
Gals Fighters (NGPC, in Mednafen)
The permissive chain comboing developers Yumekobo came up with here is pretty fun in its button-mashing way, but breaks the game as far as fighting the CPU is concerned, because you can just spam light punches–jabs–to beat them even on the highest difficulty setting.
Jab spam definitely does NOT work vs the CPU in Yumekobo’s earlier Garou Densetsu (Fatal Fury) NGPC game, and doesn’t in SNK’s NGP/NGPC fighters King of Fighters R-1, King of Fighters R-2, and SNK vs. Capcom: The Match of the Millennium.

It’s too bad because Yumekobo put together some fun and surprisingly large and wildly animated move sets for characters here, even characters I typically don’t have much of a feel for in, for instance, the NEOGEO/Dreamcast version of The King of Fighters 2000–but aside from the jab spam problem, I’d have fun here with the likes of Mai, Athena, and Leona; basically I enjoyed playing the five characters I have unlocked on the top row of the character select screen–Mai, Yuri, Athena, Leona, and the unlockable character Yuki, Kyo’s girlfriend–whereas the four I have on the lower row–Nakoruru, Shermie, Shiki, and Akari–I feel more at-sea with due to their teleports, flying around, knives, and just weird normals.
(I still have two characters to unlock, one on the upper row and one on the lower; not sure which is which, but one would be the boss, Miss X, and the other would be Whip. (Fight 100 matches or collect all [16] items for X, and beat Arcade (“Q.O.F”) mode with all 8 non-unlockable characters for Whip, GameFAQs says. I don’t really want Whip with her sorta teleporting and annoying whip/gun moves, but the thinly and hilariously disguised Miss X would probably be fun. ^ _^))

The excessively dull southeast Asia stage annoys me more than it should, and some of the other stages are only so-so, but the outdoor hot bath stage with mostly naked cameos of male SNK fighting game characters is a bit of a hoot, and the almost abstract stage with a rainbow of tree and traffic lights leading up to a distant Arc de Triumph through a hazy evening light is a real high mark. Oh! And a night version!
I was wondering which version I had; according to my 2004 notes, originally I had the US version–still have photos I took of the box. It must have been one of the carts I had that got stolen from my airline luggage one time, though, because I raided my cupboard and found the Gals cart I have now is the EU (PAL) version.
There’s a little mystery here as the ID printed on the EU version hard case, apparently, is NEOP0093, but the ID on the EU cart is NEOP0095, which is the same ID as EU NGPC Last Blade. : P US Gals Fighters is NEOP00931. So, likely a typo on the EU cart–should have had 93 rather than 95. Reference: GALS FIGHTERS NEOP0095??????? | Neo-Geo Forums
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Mickey’s Dangerous Chase (GB, in Mesen)
The title screen just says “Mickey’s Chase”–the game’s title in Japan; some well-meaning dreamer maybe at publisher Capcom USA managed to jam “Dangerous” in there as an attempted warning to would-be buyers.
This game is sick.
There’s a tra-la-la first level or so without real platforming where you just throw huge square blocks at critters in your way SUPER HARD and blast them into orbit. All just good clean Disney fun–no real indication, aside perhaps from the superfluous velocity of the animation, that this is anything other than a standard happy-go-lucky Disney adventure.

At the first full platform, I jumped, hit my head on the low ceiling, and fell into spikes.
The game uses powerups to bait you into dangerous areas. A vertical forced scrolling section forces you to guess which way to go; guess wrong and you’re stranded with no escape, dead. Huge sprites are thrown at you faster than you’ll be able to dodge. You have infinite continues, but this might have been done by sadistic developers knowing that in some cases it would tempt players into prolonged torture.
This might be the hardest game I’ve ever played.
Then again, I have emulator quicksave/quickload, the platforming physics–aside from the kinda chunky scrolling–are pretty darn solid, and the game isn’t TOO long. … I could kinda see myself save scumming through this again some day when I’m feeling masochistic.

There’s a jump where you have to press the jump button long enough to reach a fairly distant platform, but lightly enough to fit UNDER a spinning oil barrel somehow flipping up between the platforms from a bed of spikes below; not real easy to find the right button press duration, and the timing window offers maybe just just four frames of clearance. You have to make this jump three times in a row; it’s the only point in the game where you have to make a timed mid-height jump against a looped obstacle.
Jumps out into space over a spike bed, then cutting back to a platform just above the one you left, with minimal head clearance for either platform, are frequent to the point of being just about the norm.

This is a straight b&w Game Boy game. Wikipedia says it has Super Game Boy support, but their reference is a site I’d never heard of, which does not specify of what the SGB support consists. I tried both US releases of the game, they both had exactly the same ROM, and neither seemed to have any special properties when used with my Super Game Boy 1 or 2 ROMs in Mesen, which has excellent Super Game Boy emulation. Googling turned up nothing. The game isn’t in Wikipedia’s own Super Game Boy game list. Pretty sure the SGB support mention in the Dangerous Chase article is in error.
I colored Mickey’s shorts–Sprites #1, Color 2–red in the emulator. You can also play as Minnie. Goofy is here too, suspiciously meeting you at the end of each torture chamber to tell you exactly where the villain you’re chasing, whom he apparently made no attempt to stop, went.
When Mickey holds a block above his head, the space between his arms is opaque white rather than transparent, looking odd against darker backgrounds.