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OutRun photo

I think we've found the ultimate OutRun machine

Shake the street
Dec 22
// Jordan Devore
I hadn't heard of Force Dynamics' crazy-looking 401cr motion platform before today but I'm already convinced: it is the coolest way to play Sega's arcade classic OutRun.* "This is the original arcade OutRun from 1986, ported...
Hahahahaha photo

Tekken 7 lead annoyed you don't like the catgirl so she's Asia/Europe-exclusive

'Hello small world. I'll make muscular & skinhead character for you'
Dec 09
// Steven Hansen
Yesterday, Tekken 7 revealed a new character with cat ears and a Japanese pop idol aesthetic designed by Fire Emblem: Awakening and No More Heroes character artist Yusuke Kozaki. Our own Destructoid's...
KAWAII~~~ photo

Nya! Good god, Tekken 7's Lucky Chloe is anime as hell

Kawaii new character
Dec 08
// Steven Hansen
I have a strong urge to get very, very good at Tekken 7 and just piss off (mostly western) players by beating them endlessly with this stupid cat girl. 
Neo Geo photo
Neo Geo

SNK asks which Neo Geo games we want ported to PlayStation

Mark of the Wolves and The Last Blade 2 are leading
Dec 04
// Jordan Devore
Despite never owning a Neo Geo (I was mad jealous of my friend who had a Neo Geo Pocket back in the day), I've played many of the system's best games thanks to digitally-distributed ports and compilation discs. SNK shows no s...

I never thought Super Mario Bros. would make me so angry

Nov 25 // Kyle MacGregor
I first happened upon this thing years and years ago, strolling down the sun-drenched Santa Monica Pier and into its dingy oceanfront arcade. That's where I discovered this wolf in sheep's clothing, the place I shall return to time and again until I slay the dragon. The affair all started so innocently. "An old Mario arcade cabinet!" I exclaimed, probably, darting over and feeding quarters into the machine. What a thrill it was, playing a game I (seemingly) had played a thousand times before. Experiencing it on something other than a home console felt so new and novel. Oh, little did I know... And then it happened. As I leapt over a familiar goomba, Shigeru Miyamoto reached out from the screen and smacked me right in the face. Mario collided with an invisible block, and was sent careening into the very thing he sought to avoid. It was at that moment I realized this wasn't my Super Mario Bros., but something else entirely. You see, I know this game like the back of my hand. That block wasn't supposed to be there. That subtle difference tipped me off. The arcade version must have been some sort of devilish doppelganger cooked up by the masterminds at Nintendo, a device designed to punish cocky shits like me and extract quarters from wide-eyed souls. As many quarters as possible. Over the years, I've pumped a lot of quarters into that machine, learned its tricks, let it lull me into a false sense of security only to find everything I thought I ever knew flipped on its head. That invisible block was just the canary in the coal mine. Many more surprises awaited me, most notably, changes to the game's warp zones. The Super Mario Bros. I was raised on lets players skip from the the first world to the fourth, and, from there, the eighth and final. This isn't the case in Vs. Super Mario Bros., though. The furthest these well-known secrets will take you is world six. Then things just start getting plain weird. The arcade version poaches levels wholesale from Super Mario Bros.: The Lost Levels, a game renowned for its extreme difficulty. As you might imagine, this makes finishing it an incredible challenge. One level, in particular, gets me every time. Its massive chasms and springs are difficult to surmount at the best of times, much less playing on some decrepit machine that's been decomposing there for three decades. I've never beaten the game, a sad reality that frustrates me to no end. Sure, I can finish it at home in eight minutes flat, but that blasted arcade machine bests me every time. Maybe one day I'll make an afternoon of it, being patient and frivolous, finding the will to try and try again instead of storming off in disgust upon seeing the words "game over" scroll across the screen. Maybe. I'll definitely keep working at it, though. It's an obsession, something I have to do.
Vs. Super Mario Bros. photo
The arcade port from Hell
In a cramped beachside arcade, sandwiched between Galaga and Mortal Kombat 3, sits my white whale. It's surrounded by restaurants, a roller coaster, churro vendors, and a carousel, this sad little Super Mario Bros. arcade cab...

Arcade games photo
Arcade games

Well, you can rent an arcade cabinet for your house for $75 per month

If you live in the Bay Area or Sacramento
Nov 25
// Brett Makedonski
Oh, San Francisco. You always have the coolest/wackiest/weirdest business ideas. Like this start-up that's offering an arcade cabinet delivered to your house for $75/month. That's just San Francisco enough to work! All You Ca...
Taito mashup photo
Taito mashup

Arkanoid vs. Space Invaders should have happened years ago

Mobile game announced for Japan
Nov 14
// Jordan Devore
I was too young to get into Space Invaders, influential as it was, but Arkanoid is my jam. Taito is working on a mobile game for iOS and Android that combines the two properties, according to Game Watch, and I'm loving the so...
Geometry Wars photo
Geometry Wars

Reminder: Geometry Wars 3 is out in two weeks

There's been, what, two trailers for this game?
Nov 12
// Jordan Devore
I'm unsure what your plans are for Thanksgiving but if you're looking to kill time before your big meal is prepared, allow me to point out that Geometry Wars 3: Dimensions will be released. It's coming first to Steam, PS3, a...
Tekken 7 photo
Tekken 7

Tekken 7 shows off Claudio and Katarina

Arcade opening
Nov 12
// Chris Carter
I've always had a soft spot for Tekken. Although the name doesn't carry as much weight these days, I still get excited at the prospect of playing as Yoshimitsu or another classic character while I pick up the new systems. Ba...
Arcade games photo
Arcade games

How does 900 classic arcade games in your browser sound?

Sounds pretty darn a-okay to me
Nov 04
// Brett Makedonski
Fancy the greatest classic gaming selection of all time? It's not at some fabled arcade where the sound of dropping quarters and eight-bit music drowns out the dimmed oldies rock station playing over the worn out speakers. No...
Luigi's Mansion photo
Luigi's Mansion

Capcom is haunting arcades with Luigi's Mansion

That sucks in a cool way #VacuumJokes
Nov 03
// Brett Makedonski
Luigi's bringing his ghost-bustin' vaccum-totin' ways to a new scene that's full of noise and flashing lights, and it's all thanks to Capcom. The GameCube classic Luigi's Mansion is being refitted for arcades, as indicated by...
Basingstoke photo

Bask in the glory that is Basingstoke

The game silly, not the actual town...
Oct 25
// Rob Morrow
Puppygames is at it again, this time revealing a bit more of the action you'll likely encounter in its upcoming stealthy roguelike Basingstoke. It's probably no secret by this point that Basingstoke is high up on my lis...
Time Crisis photo
Time Crisis

There's a new Time Crisis and it's NOT for iOS

Headed to Japanese arcades in March 2015
Oct 20
// Jordan Devore
I would always go for House of the Dead above all other light-gun arcade games, but if I had any quarters left, I'd often put them toward Time Crisis; usually enough for a single round, which would come to an end with impress...
Project J photo
Project J

Project J looks like a trippy little game I could waste some time with

'Darkness cannot drive out darkness'
Oct 20
// Darren Nakamura
Sometimes I just want to zone out with some synth music, bright colors, and pure gameplay. Super Hexagon works well for that, but it is always nice to try something new. Project J has an interesting hook to it, where the lig...
Pokkén Tournament photo
Pokkén Tournament

Pokémon fighting game coming to arcades first for 'the challenge'

Arcades are like training mode for fighting games
Oct 18
// Jonathan Holmes
The announcement of Pokkén Tournament came as a surprise to most of us. We knew some sort of Pokémon fighter was coming, but the news that Tekken director Katsuhiro Harada was in charge was an awe...
Pokkén Tournament photo
Pokkén Tournament

Bandai Namco is making Pokkén Tournament with older fans in mind

Did you ever secretly play Pokémon?
Oct 16
// Jordan Devore
I get the sinking feeling it'll be a good long while before we get our hands on Pokkén Tournament, Bandai Namco's Pokémon fighting game for arcades (and probably Wii U). Until then, here's another quote about th...
Pix photo

Pix the Cat is out now and its Nostalgia mode is sweet

Infinite Pac-Man has 20's animation-styled nostalgia mode
Oct 07
// Steven Hansen
For the same reasons I was excited as heck for Cuphead, I am loving Pix the Cat's Snake-like Nostalgia Mode for reminding me of Felix the Cat and 20s animation in general.  And then you realize everything else about this game is nuts and that it's just been released for free for PlayStation Plus members so I'm going to go download that jam right now before my subscription lapses. 
Basingstoke gameplay photo
Basingstoke gameplay

In the world of Basingstoke, even dessicated corpses look cute

Enjoy just under six minutes of the adorable-looking stealth roguelike
Oct 03
// Rob Morrow
It's been a while since we last talked about Puppygames' newest project, the creepy/adorable stealth-roguelike Basingstoke, so I thought it would be a good idea to check in with the developers and see how things are coming ...
Noct prototype trailer photo
Noct prototype trailer

Horror title Noct reaches its Kickstarter funding goal, Greenlit on Steam

This visually striking arcade shooter/survival horror hybrid is one to keep an eye on
Sep 29
// Rob Morrow
Noct, a 2D top-down multiplayer survival horror game that blends arcade combat with RPG survival elements has recently met and exceeded its Kickstarter funding goal of $20,000 CAD and has been Greenlit on Steam. The game's b...
Pac-Man photo

Pac-Man CE DX+ is ridiculously good and free to play on Steam until Monday

Also on sale, if you want to buy it outright
Sep 24
// Jordan Devore
This week on Steam, you can check out the superb Pac-Man Championship Edition DX+ for free as Namco plays the part of a "friendly" drug dealer. The promotion lasts until Monday at 10:00am Pacific and in that time the game and...
Steam photo

Like Robotron and Smash TV? You might dig Iron Fisticle

It's now available on Steam
Sep 17
// Jordan Devore
Silly name aside -- and, you know, at least it's memorable -- I'm all about Iron Fisticle. This is a twin-stick shooter inspired by the likes of Robotron, Gauntlet, and Smash TV, which are such terrific games to borrow from ...
Collider launch trailer photo
Collider launch trailer

Possibly seizure-inducing arcade racer The Collider smashes into Steam today

It's mildly nauseating, but in a good way
Sep 16
// Rob Morrow
Shortbreak Studios, a part of Techland (Dead Island, Call of Juarez), has just released its PC port of the iOS and Android arcade racer The Collider today on Steam. You might recognize that name as the studio behind the mobi...

Review: Size DOES Matter

Sep 15 // Darren Nakamura
Size DOES Matter (Android [reviewed], iPad, iPhone)Developer: DOS StudiosPublisher: Channel 4Release: August 13, 2014 (iOS), August 22, 2014 (Android)MSRP: $1.64 (Android), $0.99 (iOS) At first, Size DOES Matter looks like another in the long line of Flappy Bird clones and spinoffs, but it quickly reveals that it has more to it than just that. The player controls a floating string of blocks in an attempt to make it pass through gates without colliding into surrounding pillars. The twist alluded to in the game's title is that the string of blocks and the passageways can both exist in one of three sizes: one block tall, three blocks tall, and five blocks tall. Passing through a gate successfully involves not only making it through without hitting the sides, but also cutting it as close as possible by matching the block size with the gate size perfectly. While that is simple enough in concept, the additional layer injects a sort of "rubbing one's belly while patting one's head" feeling to it, where the brain has trouble processing position and size separately. Beginning players will often grow the chain when they wanted to move it or vice versa. [embed]281083:55609:0[/embed] Once the basics are mastered, Size DOES Matter really opens up to show its strengths. The scoring and progression mechanisms hold within them an interesting risk/reward strategy decision. Each successful navigation through a gate awards points and increases the multiplier by one. Unsuccessful passes come in two varieties: going through in a size smaller than that of the gate awards no points and adds nothing to the multiplier, but crashing into a wall resets the multiplier back down to one. The result is that on tough sections, it is often wiser to shrink down to one block even on three- or five-block high gates, in order to regain composure and get through without losing a big multiplier. Most of the high scores required to advance can be achieved by skipping entire sections of gates, as long as the multiplier is preserved. However, every song has three difficulties, each played one after the other, but players may only advance to the next difficulty if they have made fewer than three mistakes total. Mistakes include collisions and passing through while smaller than required, so near perfection is required to move on to the higher difficulties. Of course, the higher difficulties feature more gates that advance more quickly, offering much more opportunity for achieving super high scores. One of the problems that turns up is that it is very rare for one mistake to be just one mistake. Generally, if the player moves up when he should have moved down or changed size, or grows when he should have moved or shrunk, he is now in a position two removed from where he needs to be in order to successfully hit the following gate. Considering several can hit per second, and some even simultaneously, it is a rare occasion that one mistake is limited to just that. This is compounded by the controls, which work very well most of the time, but fail spectacularly on occasion. The default control has player swiping the left side of the screen to move and the right side of the screen to change size. The act of swiping ends up taking too much time when things get fast, so an alternate mode allows players to tap in one of four quadrants for the same results. Without tactile feedback, thumbs will sometimes stray too far from where they should be and players will grow when they meant to shrink, or worse if playing on Android, hit the soft buttons for home or back. Those should be hidden in a game like this, but what would really perfect the controls would be a traditional D-pad and buttons. As players progress through the track list, another aspect of Size DOES Matter's gameplay reveals itself. Where early on it plays like a twitch arcade game set to music, later levels show that it is actually a rhythm game. The blocks pass through the gates to the beat of the music, but a beginner will always make adjustments between gates and between beats. As it turns out, commands to move, grow, and shrink can be (and in later levels, must be) input as soon as the blocks are inside a gate. In other words, high-level play requires swiping and tapping to the beat. At some point, it all clicks into place. In the beginning, a player will be consciously thinking about executing the next move, but soon enough the pace picks up to the point where that is not possible. And then, after feeling like a wall has been hit and no more progress can be made, the player's fingers and eyes will circumvent his pesky brain that has been slowing them down, and he will get through a tricky section unscathed without really knowing how. This gaming nirvana can get a player through to the last stage, but at that point (or on the highest difficulty runs on easier stages), the magic wears off. At some point, it just becomes too fast and its telegraphs too muddled to work. At that point, high scores can only be achieved by rote learning. Since each level has been crafted to match the song and there is no bit of procedural generation in play, it all becomes much less interesting at this point. Still, there is a lot to be said about how well the presentation works in Size DOES Matter's favor. The crisp graphics help to enhance a player's ability to succeed, where differently sized gates have distinct colors and designs, making them easily recognizable even when on the periphery. Special attention was paid to the soundtrack, which features some great tunes by Eirik Suhrke (Spelunky), Savant (Savant: Ascent), Chipzel (Super Hexagon), and others. The soundtrack alone is worth the price for the full game. Size DOES Matter takes willing players on a journey. It begins as a lesson in coordination both between hand and eye and between two separate thought processes. As it progresses, it becomes a rhythm game requiring utmost attention. Then, players hit a sort of enlightened state where everything seems to move slowly and fingers do what they should without being told. After that, it is mostly an exercise in memorization and frustration. Some may never get that far, but most would benefit from trying.
Size DOES Matter review photo
Fits like a glove
Simple graphics, twitch gameplay, and fresh music constitute a good formula for mobile gaming. Titles like this allow for a quick bit of play during minutes of downtime, and can paradoxically keep players going for long perio...

Distance photo

Survival racer Distance speeds to Steam Early Access this fall

They had me at self-regenerating, bifurcated cars
Sep 13
// Rob Morrow
Seattle-based independent games studio Refract's experimental survival racer Distance will be coming to Steam Early Access this fall as an open beta. Until now, access to the futuristic arcade racer has been limited to a pri...
Pokkén Tournament photo
Pokkén Tournament

Pokkén Tournament is about 30 percent complete

Fresh details out of Famitsu
Sep 03
// Jordan Devore
In a Famitsu interview about Pokkén Tournament translated by Siliconera, Bandai Namco's Masaaki Hoshino told the publication that its Pokémon fighting game is approximately 30 percent complete, with the first pl...

GoD Factory: Wingmen is a thing of beauty, now available on Steam

Arcade-like space sim allows for tactical multiplayer action
Aug 30
// Rob Morrow
Nine Dots Studio's gorgeous-looking multiplayer space combat game GoD Factory: Wingmen is now available on Steam. Wingmen is a 4v4 competitive arcade-like title where the goal is to destroy the enemy's 13km carrier...
Geometry Wars 3 screens photo
Geometry Wars 3 screens

Here are some more Geometry Wars 3: Dimensions screens

Playable at PAX right now, for those lucky jerks who are there
Aug 30
// Darren Nakamura
We have already seen a little bit of the "full 3D action" of Geometry Wars 3: Dimensions, and it looks like those lucky attendees of PAX Prime can get some hands-on time with it this weekend. Stupid lucky jerks who I love hav...

Now I know why Devolver picked up A Fistful of Gun

Aug 29 // Brett Makedonski
Maybe the most overwhelming facet of A Fistful of Gun isn't in the fray of battle but rather in the character select screen. Developer Paul Hart began creating the game with three particular characters in mind -- one controlled by keyboard, one by mouse, and one by game pad. That snowballed into nine different playable characters, all vastly different from one another, and all highly refined for their input. For example, one of the keyboard characters totes a shotgun and aims in the direction that the player last moved. A simple push of the assignable fire button blasts off a wide-ranged spread. However, one mouse character thrives on precision and has a slow-shooting sniper rifle that's complemented by a cloaking feature. The fact that Hart has been able to make the different characters feel refined in some sense is remarkable because by his own admission the game doesn't control all that well. That's by design. It's actually so well done that movement and shooting are only awkward for a tiny bit before you subconsciously know how to compensate for it. Well, that's for one character; mind you, there are eight others to master. Creating characters tailored for three different inputs sounds like a chore, but Hart actually aimed for more. He ambitiously told us about trying to make the game work with racing wheels and MIDI pianos. Ultimately, he had to scrap that idea because the drivers weren't universal enough. If he could get the game working with one peripheral, another would pop up that caused issues. Hart plans to ship A Fistful of Gun sometime in 2015 with a handful of modes. There will be a single player experience that Hart was hesitant to talk about, and with a grin on his face simply said is about "stuff." There will also be competitive and cooperative multiplayer, both locally and online -- all with up to nine players. It's unclear right now how well cooperative play will work. Playing with just three was a pretty easy experience for us, so it needs some tweaking and balancing -- something that Hart readily admits. The competitive mode should prove to be a hit, with the frantic action leading to quick rounds and fast restarts to crown a new winner. While online play will be supported, you couldn't help but get the sense that Hart would prefer if everyone gathered around a monitor with their own device to share in the experience together. But, of course, the choice is yours. That's what A Fistful of Gun gives you at every turn. There are just so many options, and with the game always randomly generating stages, enemies, and color palettes, there's always something different right around the corner. It makes sense that Devolver picked the game up. After all, "different" is right up their alley.
A Fistful of Gun preview photo
A fistful of gold
It takes a certain kind of appeal for Devolver Digital to add a title to its stable of games. While the indie-friendly publisher doesn't necessarily have an underlying style that unite all of its games, there is a common them...

Arcade shooters photo
Arcade shooters

Iron Fisticle looks a bit like Robotron x Gauntlet

There's even optional scanlines
Aug 27
// Jordan Devore
Curve Digital made a name for itself in recent years by porting popular independent games like The Swapper and Thomas Was Alone to PlayStation platforms but Iron Fisticle, an upcoming twin-stick arcade arena shooter, is anoth...
But what is Miles Morales' rap name?
Max and Bill stop by to check in and drop some knowledge before heading of to Seattle for PAX Prime this week! Twitch got bought out by Amazon, not Google. Pokemon gets a fighting game, that you can only play in Japanese arcades. Bill gets hype on Donald Glover playing Spider-Man. And of course, our PAX Prime plans.

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