A couple of quick highlights on games that are probably less played than you'd hope.
Shinobi non Grata by Studio PICO not only possesses one of the better titles a video game has had, but is a pitch-perfect riff on its various influences. Though you could point to various sources of ninjasploitation classics in what informs it,
Ninja Spirit seems the biggest driving force in play, what with the smooth mobility, large screen estate and larger bosses, and projectile and tool-leaning play. Dissuade yourself of the notion of significant "stages" because this is a pure boss rush spectacle of twenty bosses fitted into five contiguous sections in which the intermissions between mostly serve as a chance to refill expended resources and aren't a challenge unto themselves; a fact that is a relief once the inevitable deaths occur and each preceding fodder enemy run must be retraced for another go. The best part of the game is its bleeding authenticity to an aesthetic and structure in what it evokes--sure, no Famicom or PC Engine hardware could run a game exactly like this, but your mind's eye wants to tell you different through the spritework, audio and general sensibilities of everything involved... including, unfortunately, the kind of regressive sidelining and damseling of the lone woman in the narrative, which often seems to be the thoughtless price extracted when people signal to "classic" styles of game, insistent to bring all their associated refuse with them. Still, it is a great evocation of a style of game that's not often seen, and doesn't dilute the mess with a mismatched scale either--you can knock this out in an hour with some practice.
Belle Boomerang by Narwhalnut initially captured my interest because while there is no shortage of "retro" platformers and pixel art games, many or most of them don't make it a point of staying within the exact or convincingly simulated limits of the hardware they're patterning their aesthetics after.
Belle Boomerang does, and while I'm certain it would not hold up to scrutiny if literally held up against NES sprite tables, its illusion is terrific with its carefully coordinated, harmonious palettes that seemingly accede to the limitations that its influences were created with. Similar kinds of signifiers of faux-authenticity roam in it, like the contextual shift to a 4:3 (or maybe 8:7) aspect ratio, such as with vertically aligned level sections. In addition, the game has a kind of actors-on-a-stage thematic motif going on, as played around with in vintage material like
Altered Beast,
Golden Axe and
Super Mario Bros. 3, but taken much further here with a holistic commitment to the bit, with encountered enemies congregating in a backstage space for mingling coffee breaks, their part in the production over and happy to greet their co-star; sometimes the nominal stages dip into those dusty backstage passages full of crates, lighting rigs and stacked props lying all over before you return to the environment proper. Conceptually and practically, there is no mark the game doesn't hit.
What makes it a less than unreserved recommendation to me is its rigidity in play concepts that are nominally sound but manifest in some awkward ways when put into practice. You might project a sort of
Kirby-like flexibility to the proceedings once you note the various contextual powers Belle gains access to, but in reality there is one power for a given section, where you solve platforming puzzles in a prescribed manner and no other; the game's design sensibility in this manner becomes increasingly demanding and precise as the game goes on. That's still fine, but the same mentality extends to the bosses, which are only a handful in total but all encompass multi-phase setpieces that are very, very long, and the aforementioned rigidity is in full effect in them because there's no reactive element at all, just pure, static pattern. Given that the game on "retro" (in my eyes, the intended) difficulty is punitive to the extent that you start with a two-heart baseline allowing for only a single mistake, these do-it-perfect-or-not-at-all encounters take a while to unravel and figure out, all of which involves sitting through the same languid choreography on each successive try, waiting to get to the new problem spots. They are sometimes even checkpointed in the middle of them, but even that does not alleviate the doldrums that settle in. If you just saw these bosses played through flawlessly, you'd probably think they were very diversely patterned and lively in their constructions--it's just that in practice that incremental learning process tends to turn mind-numbingly repetitive, which only makes your execution slip, and send you spiraling down further. As it is, they're the most "your mileage may vary" component of a game that's otherwise highly recommendable in every other way, and maybe it is also a case of balancing a tad too severe, for which there exists a gentler difficulty option that I didn't investigate.