2026-04-30

talk about ~Prince of Persia~ smooth animations using the rotoscoping technique





• Created by Jordan Mechner in 1989, this classic redefined action games with realistic animation using the rotoscoping technique.

• The evil Jaffar seizes the throne and gives the Princess 60 minutes to marry him or die; the Prince must escape a dungeon to save her.

• Players control the Prince to defeat Jaffar, encounter a mysterious Shadow Man, and rescue the Princess from her high-tower prison.

• The game uses a strict time limit instead of lives. Dying restarts the level, but the clock keeps running, creating constant tension.

• The original has 12 stages, but the Japanese SFC version expands to 20, with a 2-hour limit and a unique, new soundtrack.

• Highly praised for lifelike movement and clever action-puzzles, though its realistic controls require great practice to master.

• The "action-puzzle" logic is satisfyingly deep, but the trial-and-error gameplay can be too difficult for beginner players.

• A major flaw is the lack of hints for defeating the Shadow Man boss, which often leaves players confused without a manual.

• It inspired "Assassin’s Creed," which was originally a spin-off. It remains a landmark title that influenced the entire action genre.

2026-04-29

talk about ~The Goonies~ The arranged BGM of the movie's theme song is fantastic





• Released by Konami in 1986, this iconic side-scrolling action game is based on the 1985 Hollywood adventure movie "The Goonies."

• A brave boy explores caves and a pirate ship to rescue friends captured by the Fratelli Gang while searching for legendary treasure.

• Players must collect 3 keys per stage. Failing to rescue all 5 Goonies by stage 5 results in a loop back to the first stage.

• Defend yourself with kicks, slingshots, and bombs. Bombs are found from rats and used to blow open rock cells for items.

• The protagonist is called "Player" in the manual, though known as Mikey. Enemies include the Fratelli brothers and zombies.

• While the Famicom version was Japan-exclusive at retail, an arcade version titled "Vs. The Goonies" was released in the US.

• Features a chiptune arrangement of Cyndi Lauper’s movie theme, "The Goonies 'R' Good Enough," widely praised by fans.

• Celebrated for its smooth controls, balanced difficulty, and secrets like hidden Konami cameos (Konami Man and TwinBee).

• Criticized for generic character designs that differ from the movie and the lack of in-game hints for obtaining hidden power-ups.

• A sequel, "The Goonies II," was released in 1987. The game remains a beloved classic despite copyright-related issues.

2026-04-26

talk about ~TRUXTON~(TATSUJIN) The skull bombs and thunder lasers made a visual impact





• Released in 1988 by Toaplan, this vertical shooter established the "Toaplan style" and built the foundation for modern SHMUPs.

• Pilot Tatsuo flies the Super Fighter to stop the Gidan alien invasion of planet Borogo and destroy their asteroid fortresses.

• Players use three swappable weapons and the "Tatsujin Bomb," a screen-clearing attack featuring an iconic skull-shaped explosion.

• Known as TATSUJIN in Japan and Truxton abroad. The MD version's music is 20% faster on NTSC consoles due to PAL optimization.

• The visual impact of the screen-filling Thunder Laser and the instantly-activating bomb system defined the genre's standards.

• Its pattern-based gameplay is rewarding for memorization but feels like a puzzle, which may not suit improvisational players.

• Recovery is brutal because "P" items stop appearing at max power, making deaths in late stages extremely difficult to overcome.

• Following the 1992 sequel, the IP is now managed by TATSUJIN Co., with the new "TATSUJIN EXTREME" slated for release in 2026.

• The Thunder Laser was inspired by a dream after the developer hit his head. An arcade cabinet briefly appears in the 1990 "IT" movie.

• Despite its master-level difficulty, it's a well-established "Toaplan style" game where players feel a sense of improvement the more they play.

2026-04-25

talk about ~Gain Ground~ fusion of action and puzzle-like strategy





• Gain Ground is a 1988 tactical action shooter by Sega, originally developed for the high-resolution System 24 arcade board.

• In 2348, a combat simulator goes berserk. Three warriors enter the system to rescue hostages and stop the supercomputer.

• Players clear stages by defeating all enemies or reaching the EXIT. Rescued POWs become new playable characters.

• Features 20 unique warriors from different eras, each with specific weapons, ranges, and movement speeds.

• While Japan had 2-player arcade versions, overseas cabinets supported 3-player simultaneous play.

• Praised as a precursor to RTS games, it offers deep strategy through character management and level navigation.

• A bug in Stage 4-8 made total annihilation impossible, which fans artistically interpreted as "self-sacrifice".

• Tiny sprites make bullets hard to see. Some units, like Mudpuppy, move too slowly for tight time limits.

• Ported to many consoles. The Genesis version adds a unique Modern Epoch with city streets and a game center.

• The "General" unit predates M. Bison. It remains a 16-bit masterpiece of "thinking action".

2026-04-23

talk about ~Punch Out!!~ The appeal lies in the fun of trial and error as you explore strategies





• This is a boxing action game released in 1987. Initially a non-commercial prize item, a general release version featuring Mike Tyson was later published.

• 17-year-old Little Mac trains with Doc Louis to quit drinking and rise through the WVBA ranks.

• Battle colorful rivals like King Hippo and Glass Joe, with Mario acting as the guest referee.

• Success depends on patterns; specific hits grant "Stars" used to unleash powerful Star Uppercuts.

• Mike Tyson was replaced by the fictional Mr. Dream in 1990 after his licensing contract expired.

• Praised for intuitive controls and a satisfying "trial and error" loop that rewards observation.

• Huge weight gaps between Mac and rivals are unrealistic but create a thrill of "giant-killing".

• The ducking move is rarely useful, and the lack of a pause function can be inconvenient.

• The series evolved on SNES/Wii, and Little Mac eventually joined the Super Smash Bros. roster.

• Often called a "boxing puzzle," it remains an 8-bit masterpiece of pattern recognition and timing.

2026-04-20

talk about ~Dig Dug II~ You'll want to play "Gakekuzushi" than "PukuPukuPon"





• 1985 Namco sequel. Shifts from underground to overhead views of islands, billed as a "strategic island-crushing game".

• Hero Taizo Hori protects islands from returning foes Pooka and Fygar using a pump and jackhammer.

• Sink island parts by connecting faults with a jackhammer. Drowning many enemies at once yields high scores.

• US version subtitled "Trouble in Paradise." JP version added 72 stages, "Dig Dug Theater" cutscenes, and extra BGM.

• High strategic depth. Successfully luring enemies into a collapsing zone provides immense satisfaction and fun.

• Some players missed the "digging" essence of the first game. Visuals and enemy variety can feel repetitive.

• Arcade scores cap at 1 million. Later levels feature extremely high difficulty with narrow land and fast enemies.

• Originally "Ice Run." Remnants include the round-start theme and music reused in the Famicom version.

• A unique, strategic sequel. While different from the original, its innovative mechanics remain engaging today.

2026-04-19

talk about ~Contra III The Alien War~ Flashy destruction action that rivals the movies





• Released in 1992, this SFC "Destroy Action" title by Konami is the first original home console entry in the Contra series.

• In 2636, Earth faces a massive alien invasion. Six months later, elite warriors Bill and Lance emerge to launch a counteroffensive.

• Bill and Lance are modeled on 80s icons. US versions used Jimbo/Sully, while EU replaced humans with "Probotector" robots.

• Features 2-weapon carrying, bombs, and wall-clinging. Stages swap between side-view and rotating top-view modes.

• Titled Contra Spirits (JP), Contra III (NA), and Super Probotector (EU), with setting changes for each region.

• Masterful use of SFC rotation, cinematic missile-hopping in Stage 4, and high-quality music define this technical masterpiece.

• Rotating top-view modes demonstrate hardware power but can cause motion sickness or control confusion for some players.

• In-game scores are hidden, and final bosses are notoriously hard, though a 30-life cheat is available for beginners.

• A 16-bit masterpiece blending serious action with goofy spectacle, representing Konami's peak effort on the SFC hardware.

2026-04-18

talk about ~Super Buster Bros.~ Clearing the later stages is a matter of luck.





• Super Pang is a puzzle-action game where players pop bouncing bubbles with a harpoon gun to clear screens.

• Play as the Buster Brothers to save a world under attack by mysterious, bouncing bubbles.

• Travel across 40 worldwide stages, popping bubbles before time runs out to advance.

• Survive 99 levels of a relentless "bubble rain," filling a meter with every pop to progress.

• Bubbles split into smaller ones when hit; once they reach the smallest size, they vaporize completely.

• Known as Super Buster Bros. in NA. The SNES port is single-player only, unlike the arcade.

• Praised for its simple yet deep gameplay and beautiful backgrounds of world-famous landmarks.

• Items like "Dynamite" are double-edged, often turning the screen into a chaotic "living hell."

• The later stages are quite difficult. Since item drop rates are random, clearing stages feels like a matter of luck.

• The series continued with Pang 3 and Pang Adventures, appearing on modern consoles.

2026-04-17

talk about ~River City Ransom~ It comically portrays a world where people are constantly fighting





• Released in 1989, it is the first "Downtown" title, mixing belt-scroll action with RPG-style character growth.

• Riki's girlfriend Mami is kidnapped. Rivals Kunio and Riki join forces to challenge the rulers of Reihou Academy.

• Features iconic leads Kunio and Riki, alongside bosses like the Double Dragon twins and the mastermind Yamada.

• Defeat enemies for money to buy food for stats or books for skills like Mach Punch, creating high freedom in growth.

• In Western versions, characters wear jeans instead of uniforms, and the easiest difficulty was removed.

• Highly rated for its innovative blend of genres, humorous dialogue, and memorable soundtrack by Kazuo Sawa.

• Mid-game difficulty changes offer accessibility, but some players feel this reduces the game's inherent challenge.

• The password system fails to save items or story progress. The final boss Yamada is unexpectedly weak.

• A cult classic that defined the series' 2.5-head chibi style and pioneered the modern action-RPG genre.

2026-04-15

talk about ~Fantasy Zone~ A cute world of pastel colors, but a hardcore capitalist STG





• Sega's 1986 masterpiece, this side-scrolling "cute 'em up" features vibrant pastel graphics and unique manual scrolling.

• Pilot Opa-Opa travels across planets to stop a mysterious invasion fueled by a massive intergalactic financial crisis.

• Features Opa-Opa, Sega's first mascot, who faces his own father, Opa-Pa, in a tragic and emotional final battle.

• Destroy enemy bases to summon bosses. Collect coins to purchase temporary weapon upgrades and engines from a SHOP balloon.

• The US arcade version adds BGM titles. The Tengen NES version has better colors but reduces base count.

• Highly praised for its innovative shopping mechanic and iconic samba-infused soundtrack by composer Hiroshi Kawaguchi.

• The final boss rush is legendary, though the contrast between cute visuals and the dark ending leaves a deep impression.

• Purchased items are lost upon death and prices increase permanently, making it hard to recover during later stages.

• The series grew with sequels like Fantasy Zone II and numerous high-quality ports.

• A defining Sega title that combines cheerful aesthetics with high difficulty and a poignant story, beloved for decades.

2026-04-11

talk about ~Gimmick!~ perfectly lost





• Gimmick! is a late-era Famicom platformer released by Sunsoft in 1992, known for pushing the console's technical limits.

• The story follows Yumetaro, a toy creature who enters another dimension to rescue a young girl kidnapped by jealous toys.

• Players control Yumetaro using a unique star-shooting mechanic; stars defeat enemies and serve as platforms for navigation.

• The game features high-quality graphics and audio, utilizing an expanded sound chip for a rich, multi-genre score.

• The European version, Mr. Gimmick, had downgraded music and eight lives instead of the four in the Japanese original.

• Reaching the true ending requires finding all hidden items and completing the game without using a single continue.

• It is famous for its extreme difficulty, with critics calling it a "sleeper hit" that demands high skill to master.

• Modern re-releases include the Special Edition and a sequel, Gimmick! 2, which launched in late 2024.

• Original cartridges are highly expensive collector's items, with prices reaching hundreds of thousands of yen for mint copies.

• Overall, it is a masterpiece praised by creators like Masahiro Sakurai for its physics and polished gameplay.

2026-04-10

talk about ~Legacy of the Wizard~(Dragon Slayer IV) A protagonist who only shines at the very end





• Legacy of the Wizard(Dragon Slayer IV) is an ARPG where the Worzen family must collect four Crowns and the Dragon Slayer sword to defeat the dragon Dilgyos.

• The family consists of Zemn (Dad), Mayna (Mom), Roas (Son), Lyll (Daughter), and Pochi (Pet), each having unique abilities like flying, breaking blocks, or moving rocks.

• Players choose one member at home to explore a non-linear dungeon. Survival depends on managing LIFE and MAGIC while using character-specific items to clear obstacles.

• The Western NES version is titled Legacy of the Wizard. Character names differ (e.g., Royas/Roas), and it is the version included in modern Namco collections.

• The game features masterful level design that emphasizes character roles and a highly acclaimed soundtrack by legends like Yuzo Koshiro and Mieko Ishikawa.

•Its high difficulty, lack of mini-maps, and cryptic progression often frustrated younger players who were unfamiliar with complex PC-style exploration games.

• Long, error-prone hiragana passwords made saving difficult, and the "Scroll" item can actually reduce damage output due to the game's hit detection mechanics.

• Roas is the only one who can slay the final boss, yet he is often seen as "useless" because he can't do much until all four Crowns are collected.

• While challenging and at times unforgiving, it is regarded as a well-crafted "hidden gem" that successfully blended action and intricate puzzle-solving.

2026-04-08

talk about ~Wrecking Crew~ Mario the demolition worker can't jump.





• Action puzzle game where demolition worker Mario must destroy all walls across 100 fixed stages.

• Core gameplay requires deep strategy to avoid soft-locks, as incorrect demolition order often halts progress.

• Mario cannot jump; his hammer is for demolition only. Limited actions require strategic enemy avoidance.

• Dynamite creates satisfying chain reactions, destroying adjacent structures and awarding continuous bonus scores.

• Pillars and Drums add complexity. If Mario is trapped by a falling drum, a complete system reset is often required.

• The rival Blurry/Spike constantly interferes by destroying walls from the back side, attempting to knock Mario down.

• The Super Hammer allows faster movement and one-hit destruction of all walls, but its power can destabilize game balance.

• The Famicom version features a high volume of content: 100 stages and a Design Mode for creating custom levels.

2026-04-06

talk about ~Mendel Palace~(Quinty) original "flipping" action, Game Freak's creative roots





• Game Freak's 1989 debut indie title, published by Namco. Developed from scratch without official kits.

• Carton must rescue his girlfriend Jenny from his jealous sister Quinty and three older brothers.

• Players flip floor panels on a 5x7 grid to launch enemies into walls. Includes unique items like Star and Sun.

• Supports co-op or rivalry. Players can launch each other, leading to "real fights" like Balloon Fight.

• NA version "Mendel Palace" features Bon-Bon saving Candy from nightmares. Title and difficulty vary.

• Praised for original "flipping" action, fluid animation, and Masuda's music. Even Miyamoto gave high praise.

• No password or save for 100 levels is tedious. Initial player speed is slow, requiring Star collection.

• Some levels are "first-time kills," and bosses can feel weak compared to fast-moving standard enemies.

• Its success funded Game Freak's incorporation and led to Pokemon. Now on Switch Namcot Collection.

• Seen as the first commercial indie Famicom game, representing the peak of 80s otaku culture.

2026-04-04

talk about ~R-TYPE~ A strategic STG featuring an Invincible Force and Charge-Shot





• Irem released this iconic side-scrolling shooter in 1987, now considered a masterpiece alongside Gradius and Darius.

• Players pilot the R-9 "Arrowhead" to destroy the Bydo Empire, a biological-mechanical alien threat to humanity.

• A signature charge-shot system allows players to store energy for a devastating blast that penetrates multiple enemies.

• The indestructible "Force" orb acts as a shield and remote weapon, which can be attached or detached for strategy.

• Known for extreme difficulty, the game requires strict pattern memorization and strategic positioning of the Force.

• Renowned for its H.R. Giger-inspired biological designs and huge bosses that often span the entire screen.

• The PC Engine version was split into two parts in Japan, while the US version contained all 8 stages on one card.

• It received high acclaim for its innovation, including a Gold Hall of Fame award from Japan's magazine.

• The series expanded with sequels like R-Type Final and spin-offs like the strategy-focused R-Type Tactics.



• The "R" in the title stands for "Ray," and the Force's movement was famously inspired by the behavior of dung beetles.

2026-04-03

talk about ~Ys I & II~ A heartwarming and moving RPG with the half-character shift




• A landmark ARPG series by Nihon Falcom, famous for the slogan "Now, RPGs are entering an era of kindness".

• Follows Adol Christin as he seeks the six Books of Ys to save Esteria and reaches a floating civilization.

• Features the adventurer Adol, the goddesses Feena and Reah, and the kind heroine Lilia.

• Combat relies on "bumping" into enemies; a "half-character offset" lets you attack without taking damage.

• The TurboGrafx-CD version reached North America as Ys Book I & II, featuring pioneering voice acting.

• Highly praised for its exceptional music by Yuzo Koshiro and detailed pixel graphics for its time.

• While "kind" to beginners, boss battles are notoriously hard and often require maximum levels to win.

• The Famicom(NES) port suffered from cryptic riddles, poor camera scrolling, and slow health recovery in towns.

• The series is based on Adol's travelogues; Makoto Shinkai directed openings for later PC remakes.

• It redefined ARPGs by prioritizing accessibility and narrative over grinding, leaving a massive legacy.

2026-04-02

talk about ~DragonBuster~ The Cave Shark is traumatizing





• Released in 1985 by Namco. Clovis travels through dungeons to rescue Princess Celia from dragons.

• Features a map to choose routes and side-scrolling dungeons with a Vitality system and bosses.

• Combat includes swordplay and magic. It is famously known for being the first game with a double jump.

• In international FC versions, the "Yellow Jewel" is renamed "Red Jewel", unlike the Japanese version.

• Praised for exhilarating action and iconic BGM, with complex skills like the "Kabutowari" thrust.

• High difficulty is a mixed point. Routing and mapping are essential for navigating complex dungeons.

• Arcade controls are tough on 4-way sticks. Enemies and dungeon layouts often feel repetitive.

• Spawned sequels like Dragon Buster II and Dragon Valor, plus a mini-game in Tales of the Abyss.

• The title was almost "Dragon Quest". Clovis's unique pose was a trick to save memory.

• A "timeless masterpiece" that blended action and RPG elements, influencing many future platformers.

talk about ~Milon's Secret Castle~(Meikyu Kumikyoku) A labyrinth where beautiful music and harsh trials coexist

• Released by Hudson in 1986, it is a unique action-adventure where Milon explores the maze-like Castle Garland to rescue a queen. • I...