My Life With… Jetpac (VIC-20)

My Life With… Jetpac (VIC-20)

When I started thinking about Jetpac on the VIC-20 recently, a couple of questions immediately came to mind: Where does it fit in my top VIC-20 games? And because I kind of already knew it wasn’t going to figure quite as highly as it maybe should… Where does it fit in the top VIC-20 games?

Coming back to the first question, this one is easy thanks to my big nerd list of my favourite games of all time ever.

  1. The Perils of Willy
  2. Andes Attack
  3. Jetpac
  4. Omega Race
  5. Submarine Commander

The Perils of Willy (read more here) will always be my favourite VIC-20 game, but this was the first time I’d thought about a top five, and genuinely didn’t know most of what was going to follow when I went through my big list looking for VIC-20 games from top to bottom. Andes Attack, Jeff Minter’s llama-focussed Defender clone, was a surprise in second place – without thinking much I actually thought I was going to see Submarine Commander there! But thinking much about it, it’s probably right in my mind. As is Omega Race in fifth place, and our subject here, Jetpac, in third. I don’t like that Pinball Wizard (read more here) isn’t there though! But taking away the all important nostalgia factor, we come to the second question – where does it fit in the top VIC-20 games?

Even through my rose-tinted spectacles, I can look at my list and say that The Perils of Willy [maybe!] isn’t the best game on the VIC-20, though I won’t hear any argument that it isn’t up there somewhere!!! But seriously, looking at my list here for the first time, extracted like this as my VIC-20 top five, the first thing that came to mind was hang on, why isn’t Jetpac in first place? Instinctively, surely there’s no better game on the platform from a technical viewpoint, or aesthetically, or in terms of gameplay or longevity? From my top five, maybe Submarine Commander is an equivalent technical marvel, but I reluctantly concede that its gameplay has a more niche appeal. Omega Race also needs to be in there as an almost flawless conversion of the incredible playable – and re-playable – twist on Asteroids arcade game. Add a few other titles I’m familiar with, and after far more personal deliberation that was probably necessary, we have this:

  1. Jetpac
  2. Omega Race
  3. Gorf
  4. Jump Jet
  5. Pirate Cove

We’ll get into Jetpac (finally) in a minute. In second and third place, I could easily switch positions between Omega Race and another incredible arcade conversion feat in Gorf, a multi-level spin on Space Invaders that included screen effects like I’d never seen before, not to mention the biggest enemy I’d ever seen with the Flag Ship appearing every four levels! Then we have Jump Jet (read more here), which is a Harrier flight-sim that at the time I got it was surely as good as flight sims would ever get! I could argue that A.C.E. (Air Combat Emulator) – coincidentally another flight-sim – should be in this spot too, but that was even harder than this was, and its plane couldn’t take off vertically from an aircraft carrier! It never made me air-sick like its box said it might either… Then we have Pirate Cove, part of that incredibly immersive VIC-20 text-based adventure series (almost any of which could really be here instead if you prefer) by Scott Adams where you “Go North” or “Use Mongoose” (to kill a snake if I remember right)! And if I also remember right, the first game I ever finished, not long after the mongoose incident!

List complete, and there we have it. Jetpac is officially the best game ever on the VIC-20! We should find out why.

Jetpac was released by Ultimate in 1983, but I’m fairly certain I got this after Christmas in 1984; it definitely needed an 8K expansion so it wouldn’t have been much earlier than that. Without doubt it was the screenshots on an advert or review I’d seen in C&VG or Commodore User, or on the back of the box, that attracted me to it, and amazingly they were probably even VIC-20 screenshots and not, as was usually the case, nefariously hijacked from a C64 version (which in this case never actually appeared). They could have come from the Spectrum version, but any VIC owner could proudly say that even if they did, you’d struggle to tell the difference. In fact, this was especially true because the VIC-20 version had colour clash that any Spectrum owner would have been proud of!

You play as Jetman, though bit like Mario’s first appearance in Donkey Kong, I don’t remember ever knowing him as Jetman – he was just an astronaut with a jet-pack and a blaster who had crashed on a planet far, far away and had to rebuild his rocket from the bits strewn about the place then fuel it up and start making his way home. All of this happens on a single wraparound screen, with three rocket parts that had to be dropped on top of each other in order, which you’d find lying on the ground or on mid-air ledges, whilst fending off the planet’s fauna that randomly flies around the place impeding your quest. Once you’ve put the rocket back together, fuel starts dropping out of the sky, also randomly landing around the screen, together with bonus jewels and stuff, which you collect and drop onto your rocket until it’s full up. Then you walk back into the rocket, it takes off and you start collecting fuel on the next planet, which is a similar screen but with a whole new set of meanies to attend to.

The game loops around a set of four levels, after which you’ve obviously crashed again and need to rebuild the rocket from scratch, which makes for the perfect setting for the game’s score-chasing intentions. This simplicity is what makes the game great – this gameplay loop is without fault, and it sits in the company of Donkey Kong, Pac-Man, Space Invaders, etc. as timeless games that play just as well today, still offering endless challenge and replayability.

The sound is very functional and of its time, but the aforementioned graphics are absolutely outstanding, and unlike most VIC games stand up just as well today, with big bold sprites for the main character and the various enemies, and this incredible sense of scale as the rocket is put back together. And when you eventually fill it up with enough fuel, that sense of exhilaration as it takes of and exits the screen is still there today too! The planet design, in contrast, couldn’t be more basic, with three platforms suspended over blackness – there’s not even any ground at the bottom of the screen! But you won’t even notice that when you’re frantically trying to create a path through a kind of large-scale bullet-hell array of fast-paced aliens, either by shooting or dodging or sheer fluke as you panic your way around to get to a rocket part or fuel drop or tasty morsel. And I say you won’t even notice it because for all the hours I’ve spent playing this over decades, I didn’t either until just now! There’s a lovely subtle flame effect from your jet-pack, which moves as you change direction, and from the rocket too as it flies up the screen; the aliens have their own explosion animation too, and I really like that this happens when they crash into a platform as well as when you shoot them. Aside from a bit of flicker, you really have to pinch yourself and say yes, this really is happening on a VIC-20!

And all of this is why Jetpac sits at the top of the pile for the VIC-20, even if it’s not actually as good as The Perils of Willy in my opinion!

I’ve never played any of the Jetman sequels, and have steered clear of the overly restyled XBOX title Jetpac Refuelled, but did eventually play the Spectrum version of Jetpac in 2018, when the Rare Replay collection went backwards compatible on XBOX One. You’ve got more screen space to play in and it’s the same fantastic, timeless game that the VIC-20 offered, but it doesn’t seem quite as fast and frantic, so I’m sticking with the VIC as having the superior version despite only having half the levels of the Spectrum version. And saying that is even more incredible when you come back to what a technical achievement it is that it’s on there at all, when it’s not such a technical marvel on the Spectrum; and when you consider the pedigree of Ultimate’s other games on the Spectrum. Really incredible!

Bonus Post – A Note on the Game Boy in the Konami Anniversary Collections

Bonus Post – A Note on the Game Boy in the Konami Anniversary Collections

They might not have the profile of some of the other games in these wonderful compilations, but the Game Boy is well represented in Konami’s Castlevania Anniversary Collection with both The Castlevania Adventure and Castlevania II: Belmont’s Revenge included. And then we have Operation C, where C, of course, stands for Contra in the Contra Anniversary Collection.

I’m going to skip over The Castlevania Adventure because I recently covered it in a bit more detail here. Instead, we’ll take a very quick look at the other two, which I’ve also played all the way through on Nintendo Switch.

Castlevania II: Belmont’s Revenge is both a technical spectacle and an excellent game, and a perfect companion to Adventure. By this point the developers properly knew how to get the most out of the handheld hardware, so it looks even more wonderfully atmospheric, runs smoothly and sounds even more like a Castlevania game than its predecessor, despite the same limitations.

It’s pretty quick to get through the linear levels, which you can play most of the way through in any order, though the final boss fight is a bugger! You genuinely have to memorise every single move it’s going to make and every pixel on each of the on-screen platforms that you need to be positioned on for each move to counter it. Not to mention the untold experimentation to work out some of them. This is a real shock after the relative simplicity of getting that far, but it is a great feeling when you finally beat it.

Operation C was the first Contra game I jumped into from that collection – having dabbled with them all as a complete newcomer to the series, it seemed a bit easier than the rest, and as you can tell, I’m easily impressed when it comes to the Game Boy!

The classic run and gun design is all present in a compact form, but it did leave me struggling a bit until I tweaked the controls to be like Mega Man, then I sailed through the first area. I was then amazed that the second switched to top-down shooting like Ikari Warriors – not having any history with Contra beyond remembering a few screenshots and trying several first levels, I didn’t see that coming!

I think there were five gradually more bonkers stages in the end, including another top-down level with organic backgrounds and giant insects running about like something from Xenon 2! Some really cool jungle stages too in the classic Contra mould – just like Castlevania(s) on the Game Boy, the developers worked wonders with the monochrome visuals to generate just the right atmosphere.

Whether side-scrolling or top-down, none of the levels took more than a few goes to get through (apart from the first until I changed the buttons around), and the bosses were fairly easy until the (almost) last one, and that was also fairly straightforward once you worked out its couple of attack patterns. Which is how I like my bosses, and overall how I like my games!

Bonus Post – Dr. Mario World First Impressions

Bonus Post – Dr. Mario World First Impressions

Dr Mario World has landed a day early. I’ve played through the first 25 stages, and it’s definitely more Candy Crush than Dr Mario so far in gameplay terms, and it’s starting to feel like it in free to play mechanics too – there’s definitely timers ticking in the latest area and hearts ready to restrict my play time!

The idea is that you need to get rid of coloured viruses by matching two or more of them with your coloured capsule, which you slide up the screen and let it go on its way once you’ve got it positioned. There’s a single player campaign and versus mode where you can play your friends (maybe…), which unlocks when you’ve played enough of the campaign. And that’s about where paid gems and hearts and stuff came into play too.

It looks and sounds as great as you’d expect, and it’s a perfectly fine example of the match-three mobile puzzler, with skills and items and even a choice of doctor and assistant characters. Now and again it feels like Dr Mario (even when you’re Dr. Bowser). But only now and again unfortunately.

In theory the multiplayer does give it something extra, but this is Nintendo we’re talking about! I have unlocked this, I’ve played a random and it’s fun, but it looks like my Nintendo account friends can’t be accessed (or if they can, I don’t know how), and looking for Facebook friends is just giving error messages. Speaking of which, you’d better have a decent connection all the time – even with one I’ve had several lost connection error codes appear, and game freezes appearing too during normal gameplay. Hopefully that can be patched out like it was on Super Mario Run.

Despite the negative tone, I do enjoy a match-three, and I’m enjoying this so far… but I enjoy Dr. Mario on the NES an awful lot more, and I’d much rather be playing that timeless classic on my phone!

Bonus Post – In Defence of The Castlevania Adventure

Bonus Post – In Defence of The Castlevania Adventure

I think Game Boy Castlevania Adventure gets a bum rap. Then again, I think that about Pit Fighter and the Spectrum version of Out Run too! (You can find out why here). Anyway, I remember being hugely impressed with it on the original hardware, and in retrospect, considering how early in the Game Boy’s life it came out, it really was an achievement. I’ve also just really enjoyed playing through it again in the Konami Castlevania Anniversary Collection on Switch…

The idea is that you make your way through four stages (or dark dungeons, torture chambers and vampire crypts as the description goes) of Dracula’s lair. After that, you enter what is called “the “dead” of night” to quote it exactly, to face off against Count Dracula and his multiple personalities. All with your “mystic” whip and mindful wits to sort you out.

A lot of the criticism I’ve seen of late relates to its inclusion on the aforementioned collection, on the basis of it being dull and poorly designed compared to the excellent sequel – also present – which renders it redundant, and no doubt taking the place of a GBA game or Symphony or whatever the missing favourite of the person criticising it is. I do get it, and wouldn’t have complained about an Aria of Sorrow or something being on here instead, or even the Game Boy Kid Dracula; actually, having just finished the NES version, I’d have really liked that! But I don’t think that makes it a bad game.

Admittedly the first stage is a bit sedate, but there’s some really challenging platforming, races against time and boss fights later on. Took me a few goes to remember how the end bit works, but the rest felt comfortably familiar, and more importantly, as fun as I remember. It looks really good too – very clean, very atmospheric, and it’s very clear where you need to be to make some of the more precise jumps that are called for later. It sounds like a Castlevania game too. And I for one am glad I got to play through it again on the collection!

Now I just need that Arcade Archives Pit Fighter release. Get talking to Atari, Hamster people!

My Life With… Out Run (Arcade / ZX Spectrum / Switch)

My Life With… Out Run (Arcade / ZX Spectrum / Switch)

A few weeks ago at the time of writing, the main event of WWE’s Wrestlemania 35 was the culmination of years of nauseating, cringeworthy, revisionist history, self-congratulation about revolutionising women’s wrestling… In other words, they stopped hiring porn stars to do bra and panties matches, and instead had real-life athletes pretending to knock the crap out of each other to varying degrees of success. 

Anyway, Ronda Rousey, Charlotte Flair and Becky Lynch headline the biggest event of the year, and after all the build-up and excitement, the match is decided by a botched finish. Rousey is pinned by Lynch, she clearly has her shoulders up, the ref carries on counting regardless, Lynch wins. And whilst the result was predictable, no one saw it coming like that, including, apparently, the competitors; then there’s a second of awkward silence rather than the huge desired pop that was destined to be replayed ad-infinitum from the crowd in attendance; meanwhile those watching at home are rewinding it to check that they really did just screw up the first (and last, while Vince McMahon is still alive) women’s Wrestlemania main event.

And what’s that got to do with Out Run? Well, a couple of days ago at the time of writing, after decades of playing it on all kinds of formats, I got to the end of one of its routes for the first time. On the arcade version no less, thanks to Sega Ages Out Run on Nintendo Switch. Over the past few months, I’ve come close a couple of times and knew that I knew this route well enough that it was just going to take a bit of luck to avoid more than one minor brush with danger, and I’d get there sooner or later. This run felt great, and whilst I didn’t look at the clock as I hit the final stage, I knew I just needed to take it easy, avoid traffic, and I’d do it. 

Then suddenly control of the car was taken away from me and I’m seeing the end-game screen. Did I really just get to the end? Did I miss a finish line and a heart-in-mouth second of thinking I’m about to do what I started trying to do more than 30 years ago? After that momentary confusion, the elation of a moment such a long time in coming arrived and what, thinking about it later, is probably my greatest gaming achievement. My heart was racing and would be again every time I thought of what I’d done over the next few hours. 

We need to go a long way back before we get to the Switch version though, via a much maligned version of Out Run on the humble ZX Spectrum! But to use another wrestling analogy, it might not be the Attitude Era, but I’ll take Macho Man versus Ricky The Dragon Steamboat every time! (And I’d take either over the bloated, politically correct, creatively bankrupt late night kids TV show we get now). 

Before we get there, we need to cover the arcade game too. As usual, I’d seen it coming in Computer & Video Games magazine back in 1986, and I remember being blown away by it in the wild (in Great Yarmouth I think) despite there only being a stand-up cabinet in that seaside arcade, rather than the deluxe sit-down version that was rumoured to spin you around and shake you about.

None of that was necessary though. This was the most exotic game ever – as close as you’d get to being in Miami Vice. The palm trees in the sand and the sails in the ocean zooming by; or the feeling of freedom as the road suddenly opens up in the very first corner from three lanes to this huge, six lane highway and the speed really kicks in… That first stage, which is honestly all I ever saw of it for a very long time, with its absolutely astounding graphics flying past at such an astounding speed, was the most exhilarating feeling I’d ever had playing a game. It was pretty tough though, and clearly made to keep your coins going in – hit another car or, even worse, a lorry, and if you were lucky you were just going to take a huge hit on your speed, but otherwise the car was spinning to a stop, or if you hit a roadside obstacle, you and your girl were spectacularly somersaulting through the air together with the Ferrari. And seeing any of these scenarios meant game over sooner rather than later because a very aggressive clock was ticking down to zero on every stage.

But even back then, strip away the remarkable technical achievement that was Out Run with or without physical bells and whistles, and it was still a lot more than your run of the mill racing game. There were no other racers and there was no first place; it was just you and your Ferrari trying to impress a girl by driving as fast as possible as far as possible down one or the other route of your choosing when (if) you got to the end of each stage, towards five different end locations, with the wind in your hair and the finest soundtrack that has ever graced a video game… That soundtrack! I wonder at what point they realised that Magical Sound Shower, Passing Breeze and Splash Wave were so good that they demanded their own selection screen before you started, with radio frequencies changing as a realistically moving hand moved the dial clockwise through them.

Before I move away from the arcade version for a while, as an aside, life met art earlier this year when I was in Florida with work, playing Out Run on the Switch in a hotel on the beach that was on a road that the first stage could have easily been modelled on. And while we’re aside-ing, now I’ve gone beyond the first stage, I can say that going down the big hill in the fourth of the final stages is now what I believe to be the most exhilarating feeling I’ve ever had playing a game!

As I mentioned in my previous post on Operation Wolf, together with that and R-Type, Out Run was a game I never thought I’d see a home version of. Which might be a lot to do with why I have such fondness for a conversion that everyone else seems to think is such a stinker! Or do they? Hang on just a minute before you start scoffing, while I share some review scores from early in 1988: Your Sinclair 8/10; Sinclair User 81%; Crash 71%. Not so bad, right? And justifiably so!

As usual, the Spectrum version took a hit on colours, going for a mostly monochrome look on various boldly coloured backgrounds, but apart from that your Ferrari looked just like you wanted it to – big and convertible with your girl by your side – and everything else looked more than fine and where it should be. You had all the tracks from the arcade version (not that I ever saw two thirds of them) and on my 128K version at least, you had great versions of two of the iconic pieces of music. There was a bit of multi-load going on to do a new track, but it stayed in memory if you were doing the same route again. Again, usual compromises and more than acceptable for having a version of this unbelievable arcade game in your own home. Until Operation Wolf arrived a few months later, getting this for my birthday in May was probably my most anticipated game ever, and I remember the very moment I loaded it up with little time left to do any more than that before I left for school, still not quite believing this was possible! I didn’t even notice it wasn’t quite as fast as the arcade version!

Yes, speed, apparently, is an issue for the Spectrum version that makes it so bad it’s mentioned in the same breath as Pit Fighter (also unjustified), though I’ve just played it again and I still don’t think it’s as bad as everyone thinks it is, looking through today’s eyes, let alone those of more than thirty years ago. It’s still perfectly playable, it’s just as hard as it always was, and it feels fine – just like the review scores from the time said it was!

Now I’m going to jump forward a few decades to Sega Ages Out Run for Nintendo Switch.  What on earth would 1987 me have thought about not just having the actual arcade version in my home, but having it in my hand too, should the mood take me! For less money than the Spectrum cassette was too! And not just the arcade version, but one with different coloured cars and speed, grip and damage buffs as rewards for getting to the end of four of the five routes and a true-to-life arcade experience once you’d done that and the fifth route too…

As I said earlier, I did finish the first of the five routes a few days ago with the regular red Ferrari. I was going to stop there – achievement enough and game finished as far as I was concerned – but within a day I was back in my new silver car to try out the increased grip version. Very nice and made corners so much easier. Then I decided I wanted to see every route and unlock every car. On my very next game, taking the same route to the final stage I’d memorised on my first run to the end, I got to the end of the second route. The third was fairly easy too, with only one new track to work out – my feeling is that once you’re on any of the final stages, you can just take it easy enough to avoid mistakes to reach the end. The fourth and fifth were a bit harder because you couldn’t get there by taking a left at the end of stage one, as I’d done all the time to this point, and had to go right instead onto a new set of tracks; they took me a couple more days. Definitely worth doing because the finished car with all four buffs active ends up handling a lot like the original one but a lot faster. Now I’m working my way through each of the routes on the original arcade version that finishing all five unlocked, and with the self-imposed pressure off, I couldn’t love this game any more than I do right now. Seems I’m finally quite good at it too!

Together with the aforementioned R-Type, I don’t think any game from the 80’s has stood the test of time like this has, and despite sequels and endless homages to it, has ever been or will ever be bettered for sheer exhilaration.

My Life With… Operation Wolf (ZX Spectrum / Atari ST)

My Life With… Operation Wolf (ZX Spectrum / Atari ST)

I vaguely remember seeing Operation Wolf, with its mounted Uzi, in an arcade, but where it really made an impression was long before that in Computer & Video Games magazine’s Arcade Action section. Whilst I’d generally skip over that section with just a few glances at the screenshots, I remember three games on those pages that absolutely blew me away, and there was no chance in hell there’d ever be home computer conversions! They were R-Type, Out Run, and, of course, Operation Wolf, where all your Rambo fantasies could finally come true with graphics like you’d never seen before! 

As a side note, at the time of writing in February 2019, I recently picked up arcade perfect conversions of R-Type and Out Run on the Nintendo Switch; they did come, and with Out Run in particular, I still can’t quite believe what I’m seeing on my TV screen even three decades later- when you consider how amazed I was by the ZX Spectrum version when it came, and how bad everyone else seems to think that version is, maybe not a surprise!

I don’t think I’d ever wanted a game as much as I did this; with arcade conversions, especially such high profile ones, expectations of quality were always secondary to the fact that it was just coming to the Spectrum! It arrived in all its monochrome glory for Christmas 1988, and if I remember right was a present from my grandma and auntie. What I definitely remember right is my first time playing it on Christmas Day evening, in my auntie’s bedroom, on her Spectrum+2 and a 14-inch black and white portable TV. As was often the case playing Spectrum games at the time, the fact it lacked colour didn’t, in reality, matter that much! That said, let’s not forgot it more than made up for the lack of colour in the main game by filling the little “suiting up” montage you got when you first loaded the game up with the most garish colours it could manage!

On the home versions, the Uzi was replaced by a crosshair, which controlled fine with a joystick, as the screen scrolled from left to right and enemy soldiers, tanks, gunships and gunboats filled the screen from all directions to bring you death. As well as your Uzi, you could also bring them death with your limited supply of grenades; letting the screen fill up with vehicles and soldiers then dispatching them all at once this way was a great feeling! As was shooting one of the daggers out of sky as it flew at the screen before it hit you and briefly stayed in place, full stab.

The story, such as it was, was true to the arcade original – go through six military themed levels in jungles, prison camps, airports and various bases to rescue the hostages. Each one was a bit more than just shooting everything in sight; you’d have a task like cutting off the enemy communications or getting information out of the enemies, although all of that did involve shooting everything that moved unless it was one of the fleeing civilians or nurses carrying some unfortunate in a stretcher who shouted “NO!” if you shot them. The first few levels were all do-able but I’m not sure I ever got to the end of the final level in the airport. 

The Spectrum version was one of the best arcade conversions the machine got, with absolutely stunning looking graphics that perfectly captured the feel of the original. And there were so many types enemies on screen at once in the distance and in the foreground (including the one that looked like something out of The Village People) and all over the place without any kind of slowdown or mess. The +2 version sounded good too, with a suitably testosterone-juiced theme tune. Overall, out of the two versions I owned, it’s the one I really remember most fondly…

As time passes, it becomes increasingly difficult to dip into recollections from decades long past, but in the case of my Atari ST Operation Wolf experience, I have a major helping hand! Christmas always brought with it a diary for the coming year, and in the days after Christmas you would start re-writing your friends’ phone numbers, family birthdays and school holidays into your latest pocket-sized planner. They always had a theme too, like fishing or cycling or football, with half the pages full of related encyclopaedic content. And for the first few days of the year, you might even use it to record what you’d been up to… “I rushed home to play Op Wolf and it lived up to my high expectations. It is brilliant, the only problem being that it is on three disks. I got to stage 5 on my first go.” The diary then goes on to describing watching Lethal Weapon that evening!

This was all around the beginning of 1990 for me, but the ST version came out around the same time as the Spectrum one, and was probably the only dampener on that version – as great as the Spectrum version looked, in magazines like C&VG you were seeing it side by side with this incredible, virtually arcade perfect looking version on the ST. As well as the glorious graphics, you also had all the little details like the pigs running around you could shoot for extra ammo, and some great enemy death animations especially when you shot one of the guys up close to you. And more than anything, it had a mouse that made shooting stuff a lot easier than with a joystick! This was a really great conversion, but what’s interesting to note is that I don’t remember ever being blown away by it, like I had been the Spectrum version just over a year earlier – it didn’t take long at all to become spoilt by the incredible games that just came as standard in the next-gen machine. Or maybe it was just all the disk swapping.

And despite getting to stage 5 on my first go, I never did get to the end of the game here either!

The Retro Arcadia Top Ten Games of 2018

The Retro Arcadia Top Ten Games of 2018

This year my SNES Classic Mini was finally joined by its previously impossible to buy NES sibling, plus a C64 Mini and almost a PlayStation Classic – I cancelled the day before it was shipped, not because of the controversial games list, but it just sounded like the finished article was very bare-bones and the emulation was crap. On the ones I hadn’t cancelled, I’ve loved pretty much everything on them more than anything that will ever be released again. On a similar note, I also love most of the old NES stuff that came with the Switch online service – especially the wonderful Tecmo Bowl, Balloon Fight and Mighty Bomb Jack. And on another similar note, I’ve loved playing a ton of the Switch Arcade Archives releases of Donkey Kong and 10-Yard fight, as well as ACA NEOGEO Super Sidekicks 3, and the fabulous Megadrive and SNK collections. And with a Switch now in my possession, Mario Kart 8 Deluxe and Golf Story from last year, and of course, Breath of the Wild, which I sandwiched between Ocarina of Time and the original Legend of Zelda (which I played on two different platforms almost in parallel).

Hovering just outside this list would be the Williams packs on Pinball FX, featuring some of the best tables ever produced; last-gen racing powerhouse Burnout Paradise Remastered on PS4; Castlevania Requiem (if I’d played a enough of either game included in time); and a game I’ve seriously been waiting 25 years to play, Night Trap on the Switch, which might not be the most mechanically-varied game ever, but was a technical marvel at the time and is still a fun romp today. I’m sure that had I played it yet, Red Dead Redemption 2 would be somewhere around the top, but finally playing and completing Mad Max just before it was released only confirmed I’m a bit done with open worlds at the moment, and I’ve more than enough to keep me going until they finish patching it and the price drops. And I’d have loved to have Tetris Effect on here, but after fifteen minutes of my first game on the beta, the motion sickness began…

As always, the rule here is if it’s been released for the first time on a platform this year, it’s fair game…

1 Gris (Switch)

The very last game I bought in 2018 (at time of writing on Christmas Eve at least). If you ever wanted to convince a non-gamer that gaming is an art form, you’d show them this, because it really is a wonderful piece of art in anyone’s language. I don’t think I’ve ever seen (and probably heard) anything quite as stunning as this on any platform, and maybe aside from Journey, anything as powerful. It’s a dream to play, and a dream to experience as it becomes more and more beautiful as you progress, and subtly more complex. A genuine gaming masterpiece.

2 Minit (Switch)

I avoided buying Minit when it came out on other platforms in the hope it would appear on Switch one day, which seemed like the right place for it, and that day came but a few horrendously hot months later. Bizarre premise of your hero living for only sixty seconds in an old-school Zelda-esque black and white pixel art rogue-lite world, doing simple quests, solving puzzles and killing monsters. Sixty seconds at a time. But it really works! It begins with almost no context or instruction, but you soon work out how things work to progress your story, planning out your next sixty second life as you carry out the next set of activities for this one. Fantastic game, very different, and perfect on the Switch. And when you’re done with the story, there’s a couple more hours picking up the stuff you probably missed then new game plus where sixty becomes forty. Future cult classic!

3 Moonlighter (Switch)

That wonderful Stardew Valley vibe where minutes are actually hours. But with more fighting. Moonlighter is a greeat rogue-like by night, and shopkeeper-sim by day, where you kill for booty to sell to buy armour, weapons, upgrades, better shop stuff and things to liven up your town so you can access new dungeons with better booty. Fantastic to play day or night.

4 Taiko no Tatsujin: Drum ‘n’ Fun! (Switch)

I searched Tokyo in 40 degree heat and 90% humidity for this bundled with the physical drum controller. I failed, but not long after it was all announced for European release and everything was well in the world again. I can’t remember the last time I had a stupid grin on my face playing a game, but there’s little here not to smile about, from the real drum you play along to a huge, bizarre playlist with, to the completely bonkers visual feast that could only come out of Japan happening on the screen. The ultimate party game, even if you’re the only one invited.

5 Mario Tennis Aces (Switch)

I never played Mario Tennis on the Game Boy Colour or Advance, so don’t lament the depth of their story modes apparently missing here. I did, however, sink dozens, if not hundreds of hours into Tennis (featuring Mario as umpire) on the original Game Boy. Jump into an online tournament on Mario Tennis Aces on the Switch, and that’s what you’ve got, dialled up to eleven with trick shots, specials, bullet-time and more, and all against real other people. There’s depth here too – after a few hours you start to notice little things that stack up to make all the difference; you work out how to properly use the trick shot or the blue glow around the ball or the star that sometimes appears on the ground or a dozen other minor things; and then you start winning one in five matches, then one in three, then two, and you’re reaching (and occasionally winning) tournament finals… Stunning looking game, polished to hell, full of character, and utterly addictive. Who cares about story modes (which is actually pretty enjoyable too)!

6 Hollow Knight (Switch)

Specifically here for the first 30 hours, then another 15 hours after 36 hours, then a few more after 53 hours. I absolutely hated everything in between and deleted the game twice in disgust at two bosses I just couldn’t beat. Until I did. Very few games over the last almost forty years have hooked me like this gorgeous looking, vast metroidvania did – even when it was gone, it kept dragging me back. 80% love, 20% pure hatred, and probably the best £7.99 I ever spent on a game.

7 Alto’s Odyssey (iOS)

I’ve played the original Alto’s Adventure more than any other game on mobile (or tablet in my case). It’s the perfect, premium mobile game, and has been my go-to time-passer across thousands and thousands of miles on plane journeys over the last few years. Alto’s Odyssey swaps snowboards for sandboards, but is more of the same, and then some. The new desert backdrop is stunning, and the day/night cycles, variable weather – especially the storms – and multiple biomes to explore make for some outstanding eye-candy. And the one-touch, backflipping gameplay remains as challenging, skilful and perfect as ever.

8 Bloodstained: Curse of the Moon (Switch)

Old-school Castlevania in all but name with some really clever character-switching mechanics, atmospheric old-school graphics and sound that make me want to live in it, and plenty to explore and go back to when you’re able. In the five hours or so to complete first time, it gets progressively more tricky, but aside from a few frustrating sections (generally involving moving platforms in the late game), it’s all do-able after a few attempts and some experimentation with the characters, even on veteran mode. My only gripe is the checkpointing on the double final boss battle – going back to the very start is a real pain while you’re dying over and over again to learn how to beat the second part! Once you’re finally done, definitely worth playing the newly unlocked nightmare mode to explore those places you couldn’t before you had the right characters available. Great game with a lot of retro-love oozing out of it.

9 Mega Man Legacy Collection (Switch)

Much like Zelda, I’d never played a Mega Man game before this year, and now I’ve played and finished three of them; 2, 1 and 3, in that order. I’m particularly proud of finishing Mega Man 2, over a period of months, as I completely avoided all the quality of life enhancements like rewind and save in-progress that come with this wonderfully presented collection of games 1-6 in the series. It’s not just the games though, most of which are bonafide hardcore classics; those enhancements, the mass of settings options and the museum of art that accompanies every game make it one of the best compilations I’ve seen. And it’s the reason why Mega Man 11 is missing – I’ve played the demo dozens of times and it’s awesome, and would certainly deserve to be here in place of this from what I’ve seen, but I’m going to be busy with games 4-6, as well as the Mega Man X game on the SNES Classic Mini, for some time yet!

10 Owlboy (Switch)

There’s still pixel-art everywhere this year, but this really is a marvellous lesson in pixel-art design, and a great Metroidvania game to boot. The sky islands you navigate in this vertical platformer are diverse and stunning. Controlling your owl boy feels great. The evolution of the game mechanics works brilliantly as you meet new partners in crime. And those characters are ones you really care about as you make your way through the thought provoking story. Another brilliant Switch indie.