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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: Hoggy2

I've skipped reviewing a couple of recent Ratalaika ports like Bouncy Bullets and Toy Tanks, that have drably failed to grab my attention. But Hoggy2 has that look of class to it that makes it worth a deeper play.

What happened to the original Hoggy is my first question, and it turns out that was a 10-year old iPhone game. The sequel came out on Steam a couple of years ago. Which explains the bright and cheery graphics now doing the rounds on most consoles. Seriously, Hoggy2 is a splendid explosion of colour and fruity graphics on the OLED screen.

At first glance it appears to be a mix of match 3 games and a platformer, but as your Hoggy heroes see their kids swiped by snappish Moon Men, it turns into a more complex affair with skills, traps and challenges to overcome if they have any hope of seeing the little Hoglings again.



The early levels are pretty simple, your Hoggy, a jelly-like creature, has a main of skill of being able to stick to the ceilings, defying gravity, so floors and the undersides of platforms are all avenues to progression, replacing the usual jump mechanic.

Each level is broken down into a series of jars you jump into Mario-style, opening up a little section where you need to get all the fruit, to get a key or a bunch of them, to open up the next area etc etc. With sturdy progression curve along the way, it soon gets trickier than it looks with over 200 levels to play through.


Blocks and obstacles need to be overcome using your own powers (by eating acorns) or using the cute little nasties to do the work, with bombs, eight-balls and other power-ups helping along the way. Each puzzle is tightly designed, and constantly introduces new elements like bouncing clouds, flame pits and other things to navigate with different solutions (and ways to die) constantly on offer. Note, there is a kid's mode if you want to let younger gamers play at reduced difficulty.

If you do get stuck, a tap of the triangle button resets the level instantly, and you can try again, it should only take a couple of efforts to figure out the right way to win the key. Hoggy2 comes with a fun drag-and-drop level maker if you fancy a go at your own designs. In short bursts, Hoggy2 is surprising fun and a great little challenge. The levels become hectic with enemies, bosses requiring a basic strategy to defeat.

Looking lovely and providing plenty of quick-burst fun, Hoggy2 is one of the better recent ports to the Vita, and hopefully signs of uptick in quality.

Score: 7/10
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Price: £3.99 (PSN)
Developer/publisher: Raptisoft/Ratalaika
File size 39MB
Progress:  A few jars downed
(review code provided)

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Currently playing on my Vita/PS3/PS4/PS5


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