W:NR Forever
warning : no refuge
3/21/26
Mini-Gaming #011 - Alisia Dragoon (Genesis)
2/14/26
Mini-Gaming #010 - Granada (Genesis 2)
The Sega Genesis Mini 2 was quite a surprise when it was announced and released in 2022. The mini-console fad had run its course, and Sega already made a successful entry with its original Genesis Mini. It looked and ran great with a solid game lineup. It was surprising Sega released an in-house console at all, as hardware was no longer its focus for the last 20 years. Yet the Mini 2 made a subdued launch with an all-new lineup of Genesis (and Sega CD!) games, as well as games that were unreleased, out of region, and even completely new. It’s probably the most intriguing of the mainline minis.
As 40 go-to Genesis games were already out on the Mini 1, the Mini 2 pulled from deeper in the library, focusing on more second-string and uncommon releases. Despite the negative connotations, these are far from low-quality games. These are cult classics at best and quirky oddities at worst. Echoing my Sonic 1 story in the last post, many of these games had single production runs and/or modest sales. Once they sold, they sold, and stores quickly cleared them out to make room for the next wave. Especially for a later Genesis gamer, there were scores of games you’d either see at a friend’s house, on the rental shelves, or tucked in a magazine or catalog. And if you still didn’t see them, you’d never know they existed. Granada is a fine example of this.
Granada is one of the many earlier-wave Genesis releases that pulled from a Japanese computer called the Sharp X68000. This general-use PC never made its way to the US and was revered for its surprisingly strong lineup of game software. These games ported well to Sega’s console and were a welcome third-party fill-in. Many of them share a similar kind of vibe: high-tech, hardcore, and ‘crunchy’ for lack of a better term. A lot of them are space shmups, but Granada is a bit different, taking place on dystopian Earth as a free-roam top-down shooter.
As I played Granada it reminded me of a cross between Soul Blazer and Rally-X. Levels take place on vast areas as you hunt down marked enemies on a radar map. Marks are either enemy generators or major cannons. After destroying every mark, the boss mark activates with a battle in either a fixed arena or in the open field. You get a generous amount of time to clear each level, though a Time Over just kills your ship and respawns you immediately with a fresh clock. Granada is odd with its hit points: you’re given a large shield bar that ticks down with each hit. There are no health pickups. Losing a ship respawns you on the spot, and losing all ships Game Overs immediately. Back at the title screen you’re given a chance to continue at the stage you ended at, up to 3 times. Especially in a genre that’s usually punishing, it’s an oddly generous system that trivializes lives—it’s tantamount to having one life with 50+ hit points and no way to replenish them. Again, it’s nice but just a little odd.
There are 9 stages, each one completely different from the last. Some stages are wide open, while others are tight corridors. Every stage has a maze-like feel to it, but never so much you feel lost. You’re given infinite ammo for a weak rapid shot and a strong blast shot (16x stronger according to the manual) at the cost of a significant recoil. Each stage also features a unique option weapon (remember that term from Last Resort?) that will help out and is optimized for the stage they are in. The variety in stages and firepower make for a game that’s always throwing a new surprise your way, with little repetition outside of the main objective. The variety extends to the bosses, with some stalking you around the map, some acting like a traditional vertical shooter boss, or even one that requires bank shots to hit. Some of them can be a little cryptic though, as they could’ve been more obvious when a weak point (or any hit point) is struck. A good old-fashioned health bar wouldn’t have hurt, either.
Granada is one of those games that simultaneously has a deep (if nonsensical) story most likely caught up in its own translation, while also featuring barely any of it within the game itself. This is an unfortunate product of its era, where English translations/Western localizations were given very little care and attention, either overwriting old stories completely (with something worse) or translating them so phonetically they almost make no sense. Even after reading the game’s manual, screen text, and online webpages, I still have no idea where the name comes from or what exactly is going on. It seems they tried to make the story overly wordy to come off as sophisticated; all it did was make me ignore it even more. Luckily this game puts its gameplay before anything else and is all the better for it.
Granada is a solid, arcade-inspired game that thankfully stands out with its gameplay and approachability. I’m sure it certainly had its fans, especially with enthusiasts of the X68000 ports, and in later years probably made for a solid B-tier rental. It took me a few sessions to finally clear the game on Easy. At my peak I managed to reach stage 7 reliably on one credit, with 8 eventually following and savestating my way through 9. With such a large shield bar, the game expects you to take hits (and oh, you will) but the last stage is utterly ridiculous, especially with recoils pushing you into bottomless pits that shave off your shield in one go. The game’s high time limit encourages you to be strategic with your approaches, taking it slow and angling your shots to avoid return fire. But so many enemies take pot shots at you constantly, and I always found a way to get hit by them. After a while you get numb to them, until you remember there is no way at all to recover health!
2/9/26
Mini-Gaming #009 - Sonic the Hedgehog (Genesis)
Sonic 1… what can I say that hasn’t already been said? The icon, the legend, and my childhood hero made his debut with this game 35 years ago. The original Sonic the Hedgehog was the secret weapon Sega banked its future on, and it threw the established gaming order on its head. Fun fact: did you know Sonic 1 predates the US launch of the Super Nintendo? Yep, Sonic is older here than the SNES by a few months, and although the SNES was created to keep up with the Sega Genesis and TurboGrafx-16, the shattering launch of Sonic forced Nintendo to pull out every stop they had for the next several years. Sonic gave Sega a fighting chance for the 90s, and set them up as best as he possibly could.
It’s a simple, run-to-the-right affair. But never before were gamers blessed with a platformer of such speed, physics, and quality. Platformers before Sonic were rigid and grid-based, but Sonic offered curvature and momentum, complete with a rolling jump that turned him almost into a pinball. Even the stages' undulating ground was not something seen in other games. He may not have had familiar moves like the spin dash or homing attack yet, but his spinning jump and forward rolls gave him utility that allowed players to tackle the game with fluidity, grace, and freedom. Competitors like Super Mario looked downright stodgy in comparison.
Speaking of those levels, it’s interesting to realize only half of them focus on speed. The zones alternate between breezy and precise, and although today’s gamers criticize Sonic 1 for this, I disagree. If every stage was speedy, the game would get samey and boring quickly. You need a break from the pace in order to appreciate the freedom when it comes. The slower stages also demonstrate the precision control Sonic offers, remember that platformers at this time rarely allowed the level of finesse seen here. Also back in 1991, the ‘slow stages’ weren’t seen as slow, but standard. Platformers were not a fast-paced genre until now—Sonic’s high-octane adventure was truly a revolution. I mean think about it, even when you are running in Mario games, how fast are you really going?
It almost felt silly to play Sonic 1 when I have hundreds of other games to explore, but this session felt like meeting up with an old friend. We’ve known each other since childhood, and things around us have changed a lot. But the spark is still there, as we laugh at old stories as if we’ve never heard them before. And we made plans to definitely hang out again, even if it won’t be for several years.
1/23/26
Mini-Gaming #008 - Bomberman '93 (TG16)
Bomberman is one of those ‘comeback’ mascots that never really left. He’s had a steady stream of releases across almost all platforms dating back to the early 80s, and was one of Hudson Soft’s best-known properties. Bomberman was always a platform-agnostic series, even during the lifespan of NEC/Hudson’s own TurboGrafx-16. One would hope the Bomberman games on their home console would be given the same quality assurance and care as the third-party games. And with a year-prominent marquee title, that’s a lot to live up to.
Each stage’s layout and their enemies stay the same each playthrough, but the bomb-able blocks and enemy placements are randomized. This is great for replay value as no stage is ever exactly the same, and with some enemies free and others blocked in, your assault plan will change every time. Each stage also has a single power-up item to be found under the blocks, the most important of which up your firepower and bomb limit. Unlike other Bomberman games, your power and limits are permanent for your run, but more powerful items (remote controls, passthroughs) will still be lost upon death. Upon killing all enemies, the block containing the stage’s item will flash. The stage’s exit however, will not and always needs to be stumbled upon (also randomized). Work quickly though, as that 3-minute stage times can close in pretty quick after focusing so much on enemies, and larger stages can have scores of blocks yet to be bombed.
The music is also another nice highlight. As one of the last TurboChip games running on stock hardware, ‘93 doesn’t have the luxury of CD audio and only has the stock system’s twangy soundscape at its disposal. But that doesn’t stop the game from coming out with some seriously catchy tunes. ’93 has a surprisingly worldly soundtrack, with each planet’s theme featuring motifs from different cultures. Japanese, Chinese, Spanish, even Arabic and French-sounding songs await! Special mention goes to the title theme, which is the most video-gamey track I’ve ever heard. It’s great but almost becomes self-parody—it sounds like what AI would invent a video game song to sound like.
I would be remiss to leave out Bomberman ’93’s other half: its multiplayer battle mode. To many, the battle mode is Bomberman, and the solo campaign is an oft-maligned afterthought. Although multiplayer Bomberman could be found on other consoles, only on the TurboGrafx-16 could you enjoy 5-player simultaneous play with its multi-tap accessory. This was something you physically could not find anywhere else at the time, as multiplayer on other consoles generally served 4 players at most. I personally, past and present, always preferred single player over multiplayer, and even though you can play alone with computer players, the battle mode holds little value to me. But I do respect and appreciate multiplayer Bomberman as a paramount retrogaming experience. The TurboGrafx-16 mini does include a second controller port for 2-player (the original console had only a single port) and they did release a custom multi-tap for the mini, so 5-player glory is still in reach today. But good luck finding the multi-tap and 4 extra mini controllers for a fair price (if at all), as well as 4 friends willing to sit down and play a 33-year-old video game with you. Should you pull off this impossible setup, put it up on YouTube, I’d love to see it.
Bomberman ’93 is the most fully realized version of classic Bomberman you can find. It's elegant in its simplicity while also being held back by it. It’s got just enough added flair to keep from being outdated, but it was clear the eventual Bomberman ’94 would need a little shakeup to its flow. And whaddaya know, there would indeed be a Bomberman ’94, and it would do just that. And it’s also on the Turbo mini, so you know what that means!
1/18/26
Mini-Gaming #007 - Donkey Kong (NES)
It’s odd to think of Nintendo as an arcade developer, but the early 80s saw them making a notable indent in the scene. The home console landscape was dominated by Atari, Mattel and Coleco at the time, seeing Nintendo take the odd role as a third-party licensor of their beloved properties. Yep, the same Mario Bros and Donkey Kong playable on the Switch 2 today saw official (but shoddy) ports on the Atari 2600 decades ago.
Donkey Kong is that geriatric in the nursing home you were forced to volunteer at. He’s a diminished shell under his blanket but he still wears his veterans cap, and you can tell he lived quite a life in his prime. He’s respected, adored, full of stories, still has his humor, and is still fun to spend a few moments with. You wouldn’t be living in the world you do today if not for him and his peers. You want him to stick around forever even if you don’t go say hi every time you see him. This game absolutely deserves its spot in the NES Classic lineup, and you’d miss it if it wasn’t there, but spend the 10 minutes you will with it and you’ll never feel the need to fire it up again.
Mini-Gaming #006 - King of Fighters '98 (NeoGeo)
Similar to King of the Monsters a few weeks ago, I begrudgingly fired up ’98 as well as a few of the other ones over a few play sessions, expecting to be underwhelmed and frankly bored. But once again, through whatever combination of maturity, nostalgia and open-mindedness, I think I’ve found a new (old) series to be captivated by. Tough as nails for an old newcomer, but what a fun line of games this is!!
King of Fighters games can be grouped together by their storylines. KOF ’95, ’96, and ’97 shared a story arc, which led to KOF ’98 being a celebratory ‘dream match’ entry. Story is cast aside and every character ever offered is available to play. This openness paired with tuned-up gameplay that comes from four years of experience made ’98 the king of kings. Personally, at least as of now, I know next to nothing about the lore, so a free-for-all game feels like a fine starting point.
King of Fighters ’98 may be the first KOF I cleared but I can’t wait to see which one becomes my favorite. If I have any complaint, I think the ring announcer comes off a little shrill, but that is nitpicking. It’ll be interesting to see how the other fighting series feel compared to this one. I dunno, the NeoGeo Mini may make a fighting fan out of me yet!
1/11/26
Mini-Gaming #005 - Dr. Robotnik's Mean Bean Machine (Genesis)
Now here’s a beloved relic from my childhood! This game predates Tetris for me, and I consider it my very first puzzle game. Dr. Robotnik’s Mean Bean Machine is one of the many re-skins of the long-running puzzle series Puyo Puyo. Although today the original name and characters are proudly used internationally, in the 90s the anime-centric series was perceived as a little too much for Western audiences to stomach. Nintendo decided to rebrand its Puyo release as part of the Kirby series, and Sega rebranded its as a Sonic game, more specifically from the Adventures of Sonic the Hedgehog cartoon.
In this falling block puzzle game, your goal is to align four or more ‘beans’ of the same color causing them to disappear. Any beans resting above are affected by gravity and can drop in to make new color connections. As you can imagine, chain reactions are the name of this game, and successful chains will send proportional garbage beans (or ‘refugees’) to your opponent’s side of the field. New beans drop in faster as the game goes on, and if no more new beans can enter, the bottom drops out and the opponent wins. It’s simple to understand, tough to master, pleasant to look at, and devilishly addictive. Puyo Puyo is a series that continues strong to this day, and with this basic mechanic it’s easy to understand why.
Presumably, you play as Sonic in this game, though he makes no appearance in the game and is never mentioned once, not even buried in the manual! Instead, the stars of the show are literally the stars of the TV series: Dr. Robotnik and his band of sentient robots. In the main scenario mode you compete against 12 robots, and finally the doctor himself. TV viewers will recognize the three primary robots, Scratch, Grounder, and Coconuts, as the gatekeepers of each third of the lineup. After beating each of them, the stage music changes and the difficulty noticeably jumps up. The remaining robots are much more obscure, most of which made their only appearance in the show’s first episode. (I theorize the game and show were developed at the same time, and the game assumed the show would use these secondary robots more often in episodes than they actually did.)
MBM is fondly remembered among its Puyo Puyo contemporaries for its diverse lineup of foes. The opponent robots come in all shapes and sizes, and the Genesis really shines with showing their emotions. Each stage starts above ground with a monologue displaying their personality. Some are calm while some are overconfident, but all of them have massive egos. You’ll really want to keep playing just to see who you encounter next. After their spiels, the camera moves underground to the bean dungeons and the game begins. Your opponent stares you down the entire time, subtly animated as they make their moves. If you seem to be having trouble, their expression changes to taunting happiness. But if they’re having a hard time, they humorously change to shock, anger, or disbelief. Defeating them shows one final expression that is wholly unique and true to the personality they’ve crafted through the whole match. Each robot has a fully realized beginning, middle, and end to your time with them, and a special hats off goes to the graphics department for the bright and cartoonish animations. Beating the game rewards a cast roll where you get one last, almost nostalgic look at these memorable robots.
The game plays great against the computer, but of course even more so against a friend. MBM is one of the Genesis’ premier head-to-head games with endless hours of fun to be had. What a smart move including two controllers with the Genesis Mini! Only as you sharpen your skills do you see the game’s only flaw, one that was immediately remedied in future games in the Puyo series. You can play the most perfect game you can, but if a huge wave of garbage is headed your way there is no way to stop it. You could even have a great chain reaction underway but the garbage will still overwhelm you afterward, dooming you to a loss. Future games would have an offset feature that let your combos break down impending garbage, nullifying enemy attacks and even sending it right back onto them, but MBM predates this rule.
So unfortunately, expert play breaks down to just creating the fastest and simplest 4 or 5-chain you can. Anything above a 5-chain will drop down more garbage than there is space on the board, guaranteeing an automatic win. This kind of takes the fun out of the back and forth of it, and I’ve tuned my play more for quicker 2 and 3-chains instead. Even a simple chain can drop just the right garbage in the right place to mess up your opponent.
For an extra challenge, I completed my playthrough on Hard and it was thrilling. (For the record I have cleared the scenario on Hardest before, but only once.) After each win, you’re given a password, except for the final stage where the password is replaced with an ‘ALL CLEAR.’ There’s something so cathartic about seeing that message, you’re so accustomed to seeing a password there it almost comes up like a fakeout. I also always turn the voice samples off—chain reactions are joined with ‘Yippee!’s and ‘Yee-Haw!’s in a rising pitch that sound garish and out of place. Just because the Genesis could do decent voice samples doesn’t always mean it should.
MBM does suffer from ‘first game syndrome’ a bit, with later games offering more favorable rule sets, but its top-notch presentation still makes it worth the occasional play. Puyo Puyo will always be Tetris’ eccentric cousin, and that really isn’t a bad thing.