Tag Archives: mechanics

Asteroids 7800: Besteroids?

I was never a huge fan of Asteroids back in the day; I always found the “turn and thrust” controls to be a bit of a challenge to deal with.

That hasn’t stopped me from playing numerous versions of this arcade classic over the years, though, including the Atari 2600 version, the Atari 8-bit version (which was subsequently ported to the 5200), the Atari ST version and two versions of the arcade game. And over time, I’ve come to appreciate this game a lot more than I did as a kid.

One version I’d never had the opportunity to play with, though, was the Atari 7800 incarnation. Now, thanks to the Atari Collection 2 cartridge for the Evercade retro gaming system, I can enjoy this version — which has quickly become my favourite! — any time I want. Hooray!

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Mana Khemia 2: Fall of Alchemy – Making the Grade

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For most people, a “good” RPG consists of some combination of a compelling story, solid combat mechanics and satisfying progression.

Many RPGs have stuck with the conventional “experience and levels” system over the years, simply because that is a proven progression mechanic that works well, offers continual rewards for continued play and tangible improvements in your characters over time.

Mana Khemia: Alchemists of Al-Revis did something a little different, where character combat effectiveness was directly tied to your engagement with the game’s core alchemy system. And its sequel Mana Khemia 2: Fall of Alchemy follows suit — but rather than simply rehashing the previous game’s mechanics, it adds an interesting new twist. Let’s take a closer look!

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BurgerTime: The Original Foot Lettuce

Ah, the early ’80s — a time of exploration and experimentation in the world of video games. What subject matter would make for a good game — and particularly, what would make a good arcade game that would encourage people to part with all the small change in their pocket?

In 1982, Data East came up with BurgerTime, an unusual game that casts players in the role of chef Peter Pepper (no relation to his near-namesake who, it is said, once picked a peck of pickled peppers) and tasks them with making burgers by… uh… walking on them.

Does it make sense? Absolutely not. Is it fun? Yes. Is it monstrously difficult in both its original arcade and NES incarnations? Hell yes. And you can enjoy the latter version as part of the Data East Collection 1 cartridge for the Evercade retro gaming system, too. So let’s take a closer look!

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Mana Khemia 2: Fall of Alchemy – One Must Fall

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So far in our exploration of Atelier, we’ve seen a series that is keen not to be seen as stagnating.

Each new game has reinvented itself when compared to its predecessor in one way or another, with the alchemy, progression and combat mechanics all differing from one game to the next — with some games being more drastically different than others.

Mana Khemia 2: Fall of Alchemy continues the trend of its two predecessors so far as its combat mechanics are concerned, which is to refine the systems introduced in Atelier Iris 3: Grand PhantasmSo let’s take a closer look at how you fight in the latter years of the Al-Revis Academy!

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Food Fight: Cream Pie Action

If there’s one thing that Atari consoles have excelled at over the years, it’s bite-sized, monstrously addictive arcade-style experiences.

The woefully underappreciated Atari 7800 “ProSystem” was definitely no exception to this rule, with the majority of its library consisting of excellent arcade conversions. One of the most beloved games in this regard was Food Fight which, while perhaps seemingly not the most technically impressive 7800 game you’ll ever see, is definitely one of the most enjoyable and addictive.

Atari 7800 games haven’t seen many rereleases over the years, unlike those of its older brother the 2600, but all that’s changed with the advent of the Evercade retro gaming system — now you can enjoy Food Fight to your heart’s content thanks to the Atari Collection 1 cartridge!

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Renegade: Birth of the Brawler

It’s always interesting to return to the very earliest examples of a particular genre, just to see how things got off the ground in the first place.

As you’ll know if you’ve read my feature on the history of the beat ’em up, which formed part of the Senran Kagura: Estival Versus Cover Game feature here on MoeGamer, Renegade is where the fine art of punching things in the face really got started so far as video games are concerned. But how well does that original brawler hold up today?

With equal parts trepidation and curiosity, I slid my Technos Collection 1 cartridge into my Evercade retro gaming system, and prepared for what would hopefully be some button-mashing fun.

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Switchblade: Living on a Knife Edge

The 8- and 16-bit home computer eras played host to some fantastic games — but when we’re talking about gaming history, most people tend to focus on the home consoles of the era.

This means that a lot of interesting games tend to fall by the wayside and run the risk of being forgotten. One inventive way to address this, then, is to take one of those beloved 8- or 16-bit home computer games and produce a modern port for a classic console system. Problem solved! Kinda.

Well, either way, that’s what happened with Switchblade, a game that began life as an Atari ST game in 1989, and which ended up ported to Sega Mega Drive a full thirty years later. And now you can enjoy the latter version as part of the Piko Interactive Collection 1 cartridge for the Evercade retro gaming system!

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Mana Khemia 2: Fall of Alchemy – Back to School

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After the Atelier Iris subseries marked a period of dabbling with a more “traditional” RPG-style structure, Mana Khemia: Alchemists of Al-Revis demonstrated a clearly defined shift back towards Atelier’s roots. And Mana Khemia 2: Fall of Alchemy continues that trend.

Indeed, while the three Atelier Iris games are largely unrelated to one another — aside from some long-term lore connections between Atelier Iris: Eternal Mana and Atelier Iris 2: The Azoth of Destiny — Mana Khemia 2: Fall of Alchemy returns to the series’ original model of installments in the same subseries standing by themselves as self-contained narratives, but unfolding in the same world about 5-10 years later.

As the title suggests, time has not been especially kind to the world of Mana Khemia, but that’s part of what makes what’s going on here so interesting. Let’s take a first look!

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Multidude: One-Player Co-Op

Have you found it difficult to get together with friends lately, perhaps due to a global virus pandemic? Are you missing the joy of cooperating with your fellow dudes, and open to an electronic surrogate? Then do I have the game for you.

Multidude is a short puzzle adventure by Russian developer RetroSouls. It was originally released for ZX Spectrum in 2014, then subsequently ported to NES the following year, at which point it was picked up by Mega Cat Studios for a packaged release.

It’s also part of the Mega Cat Studios Collection 1 for the Evercade retro gaming system, and that’s the version we’ll be looking at today. Bring on the dudes!

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The Adventures of Rad Gravity: Creative Vision

We talk quite a lot about “video game auteurs” these days, and how modern technology allows game designers to realise their visions like never before.

This sort of thing has been going on for quite some time, however — and in some respects, it’s even more impressive when a developer clearly expresses their creativity through a work from the earlier days of gaming.

Such is the case with The Adventures of Rad Gravity, a 1990 release for NES developed by Interplay, designed by Brian Fargo (of Bard’s Tale and Wasteland fame) and published by Activision. Oh, and no need to brave the second-hand market to find a copy any more, either — it’s part of the Interplay Collection 2 cartridge for the Evercade retro gaming system.

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