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Vengeful Guardian Moonrider is a good example of retro done right

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About 35 years after the release of the Mega Drive, there’s no shortage of action games inspired by the greats of the 16-bit era. Not that I’m complaining, of course – my Switch is filled with gems like Katana Zero, Huntdown and Blazing Chrome still playing regularly.

It’s always a thrill to switch between something like Contra: Hard Corps on Switch Online’s Mega Drive service (an offering that’s honestly worth the price of a subscription) and a game like Blazing Chrome, seeing how Brazilian developer JoyMasher stays true to its inspiration while also seeing all the areas where they took the action further and further.

There’s the same thrill when playing JoyMasher’s latest, the delightfully titled Vengeful Guardian: Moonrider. The references are once again explicit, from the amusing nonsense of his name (inspired by and nearly beating the timer that is Raizing’s Armed Police Batrider) to the action that once again takes some heavy Contra cues. Plus, there’s more here, with some elevators inspired by other games from the era.

Structurally, it’s Capcom’s Mega Man that provides the main inspiration, with a selection of levels available as soon as you see the opening and each presided over by a unique boss. There’s also a healthy dose of Strider in your cyborg ninja’s movement with the same delicate sense of momentum made possible by a satisfying double-tap and backed up by a jump slash that ensures you’re always moving forward. It’s fantastic, frankly.

There’s a slick CRT filter that’s one of the best implementations available and helps sell Vengeful Guardian: Moonrider’s impeccable vibe.

Like Blazing Chrome, what makes Vengeful Guardian: Moonrider stand out is the variety. Each level has its own theme, yes, but each has scenarios that range from aerial platforms to fast motorbike chases on urban highways, and there’s something vintage treasure about the way JoyMasher is always bringing new elements to the game. It might only take a few hours to see it all, but it’s a few hours full of well-crafted delights, and the overall execution is exemplary. This is a 16-bit action, and it’s a well-made 16-bit action.


The scoring system is rudimentary, but it’s still enough to encourage a few repeat runs once your opening playthrough is over.

There are a few touches that add a bit of depth; you have two slots that can be filled with perks and boosts you discover on the field, while there are specials tied to an SP meter that introduce another wrinkle to combat. There are other aspects, though, that remind you of just how brutal the 16-bit era can be; like Blazing Chrome before it, this is a challenging game, with some difficulty spikes a little too pointed for my tastes (and perhaps that has something to do with a wall jump that I found just as tricky as Super Metroid’s own gooey example , although I’ll admit this is a flaw that may well be due to my own lack of skill).

It’s these blunter edges in an otherwise ably considered package that keep Vengeful Guardian Moonrider from reaching the same heights as a modern classic like Katana Zero, but as a facsimile of classics before JoyMasher’s latest. it is more than effective. This is sumptuous, witty stuff and a welcome reminder of just how entertaining the hardcore action of the 16-bit era can be.

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