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Vectrex Mini interview - David Oghia talks up the nostalgic vector powerhouse

Having been wowed by the news of the Vectrex Mini at Gamescom , I rushed off some questions to VectrexOn's main man  David Oghia . After a post-event, well earned, break, he's kindly given us a lot of detail about the project and some new images of the unit to share.  His story mirrors mine somewhat, Vectrex represents a glowing, unaffordable, obelisk of gaming power from our youth! But he's had the energy and drive to do something about it, and met the right people to get the job done!  What first got you interested in Vectrex and what spawned the idea of a Mini version? I’ve always been passionate about retro-gaming, but my first love was computers rather than consoles — the ZX81, then the Commodore 128. I only really discovered the console world in the late 90s, which is when I got my very first Vectrex. Of course, I had seen it in stores back in 1983, but at that time it was far too expensive for me.  Today, I own five Vectrex systems at home. Vector-based games ...

Review: Sayonara UmiharaKawase+

Out of very left field in gaming history comes this fun and lively update of a SuperNES, then PS One Japanese minor classic. Sayonara UmiharaKawase+ sees a young girl and sushi chef, Umihara Kawase, armed with her fishing rod trying to jump, swing and cast herself to the exit, presumably on the quest for the finest fish.

It doesn't get off to the best of starts, as its easy to break the tutorial level and be left wandering around, confused. However, once you figure out that you'd done something wrong, you can restart, not having lost much time and try to follow the instructions properly. But, prepare to be confused, quite a lot, by this slippery arcade platform puzzler.

The first few levels are pretty easy to navigate, with a range of blockish puzzles, ramps, conveyors and other obstacles. But after that, there's a lot of trial and error to get the right jump, at the right time, at the right angle, across 60 stages. The key to the fastest time is to find a novel route, perhaps using a new technique Umihara has just learnt, all of which takes time and study to get right. Just as well there are practice and replay modes to fine hone your casting and leaping skills.


The levels are mostly made of colourful blocks, it all looks a bit child-friendly but as the puzzles ramp up in difficulty, there's definitely a mean streak behind the levels. Some look a little LBP, others rather Sonic the Hedgehog, but getting to the door is key, with the few bonuses and walking fish around the place, seemingly secondary considerations.

Later challenges include ice, big drops, broken glass and fiddly rod casts that you need to get just right. Some fish are rather on the large size and I'm guessing some nasties are supposed to be toxic cone snails rather than plain snails on some levels. All that effort just to go through a plain door at the end seems rather a slap in the face (with a wet fish, if you like). But least the game runs at a smooth 60fps and Umihara is slickly animated.

The ultimate challenge, apart from completing the levels, is to get to the top of the world leader boards. However there are a few fiendish adepts at this game from previous versions, and even approaching their fastest times will be an achievement in itself. There's four characters to play as, for a little variety, but really this is one for puzzle fiends. Compared to modern puzzler challenges like Spelunky, it does seem a little dated, but the cunning mechanic and must-do-better challenge are pretty compelling.

Score 7/10
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Price: £12.39
Dev: Agatsuma
Progress: I am not a salmon!

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Currently playing on my Vita/PS3/PS4/PS5


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