Game Review: DariusBurst Another Chronicle EX+ on Nintendo Switch

Game Review: DariusBurst Another Chronicle EX+ on Nintendo Switch

When Darius+ arrived on the ZX Spectrum in 1990, it didn’t have any great impact on me, and certainly no signficance! It was just another horizontal shooter with big sprites that were a bit too big for the cramped undersea environments, and until you got to one of the very impressive big robot fish bosses it was all a bit of a slog… Especially when you’d been playing R-Type on the system for a couple of years by now! To its credit though, apart from the colours there wasn’t a lot in it when you compared it with the Atari ST version, which unfortunately was also enough for me to never buy it when I moved over there!

The impact would eventually come though, and that was with the arrival of G-Darius for PlayStation towards the end of 1998, and I think from HMV in Milton Keynes if I remember right! I still didn’t know anything about its arcade lineage stretching back to 1987, or even that this was a conversion of the fourth entry in that series, but I did know that those huge 3D polygons it was chucking around were absolutely outstanding! Certainly wasn’t a slog anymore either, and being taken in and out of the water while waves of enemies came in and out of your 2D plane was simply exhilerating. And who can forget their first encounter with Eclipse Eye, the giant yellow mechanical broadmouth gibberfish stage one boss!

I think the significance of the series started to dawn on me when I picked up Taito Legends 2, very late in the life of the PlayStation 2, which included the arcade versions of Darius Gaiden and G-Darius. Even with my limited exposure to the arcade games up to then, by now the war between us humans and the sealife-inspired Belsar Empire that’s out to destroy us above and below the surface was becoming a familiar one! That I was aware of, we’d had the Spectrum and 16-bit computer games, then I’d looked longingly at various exotic PC-Engine ports like Super Darius; more accessible was Darius II on the Mega Drive, and Sagaia on the Game Boy, which was a take on Darius+ which I think I prefer over my old Spectrum favourite Nemesis on there. The SNES had its own takes on Darius too (which were mostly Darius II) with Darius Twin and Darius Force. Then there was more for PC Engine, Sega Saturn, PlayStation and that new Windows PC thing before we arrived at the G-Darius release we just looked at. My own final stop with Darius before we get to my PS2 compilation though was not being able to get my hands on Darius R on Game Boy Advance when it came out in 2002 because the stupid thing was Japan-only! Turned out to be a really cool remix of various games in the series when I did finally get there a couple of years ago though…

And now we’ve got a bigger gap that brings us all the way back to today and the end of July 2021, completely up to date with my time with Darius and ready for the release of the latest installment in the series, DariusBurst Another Chronicle EX+! Let’s start by saying catchy title, and as you can maybe tell from that catchy title, by now the history of Darius is way too complex for me to go any further into than we have already, which is exactly why we stuck to my own brief encounters with it so far! In short though, this is a new revision of DariusBurst Another Chronicle, a 2010 arcade game that in turn was a remix of DariusBurst, a PlayStation Portable game from just before then that I think was only released in Japan (and the crazy prices it’s going for on eBay seem to confirm that)! Anyway, we’re here with the new one on Switch, it’s also available on PS4, and for transparency I was kindly given a download code for the purposes of my ramblings here.

We’ll come back to story (such as it is) and game modes and user interfaces and all that stuff later because I want to get one thing out of the way from the offset… the new, ultra-broad aspect ratio panorama view, modelled on the dual display of the arcade version, with the ability to seamlessly switch to a closer-up view, is absolutely stunning! Now, obviously the first time I fired it up I paid absolutely no regard to anything I was being told on the screen – I just impatiently hammered the A (and X…) buttons until it put me in a game like every normal person does with something new! Then I wondered what the hell I was looking at, with the game spread across this massive narrow band across the screen while the score was popping out of the screen in big text at the top. Then I started pushing other buttons that weren’t immediately shooting lasers at stuff to see if I could change this weird default view setting, and eventually got to the back-left trigger, and suddenly we were transitioning to a much more in-your-face, full screen view, like one of those big round magnifying glasses built into the side of a seahorse tank at an aquarium. Literally! Another press, and we’re back in this over-stretched widescreen thing again, so back again – this time to notice the splendour and detail of the stuff I was shooting lasers at as it got up close and personal – and then back again. And now the realisation that these absolutely gorgeous 3D fish monsters were part of this huge, dynamic marine vista, and I was just blown away!

This is all happening on the big TV in my living room, so after I’d composed myself again, the next thing I wanted to check out was how this was going to translate to the Switch’s handheld mode. First, once we’re past admiring visual modes and actually playing the game, we’re going to be avoiding masses of shimmering plankton-like bullet hell (almost, at times). Second, while I was hammering away at the A (and X…) button to rush into my first game, I couldn’t help but notice loads of text all over the place, and at some point I’d probably have to read some of it to get the most out of things like the new Burst Beam weapon, not to mention work out what the different game modes on offer might be!

It turned out that the text was the main issue, and actually playing felt physically good in handheld mode. Except for the rumble, which was already starting to grate when I was just holding the joy-con dock, but with the added heft of the switch vibrating around, no thanks! Easy to switch off in the options menu though. The text is a different matter. Some of it – let’s say the medium sized body text that explains things like what Original Mode entails – is actually easier to read holding the device that straining to see it on the TV from an armchair a couple of metres away. It’s a couple of screens later, where you’re looking at the stage maps for each difficulty before you start a game, that the eye strain really starts in both modes, but then from the next screen onwards you’re going from about 50% of the text getting virtually impossible to read in handheld, to almost all of it on the next! Fortunately we’re only one screen from the game finally loading here, but all the same, you’re losing all of the ship select information and then all of the how to play and upcoming boss data, which is all essential when you’re starting out. Especially as this is about the only instruction a newcomer to the series is going to get anywhere!

Just to close on our first point on handheld, apart from that, we’re definitely missing the visual wow of seeing this on a big screen, and there’s also a a definite loss of clarity, which seems to affect the backgrounds – such as distant star-fields – in the panorama view, and in the closer view, character detail seems less distinct. The power-up icons aren’t easy to read either, but not a showstopper. I don’t really play my Switch handheld at the best of times, but while the feel is good and the gameplay is intact, I reckon the loss of fidelity and generally lower impact versus a big screen isn’t really a compromise I want to make for something as grandiose as this.

While we’re on the topic of text and stuff, I’ve got a few bones to pick with the user interface! When you first load up, once you’ve pressed A to bypass several company logos, you’ve got the game logo and a flashing “Press Start” message. I guess the + button on Switch isn’t technically a start button, but it’s the start button! Press that, though, and you bring up the options menu because if you look closely in the bottom left corner, it says “X:Start” which is even less “Press Start” than the unofficial start button! Okay, we’ve now pressed X to start (although my muscle / brain tissue memory is still making me press + before I realise it means X every time I load it up) and we’re onto the game mode select screen. Now in the bottom left, we’ve got some new instructions, with “A:Decide” rather than “X:Start” or even Start start! All now goes swimmingly until we get to the ship select screen – the one where you can’t read the ship’s description because it’s too small. Now, as well as “A:Decide” we also now have “X:Entry” and I have no idea what this means – it certainly doesn’t do anything. All I can think is that if additional players are playing then they need to press X wherever they are. Doesn’t say that anywhere though! On a related subject, when I was digging around in the options menu, I noticed there’s a load of different cabinets you can change to, but I never did work out what this means either as changing it didn’t seem to do anything at all.

Last little moan, which admittedly could be down to me missing something really obvious, but anyway, the words “FREE PLAY” are in the middle of the screen in tiny letters all the time, from that initial game logo screen when it first loads through to everything you see until you turn it off thereafter, including right across the play area! You get a lot of “X:Entry” at the bottom left of the screen while you’re playing too, which I guess is inviting other players in, but who knows when you’re flying solo like me and there’s no instructions whatsoever anyway! Actually, I do know that there’s 4-player local co-op, though I think online is limited to ghost-ships and leaderboards.

Right, I lied, one more moan then the good stuff! There’s no back button on the menu-type screens. Pressing B in any of these selection or preamble screens takes you right back to the title. But be thankful for small mercies here, because every single Game Over won’t take you back to the title screen, but to the parade of company logos before it that most games only throw at you when you’re loading up for the first time, so you have to click through these with the A button to actually get back to the title screen (where you then have to click X and not Start) every time!

I like my user interfaces simple, uncluttered and consistent, which might not be rocket science, but it’s amazing how often it doesn’t happen! And I know we’re here for the shooting, but this is Taito and this is a full price release, and honestly I expect a little more attention to detail.

As far as why you’re here for the shooting goes, it would be really easy to say that the Belsar Empire is back and up to no good again so you have to stop them, but why take easy when we can easily take the description on the Nintendo UK website wholesale! And I quote:

Take part in the galaxy’s most awesome adventure yet, with this brand new update to the arcade classic Dariusburst: Another Chronicle! CHAOS has devastated the universe as the biomechanical hordes take on humanity once again. Without the support of the human network, the Silver Hawks plunge into the depths of EVIL fitted with Burst technology and set out liberate Planet Darius!

In this brand-new edition of Dariusburst, enjoy the enhanced visuals and authentic arcade action like never before! Conquer the evil Belsar forces in the complete EVENT Mode with all new scenarios exclusive to EX+! And for the first time, take flight in the Silver-Hawk Murakumo in all modes!

Rush into Dariusburst: Another Chronicle EX+! Be on your guard!

Now that’s clear, let’s take a look at the four game modes. I’m taking a bit of a flyer on this because it doesn’t really spell things out – surprise – but we start with Original mode, which I reckon is the original arcade version, where you choose from one of three difficulties and work your way through twelve branching zones, so Zone A (Easy) will lead to a choice of Zones D and E when you’ve beaten it, Zone B (Normal) leads to E and F, Zone C (Hard)… You’ve got the idea! While there might not be much in the way of instruction, there is a nice accessibility option throughout for infininite lives, so everyone might get there eventually, but whatever score you get ain’t getting recorded. I like this in a shooter though, because as I’ve said many times before, there’s a reason why the most iconic boss usually appears at the end of level one!

Right, next mode. Original EX is taking what you’ve learnt in Original mode and ramping up the difficulty, with new letters representing those branching zones all the way up to Z to prove it! This is rough, but there’s real longevity to be had here too, and we’re starting to see some value in that full price asking price! Speaking of which, next up is Chronicle mode, and this is the big one. A vast number of missions and objectives where you’re presented with a load of star systems like one of those hologram maps the Jedi have in Star Wars, then you choose the planet you want to liberate. From there, you’ll be given a stack of missions to complete, each taking in a stack of different zones, and that all adds up to a stack of time needed to see your way through all of them!

Last up is Event mode, which is another 21 new (or at least remixed) named stages with definitely all-new music that either only ever appeared on the arcade machine for a limited time, or have been created exclusively for EX+. I mentioned them being named for a reason too – the names are great! “Fierce Battle of the Cosmic Fissure Belt” or “New Assault on the Cosmic Graveyard” are a couple of highlights, but what you’re getting here is a bunch of either score attack or time attack stages (that even invite you to press any button you like to progress towards a game at one point)! Again, another stack of content to get through here, and while I think some of the stages are more new or more remixed than others, you’ve now got way more DariusBurst than you could ever wish for! That said, keep in mind that from what I understand, Event mode is the only thing that hasn’t been available in various other console releases previously, and if you already own those it would be worth checking first.

And what about all that new music! Once it fled the aural wasteland of the ZX Spectrum, half the battle for the Darius series was already won by its epic, atmospheric soundtracks, and this one, by Taito’s in-house sound team, Zuntata, is just about the best of the lot! There’s a heady mix of surreal ambience and melancholic trance, Silent Hill-style industrial and dark techno that all seems to know exactly where its place is depending on your mission and environment. There’s disco beats and J-pop, massive space operatics, haunting choirs and ethereal individual vocal performances. There’s jazz. Yuck! There’s the audio drama of the sea itself backed by militaristic drums. It’s the soundtrack that keeps on giving, and it’s stunning throughout – even the jazzy bits!

The impact of the soundtrack on your gameplay experience cannot be overstated, which is why it’s such a shame that playing handheld – where headphones are an easy option – isn’t really an option, but Nintendo makes it so impractical to use headphones when playing on a TV screen that it isn’t there either. And that’s a compromise that shouldn’t be acceptable to the gameplay here, because the complete experience is a wonderful thing! Dancing your way around the myriad sub-aquatic settings, filled with sci-fi reimaginings of marine life as a deep-sea mechanical bullet-hell menace is exhilarating enough, but when that deep klaxon sounds its warning over the soundtrack that’s already driven your adrenaline to fever pitch, the appearance of one of the giant robot monster fish bosses is nothing short of mesmerising! And it’s such a voyage of discovery too, and you just wonder what massive marine insanity is coming next – I mean, you’ve beaten Lightning Claw, Brightly Stare, Mud Wheel and Hermit Red-Purple, so where do you possibly go from there? Well, why not try Great Thing, Thousand Bullets, Brute Gluttons and Massive Whip for size! And they’re all based on the worst of what’s really lurking in the real deep, from whiplash squid to hermit crabs to, er, piranhas. Sea piranhas! And they’re all massive and epic and beautifully designed, and there’s very few that aren’t just an absolute thrill ride once you’ve got a bit of a grip on their moves!

There’s help at hand with your new multifunctional Burst Beam cannon though, opening up all kinds of tactical combat and massive score multiplier possibilities once you’ve got your head around it. This thing’s giving you the capability to turn the tide of a boss battle in a couple of button taps, whether you decide to use it as an enormous screen-slicing laser blast that you can also detach from your ship then rotate to bring down some hell of your own, or whether you decide to angle it so you’re effectively giving yourself a burning shield to obliterate enemy fire (which will also recharge it) as you blast away from behind cover. It’s got a trick up its sleeve to parry massive enemy fire bursts too, which will net you up to 96x scores if you’ve got your counter-game on. There’s enormous depth to this thing, and I’m not sure I’ve totally seen the best of it yet, but at the very least it won’t be long at all before you’re getting up close to a boss that’s about to unleash a giant lightning strike or something at you, detatching, spinning and locking your Burst Beam in its face then letting that take the brunt of its mouth juice while you do your thing in complete safety. For a few seconds at least! Quick mention for the tap of the right shoulder button to send fire backwards rather than forwards too. Why don’t all shooters do that?

I reckon that this is a rare case of the visuals playing second fiddle to the soundtrack, and I’m struggling to think of many games where that happens… Bits of Castlevania: Rondo of Blood on PC-Engine spring to mind, but not a lot else. Anyway, second fiddle or not, this is a feast for the eyes. And yes, I am still playing the Switch version and not PS4! Actually, I can imagine the loading times are a bit quicker on PS4, but to a frame-rate philistine like me I doubt there’s a lot more in it. Clearly, the boss fish are the high points; they remind me of seeing these exquisitely painted Warhammer or other nerd fantasy miniature figures being showcased in White Dwarf magazine or some unfathomable Advanced Dungeons & Dragons rule book back when Darius was flounder(!)ing on the Spectrum! Anyway, that’s good! Every metallic scale or tentacle has an air of being hand-painted then expertly dry-brushed for extra shadow or highlight, or a kind of subtle vein effect or scarring. And there’s a real mix of geometries to create life from straight edges, not to mention the mix of colours and the sinister grimace they seem to have captured on every one. And there’s more than forty of them!

A similar design philosophy is applied to even the smallest enemy that makes up the biggest of swarms, and seeing these things come at you is such a joy. I didn’t think some of the larger, more traditional regular enemy ship designs were massively creative, and they did remind me of those modern graphical overhauls of the first two R-Type games, with slightly less attention to detail than their more fishy-looking friends. The same is true of some of the asteroids (that break up old-school when you shoot them!) and big rock formations you come across, but in the heat of battle, as the actions scrolls along at some serious pace, you’re not going to complain! There’s huge variety in those backgrounds going by too, ranging from states of smoky aurora to planet-fields to complex natural and mechanical structures, but you rarely get the chance to admire their individual movement and organic transitions! There’s just so much else to take in, with the screen usually a mass of swarming enemies, laser fire, bullets, missiles, explosions (which, honestly, are mostly a bit underwhelming) and just general chaos. I think I might have seen a little judder on occasion when things got really mental, but on the whole this thing is a credit to getting the best out of the Switch.

Burst Beams, giant fish robots shooting multicoloured lasers out of one end and some kind of electric hurricane out of the other, tooled-up rock-falls, glistening razor shoals and a screen full of bullets of and explosions of every kind – all at once – with some kind of industrial-jazz booming and pumping up your heartbeat to bursting while the sounds of dozens and dozens of things shooting, exploding and dying (not to mention those terrifying boss warnings!) and this thing is just the best sensory overload you can imagine! Just play it on the biggest screen you can lay your hands on, play it loud, don’t have a heart attack and don’t forget it’s X not Start to start!

Game Review: Fantastic Night Dreams – Cotton Reboot! on Nintendo Switch

Game Review: Fantastic Night Dreams – Cotton Reboot! on Nintendo Switch

It must have been around the summer of 1985 that an advert for Palace Software’s Cauldron first caught my eye, dominated by its classical old witch stirring her giant cauldron full of bubbling bug life, though it was one of the Commodore 64 screenshots that really did it – the witch on her broomstick flying in front of a big full moon above a magical forest (they had such great trees on there!) and what is still one of the best-looking old hovels you’ll ever see in a game! This was part Defender-style shooter and part arcade platformer, with your hag searching out keys that would give her access to caverns where she’d find the ingredient for a spell to get rid of the evil Pumpking. It would be a while before I finally got a Spectrum +2, and a bit longer again before I found my way to Cauldron, but I’d never forgotten that single screenshot… So imagine my disappointment when I quickly conceded that the game stank! It was all so awkward and frustrating, and I just didn’t get it. I was a lot quicker off the bat getting the sequel the following year, but got its bouncing pumpkin vibe even less, so despite the Commodore 64 version of the original giving me what is still one of my favourite sights in any game ever, what held so much promise to 13-year old me has been a letdown ever since.

Half a decade later again and a very similar tale is emerging out of 1991, staring longingly at screenshots of this Sega arcade game that has all the witchy shooting and none of the witchy platforming of Cauldron, but with this mind-blowing cutesy-gothic anime art style! Could this be the one? Sadly, this time all that witchiness seemed even more out of reach, then and for no less than the two decades, including the subsequent ports to all kinds of systems that were always impossible or difficult to access! To put it in context, by this time my already limited exposure to arcades when the fair came to town through the eighties had now plummeted to a Hydra machine next to a Pit Fighter machine in a University of Hertfordshire Student Union bar! There was no chance I was getting my hands on this piece of Japanese exotica, whether in its original form or on some fancy and equally out of reach console like the PC-Engine (which turned out to be something like the case a couple of years later). But like Cauldron, I never forgot about it, and when my Sega Astro City Mini console arrived on its European release in the summer of 2021, there was one game I was finally jumping straight into the first time I fired it up, and that was, of course, Cotton, where it’s been a mainstay ever since!

Now, I might have taking my time getting to that original arcade game (Cotton: Fantastic Night Dreams to give it its full name), but in all those intervening years I have skirted around other versions, such as Cotton Original on PlayStation, and other installments in the series, such as Cotton 100% on SNES and mad rail-shooter Panorama Cotton on Mega Drive, and in doing so have become a bit of the fan of the series, albeit one a bit like an Arsenal fan that’s never been to the Emirates. Or Highbury. Not only that, but I’ve also become a proper fan of some of the best of the cute ’em up genre it would go on to help define, with some of my all-time favourite shooter series such as TwinBee and Fantasy Zone. And that’s the world into which Fantastic Night Dreams: Cotton Reboot! arrives, and, just for transparency, with a code kindly provided for review.

What we have here is an updated and remastered version of the original Cotton: Fantastic Night Dreams, built around three game modes… There’s the X68000 original mode, which emulates the 1993 Sharp personal computer port that’s also possibly the definitive version of the game (including arcade); then there’s Arrange mode, and this is where you’ll find the main rebooting, with spectacularly redesigned graphics and characters in an all-new 16:9 format; and finally there’s score attack mode, where you’re competing online for the best possible score in either 2 or 5 minutes.

We’ll come back to all of that in a minute though because now’s a good time to look at what Cotton is actually all about! You’re a young witch called Nata de Cotton, and, accompanied by your saucy, bikini-clad fairy friend Silk, you’re on the hunt for your favourite candy, Willow, and are so crazy about it that you’ll take down anything that gets in your way, which is convenient because everything in your way is behind the demonic infestation that’s also brought darkness upon the world. In terms of plot, that’s pretty much all there is to Cotton, which is very welcome in these parts – justify your existence and move on to the action, like John Rambo! You’re travelling left to right and sometimes up and down through increasingly difficult gothic fantasy lands, powering up to overcome fiendish boss monsters and mass waves of their minions, all in the name of Willow.

We’ll have a delve into each game mode, though there’s a lot in common between the two main modes, with the new all-singing, all-dancing, completely bonkers Arrange mode, where most of the reboot in Cotton Reboot takes place, being more grounded in the X68000 version more than the original arcade version. Either way, fans of the original are going to be in very familiar territory throughout, and if you’ve not played it for the last twenty years, this graphical showcase might even be what those rose-tinted spectacles are telling your brain that this is exactly what you remember playing!

What you’re not going to be remembering is the number of enemies coming at you all at the same time though, and this is probably the key difference, because while the technical limitations on pushing sprites around might have been lifted now, once you’re a couple of levels in you’ll notice that you’re entering bullet-hell territory. It’s not full bullet-hell, but a kind of diet bullet-hell – like Nickelback to rock music, or Paranormal Activity to horror movies! All the same, it definitely reboots the gameplay style, and regardless of semantics about bullet-hell, all those enemies and all those “bullets” definitely make life harder despite your equally rebooted firepower.

On top of this, we’ve also got a few quality of life enhancements brought about by being developed for consoles (or ageing PCs) first, plus accessibility and a few mechanical upgrades. Actually, having played an awful lot of arcade Cotton on the Astro City Mini now, the most welcome change in both modes is simply having the bomb button mapped to the fire button by default so you’re getting both at once, because standalone bomb just gets ignored in the heat of battle for flying down low and using regular fire on whatever’s on the ground instead.

Outside of your regular arsenal, you’ll be supported by additional firepower from Silk and up to five more of her fairy friends if you spot them and save them from inprisonment along the way. As you mow down wave after wave of enemies, the screen will start to fill (literally!) with power-up items – there’s a bomb item that looks like a wristwatch, and makes your bomb more and more powerful, and there’s various types of crystal, which is where things start getting complicated in the Arrange mode! Shooting at a crystal effectively diffuses your fire, making it more powerful and more efficient in finding its way to enemies. In addition, these diffused shots are transformed into collectibles when they hit something, and these contribute to an item counter at the bottom-left of the screen, up to 100%. Now, I’m not 100% sure I’ve got this yet, but it’s a kind of multiplier effect, increasing your enemy score for as long as you don’t get hit, which will decrease the item level – whatever it is exactly, don’t get hit and you’ll get more points! And once you’ve got a bit of item level behind you, you can also press X which is going to launch a fever mode, turning fallen enemies into massive multiplier icons for a massive score bonus until doing so has depleted that level indicator.

Back to the crystals, they don’t only diffuse the shot, but they’ll also change colour the more you shoot them, TwinBee-style. Yellow means experience, which you need to power-up your shots. Orange is also experience, but more of it. And there’s a big bar at the bottom of the screen to show how that’s going. There’s also red, blue, purple and green, which are sources of magic, and each gets its own little icon at the bottom of the screen too, and you can store up to six of these, and each can level up three times to give you more magic power. Red gives you Fire Dragon; blue is Lightning; purple is Bomber; and green is Summon. Whichever one is flashing on the left of your group of magic icons is ready to go, and a press of the Switch’s B button will activate that spell. And that’s a good time to mention that if you head into the options menu, you can assign this wherever you like, as well as split the bomb and shot functions if you prefer.

In case you’re still following this crystal stuff, each magic also has a sub-magic function, and a quick press and hold of B will launch that instead for a different effect. A slightly longer hold is going to set your fairy loose with some special moves of her own, and longer again will put a temporary defensive bubble around you… Sounds a bit mad, but there’s enough on-screen indication to see you through with some practice, and I reckon if you reassign the bomb and shot buttons independently you’ll also separate these a bit more. And finally, back on crystals, if you keep shooting a crystal, it will eventually turn black, and this is just a big score item, starting at 10,000 points and getting bigger every time you pick another up. Just don’t forget to stop firing at black crystals, otherwise it will break and all that shooting will have been for nothing. And good luck managing all of that when the screen is full of the things and enemies coming from all directions too! Once you’ve got the hang of it, there’s even more to discover, for example, there are ways of using sub-magics to turn everything to black crystals for mega-scores that you can suck back to Cotton without manually collecting them. For really mega-scores though, here’s a tip that even beginners can get onboard with… At the end of each level there’s what I think are different scoring teabags falling from the sky to collect as bonuses, but if you avoid all of them rather than collect them like it wants you to, there’s secret multi-million point bonuses on offer!

Blimey, now we’ve been through that, there might be more to this reboot thing that I initially hinted at! It’s definitely worth pointing out that you can ignore all of that and just enjoy a fantastic shooter, and this is exactly what I’d recommend to begin with – take in the sights, get a feel for the enemy attacks, which are going to be the same attacks in the same place every game so you’ll be learning their patterns as you go, and this will allow you to start focussing on all that additional depth when you’re ready. You’ve also got infinite continues (plus three difficulties) in both Arrange mode and X68000, so you can even brute force your way to the end of the game if you wish. Whichever way you get to the end, you’re looking at under 45 minutes (and probably nearer 30) to go from point to point, but with all that depth to get to grips with to get those big scores once you’ve learnt your way through every level’s enemies (and minimised your continues if that’s your thing), there’s a lot of value for money here. A clear is also going to unlock Silk and Pril, another witch from the Trouble Witches series that I don’t have any idea about, but being able to play as both is a nice addition!

Arrange mode is just an every day is Halloween thrill ride! You could look at moments where the screen is completely stacked with enemies, bullets, magic and multiplier icons as a bit bewildering, but you’re better off just taking it as completely insane fun through six distinct eighties horror anime-inspired levels, each bookended by similarly-styled cut-scenes, and not forgetting the bonus final boss fight! This visual style is absolutely gorgeous, with beautifully crafted gothic backgrounds, taking in the best-looking haunted forest since Ghouls ‘n Ghosts, gothic mansions, impossible floating castles, mountain ranges, volcanoes, caves and all sorts more. My favourite is the graveyard though, which its dramatic deep sunset skylines reminding me of old Vincent Price movies like Masque of the Red Death. Beautiful! It did seem to lose a little contrast moving from a TV to Switch handheld mode, and that’s where I experienced a few unexpected deaths as I was caught by indistinct enemy fire against dark backgrounds that had lost their clarity on the small screen.

That said, the main character sprite really shines in handheld mode, with Cotton’s hair and clothes and broomstick twigs bouncing around as you move, and its really brought to life by subtle highlights and lowlights. If you have time to cast your eyes towards Silk the fairy, you’ll notice she’s doing her own thing too, with all sorts of animation going on despite her small size; you can even make out just how small and impractical her bikini is for this kind of scrap as well, though no need to look too closely because you’ll get a nice gratuitous shot of that on each end of level summary screen! The mid-level and end of level bosses look great too, even if not massively original or challenging after a few runs at them, and all of the above applies but on a larger scale. I did notice a little jaggedness to these bigger sprites against the much less pixellated (by design) backgrounds, and even more so against the very sharp crystals, bullets and so forth when hooked up to the TV though. You’ve probably seen the regular enemies before too – mostly standard cartoon horror tropes – but they’re enjoyable in the main, though I did find a couple, such as the Frankenstein-type monsters that throw their heads at you, and the grim reapers, a bit too cartoony, and a little jarring in the context of the level design they’re found in. Overall though, it’s the best-looking Cotton you could hope for!

All that cacophony of graphics is perfectly mirrored by the cacophony of noise going on everywhere too! It’s like being in a Japanese arcade (or, in fact, the assault on the senses you get almost anywhere you go in Tokyo), but where everything is concentrated into a single game! To try and break down some of this aural density, there’s the almost continuous sound of your weapon firing and bombs dropping, plus the explosions as they make contact, and the sound of the enemies and the mass of crystals dropping or being collected, interspersed with the sounds of magic when its used, and occasional shouts of “Barrier” and the like from Cotton or Silk or one of the more coherent enemies. Like those highlights that brought the graphics to life, the voice work, when it appears, really does the same with the sound. And the whole time there’s this insane J-pop type soundtrack over the top of everything. None more Japanese!

I know from experience that to the outsider, there are times you need a break from all that Japanese though – as wonderful as it is, there’s only so much of all that visual and audio stimulation that you can take in one go! And that’s where you might want to look at the slightly more considered X68000 mode, where we’re back in the realms of the traditional cute ’em up rather than veering towards bullet-hell. As we’ve already discussed, this is the 1993 Sharp X68000 Japan-only PC port of the original arcade game, where it got some mechanical updates we already discussed, new design features and a graphical overhaul that treated us to some of the best-looking pixel art from that era you’ll ever come across.

Bearing in mind my red-black colourblindness and the fact I’ve just got my Switch running next to my Astro City Mini, I’m seeing much more going on in the X68000 mode, for example in the first level, the addition of reflections of lights in the water, or a layer of wispy, semi-transparent dark clouds providing a parallax effect to the scrolling. There’s also a little more detail in character designs, but a lot more in textures, whether distant water or more immediate buildings, ruins, rocks, trees and the like. The sound seems a bit more meaty too, but I’m not sure how much of that is down to each machine’s speakers and how much is the games themselves. Apart from that, you’ll also notice differences in some of the enemy designs, their attack patterns and its also got its own boss designs. One thing I did notice when playing the two side-by-side was the slightly better-suited controls with the Astro City Mini’s chunky resin arcade stick versus the Switch’s joy-cons, which I think I still prefer over its directional buttons. There’s nothing wrong with it, and actually I was a little concerned it might feel clumsy, which turned out to not be the case at all, but I’m guessing the Switch (or, indeed, the PS4 version) possibly isn’t the most pure way to play Cotton.

The last game mode is Time Attack, which is a kind of online caravan mode that you can set at either 2 or 5 minutes to compete in onboard leaderboards. Here you’ll find yourself in a huge Roman Colosseum-type arena, packed with spectators, that scrolls endlessly (or for 5 minutes, at least) and throws masses of enemies at you so you can put all that stuff you learnt earlier about shooting crystals and fever modes into practice against other players from around the world! The setting doesn’t quite fit with Cotton (except, maybe, when the sun starts setting as the timer runs low), but this is a hell of a lot of fun, apart from being a stark reminder that you’re really not that good at this yet!

For a game that can be finished in half an hour or so, you’re getting an amazing amount of game with Fantastic Night Dreams: Cotton Reboot! There’s the crazy looks, crazy sounds, crazy gameplay and just general craziness of Arrange mode, offering an accessible, modern, polished and did I mention crazy bullet-hell kind of horizontal shooter with a ton of depth if you want it. Then there’s the purity and best-in-class old-school aesthetic of the best version of a pioneering old arcade game that still stands tall with the best of the genre, and also has never been properly available here before! And there’s also the Time Attack mode that will decide if you’re good or not for you, however far you think you’ve come, and if you’re not, then back to Arrange mode with you because there’s sure to be more score you can tease out of that to help you on your way!

I have two go-to horizontal shooters on the Switch – Thunder Force AC and P-47. Whenever I get a quiet minute, or it’s half time in the football on the telly, I’ll fire up one of those and remember that you don’t get good at these things in 15 minute bursts once a week, but I’ll have a great time doing so! Now I’ve got a third and a fourth option with Fantastic Night Dreams: Cotton Reboot! Stunning game in 1991, in 1993 and now in 2021. Take your pick!

Retro Arcadia Top 10 Games of 2021 – The Half Way Point!

Retro Arcadia Top 10 Games of 2021 – The Half Way Point!

Not sure I’ve ever got to the end of June and had a top ten games already, but I’m guessing the jump to Xbox Series X and it’s little Game Pass feature might have something to do with it! And that’s partly why I’m doing this now, because given what’s hopefully coming for the rest of the year, I reckon it might change a bit by December, so I just wanted to give these guys some credit before they don’t deserve it!

1. Resident Evil Village (Xbox Series X)
I wasn’t fussed about next-gen until the doors of Castle Dimitrescu were swept open in that very first gameplay footage back in January, and we climbed the grandest of staircases under the grandest of chandeliers under the grandest of ceilings, and it was just the best-looking thing I’d ever seen in a game! That combined with the clear influence of Resident Evil 4 – my third favourite game ever – to have me more hyped about Resident Evil Village than even Shao-Lin’s Road on the ZX Spectrum in 1986! And it more than lived up to that hype! A beautiful time, several times and counting.

2. Cyber Shadow (Xbox One)
Back in January, on my son’s hand-me-down Xbox, I succumbed to another Game Pass subscription for this retro arcade platformer, because a second one in the house for a month was still way cheaper than getting it on Switch! Little bit Metroid and a lot Ninja Gaiden – really punishing but begrudgingly fair, controls like a dream, and the levels are really well designed with some great variety, despite a couple of overly harsh checkpoints! And it’s also the best-looking and sounding NES game you could ever dream of, oozing this oppressive atmosphere behind all that polish.

3. Ghosts ‘n Goblins Resurrection (Switch)
I’ve spent decades having the time of my life getting killed on the first two levels (but mostly the first!) of this game’s various Ghouls, Ghosts and Goblins predecessors, and I’m pleased to report that this one is no different! By far the most brutal in the series so far (although there are options for wimps and even optional mid-level checkpoints for all), and also the best looking, best sounding and, by all accounts, the most varied, though I’m unlikely to ever know about that!

4. Outriders (Xbox Series X)
Finally, I found my new Destiny! Fantastic feeling cover-shooter built around an addictive, repetitive and often joyfully mindless progressive level-up and loot loop that feels loads better if you jump in with others, though the flexible difficulty system means it works fine solo too. The magic classes mix things up, there’s various enhancement systems and all kinds of modification possible, a ridiculous amount of better weapons and armour to keep finding, and the story isn’t bad either. Looks mighty fine as well!

5. Narita Boy (Xbox Series X)
A pleasantly modern-feeling sort of metroidvania homage to the eighties that starts a bit bewildering as you’re dumped into a complex story made of complex language, but persevere a while and your back and forth will reward you with enormous environmental variety and loads of different enemies to overcome with increasingly fluid combat. And as you’re wandering and wondering at some glorious pseudo-Tron visuals and a fantastic synth-wave soundtrack, you’ll even start to work out what it’s all about too!

6. Genesis Noir (Xbox Series X)
I should hate this! Pointing, clicking and jazzing isn’t me… Unlike Howard Moon, I’m definitely not the jazzy boy! But I’m okay with some film noir, and I like some Pink Panther cartoon aesthetics, especially when they’re so painfully stylish! And this isn’t really point-and-click; it’s very tactile, and, unusually for that genre, its puzzles are mostly logical. There’s no escaping a bit of smoky jazz club in this absolutely unique anti-creation tale though, but I can forgive it that.

7. Travel Through Time Vol. 1: Northern Lights (ZX Spectrum)
For anyone interested in ZX Spectrums, you have to check this out! It’s up there with the machine’s best racing games, whether Enduro Racer and WEC Le Mans et al from its original run, or anything like 4K Race Refuelled or Just a Gal that followed more recently. Speaking of which, it’s from the same developer as Just a Gal, but this time the ingenuity, creativity and sheer craftsmanship on display here will just blow you away even more. Just stunning!

8. Pac-Man 99 (Switch)
I really didn’t appreciate having to buy a skin when it turned out I kept getting into the top ten then dying because of a red enemy Pac-Man on the black background that I couldn’t see because no settings compensated for my very common red-black colourblindness… But it was a Xevious one, and it was cheap, and the game was free, and it’s a really, really good competitive multiplayer take on the classic core mechanics, and it’s really, really addictive, so I’m going to begrudgingly forgive it that and just say it’s great!

9. Danterrifik III (ZX Spectrum)
Yes, you read that right – another Spectrum game! This is a triumph of both minimalist design and the most brutal of old-school split-second, pixel-perfect punishing platforming. The intricate black, white and occasionally red Nazi-soiled religious imagery would look like this on any platform, and the exquisite soundtrack is as good as has ever graced the Spectrum – you might even think you’re listening to a Commodore 64 while your 99 lives are being chipped away in very rapid succession!

10. The Medium (Xbox Series X)
As the first game I played that was made for my new next-gen console, this was a disappointment! Just imagine the leap from playing Zub on ZX Spectrum to Defender of the Crown on Atari ST… Well, it was pretty much the opposite of that, and I might even say was a backwards step from something like Final Fantasy VII Remake on PS4! But as a horror walking simulator of sorts with a fantastic psychic otherworld mechanic and hard-hitting story, it really hit the spot.

In Defence of The Castlevania Adventure

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!