On the left, Flicky chases a cat while the chicks cheer. In the middle, Pac-Man in his suave feathered cap points towards a giant land filled with his adventures. On the right, the fairy from The Fairyland Story floats under some demonstrative pictures of various enemies and the cakes.

Recently I discussed some of the arcade clubs I have participated in over the last couple of years. Part of the reason I’ve really enjoyed these is that I’ve gotten insight into some games where I haven’t pushed into a 1CC or 1-ALL, but I’ve still put effort into scoring and early-game routing. Today I’ve got three different ’80s arcade staples that fall into this boat: hugely important in their own ways, but not ones I’ve decided to really hone in on for a clear and a full review.

Klonoa points the way forward in the shadowy, cool green of overgrown La-Lakoosha. This is the original promo art that appeared on the disc, sourced through https://x.com/klonoa_archives/status/1135758021395533826/.

Splitting the majority of the puzzle gameplay off to Moonlight Museum puts Lunatea’s Veil in a position to carry forward the original game’s action elements, but Lunatea’s Veil seems uninterested in reprising the quirks from the original. Where Door to Phantomile emphasized levels that curved in on themselves, obstacles that crossed between playable planes, and enemy variety, Lunatea’s Veil hews much closer to prototypical 2D platformer elements — featureless running and jumping within the plane. Basic checks on one’s ability to wield Klonoa’s enemy-based double-jump are absent when not contextualized by one of the few new gimmicks, such as with giant worms that appear out of walls to eat Klonoa unless fed prior with an enemy, which appear long past their expiration date late into the game. When these won’t suffice, a trite 3D snowboarding section fills the void. Oddly enough, this ends up highlighting the puzzles that dot each level; the proper platforming is only grist between them.

OutRun 2 SP

- 7 mins read
A beautiful winding road in front of a river, umber within a canyon.

Players familiar with the effortless gear drifting of OutRun 2 may balk at the idea that it inherits much from the team’s prior Daytona and Scud Race titles, but common DNA threads through each one. Despite first appearances, OutRun 2 relies on the same exaggerated vehicle model: a strict power band, stiff handling at high speeds that frequently understeers, and drifts that linearly drain speed until exited. In the latter case, Daytona used engine braking to initiate drifts via holding a lower gear for a period of time before stabilizing the speed (which correlated with turn angle) by shifting back up. In OutRun 2, virtually every turn is solved with a plink across the shifter buttons, with little time spent in the lower gear. Instead, fine angle control is mediated through countersteer mechanics, letting the vehicle nudge laterally and alter the vehicle rotation angle on the fly. The choice makes OutRun 2 vastly more approachable at a glance, but a major change to the SP version brings back another Daytona mechanic for incredible flavor: slipstreaming.

Want to Learn Arcade Games? Start a Club!

- 7 mins read
Players competing in Rhythm Fighter from Rhythm Heaven Fever, as documented in https://www.youtube.com/watch?v=XchdaSDQIs0.

I’ve attended MAGFest six times now, and one of my favorite events each year are the tournaments. Regular head-to-head genres tends to monopolize the proceedings — fighting games, action puzzle games, TCGs, etc. — but they also put an emphasis on featuring less common tournament fare, including score-based games! In some cases this may be implemented through simultaneous play (a Typing of the Dead tournament I was in once was structured this way), but for others, the format allows everyone to watch each competitor play through a game superplay-style and mark their scores on a local leaderboard. I loved this concept so much that I started participating in online variants of the same concept with friends over the last two years, and it’s been a rousing success.1 My friends and I have played many more games off the beaten path, gained competency in the “prestige” titles, and explored some score systems that people rarely talk about. Below I’m going to offer a few reasons why an arcade club can be a benefit to your friend group and give some tips on setting it up and maintaining it.

On the left, Klonoa grins wildly behind a set of cell bars. On the right, Klonoa stands on a tower in the clouds, smiling with his eyes closed. Thanks to Meta Warp over at Spriter's Resource for grabbing these (https://www.spriters-resource.com/wonderswan_wsc/klonoamoonlightmuseum/asset/306/)

A side jaunt on the WonderSwan gave the Klonoa developers a chance to dig into the puzzle aspects of the original release, and no enemy suited their needs more than the Boomie. These bomb mice wrap up each of the primary Klonoa mechanics into a neat package: they can be carried, they squish under ceilings, they enable Klonoa’s throw-based double-jump, and they trigger interactables, all while exploding on a timer. By not disappearing upon being thrown, they additionally add a storage element that other enemies lack. Moonlight Museum squeezes puzzles out of each of these facets in a way the original Klonoa never bothered. Doors that open for limited periods once a switch is flipped perfectly intersect their timers with the Boomies, especially when one or multiple remote switch triggers is involved. A special category of block exists only to increase the possibility space of this intersection by spreading a Boomie’s blast in a specific direction, sending it through ceilings where switches sit out of reach. Whether they involve as many moving parts as these or rely solely on Klonoa hoofing it to a gap with a hot potato in his hands, the puzzles here lean on the Boomies as their workhorse.

Two crown gears rear back before smashing into one another.

The first nuance of Tetris that a new player will comprehend is the role of each piece. The unique sides of each tetromino synergizes with particular holes in the stack and affects the future stack’s shape: some flatten, others create peaks, some bridge gaps, others divide. Few Tetris variants stretch what this entails quite as far as Tetris – The Absolute: The Grandmaster 2 (lovingly referred to just as The Absolute Plus, or TAP). A Swiss Army knife piece like the T, at the drop speeds TAP eventually induces, suddenly becomes a death trap if there’s a gap in the stack right below the drop point; likewise, I-pieces and their inflexible rotation quickly ends runs without stacking with it in mind. Tradeoffs form in this environment. Covering holes, while virtually never an issue in the later Tetris Guideline games thanks to held pieces and gentler speeds, has strategic merit here when compared to overextending vertical towers or removing flat landing spots from the stack. A willingness to stomach risk and non-optimal outcomes gives TAP a distinct character.

Kururin waves from the Helirin, flying under a rainbow and over a city of spheroid structures.

Where Kururin Paradise poured the scrappy look of the original Kuru Kuru Kururin into a sleeker, cheerier skin, Kururin Squash completely revamps the look and feel with lush 3D backgrounds and and a focus on gentler curves. The flat-shaded cartoon interludes of Paradise give way to a puppet show aesthetic, down to curtains that open on the title card and characters printed on cardboard with articulated, flapping arms. Their non-stop gesticulating combined with the movement of the backgrounds, replete with signs of organic life and community, infuses the atmosphere with an invitation for the player to live in its world. Kururin had never been a brooding or violent series, but the grinning brutality of the obstacle gauntlets finally melts away in Squash.

The two lead Munchables appear against a yellow sky chasing an onion alien monster. To the right, a superhero monster flies off into the distance.

A Katamari-like from the actual Katamari developers, those Now Production contractors who toiled to get Keita Takahashi’s vision off the ground.1 Munchables twists the “roll up stuff, get bigger, roll up bigger stuff” loop from Katamari into a game all about eating, where the mute, spherical protagonists chomp through waves of pirate/alien/frankenfood creations, progressively inflating after each set of meals. The character’s size is unambiguously labeled with a level number, with enemies larger than yourself having a similar label to illustrate who exactly you can eat at any given point. These larger enemies can be bumped with a dash attack that splits them into smaller enemies, although if the difference between you and the enemy is vast enough, each of their component sub-enemies may still be larger than you. Recursively repeating the split mechanic unveils levels built around flooding the field with bite-sized enemies and eating as many as possible before they reassemble into their larger forms.

Kururin's siblings see an advertisement for a magic show on the TV.

The Helirin’s rotation in the Kururin games has a particular dynamic: certain rotation angles will always reoccur provided the player has space to sit and wait. Safe zones often bookend major obstacle sections, so a start-and-stop tendency arises, where arriving in a safe zone with the wrong angle to start the next section incurs a short break to let it spin into place. The first Kururin game suffered from this in its larger stages specifically thanks to cyclical obstacles, each requiring a synchronization between the Helirin and the obstacle. Depending on the difference in frequency between the two cycles, waiting for both to line up could potentially take multiple rotations without prior planning. While the series’s staple springs, which change the Helirin’s direction of rotation, could help by altering the phase over multiple bounces, most applications of these boiled down to bouncing between parallel springs, offering only minor improvements over unassisted waiting. Kururin Paradise smartly fixes this by giving the player control over their rotation speed. Even with only a single speed increase to work with, the player has significantly more leverage on how to synchronize with obstacles or avoid waiting. In turn, the designers decrease the amount of safe zones in each level, resulting in more compact and intense design overall.