar Team Tap peripheral for four player action. WMCJ is loosely based on the 1992 movie of the same name, which stars Woody Harrelson and Wesley Snipes as street basketball hustlers. As in the movie, players play pick-up basketball for cold hard cash on the mean streets of early-90s Los Angeles County. Otherwise, the license is wholly wasted as neither character is mentioned in the game. WMCJ is notorious as one of the worst games in the Jaguar library. For many Jaguar owners, it tops that list.
     
    So, does WMCJ deserve the hate? Or is it, as the manual claims, "the most hyped up, monster jammin', bruisin' elbows, rebound snatchin', rim stuffin', skying over suckers, down your throat, money making game of street ball you never thought possible?" Let's plug WMCJ into the big cat and see what it's all about!
     
    Gameplay: WMCJ is a two-on-two basketball game, in which players play half court ball in a semi-3D perspective. There are two game modes: Vs. mode and Tournament mode. In Vs. mode, up to four players can play using the Team Tap. In Tournament Mode, up to two players take on the best street ball duos in L.A. with the hope of making it to the Slam City Tournament at the Inglewood Forum. At the start of the game, you take out a loan from a couple of loan sharks for money to bet. You have to win enough to make the $5,000 entry fee and pay the sharks back - or else! Game progress is saved through the use of one of three save keys - represented by actual keys.
     

     
    Playing the game is fairly straightforward. You use the d-pad to move, and the Jaguar controller's three main action buttons to pass/punch, jump/shoot, or for speed boost. The action triggered depends on whether or not you have control of the ball. The buttons are customizable from the options menu. Wait a minute, back up. Did I just write "pass/punch"? I sure did. This is street ball, so punching is front and center. Want to steal a ball or block a dunk? Just punch your opponent. It's perfectly acceptable. In addition to the violence, each character also has a "super dunk", which can be pulled off with a combination of movements. I have to say, pulling off a super dunk is pretty magical.
     
    Action response seems a bit slow, with blocking jumps coming just after a shot, punches thrown late and shots taken a few steps after you intended. Also, the computer controlled characters pass like pros but - frustratingly - I could never quite get the hang of it. Additionally, due to the semi-3D perspective of the game, it can be hard to tell what's going on at times. All of this combines to make WMCJ less fluid and enjoyable than it could be.
     
    Graphics: WMCJ uses an interesting art style to say the least. The game employs 2D sprites in a semi-3D perspective. The game uses sprite scaling to provide a sense of depth on the court. A dynamic camera follows the action. The camera movement is fast and can confuse the onscreen action. Words and phrases like "Bangin", "Take it back", "Airball", "Money" and "You gets none" appear on the screen in rapid succession. These use colorful fonts in full 90s glory. This can be a bit jarring and distracts somewhat from the gameplay. Fortunately, this feature can be switched off.
     
    The player characters appear to be digitized from real photos like Kasumi Ninja, but unlike Kasumi, these digitizations are in fairly low resolution. It's an interesting look, if a bit muddy. The characters themselves are generic and their design doesn't show a lot of creativity. From a player's perspective, I really have no reason to pick the "Urban Angels" over the "Dunkin' Demons", or vice versa. They just aren't terribly memorable or distinctive. This may be unfair, as other games benefit from team/player licensing. That said, even if a lot of players feel the same, playing as your favorite NBA star does make you feel a bit more engaged.
     
    The game environments are darker than they could be. To my mind, all the match-ups seem to be held at dusk. In sunny Los Angeles County, would it have killed them to make a really bright level? It was the 90s, so maybe they were trying to evoke smog. Also, no LBC? WTF. Otherwise, I generally like the look and feel of the courts.
     
    Between the dynamic camera, digitized character models, sprite scaling, onscreen text and other effects, there is a lot going on here. Unfortunately, it's just a little too taxing and the framerate suffers for it. Action can seem stuttered and the animations are anything but fluid. This doesn't break WMCJ, it just makes it less fun than other two-on-two basketball titles.
     


     
    Sound/Music: Sound and music are a strong point of WMCJ. Unlike some Jaguar games, WMCJ features full audio, including in-game music, decent sound effects and heavy voice sampling. The in game music is well done but some of it seems a bit out of place for the game setting. One would expect more of a late-80s to early-90s hiphop sounds. Instead, we get some weird jazz music. Maybe I'm wrong, but I don't think the "Dis Masters" are playing jazz on their boom box while taking on the "3pt. Kings" in Compton. The voice over sampling is quality, if somewhat repetitive. I would like to hear a little more varied trash talk. The sound effects are what you'd expect from a basketball game, with swooshes that are sufficiently swooshy.
     
    Overall: WMCJ is a strange two-on-two basketball game. While its clear the developers were trying very hard, it is definitely a case of style over substance. I enjoyed some of the 90s quirkiness and it is truly unique. That said, there are better basketball games out there - even on the Jaguar. Sports games require a certain responsiveness and fluidity of action that WMCJ just doesn't have. This makes it a missed opportunity.
     
    Note: While this write-up has focused on the single player game, I want to add that this is tremendously fun with four players. People just really can't believe what they're seeing and it makes for a lot of laughs. A few years ago, I had a "Dads' Day of Atari" and someone picked this out. It was the loudest we laughed all afternoon. WMCJ itself isn't great, but it definitely has a so bad it's good quality that's best enjoyed with friends.
     
    Final Verdict: WMCJ is another odd edition to the Jaguar library. It is far from the worst game on the system but pales in comparison to the excellent Jaguar conversion of NBA Jam TE. If you find it cheap with the Team Tap, you might consider giving it a try. Four player Vs. mode is probably worth the price of admission. Besides, you can use the Team Tap on NBA Jam.
     
    Thanks for reading and please share your memories and thoughts on WMCJ in the comments below! Do you think it ranks as the worst game on the Jaguar? Or do you agree with me that it can be so bad that it's good?
     
    The next game is:Super Burnout

  16. Sabertooth
    Robinson's Requiem
    Published 2011 by Songbird Productions
    Developed by Silmarils Sofware
     
    Robinson's Requiem is a combination first person adventure and point and click survival game. The player is Trepliev1, a Robinson space explorer from Alien World Exploration (AWE) who becomes stranded on the planet Zarathustra. With minimal equipment, you set out to explore the planet and survive various hazards. These include other Robinsons, natives, and a generally hostile environment. Robinson's Requiem saw release in the mid-90s on a variety of computer platforms including the Atari ST, the Atari Falcon, the Commodore Amiga and the PC. The game was also released on the 3DO.
     
    The Jaguar port of Robinson's Requiem was released by Songbird Productions in 2011. For those not familiar with Songbird, the company is run by Carl Forhan and specializes in the completion and release of "lost games" for the Atari Jaguar and Atari Lynx. Robinson's Requiem is one such title. Advertised on the back of the Jaguar CD packaging, the game was essentially complete when Atari ceased support of the Jaguar platform in 1996. Years later, Carl rescued the game and licensed it from the developers for release. Like all Songbird releases, the game has professional packaging on par with Atari's commercial Jaguar releases.
     
    So, how does Robinson's Requiem stack up? Let's take a stroll on Zarathustra to find out!
     
    Gameplay: The computer roots of Robinson's Requiem are clearly evident in the game's control scheme. The player uses the d-pad to move a cursor on the screen to search an area or body, pick up and use items, or access options from the ever present icon panel and "Sesame" screen. The Jaguar 9-key pad is used to move across Zarathustra's sprite-based landscape. The control scheme is anything but intuitive and would likely be better suited for a keyboard and mouse. That said, after an hour or so of roaming, I got the hang of it.
     
    The game is light on action. I quickly encountered two other Robinsons and had to kill both of them. The first, a man by the name of Socrates19, warned me - via an FMV sequence - that it was "every man for himself", that I was in his sector and that I needed to get lost or else. He went down with a few awkward punches which were activated by clicking on the weapons icon, selecting the fist icon and pressing "B." If that sounds laborious, that's because it is. It's very clunky and unresponsive.
     
    Searching Socrates' body revealed a treasure trove of equipment, including a survival knife, matches, battery and gourd. These can be used later in combination with other items to fight (knife), build a fire (matches) or get water. The second Robinson, a man named Darwin5, seemed pleasant enough at first but by the end of his FMV inexplicably turned into a werewolf.
     
    Moving around the game's environment was less than thrilling. I found myself hitting dead ends and getting stuck in crevices of the world map. There is an overhead map but I didn't find it very helpful. As it is, Socrates and Darwin5 were the only souls that I encountered in my time with the game. Zarathustra, garden spot that it is, seems oddly devoid of life.
     
    One of the more interesting gameplay mechanics is "manufacture". You can select items that you have scavenged and combine them to make a tool. For example, I used a branch and wire form the wreckage of my ship to make a noose. While crafting is commonplace in many of today's games, it is surprisingly deep for a 90s adventure. I have no doubt more useful tools are available but I didn't get that far into the game. In two hours I managed to kill the only two people I met, fill up my water gourd, boil said water, slice leaves and branches from trees, find some food and give myself food poisoning.
     
    Speaking of food poisoning, another action is a medical scan. Activating medical scan will let you check your overall health and determine what is wrong, the seriousness of the illness and treatment options provided you have the medicine. Like the manufacture feature, I found the need to scan and treat illnesses to be a nice touch.
     
    Graphics: Graphically, Robinson's Requiem is a mis-mash. Like other early CD-rom games, the developers were perhaps trying too hard to use all that the new medium had to offer. At start-up, the game treats the player to some classic 90s CG rendered video. The intro sequence is lengthy and sets up your mission and crash landing on Zarathustra. Once you take control, the game switches to a first person perspective. The game world is made of sprite-based textures. They are very muddy and do not look good at all. Pop-up is horrible and every few minutes there is a slight pause in the action to load a new area of the map. The landscape is dotted with trees that seem like paper cutouts and you are surrounded by mountains. When you do come upon another Robinson, they appear as a generic human shaped sprite. Upon approach, you'll be treated to grainy FMV typical of CD consoles of the day. Acting is sub-B movie level.
     
    On the bright side, the fire animation was well done as is the icon panel and health status scan. I also quite enjoyed Darwin5's lupin transformation.
     

     

     
    Sound/Music: The sound in Robinson's Requiem is ok. When there is music, it's well done. The in game sounds also set the tone for a hostile planet with gurgling water and animal noises. You also make noise when you're sick or fighting.
     
    Overall: You can probably tell by now that I didn't much care for Robinson's Requiem. Anytime a player spends more than an hour walking around without encountering in-game action, it's a problem. Zarathustra was simply much too ugly and desolate to keep my interest.
     
    Final Verdict: Robinson's Requiem strikes me as a game that is ambitious in concept but poor in execution. It strives to give the player a new kind of gaming experience but ultimately falls flat. This one is for the serious Jaguar collector only. If you're not a completionist, pass.
     
    Thanks for reading and please share your memories and thoughts on Robinson's Requiem in the comments below! I'm particularly interested in hearing from anyone who enjoyed this or another version of the game.
     
    The next game is: White Men Can't Jump

  17. Sabertooth
    Cybermorph
    Published:1993 by Atari Corporation
    Developed by Attention To Detail (ATD)
     
    "Good luck." These are the first words that the player hears when their morphing T-Griffon unfolds on a remote planet. And Atari needed all the luck it could get when the Jaguar launched to limited markets in the winter of 1993. The odds were stacked against the once-giant of the industry. Atari released the Jaguar to a crowded market where the SNES and Genesis dominated and other consoles from SNK, 3DO, Phillips and others competed for shelf space. Further, next generation consoles from Sega and Sony were looming on the horizon. More than luck, Atari needed something special to show the prowess of its new 64-bit machine. What they had was Cybermorph - the Jaguar's oft-derided pack-in. It is perhaps most famous for Skylar, the game's green-faced guide well known for the apparently meme-worthy phrase "Where did you learn to fly?"
     
    When I first got my Jaguar I was quite pleased with Cybermorph. I thought the morphing ship, full 3D exploration and Skylar were all great. In '94, it was one of the more interesting and advanced games that I had ever played. So, how does it stack up today?
     
    Graphics: The graphics in Cybermorph are quite bland. The planets have dull, oddly colored landscapes and dark skies. The landscapes are sparsely populated with pods, trees, mountains, roads and enemies. Everything in the game is made up of Gouraud shaded polygons. At the time of its release, the in-hardware use of Gouraud shading was a technological advance over the flat shaded polygons found in many computer and console games. It can be a really cool effect when implemented well. Unfortunately, the art-style in Cybermorph leaves a lot to be desired. Aside from Skylar and your ship, the aforementioned T-Griffon, it does not appear that much care or imagination went into Cybermorph's polygonal models. Enemies are not very exciting and the trees and buildings that dot the landscape look like they were designed by a first grader. Draw distances are quite limited and pop-up can be a real problem. If you're moving too quickly, it is very easy to run into a mountain or other obstacle. On the bright side, I've always liked Skylar and the shape-shifting T-Griffon is cool.
     
    Sound/Music: Cybermorph lacks in the audio department. There is music at start-up that begins with a punch and devolves into a weird "smooth jazz" type thing. There is no in-game music at all. The fully voiced Skylar is impressive. Most impressive. The only people that will be annoyed by her haven't bothered to learn how to play the game. If you're hearing "Where did you learn to fly?" over and over again, you're doing it wrong! The ship sounds, weapons fire and crash noises are sufficiently "spacey" but aren't very imaginative. You've heard better whooshes and blasts in a hundred different games. Overall, the audio and sound effects feel underwhelming.
     
    Gameplay: The most interesting aspect of Cybermorph's gameplay is that it offers the player full 3D exploration. This was novel in 1993. Unfortunately, the world design and missions don't leverage this very well. As mentioned above, the game's worlds are sparsely populated. While there is plenty to blow up, there are also slow periods of inactivity and exploration. This would be interesting if the landscape offered more than tiny trees, the occasional building and oddly colored mountains and canyons. As it is, it is a bit of a snooze fest. Game worlds are also pretty small; it is easy to traverse a level at speed within a few minutes. Game missions lack variety and mostly involve collecting yellow pods. If this doesn't sound exciting, that's because it isn't. The gameplay just doesn't have a lot of depth.
     
    Control takes some getting used to, but I've always found it tight and responsive. In my view, Cybermorph is best played with a light touch and at slower speeds. Doing so helps to avoid Skylar's warnings and prevents overshooting targets and pods. Cybermorph also makes use of the overlay. Weapons selection is easily toggled using the top row (1-3) and multiple views are available using the rest of the pad.
     
    Overall: Did I enjoy playing Cybermorph? Yes. Despite its many shortcomings, the game does offer some fun and a romp down memory lane. That said, the game just feels undercooked. The lack of music, rudimentary level design and boring landscapes leave a lot to be desired. It's hardly good enough to be a flagship title. Fortunately, the Jaguar CD sequel Battlemorph is superior in every way.
     
    Final verdict: As the Jaguar's pack-in title, Cybermorph has earned a place in video game and Atari history. It is inextricably linked to the legacy of Atari's last console. As such, it's a must have for the Atari Jaguar collector. That said, the repetitive missions, lack of in-game music and bland graphics make the game hard to recommend from the player's perspective. There is fun here but the Jaguar has a host of tank-style 3D games and Cybermorph ranks pretty low on that list.
     
    Thanks for reading and please share your opinions and memories of Cybermorph in the comments!
     
    The next game is: Robinson's Requiem
     

  18. Sabertooth
    Pinball Fantasies
    Published: 1995 by Twenty First Century Entertainment
    Developed by Spidersoft Limited
     
    Released in 1995, Pinball Fantasies is a Jaguar conversion of the 1992 Commodore Amiga game of the same name. Billed as a “pinball simulator”, Pinball Fantasies features four tables and semi-realistic play. In addition to the Amiga and Jaguar versions, Pinball Fantasies saw release on the Amiga CD32, Super NES, DOS and Gameboy. The game has also appeared in compilations on platforms as varied as iOS and PS3.
     
    The Jaguar version of Pinball Fantasies is notable as one of only a handful of Jaguar titles published by a third-party company; Twenty First Century Entertainment. In the Jaguar’s library, it competes against Atari’s own Ruiner Pinball for the system's coveted pinball crown.
     
    Pinball Fantasies is a game that I have not spent a lot of time with over the years. Outside of a few highscore club matches, I rarely plug it in. So I was actually excited to see it pop up on The Gaming Notebook’s randomizer.
     
    Graphics: The graphics in Pinball Fantasies are competent. The layout of the four tables is well designed and the art is colorful, if bland. The score and ball readout is at the top of the screen and attempts to replicate the dot-matrix score display of a real machine. The ball looks right and moves fluidly around the table on various ramps, rails and loops. On the other hand, aside from some light-up bonuses and bouncing bumpers, there isn’t a lot going on.
     
    The art style on the game tables themselves are somewhat generic. “Partyland” has a carnival theme, “Speed Devils” has a racing theme, “Billion Dollar Game Show” has a game show theme, and “Stones & Bones” has a horror theme. There are no crazy bonuses that set off a myriad of lights. Nor are there any character animations, explosions or other effects that might have been done given the videogame format. It’s all very vanilla. One of the things that I love about actual pinball tables is the over-the-top table art, lights and sound. Those are meant to attract players. The tables here all feel a little sterile. If I were walking through an arcade, I definitely wouldn’t look twice at any of them.
     
    I don’t have the game on any other platform but a quick review of gameplay videos on Youtube leads me to believe that the Jaguar version compares favorably with contemporary ports. Like many of the 16-bit games ported over to the system, the Jaguar versions are typically sharper, with greater color depth and smoother animations.
     
    Sound/Music: The clicks, bumps, pings and rings of classic pinball is well represented in Pinball Fantasies. A true pinball aficionado might find a fault but to my ears, the pinball sounds ring true. In-game music is a mixed bag. I didn’t mind the music in “Speed Devils” or in “Stones & Bones”. In fact, the music in both of those tables is fairly enjoyable. The music on “Billion Dollar Game Show” was inoffensive. I found the music in “Partyland” intolerable. Keeping with the table’s carnival theme, it is music suited only to knife wielding psycho clowns.
     
    Gameplay: In terms of gameplay, Pinball Fantasies is just fine. With the standard control layout, the d-pad is the left flipper and the “B” button is the right flipper. The “A” button can be used to nudge the table and the “C” button launches the ball. It’s pinball so there isn’t a lot to it in terms of control.Like a real table, the tables in Pinball Fantasies are pretty big – too big for a standard tv. In order to accommodate, the field of view is limited to half of a table at a time and scrolls with the ball. You can set the scroll setting to “hard” or “soft”. A “hard” setting makes the action much faster and the scrolling is more jarring. I enjoyed playing with the “soft” scroll although this seems to slow the action somewhat. The game offers two difficulty settings: easy or hard. For me, the combo setting that most felt like real pinball was “hard” with a “soft” scroll.
     
    Game physics seem spot on. The ball doesn’t feel too floaty or too fast the way it can in other video pinball games. This is a high scoring game with generous multipliers and bonuses - typical in pinball. One thing that’s missing is multiple balls. This is likely due to the scrolling nature of the playfield.
     
    Of the four tables, I like "Stones and Bones" the best. It's just interesting enough to make me want to keep playing. "Speed Devils" is also a fun table. The other two are pretty forgettable.
     
    Overall: Pinball Fantasies is an above average video pinball game. It generally replicates the pinball experience at home and I think that was largely the intent for the original game designers. That said, I can’t help but feel that there was a missed opportunity here to leverage the media to not only recreate the pinball experience, but to bring something exciting and fresh to the table.
     
    Final verdict: If you like realistic video pinball, you might enjoy Pinball Fantasies. It definitely lives up to its description as a pinball simulation. If you prefer your video pinball to be a little more fantastical, pass.
     
    Thanks for reading and please share your opinions and memories of Pinball Fantasies in the comments!
     
    The next game is: CYBERMORPH!
     

  19. Sabertooth
    Bubsy In: Fractured Furry Tales
    Published: 1994 by Atari
    Developed by Imagitec Design, Inc.
     
    Bubsy In: Fractured Furry Tales is a Jaguar exclusive installment in the Bubsy series, published by Atari under license from Accolade. For the uninitiated, Bubsy is a wisecracking bobcat that runs, glides and bounces his way through hazard laden levels. The game departs from the main Bubsy franchise, which pits Bubsy against yarn obsessed space aliens, and instead places our orange hero in various fairy tale settings like Alice In Wonderland and Jack and the Beanstalk. For his Jaguar outing, Bubsy retains his trademark early 90s attitude from the Genesis and SNES titles. Play mechanics and death animations are also largely unchanged from the first Bubsy game.
     
    Graphics:
    Bubsy comes to life in bright, colorful and sharp 2D style on the Jaguar. While it is certainly not a generational leap from its 16-bit predecessors, Fractured Furry Tales looks great. The colors seem somewhat richer and deeper than in the earlier games, likely due to the Jaguar's enhanced color palette. Bubsy himself looks fantastic and the design of the enemy character sprites is fittingly whimsical.
     
    Sound:
    The sound effects and in-game music are good. In-game effects are typical platformer boings and pops. The music is competent and fits the levels. It's not memorable in the way that the very best platform music is but it does the job.
     
    Gameplay:
    In Fractured Furry Tales, Bubsy runs through each level - called chapters - killing enemies and collecting brightly colored orbs until reaching an exit. To get through each board, Bubsy uses three main moves: jump, glide and look. These are mostly intuitive and largely work as you'd expect. You kill enemies by jumping on them with the B button. Hopping from surface to surface is generally easy. Run, jump and hold A to glide across water and other hazards. Look seems like an odd "move" but trust me, it's needed.
     
    You start the game with nine lives and its not just because you're a bobcat. It's because you will die. A LOT. Bubsy limits you to one hit and it is unforgiving. Enemies can sometimes blend in with the scenery (I'm looking at you rattle snake) and/or are placed in such a way that they're easy to run into. Bubsy also tends to flop around a bit, making it easy to kill one enemy only to haphazardly bounce into another enemy, often just off screen. Because of this, it is necessary to take it slow and look before leaping. If you want to make it past Chapter One, you will find yourself stopping and holding the C button to check your surroundings before moving on. It really is the only way that I found to avoid frustratingly cheap deaths. Patience is rewarded.
     
    The level design in Bubsy is non-linear and the levels are not particularly intuitive. It was not always clear where I needed to go to advance in the game. The levels are also pretty huge! It's easy to get turned around. I guess that I prefer a little more direction in my platform games.
     
    Overall:
    Fractured Furry Tales is a great looking title with a lot of potential. The bright colors, fairy tale theme and whimsical characters work well. Unfortunately, the sprawling levels combine with the unforgiving one-hit death and poor enemy placement to make the game more frustrating than it needs to be. The challenge in Bubsy comes from design flaws, not from a need for precision and timing. Still, this is a game I dust off pretty regularly - at least a few times a year - just to see if I get any better. It's not a great game but, for me, it's oddly compelling. Maybe I'm just a glutton for punishment?
     
    Final verdict: If the occasional cheap death is not your thing, pass. However, if you like quirky, colorful platformers and don't mind dying, give Fractured Furry Tales a try.
     
    Thanks for reading and please share your Bubsy opinions in the comments!
     
    The next games is: Iron Soldier II (CD)
     

  20. Sabertooth
    Iron Soldier 2
    Published: 1997 by Telegames
    Developed by Eclipse Software Design
     
    Iron Solidier 2 (IS2) is one of six completed Jaguar games that Telegames published under license from Atari following Atari Corporation's reverse merger with JTS. As the name implies, IS2 is the direct sequel to the 1994 Jaguar title Iron Soldier, a fan favorite among Jaguar owners. In fact, I believe IS2 is one of only two commercially released sequels to first gen Jaguar games to appear on the platform. Like the original, IS2 is a Jaguar exclusive in which the player operates a lumbering, giant mech from a first person perspective, free-roaming in a 3D polygonal world. Beyond that, IS2 improves on the original in nearly every way, including: more and deeper missions, more enemies, more weapons, improved graphics and full CD audio. Telegames released IS2 on both cartridge and CD format. The CD version is the subject of this post.
     
    I actually pre-ordered IS2 from Telegames and received the gold CD-R version. As I recall, this was due to issues they were having with the glass masters. I sold that original copy a few years later along with most of my Jaguar games. When I set out to collect again in 2010, this was one of the first CD games I picked up.
     
    Graphics: For anyone who has played Iron Soldier, IS2 will look very familiar. Stylistically, the sequel uses many of the same simple polygonal landscapes and structures found in the original - fuel depots, factories, skyscrapers, etc. The buildings are generally unimpressive but they do have texture mapped surfaces this time around. Enemy models on the other hand - particularly the tanks and helicopters - are very detailed and are much improved from the original. So too are the explosions. Already cool in Iron Soldier, the fiery polygonal explosions in IS2 are probably the best on the Jaguar. The CD version of IS2 also has an FMV intro and death scene. The FMV is not great but it's not bad. Unfortunately, there is no way to skip through the death sequence - which is a shame because, if you're like me, you'll be seeing it a lot.
     
    Sound/Music: The CD audio in IS2 is used to its fullest. It features compelling explosions, rumbles, gunfire and whooshing rockets. By and large, the sound effects are great. The in-game music on the other hand is a bit of a mixed bag. When it's good, it's really good with atmospheric techno and rock that fits the battle at hand. However, sometimes the ingame music is at odds with the atmosphere. Soft, almost meditative tunes accompany the onscreen devastation. While I can appreciate the variety, the vibe on some of these softer tracks is just too weird. Eclipse and Atari should have stuck with darker themed, driving electronic and/or rock music that better matches the game's combative themes.
     
    Gameplay: IS2 features gameplay that is nearly identical to the original. You pilot your lumbering, 42-foot mech - called an Iron Soldier - through various cityscapes on a mission to thwart the evil Penta Corporation. I say lumbering because the pace is a bit slow. Giant robot slow! There are 20 missions which range from convoy escort, to building protection to leveling entire cities! Missions are unlocked five at a time and while it seems like there is variety - you essentially spend the entire time destroying buildings, tanks, helicopters and enemy mechs. Health, ammo and weapons are available in crates found in the rubble of destroyed buildings.
     
    Control takes some getting used to. You press the A button and up or down on the D-pad to move forward or in reverse. Once in motion, you can use the d-pad to aim in 180 degrees while continuing on your path. If you want to turn the mech, you'll need to hold down the C button while moving the D-pad. This sounds trickier than it is and once you get the hang of it, it seems a fittingly awkward way to steer a giant robot. Weapons fire/action is triggered with the B button.
     
    Speaking of weapons, there are lots of them! You start the game with an assault rifle, grenades and a chainsaw selectable. New weapons, including, a Gatling gun, heavy shield and cruise missile, are added as you progress. Weapons selection is made using the Jaguar keypad. The game does not come with an overlay but the weapons selection is easy to pick up. According to the manual there are 13 weapons in all. Unfortunately, I didn't see them all in this go around. IS2 is a beast!
     
    While the game plays almost exactly like the original, the difficulty level in IS2 is markedly higher. I have completed Iron Soldier multiple times but have yet to beat IS2. I put this down to a combination of factors. First, the missions are more challenging. The type of missions that you encounter at the start of IS2 were at the end of the original. Clearly the developers were trying to provide Iron Soldier veterans with more of the same but harder. Secondly, mission objectives aren't always clear. I often spent a good deal of time trying to figure out how to approach a mission, with my delay sometimes resulting in mission failure. This was particularly true of the protection missions. It can be frustrating.
     
    Overall: Iron Soldier 2 is a solid update to the Jaguar original. Its more of the same, but when you're talking Iron Soldier, that's not a bad thing! Improving - albeit slightly - on the graphics, size and variety of its predecessor, IS2 is an example of Jaguar 3D gaming at its best.
     
    Final verdict: If you were a fan of the original, I highly recommend IS2. It's a challenging game that will keep you coming back for more. If you didn't like the original, pass.
     
    Thanks for reading and please share your Iron Soldier 2 opinions in the comments!
     
    The next game is: Pinball Fantasies

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