
Ikari Warriors Review: Two Commandos, One Brutal March
SNK’s co-op run-and-gun in a faithful, demanding port — the rotary stick stayed in the arcade, but the war came home nearly whole.
From the Vault columnist. Grew up feeding quarters to the Ms. Pac-Man machine at his uncle's pizza place; still owns his childhood SNES and every Nintendo Power he ever begged his mother for. Writes the retrospectives and the hidden-gem hunts.

SNK’s co-op run-and-gun in a faithful, demanding port — the rotary stick stayed in the arcade, but the war came home nearly whole.

A ransom note, a recycling economy and a piano exam, wrapped around a rescue mission for a very good dog. The 7800’s friendliest platformer, reviewed.

The best title screen on the system, a shield meter for the whole planet, and difficulty like a cliff face. The 7800’s most divisive shooter, honestly judged.

A bug hunt with a brain: shoot the possessed, spare the soldiers, mind the court martial. The 7800’s big, brash light-gun showcase, reviewed.

Al Lewis is Grampa, Grampa is a pumpkin, and the 7800 has a full isometric action-adventure. The system’s most ambitious late release, reviewed.

Tee off, then fight your way to your own ball while a dragon warms up on the green. The 7800’s beautiful nonsense, reviewed.

GCC’s own arcade classic ported by GCC: unlimited ammunition, four armed chefs, a melting cone and the instant replay. One of the 7800’s very best.

Two buttons, two wars: Namco’s layered scrolling shooter with its bomb sight, hidden citadels and screen-filling mothership, whole on the 7800.

The 7800’s pack-in racer: four circuits — Test, Fuji, Suzuka, Seaside — honest qualifying and genuine speed, judged forty years on.

GCC invented her, built the console she runs on, and ported her perfectly: four mazes, bouncing fruit and the intermissions, all present and correct.