Bitmap Books

Monday, 20 April 2026

Ghost Master Resurrection Review (Switch)

There was a time when strategy games of a certain type were pretty much limited to the PC due to the mouse controls. Games like Dungeon Keeper, Evil Genius and Ghost Master all provided level based, objective driven goals which normally required some building and trap setting. The last time we played Ghost Master was around 2003 so it’s been a fair while since we tried any spook-themed strategy.

The first thing to say is don’t expect much from a visual point of view. The game is pretty much just the original with sharper images. If you can imagine the sims with ghosts, you are close to the mark. But levels are clear and you can see what’s going on so it’s not something that really effects the way the game plays.  

The structure of the game sees you picking a location (normally based on a horror film or other haunting stereotype), then picking from a team of ghosts and heading into achieve whatever the objectives are. As you progress you unlock more ghosts, each of which have different powers and skills. More can be rescued from the within the levels by achieving certain goals as well – breaking a glass jar holding a floating brain for instance.

Generally, the objective is to try and scare people out of locations, but this does get mixed up quite a lot. One level has you trying to get characters to finish the summoning of a demon, while another requires you to get the people roaming the house to uncover the various dead bodies hidden within it. This is all done by possessing various objects and areas.

This requires some forward thinking as certain ghosts can only be bound to certain things so you need to have a team capable of doing the job. There is an auto select option for those not sure though. If you are going to need to attract people to a certain area you are going to need a ghost that can make noise for instance, or if you need to knock something down, you’ll need a ghost that can control wind or create tremors.

Scaring everyone is always entertaining but it can be frustrating at times to get characters exactly where you need them. Especially, if you want them to try and complete a specific task. Some of the trapped ghosts are also obscure puzzles as well that require a real knowledge of ghost powers. Generally, though the game is forgiving enough for anything not to be too big a problem once you get used to it.

In terms of the games transition to the Switch, it has worked well. It’s not the most complex game of its type in terms of mouse controls as you are generally attaching ghosts to specific, non-moving points and the movable cursors does a good enough job at this. The camera is a bit of a pain, but then it always was and it’s easy enough to move up and down the levels of a building with the press of a button. We also found we could play the game perfectly well in handheld mode without squinting to see what was going on, something a lot of these types of games suffer from on the Switch. One thing we are little surprised by though is there are no mouse controls or touch screen on the Switch 2 version.

Overall, Ghost Master remains the game it always was. It’s fun and silly with some good core strategy backing it up. But it can also be a bit fiddly and frustrating at times. If it’s a game, you remember playing or you are a fan of this genre then it’s well worth revisiting as it does hold up. But it always had some faults, and little has been done in this remaster to address those.

Overall 7/10

Saturday, 11 April 2026

The Last Ninja Collection + Bonus Games Review (Switch)

Of all the collections we thought might make their way to the Switch, we didn’t have a Last Ninja collection at the top of our likelihood list. With the prevalence of C64 releases on the Evercade that seemed like a far more likely destination. We are however delighted to see one of the most iconic franchises of the 8-bit computer era find its way to a new audience.

One-time British powerhouse, System 3 has been pretty quiet for a long time. We had a Putty Squad release a long time ago and Constructor, but this is by far their most high-profile release for decades. Even then, it took a Kickstarter campaign to finally get the franchise over the line in some form. In terms of context of why a Ninja game was out on the C64, it can help to remember that the West was absolutely obsessed with Kung Fu and Eastern culture back in the 80’s, with martial arts movies prevalent at video rental shops.

What you get included here is The Last Ninja one, two and three and the Last Ninja Remix with the C64, Amiga and ZX Spectrum versions of the relevant titles. As well this Internation Karate and IK+ are added in as bonus games along with the easily forgettable Bangkok Knights.

There’s no hiding that anyone new to these games is going have a steep learning curve to go through. The games are difficult and the controls and isometric viewpoint will take some time to adjust to. The basic layout of all three games is similar. You explore a level, pick up weapons and key objects and then progress to the next. But you can leave key items behind and then find you can’t progress later such as the glove in the first game which is needed to pick up a poisoned rose later, or the shuriken’s in the second game.

There are also traps and puzzle elements to overcome and the river and swamp jumping sections were infuriating even in the 80’s. All that said, the first two games are stone cold classics and when it clicks, they still offer a unique experience. The Last Ninja 3 isn’t as strong sadly and the emphasis on almost constant combat makes things very frustrating.

Which brings us to the added quality of life features. Or lack of them. There is no rewind function which is the biggest shame as that would have really made these games accessible, and no way to implement any kind of cheat codes. There is a save function. But each game can only have one game saved and there is also no quick save and load option, meaning you have to quit and then reload when you want to load again. Why we couldn’t just have a load option in-game I don’t know. That said, the screen transition very quickly so we didn’t find it to be a major issue and we were loading a lot. It’s strange though as the Steam version seems to have one.

The other disappointment is the extras. It seems clear the museum text is pretty much all identical for each game with a few words (such as the platform) changed. That’s a real missed opportunity as getting a real insight into some of these titles would have been great.

We are somewhat surprised that IK+ doesn’t get a bigger billing on this collection as it was arguably as iconic as the Ninja games back in the day. Here you have three combatants on a single screen trying to score points to win a round of karate. As these are 8-bit computer games, controls are based around a one button joystick configuration. In this case, you hold a button then press a direction to break out different moves. It actually works really well, and no matter which version you are playing it’s a great high score chasing games.

We found that the Last Ninja games where best played in their C64 guise. This makes sense as this was originally the main platform for games. The ZX Spectrum version of Last Ninja 2 is also remarkably playable. We found the Amiga versions, although they look a lot better, to be far less playable. And if anything, the extra graphical detail made the environments more difficult to traverse and objects more difficult to find.

Overall, we are just really happy that this collection exists at all. These are games that really should be preserved with Last Ninja 1 and 2 and IK+ being among some of the most iconic games the British games industry has ever produced. Yes, there could be more here in terms of the quality of life and museum features, but we can hope for that in an update. We just hope that this gives System 3 some latitude to get other release out the door, we would love to see a Putty or James Pond Collection in the future also.

Overall 7/10

Monday, 6 April 2026

The Rogue Prince of Persia Review (Switch 2)

We didn’t have a Dead Cells inspired Prince of Persia rogue-like game on our prediction list but now it’s here we are certainly glad it exists. The team responsible for some of the Dead Cells DLC are behind the wheel here and while it is clear what the template is, it also does enough to stand out. It released digitally a while ago, but with the physical release on the horizon we decided to take a deeper look.

The story is that the kingdom is under siege from the Hun. The Prince is knocked out during a battle on the outskirts of the city and awakens three days later to find the city besieged. He now must make his way through to the inner palace to save the day. It follows the same sort of format as Dead Cells does. You enter an area, are allotted a standard weapon, a tool and an upgrade from the unlocked roster and then search for an exit to the next realm. There is normally more than one route you can discover to add some variety, and more can be added as you discover maps and information in your adventure.

There is a stronger story element than Dead Cells though. As you discover clues and information, you’ll get little mini quests to complete to further the plot. These are normally things like finding out who has been kidnapped or locating certain items, but they add another layer to the game and the gradual unravelling of events is entertaining. There are also NPC’s to talk to and some will return to the Oasis to offer services and more plot specific points. Away from this it’s the standard structure of push forward as far as you can, unlock as many permanent upgrades as possible and rinse and repeat until you win the day.

The pace of the game is also much faster than Dead Cells. The sense of inertia and momentum we now associate with the Prince of Persia has been captured beautifully. There are a whole host of zooms, walls run, wall jumps and other moves that keep the Prince bouncing around the levels, and the combat fits perfectly into the pace as well as you dodge and flip around. It’s clear a lot of thought and feedback has gone into getting this just right and it makes each run a fluid joy. As a result, the game is also far more platform heavy than Dead Cells to the point of being Super Meat Boy like with its traps and contraptions at times.

The ‘Sands of Time’ reversal mechanic is tied into the narrative this time by the fact that when the Prince dies, he reverses back to awakening in the starting Oasis. Only, any people he has rescued or story points he discovers return with him. You can’t rewind time when you make a mistake though, a good choice as that would clash with the genre conventions.

The look of the game is closer to the long-forgotten cell shaded Prince of Persia which came after the ‘Sands’ trilogy. It gives it a story book aesthetic which works well and allows for clear definition on the screen. We are also very grateful to see a host of colour-blind options that can be set - something Dead Cells really needed when we first played it. As a result, it means frustration is kept to your own limits of your skill set rather than things you can’t see on the screen.

Overall, The Rogue Prince of Persia has been put together very well. This may seem like a strange source of a Rogue-like title but it in practice it works perfectly. There’s even an argument to be had here about it being better than the Metroidvania version of the Prince we got not so long ago. We are slightly surprised it wasn’t a piece of extended Dead Cells DLC, but it’s certainly been fleshed out into a rewarding and fun game. It’s very much worth playing if you are a fan of Dead Cells or Prince of Persia.

Overall 8/10

Monday, 30 March 2026

Planet of Lana II: Children of the Leaf Review (Switch)

We were a little surprised to see Planet of Lana receive a sequel. The charming first game is one of the most beautiful looking and sounding indie platformers out there, but it felt like one of those flashes in the pan moments of genius and it’s not exactly like cinematic platformers are that prevalent.

The second game, somehow, looks even more beautiful and continues the story of Lana and her weird pet Mui as they adventure across the planet of Novo. It’s set two years after the events of the first game (which is deftly recapped) and shows how the various tribes and factions have taken to the now discovered technologies scavenged in the aftermath of the first.

Lana has a host of new ways to move around, with faster movement, sliding and things like wall jumps and the ability to swim now in place. As a result, movement is much more fluid than the original, but the platforming sections or also a bit more fiendish as well. The heart of the game though is about solving puzzles. Early on, Lana will normally be given requests from settlers and then head off to find something. This acts as a good introduction to her new skills while showing off the gorgeous visuals and setting up a healthy chunk of world building.

Almost all puzzles require you to use the two characters in partnership with each other. Mui can manipulate technology and pass control on to other animals. So, most puzzles fall into a pattern of working out how to get Mui to a point they can take control of something, then working out where that goes and then getting Lana to race to the new location. An early example of this is where Lana needs to retrieve a particular piece of seaweed from underwater. It requires getting Mui into a shallow pool of fish, then getting the fish through a dangerous area using its ink special skill and then getting Lana to clear a path and then trap a predatory fish before her air runes out.

It’s quite different from the original game in terms of how it plays out. In the first game you were normally hiding or running away from technological monstrosities. And while that is still the case in places, this is much more about using the different animals and interacting with the population. The game feels much more alive as a result.

With most puzzles having a clear timing element it means players need to be precise and agile to get through as well. Controls are slick and precise though, so frustration rarely comes from a clunky input. The game is also exceptionally well checkpointed, so when you do die there are no long sections to retrace. We also found the game was far less frustrating than the original with regards to its puzzle design with it being clear most of the time what we had to do.

Planet of Lana is a beautiful game, but the sequel is off the charts. From the villages to mountain tops and the technological encampments it all looks astounding. The score that goes with everything is also exceptional, really breathing life into the locations. Progress is rewarded with visual highlight after highlight, and it really does keep players pushing through the game. The art design here is akin to something studio Ghibli would be proud off, it’s simply breathtaking.

Overall, Planet of Lana II manages to somehow be even better than the original. Every aspect has been improved, and the original was already an exceptional game. The sharpening of Lana’s movement is a delight, and the majesty of how the game looks makes it irresistible. It might just be a touch short for a few people but then its still longer than the original. It’s hard to see anyone not liking this. It comes highly recommended.

Overall 9/10