Ephemeral Enigmas

@ephemeralenigmas.bsky.social

Giving offbeat, obscure, forgotten, or just cool and interesting games the attention they deserve on my blog once a week. Also a contributor to Hardcore Gaming 101. He/Him

New blog post time! This week's game is Dracula: Crazy Vampire, a GBC game that is way more mundane than its name suggests. It offers a bit of novel roleplay in that you have suck blood to heal and avoid sunlight, but the level design is such a nightmare that it ruins the whole thing #blog #gaming

Dracula: Crazy Vampire

This blog was founded on upholding an ideal of kindness, so I don’t like to bare my fangs when I don’t have to, but Dracula: Crazy Vampire feels like a cursed enough game to justify it. I’ve played…

ephemeralenigmascom.wordpress.com

New blog post time! This week's game is Night Creatures, a TurboGrafx-16 horror action game that's a little like Castlevania II: Simon's Quest. High stakes and very limited resources make this quite a harrowing game to route, but if it was less janky, it'd honestly be really cool: #blog #gaming

Night Creatures

There’s inherent fun in mastering this game and being able to route it by memory, but the whole thing is cut down by good ol’ nebulous “game feel” because it just never controls as tightly as it sh…

ephemeralenigmascom.wordpress.com

New blog post time! This week's game is Night Creatures, a TurboGrafx-16 horror action game that's a little like Castlevania II: Simon's Quest. High stakes and very limited resources make this quite a harrowing game to route, but if it was less janky, it'd honestly be really cool: #blog #gaming

Night Creatures

There’s inherent fun in mastering this game and being able to route it by memory, but the whole thing is cut down by good ol’ nebulous “game feel” because it just never controls as tightly as it sh…

ephemeralenigmascom.wordpress.com

Toaplan's Slap Fight didn't have a huge production run or the success of the likes of Tiger-Heli or Truxton. It's an important game in the studio's history, though, that combined ideas from its existing work with that of Gradius, B-Wings, and more, and is available once again in the present.

Past meets present: Slap Fight

Toaplan's second STG went sci-fi, loaded up on secrets, and influenced their designs of the future, as well.

retroxp.beehiiv.com

I fulfilled my "one rpg per year" rule... I finally gave saga a proper chance and ended up really enjoying it. it's choppy, but it emphasizes the tapestry of little stories that the game is comprised of, whether the grand narratives of the main worlds or the small sojourns in the tower. link below!

first paragraph: Segmented mini-scenarios had existed prior in role-playing games, such as a series of individual town narratives in Dragon Quest or a variety of non-linear objectives in Ultima, but SaGa presents sketches of four separate quests entirely, bound together by an anonymous central tower. A mundane start in a sword-and-sorcery setting gives way to a steamy island-hopping locale, each with a laconic cast of characters that mostly stay out of the protagonist’s way. This changes towards something more plot-driven in the grand rebellion narrative hinted at in the third area’s brief dialogue snippets, which would signal a downturn for a game without the scope to answer such ambitions if it weren’t for the fourth area. Here, the game finally characterizes the setting itself — a barren post-apocalypse, constantly under siege by the god-like bird Su-Zaku — in ways the limitless exploration of the previous areas couldn’t muster. When the protagonists enter the world, they’re repeatedly assaulted by the invincible avian, only finding refuge in underground rail tunnels. Trips to the surface to scavenge for weaponry force the player into constant confrontation with the Su-Zaku, as their characters weave around its attacks on armored motorcycles. Where fights with fodder in other areas quickly turn into obligations, never stopping the player from charting each tile, Su-Zaku’s scuffles with the party leave a large world at one’s fingertips without ever extending the opportunity to exist in it for more than a moment.

New blog post time! This week's game is Musya: The Classic Japanese Tale of Horror, an atmospheric action platformer with a bit of a misleading name. It's a slow-paced game that doesn't ease players in, but if you like beating the odds, there's satisfaction in learning its tricks: #blog #gaming

Musya: The Classic Japanese Tale of Horror

Musya is living proof that your perception of a game can and will change the more you play it. If you really put your mind towards understanding a game, that is absolutely an inevitability. You may…

ephemeralenigmascom.wordpress.com

New blog post time! This week's game is Musya: The Classic Japanese Tale of Horror, an atmospheric action platformer with a bit of a misleading name. It's a slow-paced game that doesn't ease players in, but if you like beating the odds, there's satisfaction in learning its tricks: #blog #gaming

Musya: The Classic Japanese Tale of Horror

Musya is living proof that your perception of a game can and will change the more you play it. If you really put your mind towards understanding a game, that is absolutely an inevitability. You may…

ephemeralenigmascom.wordpress.com

In Tom & Jerry: Fists of Furry, CPU opponents have the ability to jump an infinite number of times and they will make constant use of it to avoid fighting you. I have no idea why it's like this, but it's funny and it actually works in your favor since you can easily win via time out with a life lead