Resident Evil 9: Requiem Review

Posted in Best / Worst, Blog, Games, Resident Evil, Reviews on March 10, 2026 by slateman

Playthrough number one of Resident Evil 9 is complete and I thoroughly enjoyed another romp through Raccoon City. This game took some of the best elements of the series and mixed them with novel items resulting in a great game fits perfectly amongs its siblings, despite not quite reaching the franchise’s peaks.

The new protagonist Grace has a decent design, but is inherently boring, always stuttering and not truly growing much throughout. Despite this, her first-person gameplay is solid and serves as a fantastic survival horror counterpart to legacy Leon’s third-person vantage point. He is pure action, representing late-game power from prior titles. One-liners, over-the-top melee attacks and kick-ass weapons all show RE at its best. The balance between the two playstyles is fantastic, though that buildup to power is one of the best parts of games in this genre, and this strips that away. However, each represent the reliable formula that millions love about this series.

The game looks and sounds phenomenal, as expected. I played on a PS5 Pro and appreciated both the audio design and fantastic visuals. While the game’s setting was less memorable than 7 or 8, the intensity was there in spades. Many times, however, I could predict the by-the-numbers jump scares. The open-world portion has been criticized by many. Though this extended segment lost some of the game’s intensity, Leon’s gameplay was fun enough to offset any gripes of my own.

Resident Evil 9’s story was a weaker one, trying to tie in decades of lore with a new face entirely. Its forgettable nemesis, someone whose name began with a Z, was not at all intriguing and hardly fleshed out. The returning names, Sherry and Spencer were welcome, as was its RE2 setting, though that nostalgia could’ve been better harnessed. Though Grace’s history ties in with Umbrella, it feels a bit lazy, and BSAA’s involvement was never truly explained, though that may be the setup for unannounced DLC. Much of this story could exist without the ties to Raccoon City.

Fortunately, the good ending was exciting, culminating in a traditional monstrosity and absurd wrap-up. While we had back-to-back games with Ethan Winters, I don’t anticipate Grace’s visage leading the all-but-inevitable Resident Evil 10. Now, if you’ll excuse me, it’s time to return for the 100% run, the speedrun, and some infinite rocket launcher goodness. (Spoiler images ahead, for anyone reading)

Corner-Turning 3×3 Parity

Posted in Algorithms, Blog, Cubing on February 14, 2026 by slateman

Quick and easy fix to the one-flipped-corner parity on this fun puzzle.

Here, the piece needs to turn clockwise. The algorithm can be reversed, of course if it’s counter clockwise. You’ll turn corners according to how you need to rotate this piece.

R, BR corner, R’, FR corner, R, BR corner, R’, FR corner

Worst case you do it backwards and have to do the algorithm twice. Easy!

Games Of 2026

Posted in Best / Worst, Blog, Games, Lists on February 13, 2026 by slateman

List of what to look for this year!

27 Feb: Resident Evil: Requiem
27 Aug: Metal Gear Solid Collection 2
19 Nov: Grand Theft Auto 6
TBA: Castlevania: Belmont’s Curse

Sparklite & Zelda: Link’s Awakening

Posted in Best / Worst, Blog, Games, Reviews on February 1, 2026 by slateman

I rolled the dice and purchased Sparklite this past month, after humming and hawing over the roguelite the past few years. Five hours later, I got the platinum.

My buddy’s Christmas gift arrived just afterwards: The Legend Of Zelda: Link’s Awakening. Another game I’d been interested in playing, well, now I can! A week of snow days at work helped facilitate a playthrough!

So – the question is: Which is the better Zelda game? The answer, without question, Sparklite.

I haven’t the time now to dive into a full write-up, but some key points follow

Sparklite

  • Fun, light combat
  • Meaningful upgrades
  • Enjoyable roguelite elements
  • Diverse biomes
  • Simple, trackable collectibles
  • Fantastic visuals

Zelda

  • Bullshit 1993 level design
  • Awesome presentation
  • Where the fuck do I go now?
  • Obtuse and nonsensical

Now, I totally understand Zelda’s loyalty to its source material. But as a gamer who didn’t play the 1993 game in 1993, I most certainly want nothing to do with 1993 design in 2026. (yes, I know it came out seven years ago). It was all just so absurd. The early dungeons were fun, but dungeon 7, I’m looking at you – Holy shit, what bullshit. It was one of those games that you complete and immediately say, “I want never to play this again.”

Sparklite on the other hand, had its share of flaws, but was an enjoyable experience throughout. I hardly put it down, and while the final trophies were a bit grindy, they weren’t necessary to complete the tale. I had a great time playing this and I’m glad I dove in, despite reservations.

It’s NYE and…

Posted in Blog, Books, DoDon Pachi, Games, Personal on January 1, 2026 by slateman
I’m alone this year. Kids with friends. Wife with daughter and grandson (!!!).

And I’m 75% through a chapter in a book I’m writing. This chapter? DoDonPachi: Dai-Ou-Jou. One of the greatest games ever made.

\m/ So excited.

6×6 Pyraminx Algorithms

Posted in Algorithms, Blog, Cubing on December 29, 2025 by slateman

I quite enjoyed the 5×5 Pyraminx so I thought the 6×6 might be fun. I wasn’t prepared for it to be such a different, unique solve. I’m going to try to break down how I did it, having bastardized some other suggestions. Images to come.

Step One: Solve Centers
Start here by getting the two biohazard centers. For this, we can ignore the inner tips. Those are easy to fix later. Most importantly, ensure centers match the outer tips: Red/Yellow/Blue in clockwise fashion. When you need to swap centers – and you can do this for any centers – keep reading.

If you get one center edge swapped, here’s what you do. In this image it’s yellow and green. In this position, you could just bring the top yellow down to the green, but you don’t want to do that just yet. Move the front face with the yellow center clockwise or ccw so the wayward green piece is out of the way. We’re going to do a pair of D/D/U/U algs. In this pic, the yellow on the top face is on the left side, you’ll start on the left. Do a D/D/U/U moving the yellow down to a dummy/properly-placed front-faced yellow piece. Then move the front face back so the incorrect green piece is on the top (where it’s shown in the pic). Do the D/D/U/U again, but now start on the right. This will reverse the swap and you’re golden!

Step Two: Get Three Edges

For this, you’ll be matching these three red/yellow edges here.

Find your piece, position it on the right or left and bring three layers down to put it adjacent to the center edge. Next, move your entire top layer away from the tip you just turned. If you’re matching on the right, then move top layer left and out of the way (and vice versa). This is like a 4×4 edge-match, where you’ll replace it with another mismatched edge. You’ll eventually have to figure out what to do if you have only two edges left, but that’s for a different day. Keep matching these until you get them all sorted out. You could always do two at once, if you’re smart. 2025 me? Not so great.

Step Three: Get Inner Edges

There are four green/blue pieces shown in the pic above, but we’re talking about the inner pair. The outer pair can be matched by turning the tips after this step. Easy.

For the inner pair, this is a simple D/D/U/U algorithm, as these are not deeper cuts. Just do it properly to retain the center tips. It’s pretty simple.

Step Four: Jing’s Pyraminx

This really just uses Pyraminx algs. If you need to swap four centers, give it a D/D/U/U cycle three times.

Hanoiminx / 3-Layer Magic Drum Algorithms

Posted in Algorithms, Blog, Cubing on December 16, 2025 by slateman

This is a relatively-simple and rather-fun puzzle that really only requires two steps and a little bit of intuition. Let’s look!

Step 1: Solve Small Edges

If two are flipped (correctly placed, but flipped)

  • Place on top layer, on L and R.
  • Small triangle facing you.
  • R’, L, R, L’
  • U, L’, U’, L

Link with timestamp

Step 2: Solve Triangle Edges

Mostly intuitive


Step 3: Solve corners

Three-cycle

You can do this starting on the right like this photo or on the left. Just a mirror algorithm. For this one:

  • R’, L, R, L’
  • (this positions the green layer piece on yellow)
  • Move the yellow triangle to the next spot (clockwise here)
  • L, R’, L’, R

2026 In Music

Posted in Blog, Lists, Music on December 16, 2025 by slateman

Building off of my 2024 list and 2025 countdown, here’s my running list of 2026 releases on the horizon. Oh, as always, can’t forget about the MetalStorm Upcoming Releases page for handy reference!

16 Jan: Kreator: Krushers Of The World
23 Jan: Megadeth: Megadeth
30 Jan: Hällas: Panorama
13 Mar: Lamb Of God: Into Oblivion
20 Mar: Exodus: Goliath
17 Apr: The Moon And The Nightspirit: Seed Of The Formless
24 Apr: At The Gates: The Ghost Of A Future Dead
?? May: Anthrax: TBA
TBA: Einherjer: TBA

Hopeful for the following

  • Moonsorrow (please)
  • Skeletonwitch
  • Leiþa

DoDonPuchi Zero Is Preserved!!!

Posted in Blog, DoDon Pachi, Games on November 10, 2025 by slateman

Dedication and perseverance have led us to this fortuitous moment: DoDonPuchi Zero is playable for everyone after having been locked to archaic Japanese mobile phones for two full decades! This is simply incredible news to those of us who follow these things, but for many who’d never even heard of this, understand this is a landmark moment. Wherever you’re coming from, I’d like to share the history of the game, the platform and what’s so special about this ‘tiny’ entry into the DonPachi franchise.

The mobile market in the West in 2003 was understandably limited, however, in Japan, things were bustling. Publishers innumerable were developing and porting existing IPs to the mobile realm in the form of a diverse and curious rainbow of titles. From a preservation vantage point, this is one of the most-prolific yet least-documented era in gaming. Capcom, for instance, issued no fewer than a dozen mobile-only games using their existing IPs: Rockman, Street Fighter, Vampire/Darkstalkers as puzzle titles, card games, rhythm experiments and much more with virtually none of these available in any form in 2025. I digress; let’s step back and look at how things all began and how shmups fit into the whole story.

History of Cave’s Mobile Titles

Starting in 1999, the Japanese company NTT DoCoMo began offering a service called i-mode which allowed mobile phones to go online. This primitive service offered web access and e-mail, initially in monochrome environments, before developers began to expand into the gaming realm.

On the 17th of September, 2002, CAVE launched their own storefront titled The シューティング ゲーセン横 (The Shooting Game Center Yokocho) for i-mode compatible phones. The site had four sections: Arcade Game Information, Classic Games, Variety Games and Score Trial. Classic titles were 1990s-era CAVE and Psikyo games like Strikers 1945 and Gunbird. Variety Games housed the pinball spin-offs ESP Pinball and DonPin (another game we know only from screenshots), some puzzle and strategy games, and today’s topic: DoDonPuchi Zero.

The service cost ¥300 a month (about $2 USD today) to access. For this fee, you’d receive six credits. Classic games cost three points and Variety two, but if you deleted it from your phone, you’d receive one credit back. Participating in the Score Attack cost one credit itself.

By the following year, the company had published several mobile renditions of their popular titles, including ports of Dangun Feveron, DoDonPuchi (not Zero), ESP Ra.De and Ketsui. All in all, CAVE published about two dozen games on the services, sometimes in split form, due to storage and bandwidth restrictions. DoDonPuchi Zero, by contrast, was an original game developed exclusively for the 504i series of phones and is the subject of today’s deep dive.

Game Center Yokocho shut down in 2014 and after that point, the only way to play these games was by finding a phone with the title still installed. Due to preservation efforts by RockmanCosmo and the excellent Keitai World Launcher, we’ve seen scores of otherwise-inaccesible titles made available in recent years. I wrote about the astonishing preservation of DoDonPachi: Dai-Ou-Jou Reco.Ver a few weeks ago, and we now can play yet-another long-lost entry: DoDonPuchi Zero with special thanks to Cuebus for dumping this (and for not getting one credit back by deleting the game!!!) In the process, he also preserved a trial version of DoDonPuchi proper; information about that rendition will be saved for its own entry. For now, let’s dive into exactly what DDPZ is, a sentence I’ve wished to utter since learning of this game in the early ‘00s.

ドドンプチ零 / DoDonPuchi Zero

One of CAVE’s earliest entries into their service was DoDonPuchi Zero, an original game “created by the arcade game staff,” Furukawa recalled in a 2020 interview with 4Gamer. He continued, “it established a mobile shooter engine, so in that sense it was a very valuable title.” Rather than just translating existing code, this was an important step for the company, who would issue renditions of Mushihimesama, Pink Sweets, ESP Galuda (both 1 and 2), Storm Of Progear and more in the coming years.

The Zero suffix was not uncommon for Japanese titles, but its full name was a fun take on the already jovial DoDonPachi. It’s long been established that the title DonPachi and DoDonPachi each contain a play on words: the first entry roughly means Bee Leader and the sequel Angry Bee Leader all while hearkening the onomatopoeic sound of gunfire. Here, Puchi translates to ‘petite’ or ‘mini’, making this an Angry Mini Bee – more or less. It’s playful and fitting.

Audio & Music

Given the truly-limited storage size of games on this platform (DDPZ clocks in at a meager 31k), there are no sound effects. However, the legendary Manabu Namiki was hired to do the soundtrack, quite surprising, given his pedigree and the nature of this title. He recalled in a 2010 interview of STG Gameside #1 (with special thanks to Shmupilations for the translation.)

Interviewer:
What shooting game music you’ve composed has given you a lot of troubles, or is otherwise very memorable for you?

Namiki:
The work I did for the mobile phone app DoDonPuchi Zero gave me a lot of problems. The available memory was tiny, and there wasn’t enough space for the BGM data, so there was no way to get it to fit except for removing notes from the songs. Even though I had to shave off so many notes from the pieces, the songs still needed to be enjoyable to listen to, and with all the fine tuning I had to do on these songs it was like some incredibly complex puzzle. Those days remind me of how much I hated the way musical data was done on mobile devices. (laughs)

Each stage’s theme song is a bit over a minute long and with the levels themselves lasting about two, the loop is enjoyable and not too repetitive. Though Namiki was understandably frustrated with the constraints and results, the songs are actually quite catchy, despite not drawing from the original DDP’s tunes at all. Boss music is shared and there is a pair of other tracks: the intro/ship select music and the usual end-of-level quick recap as well. See the Links Section below for a download of the full OST.

The Game Itself

The fact that DDP Zero was an original game makes this a unique entry amongst the standard fare of ported titles. While this diminutive version was scaled down considerably, so much of the base game was carried over here. The core gameplay was the same: Three ships, laser or shot choices. Bombs came in the same two flavors. A warning sign flashes before each boss and afterwards, your star count is tallied, distributing a bonus for a No Miss.

For a stripped-down mobile title from 2003, DDPZ was a surprisingly-good game! There are three difficulty levels and you could change your ship speed in the options menu. There was an online leaderboard as you could upload scores, but while this is all impressive, do not forget that this was a mobile-phone game. On the numberpad, you moved with the number keys, 0 would change from laser to shot and # would unleash bombs. It’s actually more playable today with proper controller configurations (much like the G-Mode ports).

Each of the three ships does feel unique and represents the pedigree of the series well. Two stages are available and you can begin on stage 2 when starting. Entering level 1, it’s astonishing just how well the game actually runs. It’s smooth and features a fair amount of bullets, particulary for the 240×240 screen. The added difficulties present even-more firepower to dodge and the game scrolled fluidly, even with all these on-screen projectiles.

Both stages have a mid-boss with a life bar and you could destroy the arms of the second-stage boss, revealing a more-difficult bullet pattern. Even the chaining system arrives intact, carrying over the GP meter in the upper-left-hand corner and the usual dance of popcorn enemies, lasering tougher foes, revealing bees via said laser and harsh scoring punishments for bombing.

Final Thoughts

DoDonPuchi Zero is, by all accounts, a mere novelty when compared to even console affairs of the time. However, it is a fun and competent representation of the best shooting series ever produced.

A trio of CAVE’s mobile DX games were ported to the Switch and Steam by G-Mode with great results and it would be phenomenal to see others get the same treatment. It seems unlikely, but this preservation effort should be applauded and I sincerely hope the momentum continues as there are so many unique and quirky entries into our favorite franchises that many of us have never played. I hope these chronicles covering such niche titles are worthwhile to some. Thanks for reading!

Useful Links

5-Layer Pyraminx Algorithms

Posted in Algorithms, Best / Worst, Blog, Cubing on October 27, 2025 by slateman