Platform: Steam

Annalynn Cast of Characters
Annalynn Cast of Characters
Annalynn in the Mines
Annalynn in the Mines

Gaming was different in the 1980s, marked more by surreal whimsy than the heavy-handed, often pretentious productions so prevalent in modern times. It was a time of munching pucks and encroaching ghosts. Of men inflating underground dragons, inexplicably, until they popped. Of knights mounting flying ostriches and, again inexplicably, going to war. It was an age of trippy creativity that modern gaming scarcely understands.

The creators behind Annalynn, then, must be blissfully unaware that times have changed, for they have produced here a perfect pastiche of 1980s gaming. At first glance, it’s an obvious ode to Pac-Man with its “chase-the-trinkets” gameplay, but one that trades the overhead view for a platformer more in the Donkey Kong or Mappy vein. Even its titular character, the plucky gold miner Annalynn, is a clear gender-swapped take on Fix-It Felix of Wreck-It Ralph fame. She’s cute and instantly likable, but also stands as the one blunt to the game’s otherwise flawless early ‘80s authenticity—protagonists of the era were usually squat, pudgy men, the product of limited resolution and processor power. She simply doesn’t fit the era’s archetype, for better or worse.

But no matter. The game is fast and fun, with the girl collecting gold nuggets across an assortment of treacherous stages, from woodland groves to catacombs of lava to even an archaeological dig-site. Levels are relatively small but scroll left and right, forcing the player to sometimes guess where the title’s four pursuing enemies—a gang of always chasing snakes—may be lurking. These creatures can duck in and out of doors inaccessible to the player, allowing them to “skip ahead,” maybe a little unfairly, to wherever the player is running. For her part, Annalynn can only run, jump and climb, bounding across platforms and scrambling up ropes to grab more gold and hopefully keep ahead of her pursuers. Fortunately, in true Pac-Man-style, special red gems are also in the mix, granting her momentary invincibility by which she can then oust the snakes in a sort of temporary revenge. But usually, it’s run or be munched.

And that, perhaps, is also the game’s greatest sin—the level design sometimes works too viciously against the player, making death almost inevitable as awkward jumps must be made, traps and dead-ends avoided, and snakes constantly dodged. The latter issue is the most serious; every stage is dominated with those deadly doors, making it all too easy for tailing serpents to suddenly “warp” forward and take the upper hand. Having to constantly anticipate their endless appearances becomes exhausting.

Fortunately, these kinks don’t substantially undermine an otherwise fine game—one that still comes wholeheartedly recommended. Maybe Cruise Elroy, the game’s chief architect, will grace fans with an improved sequel in the future.

Super Annalynn, anyone?--D

Developer: Cruise Elroy

Publisher: Cruise Elroy

Release Date: Jan. 29, 2021

Asteroids: Recharged

Platform: Steam, PS4 (reviewed), Xbox Series X/S, Nintendo Switch

Asteroids: Recharged Mission Mode
Asteroids: Recharged Mission Mode
Asteroids: Recharged...Mega Laser!
Asteroids: Recharged...Mega Laser!

Atari is the company that constantly dies but never stays dead—an enterprise of perpetual ebb and flow, fading into the periphery before rising again with another initiative, anniversary collection, or franchise revival. And in terms of the latter, the latest is the “Recharged” series that brings back some of the company’s most storied classics with modern day upgrades and added twists. The titles themselves, despite being very distinct, all share the same neon, “recharged” aesthetic and pick-up-and-play sensibility. These are not complicated experiences, but remixed arcade games meant to test endurance and pure reflex.

And Asteroids certainly bears this direction, differing little from its 1979 counterpart. The player still guides a triangular ship across a wrapped screen, firing tiny bullets into a collage of much larger, free-floating rocks. These punctured boulders then break apart into smaller asteroids, which split into even smaller iterations when blasted again. The goal, then, is to obliterate all traces of these floating baubles without smashing into one. So-called UFOs of varying aggression also show on occasion, firing shots of unnerving accuracy upon the player. For good players, these enemies are the truest threat.

Nevertheless, the real challenge is in the controls, which rely on thrust and inertia for movement. Too much “gas” can fling the little rocket erratically around the screen, making defeat all but guaranteed. An emergency hyperspace function can be used to randomly warp oneself to safety, maybe…but the unpredictability of the maneuver rarely makes it a winning risk.

The game plays well but might disappoint those expecting anything radically new. Powerups offer the greatest change, enhancing the player’s gun with rapid fire, exploding bullets, seven-way spreads, and a number of other helpful accouterments. The added upgrades fade quickly, however, and appear erratically enough to ensure that progress remains decidedly precarious.

A new mission-mode is also included, giving players bite-sized objectives to complete. These are fun and infuse some needed life into an otherwise very simple and repetitive affair. Local co-op play rounds out the offerings for some two-player chaos, but a four-player mode could have been incredible.

Asteroids purists will appreciate the faithfully recreated gameplay and the faux-vector aesthetic that, at least for this game, seems appropriate. The music also enhances the package with some especially rhythmic, pulsing beats. But “faithful” basically means “safe” in this case, and there’s nothing here that feels particularly "recharged." Blasteroids, an Asteroids sequel from way back in 1987, offers gamers plenty more variety and depth, as does Activision’s remake from 1998. By comparison, this feels like an inconsequential, budget release.

And, at only ten dollars, so it is.--D

Developer: Adamvision Studios, SneakyBox

Publisher: Atari, Inc.

Release Date: Dec. 14, 2021

Black Widow: Recharged

Platform: Steam, PS4 (reviewed), Xbox Series X/S, Nintendo Switch

Black Widow: Recharged Encroaching Enemies
Black Widow: Recharged Encroaching Enemies
Black Widow: Recharged Powerup
Black Widow: Recharged Powerup

In keeping with most games of its era, the original 1982 Black Widow was a simple affair—blast the bugs as they come! Indeed, the oval-grid in which the player scurried his spider was a constant faucet of incoming threats as insects appeared from all sides. The game wasn’t anything groundbreaking, but at least the controls were unique—it was among the first (was the first?) to use a “twin-stick” control scheme in which one joystick moved the character while the other fired independently in any direction. This gave the proceedings a kind of desperate freneticism rarely seen at the time, rivaling the action of even Robotron 2084. Years later, Black Widow would be reconsidered by some as a kind of unfortunate, overlooked classic.

Black Widow Recharged attempts to duplicate the original’s excitement with an “if it ain’t broke, don’t fix it” philosophy. In other words, despite the obvious graphical and mechanical refinements, this is largely the same game that came before. Players are still blasting bugs as they struggle to stay alive amidst a vast spider web, collecting dropped dollar signs for points, and knocking eggs down the web’s shafts before they hatch. What is new to this version are the powerups, which bolster firepower for prolonged survival…if only for a fleeting span of time.

As in other Recharged titles, a mission mode is included to give players more to do. Objectives range from killing “…35 grenade bugs” to surviving “…for 60 seconds,” granting the title a more home console-oriented style-of-play while still preserving the arcade feel. Co-op play is also provided across both mission and normal options.

Black Widow’s greatest weakness is also its greatest benefit—the old school design is instantly fun, but that appeal dampens fast. Only those with a heart for score chasing will truly appreciate the game’s finer nuances—most will just blast some bugs, shrug, and move on.--D

Developer: Adamvision Studios, SneakyBox

Publisher: Atari, Inc.

Release Date: Oct. 28, 2021

Platform: Windows

Candy Creeps Title Screen
Candy Creeps Title Screen
Candy Creeps Level 1
Candy Creeps Level 1

Level 1's the easiest. On the first go-round, it's only two obnoxious bats and a skull that cause problems.

Candy Creeps Level 2
Candy Creeps Level 2

Level 2 brings the cleaver. And the wrap-around screen means the mummies keep coming.

Candy Creeps: Meet the Pumpking!
Candy Creeps: Meet the Pumpking!

Level 4 is the denouement. Send those blades back into Pumpking's simpering face!

Candy Creeps Elma and Harper
Candy Creeps Elma and Harper

Elma and Harper are the heroines. No boys allowed, apparently.

Candy Creeps follows in the tradition of other single-screen, “new-retro” releases, recreating a faux-‘80s arcade experience all about survival and chasing high scores. It probably best resembles Donut Dodo, another modern single-screen platformer in which a little man must scurry after pastries littered across a squarish stage. But here, it’s not about a baker or cakes, but two girls snatching candy across four ghoul-filled levels.

Holding true to the classic mold, the story is more inferred than told; Creeps’ heroines must defeat the giant “Pumpking” by bopping atop the endless pumpkins he constantly spews. Smashing these scattering squashes sometimes yields a precious piece of candy; snarfing three of these will grant the girl a brief spree of increased strength and invincibility. Now the girls can attack the Master Pumpkin himself, jumping up and punching him from beneath until the grinning gourd explodes.

The first three levels follow these rules, changing only the dangers and obstacles to avoid. The first has bats, the second is fissured by a gigantic, swinging scythe, and the third is beset by conveyors and chasing flame. In all three, the Pumpkin King’s kin bounce and bobble everywhere—although not directly harmful, they tend to bump and nudge the player into other dangers. The Pumpkin King himself is also no pushover, taking repeated attacks to defeat while packing some formidable defenses. Those three candy pieces might have to be grabbed several times over.

The fourth stage swaps the formula for what’s essentially a climactic boss battle. With the King swinging overhead, players must dodge his pouncing carving knives while, when possible, smacking them back with a timely jump. But even victory brings only a brief reprieve before the entire four-stage gauntlet begins again at a higher difficulty.

As much an homage to Halloween as it is to the old-school platformer, Candy Creeps is an attractive package of thematic graphics and a peppy, mischievous score. It also provides an inspired alternative to the “reach the top” or “defeat them all” prerogatives that usually dominate the genre. But clever mechanics don’t always equal “good,” and Creeps’ floaty, pinball-bouncy physics grants the game an imprecise, almost erratic feel that’s ill-suited to the category. Fifteen baby pumpkins all repelling the player in different directions equates to a glut of frustrating deaths in a way tighter platformers—like Donut Dodo—intuitively avoid. In other words, the player never feels he has full control over, well, the controls.

Nevertheless, the game is an interesting bit of historical “What If” fiction, a peek into an alternate time in which the genre never died. But, perhaps, that’s also the problem—the category needs a revival, not just a tribute. Candy Creeps is sweet but not especially compelling, a Tootsie Roll when one was craving a Snickers.--D

Publisher: itch.io

Developer: Digital Eclipse

Release: Oct. 27, 2022

Genre: Single-screen Platformer

Citrouille: Sweet Witches

Platform: Steam

Citrouille Sweet Witches Title Screen
Citrouille Sweet Witches Title Screen
Citrouille Sweet Witches Praline and Vanille
Citrouille Sweet Witches Praline and Vanille

Praline and Vanille are the game's main protagonists, but their persecutors, Anis and Reglisse, are playable upon completing the main game.

Citrouille Sweet Witches Anis Special Attack
Citrouille Sweet Witches Anis Special Attack
Sweet Witches Succubae
Sweet Witches Succubae

Enemies are as inspired as the heroes, including these cute, if relentless, succubae.

Citrouille Sweet Witches Vanille Special Attack
Citrouille Sweet Witches Vanille Special Attack

The four characters have a special attack, which is always preceded by a flamboyant cutscene.

Games were once defined not by grit, but by whim—a non-chalant surrealism that trumped any notion of blood or guns. But as the 3-D age rose, genres that favored the cute or cartoony rapidly fell out of style. And the single-screen platformer, the veritable encapsulation of bizarre and silly, nearly vanished. Fortunately, the indie movement has been slowly restoring these genre oldies to their former glories. And Sweet Witches, if not a perfect game, still offers an exquisite vision of what the single-screen platformer could have been had mainstream gaming not evolved in such a narrow direction.

Taking obvious cues from another SSP classic—the lovable Rod-land—the game sees its titular sisters, witches Praline and Vanille, journeying through five haunted locales by virtue of a magic ladder. By conjuring it whenever needed, players can scale their way up and down stages of increasingly treacherous platform design…no jumping allowed (or even possible). It’s a seemingly odd switch in mechanics, but the change does promote a more methodical approach uncommon for the genre.

This is especially true considering the otherwise helpless nature of the siblings. Their base attack—a slurp or poke provided by their ensorcelled headgear—rarely does more than stun the enemy. Even when dazed, a monster remains deadly, forcing players to turn on their heels and hightail themselves away. The occasional item—a punching glove, balloon bomb, and bear trap—offer a more lethal alternative, but their scarcity means that players will always be outnumbered. And the enemies are relentless, ranging from giant cannon-toting snails to tail-lashing succubae to jalapeno-popping salamanders who dash madly across the stages. And again, none of these enemies can be defeated by normal means, just stunned (and not for very long).

This makes the typical SSP’s objective of clearing the screen of every baddie a non-starter here. Rather, success comes from scampering over a number of predefined blocks, sprouting flowers in their place. It’s akin, in a sense, to an inverted game of Pac-Man where, instead of lapping every dot up, they’re laid down instead. Not a particularly clever objective, perhaps, but it does allow for some creativity; certain enemies will actually eat or trample the blooms, upending the player’s hard-won progress. Once enough blooms are sprung, the girls unlock an extra ability. Praline, for example, she can hop on her broom and speed around the screen for a few seconds of invincibility. But ultimately, these powers are occasional and fleeting: ladder-savviness is the only real key to survival.

If the gameplay is a little thin—a little too passive—the artwork and musical score are anxious to compensate. Every inch of Sweet Witches is rendered in lavish, hand-drawn glory that blends storybook majesty with animated finesse; not only are the heroines themselves billowing with personality, so are the many enemies and their Halloweeny backdrops. Amazingly, each of the game’s 50+ stages bears its own unique background of effusive, atmospheric flourishes. Romain Schlienger, the game’s (apparently) lone artist, deserves a standing ovation for what had to be an incredible amount of work. The music also suits the game’s “haunted holiday” antics quite nicely.

Moreover, the game comes with competitive co-op, additional characters, and alternate storylines (all of which entail pursuing candy). So much is here, in fact—so much artistry and love crammed tight—it’s hard not to fall for Sweet Witches’ charms, even despite its niggling flaws.

Style-wise, a game like this could have been the future of the SSP. Wacky, bizarre, beautiful…it may be a decade or too late, but it's still a perfect Halloween treat no matter the season.--D

Publisher: Plug In Digital

Developer: Lumen Section

Release: Nov. 04, 2018

Genre: Single-screen Platformer

Citrouille? The French word means "pumpkin" in English, but the game was changed to just "Sweet Witches" for the Nintendo Switch release. Probably wisely.

Citrouille Sweet Witches Anis and Reglisse
Citrouille Sweet Witches Anis and Reglisse
Sweet Witches Succubus Girls
Sweet Witches Succubus Girls
Citrouille Sweet Witches In the Dark
Citrouille Sweet Witches In the Dark
Sweet Witches Low Light
Sweet Witches Low Light

Levels vary wildly in theme but play largely the same, with a new gimmick added here or there. For this location, limited lighting is the real enemy.

Citrouille Sweet Witches Map Screen
Citrouille Sweet Witches Map Screen

Sweet Witches' five lush environments are likewise showcased by a fanciful overhead map.

Sweet Witches Egypt
Sweet Witches Egypt

Although the game's cute witches are indeed sweet eye-candy, the wonderful backgrounds are probably the true stars.

Dwarf Journey

Platform: Steam

The single-screen platformer, so popularized and defined by the likes of Bubble Bobble and Snow Bros., has but a tenuous grasp on the modern age…often only appearing in hybrid, alternate forms. Hence Dwarf Journey—with its emphasis on death and rebirth, it’s more akin to a rogue-like (or lite) than a platformer, a type of game in which the player, upon death, must begin the entire journey again from the beginning, but usually with slightly improved stats and equipment. The idea is that, with a measure of luck and skill and some stacked stats, the persistent player should eventually reach the end. It’s a formula Dwarf Journey follows rather faithfully.

The story is little more than a premise: dwarven warrior Gallar must explore a magical cave in search of an immortality-granting relic. He’ll fight through swaths of enemies to eventually claim his prize, dying again and again in the process. But here, death is never final, just a nuisance; each defeat merely brings the adventurer back to the entrance for another attempt.

Compared to many rogue-likes, the game is relatively simple. But treated like an SSP…it’s about as complex as the genre gets. The game’s four major locales—a mine, an inferno, a crystalline cave, and a gem-strewn forest—are presented as a set of randomly-generated, interlocking rooms that house various treasures and a powerful boss guardian. These chambers lock upon entry, forcing the player to defeat every foe before he can escape to the next room. And since Gallar is no Hercules at start, progress is initially slow.

But in-between deaths, players can upgrade the dwarf with the experience gained from previously slain enemies, plus upgrade his equipment through a variety of uncovered ore. For the former, one will have to decide which of four stats is most important (agility, strength, vitality, and luck), and for the latter, which of his swords and axes are most worthy of being upgraded. These weapons can be found throughout the four locations and will prove crucial to victory.

Added buffs come in the form of Runes, magical talismans that offer extra enhancements; “Rebirth,” for example, resurrects the player at the instance of death, while “Vampiric” grants back lost health every time a monster is struck. Three of these eight totems can be equipped at one time.

The game is entertaining, although more traditional players will find the inevitable deaths and backtracking an especially irksome feature. That’s the rogue-like way, however. More unfortunate is the cap placed on leveling—with a 50-level ceiling, the less-skilled will not be able to grind their way through the final area for an easy victory. Smart platforming, fighting, rune use, and upgrading are all necessary for victory.

If there’s any other complaint, it’s that the enemies seem a hair unfair, with plenty of hard-to-strike flying types that can move around the playfield at will, even through walls and platforms. Moreover, Gallar never gains any secondary attack, remaining limited to his short-range melee swipes and hacks. A type of fireball or bow or shield or anything else would have made the journey a little more engaging, and probably more fun.

But what’s here is a valid, modern take on the single-screen platformer that proves more is still possible within the genre. With good sprite-art, atmospheric music, sharp controls, and a playtime that’s just right, this is an experience worthy of respect. And a possible hint at the SSP’s future destiny.--D

Developer: pixel.games

Publisher: pixel.games

Release Date: June 3, 2022

Levels are retained upon death, slowly empowering the player to victory. But with a cap of 50, the final area will remain somewhat difficult.

Barrels might contain ore and health, treasure chests hide weapons and runes...

Bosses, especially the bottom (final one), are suitably climactic. Even more satisfying is smiting one within a couple of hits thanks to a properly leveled-up character.

Pac-Man Museum +

Platform: Xbox Series S/X (reviewed), PS4/5, Nintendo Switch

Pac-Man Museum +, the Arcade
Pac-Man Museum +, the Arcade
Pac-Man Museum +, the Arcade Recustomized
Pac-Man Museum +, the Arcade Recustomized

Pac-Man Museum + offers, maybe oddly, not a museum to personalize, but a Pac-Themed arcade. As seen, a number of aesthetics are possible.

Pac is back in another collection, this one boasting 14 games spread across the hero's 40+ year career. The games are what most would expect, from the original classic to some late-80s/early-90s oddities (Pac-Attack, Pac-in-Time) to the renaissance years of the past two decades (Pac-Man Championship Edition, Pac-Man 256). Everything comes pac-kaged (ha!) in a nice presentation that allows players to recreate their own old-school arcade as they continue to unlock and earn more of the collection's games and additional trinkets.

There are problems, however. The input lag (delay between a button press and the response seen on-screen) for most of these games is atrocious, with a handful being nearly unplayable. Pac-in-Time seems the hardest hit, with the already-clumsy controls made all the worse due to sluggish inputs. Other games, like Championship Edition, handle so squirrely, the level of lag is harder to pinpoint, although climbing the leaderboards seemed harder than before in this particular version.

Perhaps equally disappointing, however, is the lack of historical documentation or memorabilia that would have both taught and celebrated the yella fella's heritage. Why not have clips from the old cartoon shows, interviews with Toru Iwatani (Pac's creator), a pac-parade of just some of the mascot's many decades of merchandise, and even an option to toggle between the games' many regional variants? For instance, Pac-Land had Chomp Chomp the Dog and Sourpuss the Cat in the American version, and the American cabinet artwork for Super Pac-Man is completely different from the Japanese build...yet it's the foreign version Namco has chosen to include here. Furthermore, titles like the beloved Pac-Man World and the (somewhat) admired Pac-Man 2: The New Adventures are nowhere to be found, a huge omission for what's supposed to be a "museum." And yes, Ms. Pac-Man has been apparently divorced from the series, as well. (Hello, uh, Pac-Mom...)

IPs and licensing rights, likely, are the cause for some of these exclusions. But this still means a collection that, although worthwhile at the admittedly reasonable price-point, is still woefully incomplete. One can only dream that, someday, Namco Bandai will finally deliver the quintessential collection that has everything, from Pac-Man World Rally and Pac-Pix to Pac-Man Championship Edition DX to even the weird Midway hacks of the early '80s, like Jr. Pac-Man and Pac-Man Plus.

Until then, we have this, a half-baked, half-packed (ha?) compilation that feels like a rushed cash-grab. But, for twenty bucks? One can still do a whole lot worse (and seeing 1996's Pac-Man Arrangement offered here along with the fun multiplayer frenzy that is Pac-Man: Battle Royale almost makes up for the other disappointments).

Thank you, Namco, but do better. Perhaps in Pac-Man Museum 2030?--D

Thanks to www.xboxachievements.com and www.bleedingcool.com for the pics!

Pac-Man Arrangement is a-maze-ing!
Pac-Man Arrangement is a-maze-ing!

1996's Pac-Man Arrangement is still an overlooked treasure that is happily included in the collection. Cute graphics, fast gameplay, and a neat co-op mode make this one a must-play.

Developer: Bandai-Namco

Publisher: Bandai-Namco

Release Date: May 27, 2022

Super Mutant Alien Assault

Platform: Steam (reviewed), PS4/5, Xbox One/S/X, Vita, Switch

Some have supposed that, by its own self-defining limitations, the single-screen platformer was doomed to fade. Indeed, by the early 2000s, what more could be accomplished within the quaint constraints of a 4:3 display? But such restrictions did offer one advantage: it forced designers to maximize every gameplay mechanic and onscreen pixel to provide the most compelling experience possible. Such is the case with Super Mutant Alien Assault, an SSP that, despite lacking those fancy scrolling graphics, provides a fulfilling quest comparable to a modern rogue-lite.

In fact, that’s exactly what this game is—a rogue-lite squeezed into a screen. Players control a squat robot that must liberate three fleets of fleeing starships—the remnants of humanity—from a host of nefarious aliens. This means jumping, gunning, and running through each of the armada's four vessels, an overall twelve ship/stage gauntlet of cramped quarters and spastic action. Once the boss alien of a fleet is defeated, the little robot avatar teleports to the next armada and begins another 4-round challenge. Completing the twelfth stage unlocks a higher difficulty for those who still have nerves to burn.

Three key mechanics distinguish Assault from its SSP peers. The first is that survivalist bent; take too many hits and the little hero explodes, forcing an abrupt do-over. Fortunately, repeated attempts unlock new weapons and abilities, some of which can be pre-equipped for the next run.

The more interesting distinction, however, is Assault’s level variety. While the overall objective—enemy elimination—never deviates, the impediments to achieving that goal often do. Some stages require the player to play courier, carrying fuel canisters and data spheres to their respective compartments before the level’s minions can be permanently eliminated. Other times, players must scurry between energy valves, releasing the building pressure before they overload and sheer the screen with an inescapable death-blast.

But the game’s unusual weapon system is what most will like or despise. Until the droid accesses a weapon station, he's defenseless. But these depots bear a hidden cruelty, their random firearm deliveries often sticking the player with a less-than-optimal loadout. Grenade launchers are great for the bigger meanies, but a miss means an out-of-control, ricocheting explosive now equally lethal to the player. Doubly-so for the rocket launcher, which must be fired from afar lest the player get caught in the resulting explosion--a likely outcome for a single-screen game. And the sniper rifle’s reload is so slow, only the most accurate marksmen will find it useful. A separate depot offers a variety of grenades that are bestowed in similar random fashion, again reinforcing that risk versus reward mentality. Players will simply have to master every type of weapon if they hope to survive.

Or maybe not. Secondary weapons and abilities, from a reusable chakram to a double-jump, can also be procured, giving players a bit more lee-way in their tactics and options. But there’s no denying Assault’s savagery: the enemies are always mutating into harsher, stronger forms. The weapons deplete fast and can’t be replaced immediately. Maneuverability is often stifled by the stage’s stuffed, unforgiving spaces. And extra abilities are helpful but not always available. Super Mutant Alien Assault is defined, more than anything, by its traitorous double-edged sensibilities.

Which is to say—this is a platformer that puts the “roguelike” first, tossing out the genre’s usual whimsy for a decidedly more “hardcore” experience. But in truth, are games like Bubble Bobble or Snow Bros. any less brutal? Cutesy pretensions aside, these were games notoriously rough on a player's sanity...and his wallet. Bubble Bobble has 100 levels, after all. Assault has twelve.

No, the game’s biggest issue is not the abundant challenge, but a lack of a certain charisma. Mechanically, the game is fine. But visually, the proceedings lack the genre's usual zest and sense of flair. Almost always, the most memorable SSPs have a likable protagonist and, often, a slate of ambient backgrounds and a catchy score. The nondescript grimness of Assault’s aesthetics and backdrops do it no favors...and its musical score is more scratchy than catchy.

But considering the current dearth of SSPs in the marketplace, Assault stands as a worthwhile addition to the genre. If not a classic, it’s certainly a valid proof-of-concept that the single-screen platformer is far from done.

Someday, just maybe, that single-screen renaissance will finally come.—D

Some of Assault's weapons get pretty wild. Here, the robot launches off an enemy via a killer pogo stick.

Developer: Cybernate

Publisher: Surprise Attack

Release Date: 2015

Those purplish canisters constantly release radiation that mutates the enemies into more dangerous forms. Killing the baddies quickly is key to victory.

Dying reveals a progress display; here, death came early in the second set (fleet) of stages.

The first boss is shown on top, the third boss beneath. Strangely, the first creature is the most difficult of the three to defeat.

Wonder Boy Returns Remix

Platform: Steam (reviewed), PS4/5, Nintendo Switch

Along with the stone axes, Tom Tom can snag a skateboard (turning the game into a true auto-runner) and an invincibility-granting cherub of sorts.

A boss appears at the end of every fourth stage. They all fight similarly, however, much like the repeating Bowser fights in Super Mario Bros. were largely cut-and-paste jobs with minimal differences.

The Wonder Boy/Monster World series has a storied and somewhat convoluted past, beginning as Wonder Boy, a humble platformer from 1986, and evolving into the full action-adventure Monster World 4 by the franchise’s finale in the mid-90s. In fact, the first game is better known as Hudson’s Adventure Island in the West—it’s essentially the same title, just reskinned and repurposed with Hudson Soft characters.

The franchise proved popular but fell dormant at the cusp of the 32-bit age, resurfacing only recently as 2016’s Wonder Boy Returns. Something of a reimagined, prettier remix of the 1986 hit, it received only a tepid reaction from the press. Chintzy graphics, quirky controls, odd glitches, and bland level design were among the more egregious criticisms. The reception was considered so negative, in fact, the developer delisted the game in 2019.

Hence Wonder Boy: Returns Remix, a redo that ironically unmixes the previous remix, providing a game that’s now a safer, truer remake of the 1986 classic with only minor refinements (but which retains the same graphical facelift). Where Returns tried to refresh the formula with reworked level designs and brand new bosses, Remix doesn’t actually remix or reimagine anything—it simply duplicates the old 8-bit level designs with some modern sensibilities. Which, in essence, amounts to a lot of running and jumping.

Indeed, Wonder Boy is the prototypal auto-runner; Tom Tom, the game’s boyish protagonist, is burdened with a quickly diminishing health bar that can only be replenished by snatching fruit. This means rushing through each of the game’s 32 levels, leaping holes and attacking enemies while snatching treats as they appear. It’s really a race against death, a speed-running gauntlet to the end before Tom Tom’s lifeline expires. Stopping too much or too long brings certain doom.

And Remix duplicates this template, offering the same fast and frantic fun that, unfortunately or not, will be very familiar to longtime players. These fans will have to decide what makes the better treasure: a new game that reimagines the classic mechanics to the point of detriment (Returns), or a straight remake that sacrifices creativity for competency (Remix). The former’s complete and sweeping delistment, of course, makes the choice a regrettable moot point either way.

Fortunately, this new iteration of Wonder Boy sees just enough improvement to make it, if not the most quintessential version, then perhaps the most definitive. Tom Tom’s movements flow with greater fluidity than before. His primary attack—tossing stone hatchets—unfurl with increased zest and rapidity. And his girlfriend, the otherwise captive Tanya, is a fun, playable alternative thanks to her boomerang flinging abilities. The music is also upbeat and fitting. Only the graphics lightly disappoint, using the same saturated, homogenized style that gave Returns such a cheap, budget feeling.

Some Wonder Boy revivals and remakes are more worthwhile than others; Wonder Boy: The Dragon’s Trap, Monster Boy and the Cursed Kingdom, and Wonder Boy: Asha in Monster World comprise the right balance of contemporary versus classic sensibilities. Compared to these, Wonder Boy: Returns Remix is an opportunity missed, a game that feels more akin to a fond farewell than, well, a return to form.

It might keep the faithful satiated, but newcomers will be left wondering the obvious: Was Wonder Boy really ever that wonderful?--D

Ryuichi Nishizawa is the creator of the Wonder Boy franchise. In keeping with the original game's "auto-runner" feel, the master admits, "The initial game concept for Wonder Boy was designed to have the main character keep running and not be able to stop...However, when I implemented this specification, I found that the game was more difficult than I had imagined and was not for everyone, but I wanted to keep that tension..." Thus, as a sort of compromise, he developed the ever-diminishing health bar. It allowed players to stop if necessary, but at the cost of precious energy. Freezing in place was a sort of last resort, keeping both the frenetic stress and platforming finesse intact.

(Thanks to Retro Gamer Magazine #235 for this handy fact!)

Developer: CFK Co., Ltd.

Publisher: CFK Co., Ltd.

Release Date: May 23, 2019