Cacoma Knight in Bizyland

Realistically, I don’t think Cacoma Knight is going to blow anyone’s socks off. It’s a solid iteration on Qix with a fair amount going on mechanically and a juicy flavor to appreciate, but once the novelty wears off, I have to imagine the endless replayability and challenge of Qix will always win out in the end with diehard fans. Even so, I find Cacoma Knight to be one endearing game. I love the way it looks and I really appreciate how it takes a puzzle game formula and expands on it in such a way to make it feel like a proper adventure. Its increased emphasis on storytelling and cooperative play definitely give it a distinct identity, and even though people don't exactly play Qix for the story, the effort is absolutely appreciated nonetheless.

Ganryu 2

Though Ganryu 2 has plenty of highs between its excellent visuals and strong fundamentals, some of its more questionable design choices and unfortunate number of glitches ensure that building the level of trust needed to master the game and fully appreciate the intent of its developers will be far too difficult for most people to consider. I definitely enjoyed it, but I also can't see myself trying to master it in its current state. Knowing that my controls could suddenly stop working or level progression could break down at any moment and ruin my run is enough to deter me, which is a huge shame as someone who very rarely lets glitches get in the way of their enjoyment.

Otenba Becky no Daibouken

The idea of a maze game or having to deal with pursuers using indirect attacks wasn’t new at this point, obviously, but the way that Becky is intentionally dis-empowered in most cases and only given true control in the most ideal of circumstances is genuinely creative and unusual to see. The randomized levels and variable speeds of the aliens can create a lot of problems that aren’t the player’s fault, but doing your best to work with what you’ve got can be engaging in its own way. Because of the constant disadvantage that the player faces, achieving victory becomes all the sweeter and it’s easy to gain an appreciation of every aspect of the mechanics because of how much thought has to go into every action. This isn’t a game you can save state or mash through, this is a game that demands you not give up and keep tackling it head on to eventually find a way further in.

Ganryu

Ganryu isn't the greatest game ever made, but it's exactly the kind of game that I enjoy and it's a dang good one if you ask me. It's a quick romp through feudal Japan that uses an interesting conceptual hook, features lovely visuals that thrive off of inspired choices instead of what's conventionally impressive, offers action that's both challenging and strategic while maintaining an excellent balance the whole way through, and it takes ideas from other games that I happen to really like and uses them effectively. I think it's one that's quite underrated and absolutely worth your time if you enjoy any of its inspirations.

Pit Pot

It's easy to dismiss Pit Pot's particular kind of design as unfair or bad nowadays, but to do so would be a mistake. I always appreciate when a game is bold enough to ask you to really understand it to succeed and I think there's still a lot of value in that approach. Because of how intricate and mysterious Pit Pot is despite its conceptually simple mechanics and one button control scheme, I can easily see myself going back to it and continuing to poke at its many curious corners.

The Amazing Spider-Man: Web of Fire

Web of Fire is clearly not a perfectly balanced experience, that's for sure, but it was trying things, and I always appreciate that! Its dark tone, while not something I'd always want to see, really stands out and that tone is used to bolster its environments to an impressive degree. The game is fine enough for a quick playthrough, but it feels like it's missing just one more ingredient to really make the premise shine. The story is too minimal and underutilizes the captivating idea of a situation where the villains have the advantage, Daredevil is barely in the game, the music ranges from solid tone-setters to sounding like a GEMS-infused nightmare and flips between the two on a dime, and the combat is either all too easy to ignore or too simple to remain compelling for long unless you really enjoy cheesing dudes against a wall. I suppose I can see why this one's considered a stinker to many and why it didn't exactly change the 32X's fortunes at the very end, but I do think there's some stuff here that deserves proper credit.

Dig Dug: Digging Strike

Some retro revivals around the DS era really didn’t work out well, so I was very pleasantly surprised by Digging Strike. The new mechanics and successful merging of the first two Dig Dug games works really well in creating a game that’s more complex while retaining the feel of the original game. I sure didn’t expect the story to be such a joy either, so much so that I wish there was more of it! I also wish that the unlockable item system was handled better and that Taizo moved faster by default, but even with those issues, it’s such a breezy experience that it’s hard to get too mad at it for those things.

Mangia’

Mangia' is both exactly what you see at first glance and more than it first appears. This is absolutely a game about eating pasta forever in a room with an incredibly annoying beeping sound that you can't escape, but it's also a game that requires a methodical approach rarely seen in games of its time. Mangia' has a uncommon ebb and flow to it, one that requires fast action mixed in with contemplation and waiting for exactly the right moment to take action. It's a simple, charming concept that can engage you for hours with its hidden depth if you really enjoy it, which is the kind of game that really highlights the strengths of the Atari 2600.

Castlevania: Grimoire of Souls

When everything is going well and you’re able to just play the game, it’s a really fun time and feels like a proper marriage of Castlevania throughout the years. There’s quite a bit to experiment with and you’ll get to test your skills against enemies from several different Castlevania entries, seeing them in a whole new context. Every character feels like they have a distinct enough playstyle and the 5* items do a great job of rewarding you with fun new attacks to use. But all of that comes with a hesitation to recommend this game for a variety of reasons. This isn’t a game you can just pick up and play even if many of its design choices encourage exactly that when it’s finally in your hands. You need to jump onto a specific ecosystem and pay monthly, it’s a game that works best if you’ve played at least eight or nine Castlevania games to completion to appreciate all the throwbacks, and it’s a game that expects you to keep coming back no matter how much it asks you to grind. You can outsmart it in some ways, but ultimately, this is one that you’ll have to chip away at bit by bit to see it through, no matter how much it gets on your nerves.

Gate of Doom

I know I’m playing armchair game designer here, but I really feel like Gate of Doom would become something great with just a handful of changes. Increase the default movement speed, rebalance some enemy damage output (or just give players full health when respawning), make magic usable in boss fights, and make the power-up items permanent and you’d have a much more reasonable game that actually feels like a proper blend of action and RPG elements. As it is now, Gate of Doom wears the skin of a D&D campaign and does so very well, but when you actually get your hands on it, it just feels like a less polished and poorly balanced take on contemporaries like Gauntlet, Cadash, and The King of Dragons that were all doing the same thing more effectively, to say nothing of the excellence that the Capcom D&D games would achieve just a few years later.