Category Archives: Retro Gaming

The good old retro games!

GameCenter CX Officially Declares Wii and PS3 “Retro” — and Yes, We Feel Old

The Nintendo Wii launched in 2006. The PlayStation 3 launched in 2006. We know this. But now Japan’s most beloved retro gaming television show has made it official with a formal vote: both consoles are definitively, irrefutably retro. Congratulations on making it through another decade, everyone.

GCCX pre-show preview: “Will Wii & PS3 be unlocked?” — via 【公式】ゲームセンターCX チャンネル on YouTube (Japanese)

What Is GameCenter CX?

For the uninitiated: ゲームセンターCX (GameCenter CX), broadcast on Fuji TV ONE, is a long-running Japanese variety show that has been on air since 2003. Host Shinya Arino — known affectionately as “Kacho” (section chief) — sits alone in a room and attempts to complete classic video games in a single day, usually with absolutely no prior practice. It’s tense, it’s hilarious, and it has a devoted following across Asia and beyond thanks to fan-subtitled releases that spread the show widely online. If you’ve spent any time in Singapore’s retro gaming or Japanese pop-culture fan communities, you’ve almost certainly heard of it.

The show defines retro games as “software from hardware released more than 20 years ago.” That’s the rule. With the Wii and PS3 turning exactly 20 this year, the question was unavoidable.

GameCenter CX staff debate whether Wii and PS3 should be classified as retro gaming hardware
Image courtesy of GameCenter CX (Fuji TV)

The Debate — 17,000 Viewers Weighed In

On August 23, 2026, the official GameCenter CX YouTube channel streamed a special session titled “Wii & PS3解禁!?生配信” (“Will Wii & PS3 be unlocked?! Live Broadcast”). Arino and the production staff openly debated the question — and brought fans along for the ride via live polling.

Results from roughly 17,000 respondents came in at 80% in favour of unlocking the consoles, with 9% opposed and 11% undecided. Arino then cast the decisive vote himself, stating he wanted to “acquire new fans in their 20s” — people who grew up with these systems — while not losing the longtime viewers who came up on Famicom and Super Famicom titles.

“I ended up unlocking them,” Arino said on the stream. “どうしよう, 解禁しちゃいました” — roughly, “What do I do, I’ve gone and unlocked them” — delivered with his characteristic mix of mock-regret and beaming delight.

Shinya Arino holds up a sign reading Kaikin (Unlocked) surrounded by Wii game cases during the GameCenter CX livestream
Image courtesy of GameCenter CX (Fuji TV)

What Arino Actually Played

Before casting his vote, Arino put several Wii and PS3 titles through their paces on stream as a “taste test.” The Wii side included Wii Fit and New Super Mario Bros. Wii, alongside the cult-oddity Opūna. On the PS3 side, he tested the atmospheric PlayStation Network title rain and — in what has to be peak 2006-throwback energy — Demon’s Souls. He also mentioned AFRIKA, the PS3 wildlife-photography game, as a strong candidate for a future challenge.

No start date has been set for the actual Wii or PS3 episodes, but the door is now officially open — and it’s hard not to imagine Arino suffering through the notorious Demon’s Souls without internet help in a future recording.

Coming to TGS 2026

If you’re heading to Tokyo Game Show 2026 (September 17–21 at Makuhari Messe), the GameCenter CX team will have a dedicated booth at the event — the first TGS appearance for the show. No details on what will be shown, but for fans across Southeast Asia who make the trip, it will be worth hunting down.

For Singapore fans who grew up watching Arino fumble through Famicom classics via fan subs on a weekend afternoon, this moment hits differently. The Wii era and the PS3 era are now officially history — and soon, they’ll be challenge fodder for the Kacho.

This Red Alert 2 AI Short Film Is How AI Film Should Be

Somebody spent seven minutes proving that AI film doesn’t have to be slop — and they did it by rebuilding the inside of your Primary 5 head. A Red Alert 2 AI short film titled 《二十二分钟》 (“Twenty-Two Minutes”) landed on Reddit’s r/aivideo on 21 August 2026, and it is the first thing in this genre we’ve seen that earns the word “film” instead of “demo reel.”

It was posted by u/Numerous-Glove-1741 with no title card, no tool list, no “made with” caption — just the video. Seven minutes exactly. At time of writing it has pulled 147 comments. Watch it first, then come back:

“red alert” — posted by u/Numerous-Glove-1741 on r/aivideo

What’s actually in the Red Alert 2 AI short film

It opens cold, on a corner-mounted disclaimer in Chinese: this story is entirely fictional. Then a Grizzly tank with an Allied eagle stencilled on the hull grinds through a shelled-out street, a jet augers into the mud, and two Soviet conscripts in gas masks are pinned behind rubble.

Here’s the first detail that tells you a real person made choices rather than a prompt: the film is played bilingual by faction. The Soviets speak Russian. The Allies speak English. Neither side is subtitled into the other’s language — instead, burned-in Chinese subtitles carry both, and every line is tagged with the side that said it, (苏军)for Soviet and (盟军)for Allied. That’s not a translation convention anyone would reach for by accident. It’s the game’s own unit-chatter logic, lifted into a movie.

And the radio traffic itself is written like radio traffic, not like dialogue. The Soviet channel is clipped and procedural — anyone alive?, K-17, come in, reinforcements are on the way, hold your position. The title lands as a piece of it: an officer calls in an ETA of twenty-two minutes, and the words 二十二分钟 stamp across a burning Soviet war factory. On the Allied net you get clean American squad-speak — Rhino, eleven o’clock, flank him, get his track, stack up, contact front, smoke out. Note what the Allies are calling the enemy over the radio: Rhino. That’s the RA2 unit name, used as a callsign, by people who have no idea they’re units.

Command & Conquer: Red Alert 2 street battle screenshot

The source material: Red Alert 2’s isometric city fighting, 2000. Image courtesy of Electronic Arts (via Steam).

Then the toys start showing up, and they’re rendered straight rather than winked at. A Tesla Coil — the silver-ringed lightning tower that ate your entire first attack wave — stands over a Soviet base with its coils live. A Tesla-armed vehicle crawls past a collapsed wall. A Rhino tank throws a track and sits there, dead, while its crew argue. A blonde Allied commando in a tank top walks through the mud past a Grizzly, and you don’t need a caption to know it’s Tanya.

Red Alert 2 Soviet Tesla Coils firing in a base defence screenshot

Tesla Coils doing what Tesla Coils do. The short film shoots them like real hardware, not like a joke. Image courtesy of Electronic Arts (via Steam).

Nothing is over-explained. There is no narrator telling you the stakes, no trailer voice, no montage of “epic” hero shots cut to a temp score. It’s a squad in a bad position, running out of time, on a map you have absolutely played.

The ending is the entire argument

At around the six-minute mark a Soviet officer looks up, and the sky fills with Kirov Airships. Not one — a fleet, low and slow and enormous, the way they actually arrive when someone has been saving up. It is the single best shot in the film.

Then the camera keeps pulling back. And back. The mud and the ore fields flatten into tiles. The battlefield becomes an isometric map.

A base under heavy bombardment in Command & Conquer: Red Alert 2, seen from the isometric camera

This is what the film pulls back into: tiles, sprites, a camera locked at 45 degrees. Image courtesy of Electronic Arts (via Steam).

Cut to a beige CRT monitor in a Chinese apartment, sometime around 2001. Red Alert 2 is running on it — real game, real Soviet sidebar, hammer and sickle in the corner. A primary-school boy in a striped jumper is hunched over the keyboard, absolutely locked in. He wins. He shuts the machine off. He goes back to the homework he was supposed to be doing, pencil in hand, still buzzing.

A pair of black boots stops at his desk. He looks up. Standing in the doorway, in the flesh, is Yuri — bald, forehead sigil, psychic headset, the whole Udo Kier silhouette from the original FMVs. He looks down at the kid and says, mildly, in Russian: you need my help.

Cut to black. Two words in red terminal type: to be continued.

Why this is what AI film should look like

Most AI video that reaches the front page is a texture demo wearing a story as a hat. Beautiful frames, four seconds each, zero reason for any of them to follow the one before. This one is built the other way round, and it’s worth being specific about what it does right, because these are choices any creator can copy.

It has a reason to exist. The film is not “what if Red Alert 2 were live action” — that’s a prompt, not an idea. It’s “the war you imagined while you were playing was more real than the pixels, and here it is.” That’s a thesis. The seven minutes are in service of the last ninety seconds.

It is specific enough to be checkable. Generic AI slop is vague on purpose, because vagueness hides the model’s weak spots. This creator did the opposite and committed to details a fan will audit: the eagle on the Grizzly, the red star and hull number on the Rhino, the Tesla Coil’s ring stack, two languages held apart on two radio nets, a Kirov formation flying at the correct dreadful speed. Specificity is a risk. Taking it is the craft.

It respects the runtime. Seven minutes, one situation, one reveal. No second act bolted on because the tool made generating more footage cheap. The most common failure in AI filmmaking right now is that infinite footage is free, so nobody edits. This is edited.

The AI is invisible. There is no shot in here whose purpose is to show off the model. Faces hold across cuts. Mud, cloud and smoke are consistently grim and grey. When something does wobble — a bit of garbled signage on a truck, the odd melting background — it passes, because you’re watching a squad, not a demo.

It is honest about being fiction. That disclaimer in the first frame is doing real work in 2026. A filmmaker who labels the frame is a filmmaker you can trust with photoreal tools.

Compare that to the current default: a trailer for a movie that doesn’t exist, cut to a licensed needle-drop, with a caption listing five model names. That’s a tech showcase. This is a short film that happens to have been made with AI — which is the entire distinction, and it’s the one the medium keeps failing.

AI didn’t invent the memory. It rendered it.

Here’s the part that got us, and judging by the comment count, got everyone else too.

If you played Red Alert 2 as a kid — in a bedroom, in a school computer lab, in a LAN shop where you paid by the hour and lied about the time — you never actually saw sprites. You saw this. You saw the Kirovs blot out the sky. You saw the Tesla Coil cook a column of infantry. You supplied the weather, the noise, the fear, the weight, all of it, out of a 640×480 window and a soundtrack of MIDI-adjacent guitar.

Red Alert 2 Allied base defending the White House with Prism Towers

Twenty-six years on, the imagination is still doing most of the rendering. Image courtesy of Electronic Arts (via Steam).

What this film does is take the imagined version — the one that only ever existed in your head — and put it on a screen where someone else can look at it. That’s a genuinely new thing for a tool to be able to do. Not “generate a movie.” Externalise a memory that was never photographed, because it never happened, because you made it up at eleven years old while you were supposed to be doing your maths homework.

And the film knows that’s what it’s doing. That’s why it ends on the boy and the CRT rather than on the Kirovs. The battle isn’t the payoff. The kid who imagined the battle is the payoff. Yuri walking through his bedroom door is the tool’s whole promise, delivered as a punchline: the thing you daydreamed has come to collect.

Going back to Red Alert 2 in 2026

The film will make you want to reinstall, so: Red Alert 2 and Yuri’s Revenge are on Steam, published by EA, where they went up on 7 March 2024 — but note it isn’t a standalone purchase. Access comes through EA Play, so you’ll need the subscription rather than a one-off buy.

If you’d rather own something outright, the Command & Conquer Remastered Collection is S$24.90 on Steam in Singapore. Fair warning: that’s Tiberian Dawn and the original Red Alert, not RA2 — Petroglyph and Malaysia’s own Lemon Sky Studios did the 4K art pass on those two, which is a nice regional footnote for a collection that a lot of us grew up with.

Worth knowing too: in February 2025 EA open-sourced the code for four C&C games — Tiberian Dawn, Red Alert, Renegade and Generals. Red Alert 2 wasn’t in that batch, which is part of why the RA2 community’s energy keeps going into mods, remasters and, now, films.

Original release was 25 October 2000, Westwood Pacific and Westwood Studios, with those gloriously overcooked live-action FMVs starring Udo Kier as Yuri, Kari Wuhrer as Tanya and Ray Wise as President Dugan. Twenty-six years later a stranger on Reddit made a better-looking Red Alert 2 movie than the licence has ever produced. That should probably worry somebody at EA. Mostly it just makes us happy.

One honest caveat

We couldn’t confirm whether u/Numerous-Glove-1741 is the film’s original creator or is reposting a Chinese-subtitled work from elsewhere, and the post carries no credits or toolchain breakdown — no model named, no pipeline explained. If you know who made 《二十二分钟》, we’d genuinely like to credit them properly, so tell us.

Either way: this is the bar now. If you’re making AI film, stop generating trailers for movies that don’t exist. Make seven minutes about something you actually remember. More of this kind of thing, please.

Onimusha: Dawn of Dreams Joins PS Plus Premium on 18 August — Catch Up Before Way of the Sword

Capcom’s 2006 PS2 classic Onimusha: Dawn of Dreams is joining PS Plus Premium Classics on Tuesday, 18 August 2026 — confirmed ahead of Sony’s official Wednesday lineup reveal. The timing lands just 17 days before Onimusha: Way of the Sword arrives on 4 September, giving PS Plus Premium subscribers a clean window to catch up on the series before the long-awaited revival drops.

What Is Onimusha: Dawn of Dreams?

Onimusha: Dawn of Dreams — Soki in combat against Genma enemies
Image courtesy of Capcom

Released in March 2006 for the PlayStation 2, Dawn of Dreams is the fourth mainline Onimusha entry and the last one the series saw for nearly twenty years. Set during Japan’s Sengoku period, the story follows Soki — known as the Oni of Ash and the second son of Ieyasu Tokugawa — who assembles a band of warriors to stop the revived warlord Toyotomi Hideyoshi and his Genma demon forces across seventeen stages.

Dawn of Dreams made several meaningful upgrades over its predecessors. It was the first Onimusha title to move from pre-rendered backdrops to fully 3D, free-roaming environments, and it expanded the roster to five playable characters, each with a distinct combat style:

  • Soki — massive two-handed sword strikes, raw power
  • Jubei — twin blades, fast and fluid
  • Ohatsu — firearms, grenades, and long-range projectiles
  • Roberto — European lance, reach and crowd control
  • Tenkai — staff combat with Buddhist warrior styling

Most notably, Dawn of Dreams introduced two-player co-operative play — a first for the franchise and the feature most often cited by returning fans who remember it fondly.

What the PS Plus Version Includes

Onimusha: Dawn of Dreams — characters facing off against Genma demons
Image courtesy of Capcom

PlayStation Plus Premium Classics titles typically run with up-rendering for higher output resolution, rewind, quick save, and customisable video filters. Dawn of Dreams will be playable on both PS4 and PS5 through a PS Plus Premium (highest tier) subscription from 18 August.

Not on Premium? The game will also be available as a standalone purchase at US$20 — a reasonable price for a full Sengoku action-RPG with a co-op mode that still holds up.

Sony’s complete August Extra and Premium catalogue announcement is expected on Wednesday, 12 August, with the games going live on Tuesday, 18 August. Dawn of Dreams is already confirmed ahead of that official reveal.

The Series Context

Dawn of Dreams sits at the end of the original Onimusha run. The franchise went quiet after 2006 and did not receive a mainline entry until this year’s Onimusha: Way of the Sword, which picks up a new story set in a different era of Japanese history. Playing Dawn of Dreams is not required to understand the new game — the narrative continuity is loose — but it gives you a feel for what the series was before the hiatus and why its fans are excited about the revival.

The seventeen-stage campaign should take ten to fifteen hours for a first playthrough, making the two-week gap between 18 August and 4 September a realistic catch-up window. Add a second character playthrough with a friend over co-op and you have a reasonably full experience before Way of the Sword lands.

For more PlayStation and Capcom news, see our game news section.

Cotton Rock With You Launches 6 August on PS5 and Steam

The Cotton franchise turns 35 this year, and SUCCESS Corporation is marking the milestone in style: Cotton Rock With You — Oriental Night Dreams launches 6 August 2026 on PlayStation 5, Nintendo Switch 2 and PC (Steam). Full English subtitle support is confirmed, meaning Singapore fans can grab it without any language barrier — whether digitally on Steam or as a physical import.

Cotton Rock With You – Release Date Trailer (Japanese) — via Gematsu on YouTube

Cotton’s Sweetest Adventure Yet — A Japan-Themed Setting

The Cotton series has charmed shoot-’em-up fans since 1991, following the young witch Nata de Cotton as she chases her beloved Willow candy through fantastical worlds. For this 35th anniversary entry, developer Studio Saizensen swaps the usual magical-kingdom backdrop for the streets, shrines and scenery of Japan — giving the series a fresh look and feel that feels both nostalgic and new.

Studio Saizensen returns on development duties after helming the well-received Cotton Rock ‘n’ Roll: Superlative Night Dreams (2021), and the Japan theme feeds directly into the game’s visual style and stage design. Think torii gates, festival lanterns and traditional aesthetics rendered in the studio’s sharp, colourful anime art style.

Cotton and Silk in a story cutscene in Cotton Rock With You
Image courtesy of SUCCESS Corporation

Ten Characters, Sixteen Stages

Cotton Rock With You ships with ten playable characters — eight returning cast members from Cotton Rock ‘n’ Roll: Superlative Night Dreams, joined by two guest pilots new to the series.

Leading the roster is Nata de Cotton herself, whose magic shot changes type based on the crystal she collects mid-stage. Holding the Shot Button casts spells, and her bomb hits hard. Each of the returning characters brings their own distinct shot type and bomb, giving veteran fans reasons to experiment across runs.

Izuna from Izuna: Legend of the Unemployed Ninja on the character select screen in Cotton Rock With You
Image courtesy of SUCCESS Corporation

The two guest characters are Izuna from Izuna: Legend of the Unemployed Ninja and Psyva Ria from the Psyvariar 3 series — an inspired pairing of classic Japanese gaming properties. Izuna is a close-range fighter who attacks with blades and kunai: hold the Shot Button for Kunai Barrage (up to 99 hits), or the Special Button for Dimensional Slash.

Izuna close-up in a story scene in Cotton Rock With You
Image courtesy of SUCCESS Corporation

The game spans 16 stages: six selectable main stages, plus bonus and final levels. Story segments between shooting sections are fully voiced, with SUCCESS confirming they have expanded the adventure content beyond what Cotton Rock ‘n’ Roll offered.

How Singapore Fans Can Play Cotton Rock With You

The game launches with a generous language roster: English, Japanese, Korean, Traditional Chinese, Simplified Chinese, French, Spanish and Portuguese subtitles are all confirmed. That makes the Steam version fully accessible as an import even without a Japanese account.

The standard edition is priced at ¥6,380; a limited edition at ¥11,880 bundles in an acrylic stand set of Nata de Cotton, an original soundtrack CD and an art book. Singapore PlayStation Store availability has not been confirmed, but the Steam version is expected to be globally accessible, and Play-Asia is stocking the physical edition for international shipping.

If you love Japanese shmups, import-friendly releases like Cotton Rock With You are exactly what the Switch 2 and Steam era has been good for. Catch up on more game news while you wait for the 6 August drop.

Croc 2: Kingdom of the Gobbos Remaster Announced for PS5 and Switch

If Croc was a part of your PS1 childhood, Argonaut Games just gave you another reason to smile. Croc 2: Kingdom of the Gobbos — the 1999 sequel to the multi-million-selling original — is being remastered for modern platforms, and the announcement trailer is already out. This follows Argonaut’s 2025 remaster of Croc: Legend of the Gobbos, meaning the little green croc is now a full franchise revival.

Croc 2: Kingdom of the Gobbos – Official Announcement Trailer — via IGN on YouTube

Croc 2 Is Getting the Full Remaster Treatment

Croc standing on a dock in the sunny Sailor Village level
Image courtesy of Argonaut Games

The remaster picks up right where the 2025 original left off. Croc 2 expands the world considerably: instead of one island, you now roam a mainland split into four distinct villages — the coastal Sailor Village, the wintry Cossack Village, the prehistoric Caveman Village, and the mountaintop Inca Village. Captured Gobbos are scattered throughout, and Swap Meet Pete’s General Store returns to sell handy gadgets and teleport you between villages.

The move set has been updated too. Croc’s classic jumps and tail-spin are back, joined by a new triple jump that gives extra height in trickier sections. But the bigger addition is the sheer variety of how you get around: car races, speedboat sections, minecart runs, hang gliding, and even an airplane sequence are all in the mix across 40-plus levels of open-ended 3D platforming.

Croc racing in a small car on a lava-bordered track
Image courtesy of Argonaut Games

New bosses make their debut, including Soveena the Squid (whose ginger soda fixation makes her a coastal menace), Cannon Boat Keith (a skeleton-crewed pirate captain), and Flavio the Thermal Fish (who spits scalding water). The game promises updated visuals that preserve the original’s charm while modernising the look for current displays.

The Croc2pedia and Behind-the-Scenes Museum

Croc hang gliding through a glowing lava cave collecting crystals
Image courtesy of Argonaut Games

A highlight of the original remaster was its digital museum, and Croc 2 goes further with the Croc2pedia: a curated archive of full game design documentation, marketing assets, promotional merchandise, animation test videos, and 3D model galleries of characters, levels, and items that were cut from the original shipped game. Interviews with original Argonaut team members, remaster developers, and producers are also included. For anyone curious about how a classic 90s 3D platformer actually came together, this is a genuine treat.

Platforms — But No Release Date Yet

Croc 2: Kingdom of the Gobbos is confirmed for PlayStation 5, Xbox Series, PlayStation 4, Nintendo Switch, and PC. No release date has been announced. Singapore gamers with a PS5 or Nintendo Switch will be able to play it, and given that the original Croc remaster launched simultaneously across platforms in 2025, a simultaneous release seems likely here too. We will update when pricing and a release window are confirmed.

For more retro gaming revivals and new releases, keep an eye on our Game News and Retro Gaming coverage.

Truxton Extreme Is Out Now — A Classic Shmup Returns After 38 Years

After 38 years of silence, one of the most beloved Japanese arcade shoot ’em up series is finally back. Truxton Extreme — known in Japan as TATSUJIN EXTREME — launched today, 30 July 2026, on PlayStation 5, Nintendo Switch 2, Xbox Series X|S, and PC via Steam and GOG. If the name Truxton rings a bell from your Mega Drive days or Singapore arcade visits in the late 1980s, that instinct is correct: this is the real deal, made by the original creator.

Truxton Extreme gameplay screenshot — fighter ship vs alien machines
Image courtesy of Clear River Games / Tatsujin

Thirty-Eight Years Is a Long Time to Wait for a Sequel

The original Truxton (TATSUJIN) dropped in Japanese arcades in 1988, published by Toaplan — the legendary Osaka studio behind DoDonPachi, Batsugun, and Zero Wing. It was a brutal vertical shooter with tight movement, weapon upgrades, and that unmistakable Toaplan DNA. Toaplan closed in 1994, and the series went dark.

Masahiro Yuge, one of Toaplan’s co-founders and the creative force behind the original Truxton, eventually founded a new studio also named Tatsujin. Partnering with Swedish publisher Clear River Games, he has spent years building what Truxton Extreme became: a full modern evolution of the franchise, fully rendered in 3D while staying true to the vertical-scrolling shmup roots that made the series iconic.

Truxton Extreme | Story Trailer — via Clear River Games on YouTube

What’s New in Truxton Extreme

This isn’t just a remaster — it’s a ground-up reimagining. The visuals jump to full 3D polygons, widescreen play field, and smooth performance (the Nintendo Life review noted zero performance issues on Switch 2 in both docked and handheld modes). The classic weapon roster — Tatsujin Beam, Thunder Laser, Homing Shot, Star-Mine Shot — returns alongside a new EX bar mechanic that lets you charge up and unleash supercharged shots when things get hairy.

Manga artist Junya Inoue (known for Btooom! and his work on DoDonPachi and Batsugun) illustrates a branching, comic-book-style story spanning 18 chapters. Players choose from three TATSUJIN pilots — Ash, Bergamot, and Cyrilla — each with their own motivations and arc within the narrative.

Truxton Extreme — 3D gameplay, multiple enemy types
Image courtesy of Clear River Games / Tatsujin

Modes for Every Kind of Player

Whether you want the full narrative experience or a pure arcade endurance run, Truxton Extreme has a mode for it:

  • Story — 18 chapters with comic-panel cutscenes, escalating enemy waves, and boss encounters
  • Arcade — traditional sequential progression with no hand-holding
  • Heart Starter — a beginner-friendly difficulty setting that actually lets newcomers enjoy the series for the first time
  • Team — local 2-player co-op (a first for the series) with shared resources
  • Arena — 2-minute score-attack for bragging rights
  • Pipiruville — a village-building collection mode for cosmetics

Eight difficulty settings across the board mean veterans can recreate the punishing quarter-eating arcade feel, while curious newcomers can actually finish the game.

Truxton Extreme — boss battle encounter
Image courtesy of Clear River Games / Tatsujin

Pricing and Where to Get It

Digital pricing is set at US$24.99 for the standard edition and US$29.99 for the Deluxe digital edition. Physical copies are priced at US$39.99 (PS5 / Xbox Series) and US$49.99 (Switch 2). For Singapore players, the game is available now on the PlayStation Store and Nintendo eShop — check your regional storefront for local pricing. Physical editions should be available through major game retailers and electronics chains.

Early reviews have been strong: Nintendo Life awarded it a 9/10, calling it “a thrilling return for a classic shoot-’em-up series” that “sets a new benchmark for how to bring back cult series of the genre into the current age.” High praise for any comeback, let alone one 38 years in the making.

Truxton Extreme — character artwork and pilot selection
Image courtesy of Clear River Games / Tatsujin

For Singapore shmup fans — and there are more of us than people expect — Truxton Extreme is the biggest genre release in years. Check out other retro gaming coverage and game news on GameTrader.SG.

Doraemon Famicom Classic Hits Switch 2 and PS5 Worldwide

Everyone’s favourite blue robotic cat is finally reaching fans outside Japan. The 1986 Doraemon Famicom game — a million-selling classic that never received a global release — is out now on Nintendo Switch 2 and PlayStation 5 through Hamster Corporation’s Console Archives series, priced at US$7.99 / ¥800. This is Doraemon’s first-ever appearance on a non-Japanese storefront, and it is landing right as Singapore fans are deep in their Doraemon nostalgia.

Doraemon, Nobita, Shizuka, Gian and Suneo flying with the Take-copter
Image courtesy of Hamster Corporation

What Is the Doraemon Famicom Game?

Released by Hudson Soft (now Konami) in December 1986, Doraemon moved over one million copies in Japan, making it one of the Famicom’s best-selling titles of its era. The game stays true to the franchise’s core setup: a time-machine accident scatters Nobita, Shizuka, Gian and Suneo across three perilous dimensions — Space, the Haunts of Evil, and the Undersea — and Doraemon must use his himitsu dōgu (secret gadgets) to rescue them all.

The adventure unfolds across three chapters, each drawn from a beloved classic film: Nobita’s Space Pioneer, Nobita’s Great Adventure in the Mysterious Continent, and Nobita’s Undersea Castle. Gameplay switches between overhead action stages — the layout will feel immediately familiar to anyone who has played the original Legend of Zelda — and side-scrolling shooter sequences, giving each world a distinct pace and feel.

Console Archives Doraemon — via HAMSTER Corporation on YouTube

Exploring Space, the Haunts of Evil, and the Undersea

The Space chapter opens things up in overhead perspective: Doraemon navigates alien terrain, collecting gadget items that unlock new paths while avoiding an array of pixel enemies. The Haunts of Evil chapter then shifts the camera side-on for cavern exploration, darker and more intense than the cheerful box art might suggest. The Undersea chapter wraps the adventure beneath the waves, blending both perspectives for a climactic finale.

Doraemon top-down gameplay — navigating open terrain with enemies in the Space world
Image courtesy of Hamster Corporation

The score was composed by June Chikuma and weaves original tracks with arrangements of the anime’s iconic themes. Players who grew up humming the Doraemon opening will recognise the melodies immediately.

A 40-Year-Old Classic, Freshly Modernised

Doraemon gameplay in the Haunts of Evil — side-scrolling cave section with enemies
Image courtesy of Hamster Corporation

Hamster has applied the same quality-of-life treatment it applies to every Console Archives title. Customisable button layouts, rapid-fire toggling, multiple anywhere-save slots, a rewind function to undo painful deaths, screen layout adjustments, and an optional CRT TV filter for full retro atmosphere are all included. These additions make the game genuinely approachable for first-time players while keeping the original challenge intact for those who want it.

Available Now on Switch 2 and PS5

Console Archives Doraemon — original 1986 title screen as it appears on modern platforms
Image courtesy of Hamster Corporation

Console Archives Doraemon is live now on the Nintendo eShop for Switch 2 and the PlayStation Store for PS5, priced at US$7.99 / ¥800 (regional pricing may vary). For Singapore fans, this is the first legitimate, no-hardware-import way to play the Famicom original. Details are on the official Console Archives page.

For more on classic games making a comeback, browse our Retro Gaming coverage, and stay across all the latest in Game News.

LEGO Donkey Kong Arcade Set Launches 1 August at S$309.90

If rolling barrels past Donkey Kong is burned into your childhood memories, LEGO just built you something worthy of your desk. The LEGO Donkey Kong Arcade (set 72051) is the brand’s official recreation of Nintendo’s iconic 1981 arcade cabinet — and it lands in Singapore on 1 August at S$309.90.

What Is the LEGO Donkey Kong Arcade Set?

The 1,367-piece build recreates the classic upright arcade cabinet in remarkable detail, complete with a functioning joystick, JUMP button, and a barrel-circulating mechanism activated by a side lever. Four distinct barrel types are represented — honouring the variety of obstacles that made the original game both infuriating and iconic.

LEGO Donkey Kong Arcade 72051 official box art
Official box art for LEGO Donkey Kong Arcade (72051). Image: LEGO / Nintendo

The reveal dropped via Nintendo of America’s social channels, with a trailer starring Steve Wiebe — the real-world Donkey Kong champion and subject of the acclaimed documentary The King of Kong: A Fistful of Quarters — putting the finished model through its paces. The set joins a growing line of Nintendo-themed LEGO builds that has expanded steadily since the debut of LEGO Super Mario in 2020.

Watch the Reveal

Video: GameXplain — “LEGO Donkey Kong Arcade Revealed!”

LEGO Donkey Kong Arcade 72051 full product shot with all 21 barrels
The completed LEGO Donkey Kong Arcade with all 21 barrels in place. Image: LEGO / Nintendo

How the Interactive Mechanics Work

The barrel mechanism is the showpiece. A lever on the side of the cabinet sends all 21 barrels on a looping circuit — a tactile echo of the original arcade screen. Each barrel can be loaded individually, giving the model genuine replayability as a desk piece rather than a static trophy on a shelf.

The controller panel is equally faithful: the full-size joystick and oversized JUMP button recreate the feel of the real arcade deck, right down to the low-angle ergonomics that made Donkey Kong cabinets so distinctive in a sea of 1980s upright machines.

LEGO Donkey Kong Arcade barrel types and mechanism infographic
The four barrel variants and how the circulation mechanism works. Image: LEGO / Nintendo

Singapore Price and Where to Buy

LEGO Donkey Kong Arcade (72051) launches on 1 August 2026 and is available in Singapore through LEGO’s official Singapore store at S$309.90.

LEGO Donkey Kong Arcade joystick and JUMP button controller panel closeup
The working joystick and JUMP button on the arcade controller panel. Image: LEGO / Nintendo

Looking for more gaming and collectible releases landing in Singapore? Browse our Game News section for the latest.

Wario Land Joins Nintendo Switch Online — Game Boy Classics Live Now

Nintendo Switch Online’s Game Boy library just got bigger. Wario Land: Super Mario Land 3 — the 1994 platformer that sold more than five million copies and launched its own franchise — is now playable on Nintendo Switch and Switch 2 as part of the July 2026 classics update, live right now for all standard Nintendo Switch Online subscribers in Singapore.

All Four Games in the Nintendo Switch Online July 2026 Update

Wario Land: Super Mario Land 3 gameplay on Nintendo Switch Online Game Boy
Image courtesy of Nintendo

Three Game Boy titles went live on 8 July 2026 for all standard Nintendo Switch Online members:

  • Wario Land: Super Mario Land 3 (1994) — the headliner. Wario bulldozes enemies, shapeshifts with power-ups (Bull, Dragon, Jet and more), and hoovers up treasure across five worlds. This is the game that turned a Mario villain into a franchise star in his own right.
  • The Sword of Hope II (1992, Kemco) — a JRPG-adjacent adventure with branching dialogue and dungeon crawling. A cult pick for fans of early handheld RPGs.
  • Fortified Zone (1991, Jaleco) — a Metal Gear-flavoured twin-character action game where you switch between a soldier and a spy to infiltrate enemy bases.

All three are accessible through the Game Boy — Nintendo Classics app on Switch and Switch 2. Singapore’s Nintendo Switch Online subscription costs S$26.98 a year for an individual plan, and this update applies at no extra cost.

More gaming news on GameTrader.SG

Nintendo Classics – July 2026 Game Updates — via Nintendo of America on YouTube

GBA Expansion Pack Addition: Dr. Mario & Puzzle League

Dr. Mario and Puzzle League on Nintendo Switch Online Game Boy Advance Expansion Pack
Image courtesy of Nintendo

Nintendo Switch Online + Expansion Pack members get a Game Boy Advance addition too: Dr. Mario & Puzzle League (2005). This two-in-one cartridge packages the classic virus-clearing Dr. Mario together with Panel de Pon — known in this region as Puzzle League — each with multiple modes and two-player support now running over online play. It’s one of the denser value-for-money puzzle compilations Nintendo made in the GBA era.

Japan’s Bonus: Tomato Adventure from the Mario & Luigi Creators

Tomato Adventure GBA Japan-exclusive Nintendo Switch Online
Image courtesy of Nintendo

Japan’s Expansion Pack subscribers receive one extra title not available to other regions: Tomato Adventure (2002, GBA). It’s an action-RPG set in the tomato-obsessed Ketchup Kingdom, starring a boy named Demil fighting his way through bosses called Super Kids using a command-based battle system. The reason it matters: Tomato Adventure was developed by AlphaDream — the same studio that later created the Mario & Luigi series. It never made it outside Japan in 2002, and it remains Japan-only on Switch Online.

Singapore fans who want to experience it will need a Japanese Nintendo Account to download the Japanese Game Boy Advance — Nintendo Classics app and access the title there. Region-locked, but worth knowing about for retro completists.