The
Leafy Adventure is Now Invading on Game Boy and Nintendo Switch!
[Pittsburgh, PA] April 5th, 2024 – Pie For Breakfast
Studios, in collaboration with publishers Mega Cat Studios and 8bit-
Legit, is thrilled to announce the highly-anticipated full
release of Kudzu, available today,
April 5th, on both Gameboy and Nintendo Switch platforms.
Kudzu invites players to embark on a captivating
journey filled with mystery, danger, and discovery. As Max, the apprentice gardener,
players must navigate through treacherous landscapes overrun by the enigmatic kudzu plant
to save their mentor, Zoen, from its clutches. With its non-linear gameplay, masterful
storytelling, and captivating visuals, Kudzu promises an unforgettable gaming experience
for players of all ages.
Key Features
of Kudzu Include:
Explore diverse environments, from ruined fields to
lush forests, in your quest to unravel the mysteries of the kudzu plant.
Master a variety of gardening tools, including
machetes and hoes, to clear your path and fend off menacing creatures.
Encounter a colorful cast of characters and engage in
epic battles against formidable foes, including giant bugs and living plants.
Uncover the secrets of the kudzu maze and discover
the true origins of this invasive plant.
"We are beyond excited to bring Kudzu to both the
Gameboy and Nintendo Switch platforms," said Mina Figueroa, Marketing Lead at Mega
Cat Studios. "With its rich storyline, challenging puzzles, and nostalgic gameplay, we
believe Kudzu will resonate with gamers old and new alike."
Kudzu is available for purchase in both
physical and digital formats on the Gameboy and Nintendo Switch platforms. Don't miss your
chance to experience this one-of-a-kind adventure – grab your copy of Kudzu today and
embark on an epic journey like no other!
For more information about Kudzu and where to purchase, please
visit Mega Cat
Studios and or follow them on Twitter,
Instagram, and
Facebook for
the latest news and updates.
About Mega Cat
Studios:
Mega Cat Studios is an independent video game
development studio dedicated to creating retro-inspired games for modern platforms. With a
passion for pixel art and classic gameplay mechanics, Mega Cat Studios aims to deliver
unforgettable gaming experiences that capture the essence of gaming's golden age.
Now, who doesn't love to chew gum? Here at Mega Cat
Studios, we chew gum every chance we get. And we also had a chance to interview one of the developers of
Garbage Pail Kids: Mad Mike and the Quest for Stale Gum, Tim
Hartman, of Retrotainment
Games, and here's how it went!
How was this game born?
The game was born out of our love for the Garbage Pail Kids and the
Nintendo Entertainment System.
As young kids in the '80s, Greg and I grew up fans of
trading cards and various products that emerged as the GPK craze broke out. Garbage Pail
Kids were loved by kids, hated by adults, and snubbed by the gaming industry in the NES
era. They were controversial, which may have kept them out of the space. We like to say
that we're creating the Garbage Pail Kids game they've long deserved.
What was development like?
The design process for this game flowed very well as our
team loved the opportunity to work with Topps to bring their characters to life and felt
natural to do so. It was a real treat to get deeper into the GPK lore since many of us on
our team are lifelong fans and collectors.
One of the main ideas was to bring as many GPK characters
to life as possible; so we went through the cards, found ones we liked that we thought
would work, and then brainstormed about what they could do in the game to make them unique
and add variety. In the end, we were able to include 40+ characters.
Developing for the NES is nothing but difficult though. You
have to deal with the challenge of game development along with hardware restrictions,
space constraints, and more. But this is what we love and what GPK deserved so we wanted
to make it happen.
What did you learn about yourself through this
game?
Personally, I learned that it was very difficult to make
the tough choices of which characters to use and which characters not to use in the game.
There are so many amazing characters in the GPK universe and it was super tough to narrow
it down.
What makes this game special?
It's a legit game made for the original NES and directly
ported to modern consoles like Nintendo Switch, Xbox, and Playstation. You get the same
game regardless of where you’re playing it.
Even though it is littered with GPK lore, characters, and
fun, gross elements, it is however a game someone can pick up and play without being
familiar with the Garbage Pail Kids. We designed it with the idea that every level has
something new and surprising in it. It also has minigames, a trading-card mechanic, fun
NPCs, and a silly story. Our audience is anyone who likes games. It's also cool to give
people a chance to get their first new NES cart, which is something a lot of players have
never experienced before.
How does sound play a role in the game?
A quirky and unique brand like Garbage Pail Kids deserves
an equally goofy soundtrack that’s fun to listen to and a fun set of sound effects.
Complete with burp and fart samples, the sound is definitely a highlight of the
game.
What games influenced this one the most?
We started by making the game we wanted to play. It wasn't
a case where we were looking at another game as a model or a direct inspiration.
Any fun stories or wild moments during
development?
Getting to work with Adam F. Goldberg, Ira Friedman at
Topps, iam8bit, Digital Eclipse, and Joe Simko was particularly fun, as we got to smash a
ton of '80s nostalgia and love for the era into this goofy project.
The wildest moment for me personally was when I was having
a meeting with Ira Friedman, and my son threw up during it. I quickly yelled out Up Chuck
(a character in the game) while Ira assured me it was a Luke Puke.
I still laugh about this every time I think about
it.
Do you think preserving older gameplay mechanics in new
games is important?
Yes, but I think it is healthy to have both new and fresh
mechanics whenever possible when developing. Old mechanics are tried and true, being very
familiar to players, but taking a chance on fresh mechanics can really help create a new
experience. For example, Leaky Lindsay and Luke Puke both have projectile attacks but
Lindsay’s snot rockets are the classic straight-ahead shots while Luke’s projectile
vomiting follows an arching path. This allows for some unique combat with Luke because you
can hold B to get more distance, rain the attack down onto enemies below or leave a pile
of puke in front of an enemy and wait for them to step in it and take damage.
What's your favorite memory as a gamer?
My favorite memory as a gamer is playing Baseball Stars for
the NES with friends like my business partner Greg Caldwell. Creating our own leagues and
teams, playing full seasons, keeping stats, throwing controllers, and getting into fights
over gameplay is something I will cherish forever.
Who will enjoy this game the most?
Garbage Pail Kids: Mad Mike and the Quest for Stale Gum is
for old kids like us and young kids like our children. We think the older crowd who grew
up with the Garbage Pail Kids will have a great time with it. It's fun and silly and gross
-- which makes it great for younger kids as well. Ultimately, it's for people who want to
experience a retro game, whether this is their first time experiencing an 8-bit game or
they've been playing NES since they bought one new.
Retro gamers will enjoy this the most, but I feel modern
gamers who give it a chance will be quite surprised by the various hero characters and
their unique offensive arsenals. Each of our hero characters has a unique strength that
will help you tactically in the game if you pay attention.
Bottom Line, why must someone play this game?
You must play it to experience what people are calling "The
Grossest Game of the Year.” And if you knew GPK from the ’80s, it’s a fun trip down memory
lane.
How do you want this game to be remembered?
I'd like this game to be remembered as us giving the
Garbage Pail Kids the 8-bit game they have always deserved. The brand was so iconic and
important, so them not having a game back in the late '80s was a travesty.
What's next?
Right now we are continuing to market Garbage Pail Kids:
Mad Mike and the Quest for Stale Gum and our other games, Haunted:
Halloween '86,Haunted:
Halloween '85, and our newest open-world, mystery-adventure called Full
Quiet. In addition to creating our own IP, we’re also entertaining ideas to bring
existing IP to life in retro form, especially for others who never got their moment in the
8-bit sun.
We love retro and remain committed to that space with
whatever we do which includes the publishing venture 8-Bit Legit, consisting of
Retrotainment Games and our partner Mega Cat Studios. In 8-Bit Legit, we take games from
cartridge to console.
Anything else you'd like to add?
It's all about 8-bit. It's what we do at Retrotainment. The
cartridge comes first. We also think it's cool to expand the NES catalog with games that
have been passed over back in the day. Keep an eye out for what goofy game we can cook up
next in our 8-bit laboratories. And as always, shout out to the NES homebrew community for
making all this possible. We love being a part of such a vibrant, passionate, growing
community!
With just under 10 days to go, I'm eating breakfast in a
red wig and riding my broomstick to the office in anticipation of the next installment of
the Cotton series, Cotton Fantasy.
If you’re like me, you have an appreciation for
well-crafted Japanese video games. So when I saw Cotton Fantasy coming to the Nintendo
Switch, I was immediately intrigued, given the history of the franchise's retro roots.
Well, it turned out to be everything I hoped it would be and more! Here’s why I love this
game so much…
Overview
Obviously, the main character is Cotton. In addition to
your standard shot and bomb, she has magical attacks that take up large chunks of the
screen, showering her with point bonuses. When downed, certain enemies will drop a colored
crystal which will give magic attacks depending on its color when picked up. Cotton's
set-up, in addition to requiring speedy, reactionary play, also entails constantly
flitting around the screen to juggle priorities.
Similar to success' delightful shooter series, Psyvariar,
the player tackles this game with Ria and reaps no benefits from jewels, magical attacks,
or endless showers of point items. In turn, as the bullet passes near you, your weapon
levels up, and a shield is created for a brief period, in which you can use it to smash
through bullet patterns or shoot enemies close up. Play through the game with Ria, and
you'll need a totally different survival and scoring strategy.
Another popular one is Fine from Success' own obscure
shooter, Sanvien, which has a time system to keep you constantly on the verge of death.
Then there's Luffee, which manages to boil the game down to a much more traditional
shooter. You will also find the game's final boss, the antagonist, who features a new play
mechanic, such as throwable projectiles, found in classic R-Type.
If that wasn't enough variety, finishing the game with each
character unlocks a fresh, console-exclusive level, depending on their abilities and
themes, with every character we've defeated thus far. With Ria, for example, there is a
horizontal Psyvariar, featuring enemies, patterns, and backdrops just like in the previous
game. Additionally, the cotton onstage offers a modernized version of one of her past
performances.
Difficulty Level
Cotton Rock 'n' Roll is high-octane and moody. Set in a
cheerful gothic world, its main character, a witch, is trying to find out the secret
behind the disappearance of Willow, the in-series equivalent of our world's magical
candies. That sends her to a zone that exudes personality, where enemies continually fill
the screen. Things move fast, and thanks to superb varieties of approaches to level
design, you'll face all kinds of different challenges, from somewhat tight areas somewhat
reminiscent of R-Type's core gameplay to battles with level-sized flying fortresses, as
well as vertically scrolling horizontal sections and races tearing through ever-tightening
gaps. Finish a shmup from start to finish and you'll experience the feast of an entirely
different genre.
Graphics & Sound
And one of Cotton Rock 'n' Roll's strongest features is its
level design. It is dynamic, detailed, and contains sweeping set-pieces and elegant shifts
around the player characters. Polygonal visuals are used and can bring style and class to
a game set in a 2D playfield. Mixed media stages can make you look twice at times, but
Cotton Fantasy blends them nicely, and continues to be a treat for the eyes.
With bosses full of character, they also have attacks with
a variety of different effects, catering to every style of play. Playing at the default
'Normal' difficulty, the boss battles can feel short. In most cases, the second form isn't
revealed until the very end when there's just a few seconds left. Turning the difficulty
up remedies that, if you're up to the challenge.
Overall
This release lives
up to Cotton's usual high quality standards. Few shoot 'em ups have as many varieties in
terms of how you can play, nor such a well-designed world as what Cotton does. No matter
what type of game you like, Cotton Rock 'n' Roll will offer something to please
you.
It should come as no surprise that Cotton Rock 'n' Roll
Fantasy manages to pull off its total execution beautifully. Action sequences in the game
are absolutely incredible, and the fun is easy to find.