Tag Archives: gaming

The addition of Squirm to ‘Dandy’s World’

By: Maple Graham

‘Dandy’s World’ is a mascot horror game on Roblox, taking place in the abandoned Gardenview Educational Center and Museum. Gardenview was an attraction for children, housing real, living counterparts to their respective characters in the show. It additionally doubled as a studio for working on episodes. It closed in 2002 after 14 years of operation because of an incident regarding the living main character. The game itself takes place after this “incident,” where you play as the various characters known as “Toons” that are still stuck in the facility. Your primary goal is to complete as many floors as possible by filling up machines with ichor to power the elevator, while avoiding malevolent versions of the cast—known as “Twisteds”.

On February 27th, ‘Dandy’s World’ released a new minor update, adding a new Toon, a new area to explore, and an achievement system. This update had a lot of expectations from the community—the development team finished a recent rework of parts of the game to allow more complex things in future updates.

The new Toon, Squirm, was met with positive feedback. His character is fun to play—his ability to eat books off of nearby shelves for a machine boost is something no one expected; I hope the development team continues to make characters with unique special abilities.

^ Image of Squirm—specifically his vintage cosmetic

Squirm’s personality, however, was controversial among fans when he released. His entire character revolves around being sad, scared, and miserable all the time—like Shrimpo, another Toon revolving around another negative emotion: anger. I think his character, while annoying, is what ‘Dandy’s World’ needs. Shrimpo being the only antagonist in the entire show was disappointing to me, and while Squirm isn’t mean compared to Shrimpo, his rollercoaster of emotions brings out scenarios previously unexplored in dialogue.

Squirm, like all other characters, has a “Twisted” version acting as an enemy to all players. His Twisted is unique and changes up gameplay when active on a floor—hanging down from the ceiling and dropping down to grab any players that make the mistake of coming too close. This is particularly harmful to “distractors,” a role tasked to lead enemies away from other teammates so they can work on powering the elevator without issue. Distractors are common within experienced teams, so a new strategy to deal with Squirm will be necessary.

In ‘Dandy’s World’, there’s 4 rarities: Common, Uncommon, Rare, and Main Character. Squirm’s major flaw (which isn’t even the Toon’s fault) is his rarity—being a Rare Toon. The rarity system in ‘Dandy’s World’ is far from perfect, and Squirm’s existence is detrimental to his rarity tier. Players need to encounter Twisted Squirm to get research on him to unlock his playable Toon variant and his Trinket (Trinkets are unique equippable items that give you different perks).

The game determines how rare a Twisted is through a list system, with each rarity weighted differently. This system works like a deck of cards; every rarity has a set number of cards in that deck: 75 Common cards, 25 Uncommon cards, and 8 Rare cards. For each Twisted to spawn on the floor, a random “card” is drawn, and a random enemy is then spawned from the card’s respective rarity. Main Character cards throw this system into a loop—every 5 floors, 4 Main cards are added to this hypothetical deck, with every other rarity not scaling with the Main Characters.

For example, when starting the game, there’s a 7.41% chance that when an enemy spawns, it will be Rare. Once you get to the 5th floor, this chance decreases to 7.14% because Main Characters are now in the “deck”. At the 10th floor, Main Characters are now as common as Rare enemies (both being 6.9% with every enemy spawned). This trend continues, with the Main Characters later becoming the most common enemy; even more ubiquitous than Common Toons themselves!

And the chances mentioned above are only for rarities. After that, each character in the rarity tier has an equal chance of being chosen. In Squirm’s case, he is 1 of 7 Rare characters. That means the 7.14% chance on floors 1-4 doesn’t represent his true spawn rate in an accurate way; he has a 1.06% chance of spawning as an enemy then! This percentage nosedives into chances less than 1% starting on floor 5—making his encounter excessively rare.

Having the additional information that Twisted Squirm must be encountered to acquire his character and trinket, and that he’s part of the rarest group in the entire game, you can see how the community was annoyed. This problem showed itself before, during the Halloween and Christmas events, where limited-time characters were added to the rarity pools, indirectly making all characters rarer for the duration of the event. Eclipse and Coal, the two Rare characters in each event, were notoriously hard to find. Parallel to Squirm, many said the only challenge to getting the Rare event Toons was luck itself.

What differed from the event updates compared to now is the misinformation. I have seen conglomerations of fans saying that Rare Toons (specifically a Toon named Blot) were removed from the game via a “glitch.” This is not true—I have talked with many people who have all encountered him during the newest update, and the developer team itself has not claimed this is true. The only reason why people may think this way is because all Rare Toons have a 1.06% chance of spawning at most, giving the illusion to casual players that some Twisteds may never show up.

The development team addressed this on March 5th with their Easter event teaser, stating that they completely changed how rarities work and gave a short table of percentages from a sample of early floors. This system is far from simple; I tried extrapolating data to get a general understanding of how it works, but I could find little correlation between data points. One thing I could predict with certainty was that Rare toons will have an extra added weight of 2 (2 more cards, if you’re still following the example from earlier), raising their starting chances from 7.41% to 9.09% in the new update!

Overall, Squirm’s addition was a net positive, but the surrounding hype was dampened partly from his dislikable personality and from his initial Twisted rarity at the time of the update.

The new area, the library, is a new map that can be randomly encountered from the start of the game. It has a center with shelves rotated every which way to create asymmetrical, tight spaces to navigate—and outer areas that are more open and predictable. This map is tied to Squirm through various bits of lore throughout the floor, and also meshes well with the rest of the characters. From what I have seen, most people enjoy the map and have no qualms with it.

^ Outer section of the library map during a blackout (image brightened)

The community was additionally surprised with a rework of another area, the gift shop. Whereas the library was received positively, this rework came across as unnecessary to many. Not only did it change the shop’s entire layout, it also made the entire area much more spacious; the area was already spacious enough to many. Personally, I like the reworked gift shop, but removing the old gift shop was a bad idea. The rework would work better as a variant of the gift shop—more variants of newer maps are needed for variety.

Finally, the developers added an achievement system as a smaller part to a new menu, the journal. The journal sets up future updates with a few locked sections, such as a dialogue viewer, and other collectible menus. The achievements are a welcome addition to the game, with 25+ different challenges for players to beat! They hit the mark with optional achievements, such as beating a challenge floor with the weakest character in the game, to getting chased by 6 enemies at once. There are also plenty of benchmark achievements that players can get through normal gameplay.

While most of the achievements are wonderful, the ranking system that goes along with it is so unbelievably unbalanced. For example, according to the game, it is harder to complete a floor under 1 minute than getting to floor 50—getting to just floor 20 has been widely considered being a difficult task by the community even before the update, while completing a floor in under 1 minute is easily attainable during the beginning of runs if you have at least 4 people.

A floor 100 achievement was also added, with that being the most debated addition the update brought. Only a select few people have ever gotten to floor 100, and the people that did it spent hours, even days on a single run. Some think the removal of the achievement would benefit the game, while others think an optional challenge that doesn’t affect gameplay isn’t that bad.

In summary, the new ‘Dandy’s World’ update was taken well, with the community enjoying the grand majority of it. I’ve been working on catching up with getting everything in the game, and while the new achievements are quite an obstacle, I’m not discouraged in the slightest to continue playing the game.

JOYSTiCK Reviews Ep. 20B: ‘Pokémon Legends: Z-A’ – Putting the “FUN” in Hypothermia

By: Daniel Kendle

2 logs remain.

Oh…hello again. It’s me, *cough* M-Mr. Whatshisname. Surprised I made it through last night? No need to fret: even th-this French, uh, tundra has no match against this old d-dog.

But that’s enough about me. This is a review about ‘Pokémon Legends: Z-A,’ remember? Not surprised if you didn’t: my tapes from the first part of this article were mixed with other tapes, ones centered around my plights with hypothermic bone cancer. Don’t worry, I fixed that whole mess. Today’s review will be much more “focused.” *cough*

With that aside, we’ve got 2 more sections to dive into. So without further ado, let’s dive in!

PART 3: GRAPHICS

As I can attest to as a resident of this icy, radiative hellscape, France is very pretty! The countryside is, at least; the jury’s still out on Paris itself. You see, the first line in this paragraph was a device called irony.

Jokes aside, Paris is – or at least used to be – a very pretty town. And since ‘Z-A’ decides to base its entire story in Lumiose City (a direct translation of Paris), that obviously gave the game’s developers, Gamefreak, a tricky situation. 3-D ‘Pokemon’ games on the Switch have never been lookers per say, but with this smaller, more restrictive environment, this could be the opportunity for polish that this team has been waiting for. So: did it deliver?

Uh…yeah. Kind of.

I played this game on the Switch 2, which supports 60 FPS and improved texture resolutions. Of course, this means that the game was also built for the Switch 1, which definitely hindered possible graphical fidelity here. Foliage, while populous in both versions, is still used sparingly in grassy areas, like parks. The same goes for models with high polygon counts, like humans: the Switch 1 can’t handle too many on screen at once, meaning the Switch 2 experience is hindered subsequently.

Thankfully, the game doesn’t look terrible overall. In fact, bare your teeth, but I think it looks pretty good! Sorry to all IGN reviewers out there, but the frostbite in my brain must’ve given me something you lack: a controversially-positive opinion! While nothing exceptional visuals-wise, this game is easily the best-looking mainline ‘Pokémon’ game on either console mentioned. You can definitely sense a strong level of polish here, likely a result of skipping a major game release in 2024.

The Pokémon themselves look nice, as do the humans. Gamefreak ditched the realistic textures of ‘Scarlet’ and ‘Violet’ and gave entities a more basic palette, which I wholeheartedly prefer. The choice comes across very intentionally, though, and complements the Pokémon’s natural rim-lighting.

Textures are also much more polished. Again: the Switch 1 version is likely worse in this regard, but going purely off of the sequel console’s specs, I’d call it a massive improvement over past titles.

Buildings are a misfire for me, though. They’re basically just big textured boxes, with little physical depth. Balconies are squashed and flat, being just a part of the mapped image of the building face itself. The same is true for most columns and parapets, and it brings their beauty down a bunch.

While ‘Pokémon Legends: Z-A’ doesn’t turn the wheel on its head graphically, it does well in pushing the wheel forward. For the flack recent games have received for their visuals, it’s good to see a modern title be given some more polish and time in the oven – and its due flowers.

PART 4: MUSIC

1 log remains.

The fire, it’s…i-it’s…

…l-let’s talk about the music, yeah! *cough* This is another source of praise for me, like with most ‘Pokémon’ games. If there’s anything, anything consistent about this series at all, it’d be this area. So how’s about we rapid-fire through my thoughts on some in particular, like with the Mega Evolution section. That way, I can say more about the soundtrack other than, “it’s good.”

  • To start a bit negative, the game only has 1 day and 1 night theme. Both of them are great, but after so many hours in the game, they gradually become repetitive to hear. The night them especially; the jazzy instrumentals, while nice at first, become grading over time.
  • The trainer battle theme during the Z-A Royale is really cool in an almost psychedelic way. Even though you hear this pretty often too, it never succumbed to the repetition of the day and night tracks.
  • Canari’s battle theme is peppy and upbeat, which is fun. Fits a Twitch streamer well, I suppose.
  • Corbeau’s battle music is easily my favorite in the game. It’s sinister and dire, yet the modern synthesizers give it a slick energy that I really love. A highlight of the soundtrack overall.
  • I’m not the biggest fan of electro swing, but even I quite like Jacinthe’s battle music. The overwhelming instrumentals at the beginning were befitting for her cheery, albeit psychopathic tendencies in the story.
  • Finally, the battle music for Team Flare Nouveau is among the best of the remixes here. It carries the manic energy of the original forward strongly, and is also among the soundtrack’s highs.

To conclude, the soundtrack for ‘Pokémon Legends: Z-A’ is another slam dunk for the team overall. It’s funky, weird, and alluring in all the right ways. I can’t deny the mastery at work here with this albu-!

0 logs remain.

…w-what? But…I wasn’t ready! I still needed to conclude my article and give the game an 8/10! I needed to say that the game was far-and-away the best mainline ‘Pokémon’ game on the Switch!

Death befits the ignorant, not the ready.

No…no! I-I can’t give up now. My body, my mind…we still have so much life left to live! My saga can’t end here!

This is not your will.

This is not your choice.

This is not your life.

JOYSTiCK Non-Review: Will the Nintendo Switch 2 result in a 2nd US Civil War?

By: Daniel Kendle

*Note: The following is a satirical take on the release of Switch 2 teaser.

Photo of Elon Musk by Debbie Rowe via Wikimedia Commons

WASHINGTON, D.C. – On Thursday, January 16, Nintendo posted a teaser for a new upcoming console, alongside the company’s international affiliates. Roughly 2 minutes in length, the video showcased the Nintendo Switch 2: a successor to the soon-to-be 8-year-old system of the same name.

Notable for both its physical and internal upgrades, many astute fans of the original Switch have noted its needed – albeit simple – updates to its older brother. While controversies have risen due to these occasionally-minor changes, many have agreed upon feeling relief and excitement about the console’s acknowledgement. A follow-up direct, focused on software is slated for April 2, 2025.

Around the same time, however, came the inauguration of now-president Donald J. Trump, seceding the former Joe Biden. Also mired in controversy, the election’s collision course has coincided with the console’s public reveal, leaving some to connect the 2 in various ways – most of all, the Presidents.

“I saw [the trailer] the Friday after – yeah, it was cool,” said Trump, immediately following a press conference in Atlanta. “I was like, ‘Vance, did you see this?’ And he was like ‘Yeah,’ and we fist-bumped. I dunno, man […] but I thought the new Joy-Cons were sick. Larger, too. I was talking to Joe ‘bout it a week later; he was tripping too. Did these (gestures) hand…things. Yeah. I was like, ‘Hunter would love this,’ and he laughed, and agreed. Hunter loves Mario; he’s so cool.”

Now-former President Biden was also open to an interview.

“Donnie and I had gotten off a meeting when the trailer dropped; some real good [explicative]. I was less enthused at first, really: I saw Donkey Kong’s new redesign during the ‘Mario Kart’ segment and was like ‘Damn, this too?’ Then Trump came over to my place and we played ‘8 Deluxe’ for a while…felt good. Felt better. Kamala was excited, too – did a backflip over her desk. Favorite reveals? Shoot, uh […] like, maybe the, tch, backwards compatibility? Y’know, being able to play my Switch library at launch is a treat. Gotta do a run of my favorite, uh, Switch game: ‘Balan Wonderworld’.” (Note: immediately following the latter-most statement, former President Biden was lobbed in the head with a snowball).”

While these 2 men proved satisfied with the new system’s reveal, other political figures – including some close with the country leaders – were less than optimistic about the trailer.

“It’s [explicative], pardner,” said Elon Musk, in the process of bathing himself with the blood of a sheep when we interviewed him. “Jus’ trash all-‘round. I’m happy for…you know, I’m happy fer those excited, but like, really? After 8 years o’ buildup, we git some gall-darn magnets for them controllers?! Y’all need some bett’r standerds. Rattlesnake tumbleweed cactus.”

With the division with Trump’s republican cabinet apparent, some citizens question whether or not a feud will brew from inside – and possibly spill out into the rest of the US. It’s been close to 200 years since our country’s first Civil War, and in our current day and age, political events and conspiracies have led to heated debate between sectors of the 50 states.

Whether or not the Nintendo Switch 2’s existence will culminate in a new Civil War is yet to be said, but until then we can only speculate, both on the system and our country’s political affairs. Only 1 thing’s certain, however: if this new console has any form of Joy-Con drift again, I think the nukes are gonna drop.

The upcoming ‘Re:animal’ game

By: Julia Yang

Warning: This game will contain extreme gore, discomfort, breaking bones, bodies moving in unnatural ways, disturbing noises, and a variety of horror elements. This is a horror game being created for mature audiences.

Some may know about the ‘Little Nightmares’ franchise, but what if I told you that the same company was planning to make an even more terrifying, gory, unsettling, horrifying game?

This game I’m talking about is called ‘Re:animal’. Not much is known about this game as it just began its pre-alpha phase in August, but everyone who knows about it is absolutely psyched. ‘Re:animal’ takes the scary factors of ‘Little Nightmares’ and enhances them ten fold. ‘Little Nightmares’ was targeted to teens, so gore and terrifying stuff like that wasn’t really allowed, but ‘Re:animal’ is targeted to more mature audiences who are able to take that kind of horror.

In ‘Re:animal’ you play as a little girl— or a little boy! This game is co-op! You can be scared out of your mind with a friend, how thoughtful of them.

The story we know so far about the game is that you reside in an orphanage with all of your friends, but the orphanage— and overall world it seems like, is populated by monstrous animals. Animals like pigs with their guts hanging out, sheep with unnaturally long necks and legs like a spider, even possibly humanoids with animals for heads! Your goal seems to be to escape this dreadful area with all of your friends and make it out alive.

As I said before, this game isn’t holding back, unlike ‘Little Nightmares’. If you’re looking for a gory and disturbing game to look forward to, then ‘Re:animal’ is the game you’re looking for!

This game has not gotten any more news besides what I have said in this article, including the release date. Like I said, this game is still in its pre-alpha phase, so it will be a long while before it’s released to the public officially!

Soon, you’ll find it on the PlayStation 5, Microsoft Windows, Xbox Series X and Series S.

Announcement Trailer:

https://youtu.be/mUymvhAXOnM?si=BmJI_LInL4rkwOPn

10 minutes of Pre-alpha gameplay:

https://youtu.be/ou9THu2g3I4?si=jYJFABAppG2cJjKp

JOYSTiCK Reviews Ep. 12: ‘Tetris’ – Block Tuah

By: Daniel Kendle

Hey guys, welcome back to JOYSTiCK Reviews, and you know what I really hate? Climate change. But I’ve also taken a rather strong dislike towards popular games nowadays. So many terrible, terrible video games are coming out as of late, and unlike other poor saps who call themselves “gamers,” I’ve chosen not to lay down and take this blatant mediocrity.

‘Metroid Dread?’ Too scary. ‘Elden Ring?’ Too easy. ‘Dragon Quest XI S: Echoes of an Elusive Age – Definitive Edition?’ My mouth hurts. The only good video games as of recent are ‘PUBG’ and ‘Concord.’ Speaking of the latter, I was really sad the day it was announced it was being shut down after less than 2 weeks; I held a service for it and everything. Yeah, I missed my dog’s funeral, but it was a sacrifice I was willing to make (Much like my dog’s!).

That’s why I’ve been replaying old games lately, like today’s topic: ‘Tetris.’ Unless you’ve been living under a rock, you’ve probably heard of the title. It’s one of the most popular video games ever, selling hundreds of millions of copies across dozens of platforms, and is still kicking around to this day.

But why is that? Has the game been updated throughout all these years due to it being a masterpiece? Or was this comically-large tracking device fastened around my leg because my opinions are, shockingly-enough, controversial? Let’s find out.

If there’s 1 word to define the game ‘Tetris,’ it’s this: “simple, yet complex” (math was never my strong suit). In my opinion, the game’s been in the public eye for the last few decades due to the notion of it being easy to learn, yet hard to master.

The gameplay’s simple in theory: players are given a tall grid, and 1 after the other, differently-shaped blocks fall from the sky, all being made up of 4 different cubes contorted into different shapes. Players can rotate, move, or speed up the block and its descent, eventually letting it settle along the bottom of the grid.

As the game progresses, a pile of blocks will form. Every time the player manages to get a vertical row of the grid entirely filled with blocks, it’s removed, and the pile shrinks in height. The point of the game is to try to last as long as possible without the pile overflowing, and to see how high of a score you can garner.

To bite the bullet, the game’s so great because of the diversity of each game. While I might be wrong about this, each game’s blocks are randomly-generated (except for select older editions of ‘Tetris,’ I believe). This means that there’s a virtually-infinite amount of ways a game can be played, as the 7 usable blocks’ different forms make strategic placement not just a necessity, but crucial in understanding the intricacies of the game.

The gameplay loop is short, but sweet, and this is why I think the game has that universal appeal. There’s no characters, no story, no wild controls, not even any slightly-abstract theming. It’s literally just blocks falling down. The closest the game has to surrealism is the fact that the blocks magically disappear when a row is formed, but that’s able to be construed by most as a game mechanic rather than a choice of world building.

Anyone, whether they’re 1 or 101 years old, can enjoy ‘Tetris.’ Its gameplay is perfect for what it is.

As it happens, the rest of the game’s experience is pretty good too!

The main musical theme of ‘Tetris’ might be one of the most iconic in gaming, and is definitely in my top 10 favorite songs of all time. Perfectly-melodic, beautiful, and wonderful, yet it has that bit of edge that makes each game feel tense. In fact, one of the best ways to describe ‘Tetris’ is through the word ‘dread.’ The combination of the slowly-falling blocks, foreboding, quick music, and knowledge of the consequences of misplacing your next move makes the game all the more engaging.

The graphics, while definitely not the game’s main point of praise, are still pretty good across the board. Since there are so many versions of ‘Tetris,’ it’s hard to properly articulate my feelings on its art style with specific notes, but I’ll try.

I think the game’s graphics have aged well, especially since the different developers for the games generally keep the blocky aesthetic intact for each version. Not that each version of ‘Tetris’ uses pixel art, mind you, but what I mean is that each edition still feels like the classic game from the 80’s: polygonal shapes with bright colors. There’s not a version of ‘Tetris’ with “hyper-realistic graphics” or anything of that sort (not that I’m opposed to it…I’ve been known to be fairly aroused by cubes in the past).

The visuals, in combination with the music, have both stood the test of time and are continually iterated-upon with each remake of the game. And overall, that’s how I’d describe ‘Tetris’ in a nutshell: a game that’s both able to retain its immortal charm, and yet still manage to iterate on its core concept. For example, ‘Tetris 99’ is a battle royale-style title exclusive to the Nintendo Switch that has 99 players pitted against one another. ‘Hatris’ is a much older example; a sequel of sorts to ‘Tetris’ that lets players stack…hats. And ‘Facetris’ is one of those games that, if you search it up, you understand why I’m omitting any details about it here (2 words: facial body horror).

…and I think that’ll do it for this review! ‘Tetris’ is a masterpiece, no getting around that. Its universal appeal is deserved, and expected based off of its simple, yet astronomically-fun gameplay. Combine that with stellar songs (or “song,” singular) and ever-changing graphical prestige, I’m very happy to award ‘Tetris’ with the coveted 10/10 rating, a rating I’ve only given out in this serial to 1 other game, that being ‘Metroid Dread.’ And just like ‘Dread,’ ‘Tetris’ is easily in my top 5 games of all time.

But now that that’s done and dusted, it’s time to wrap up for today. This little red dot on my ankle’s tracking device began beeping a bit into the review, and it looks like the police just outside my door – with an armed escort (Chuckles)! Oh well, glad to see someone remembered my birthday, even though it isn’t for…6 months.

But alas, that’s all the time we have for today. Thank you for reading this issue of JOYSTiCK, have a lovely October, and I’ve got a body to hide.

‘A Hat in Time’ review

By: Persephone Pond

‘A Hat in Time’ is a 3D platformer game released in 2017 and developed by an indie studio called Gears for Breakfast, and published by Humble Bumble. In this game, the player plays as a young girl called Hat Kid, who loses her fuel for her spaceship and needs to collect all the pieces to get home.

There are 4 different areas of the planet that these fuel pieces land on. Each area consists of 4-7 different levels plus a boss fight; each level gaining a lost piece of fuel until the player eventually collects all 40 missing pieces and are able to get back home.

The first area is a large town built around a volcano called Mafia Town. The enemies in this area are caricatures of stereotypical Italian mafia members, and while fighting through each level, the player gains more information about their backstory and how Mafia Town came to be.

The second area is a movie studio, where the player meets 2 rival directors fighting for an annual movie award. The first director, The Conductor, is a Scottish murder mystery director with a tendency to direct all his movies on trains. The second director is a disco themed penguin who strives for fame and only fame. Both characters recruit the player to act in their movies, so the levels in this area are more story driven.

The third area is the Subcon Forest, where the player is introduced to an evil spirit who is known by the name The Snatcher. When he steals the player’s soul, he offers contracts to do his dirty work around the forest for the soul to be returned. The forest is spooky and there are a few horror-esque levels in this area.

The final area is the Alpine Skyline. This is a beautiful landscape inhabited by giant goat creatures, who are cared for by smaller, humanoid goat creatures. The player must retrieve pieces of fuel from different areas that all require different skills, and through these levels the player is introduced to the dark lore of the land.

All of the levels in this game are creative and very well thought out, and the level of detail in each individual character’s story is wonderfully fleshed out. The author of this article fully recommends the game and on a scale of 10 stars, easily rates it a 10.

‘A Hat in Time’ is available on consoles such as Nintendo Switch, Xbox One, Playstation 4, and Microsoft Windows. In addition to the vanilla game, there are 2 DLCs available on all the same platforms. These DLCs add 14 total more fuel pieces to collect, and add a higher difficulty to the game if desired, and add 2 new areas to the planet with wonderful stories and characters.

HOW TO GET ALL ‘ACE COMBAT 7’ “ACE” SKINS

By: Hoaseng Thao

‘Ace Combat 7: Skies Unknown’ is a video game made by Bandai Namco, and if you’ve ever played the campaign, you may have seen certain enemies with names on them.

These named aircrafts are actually ace pilots and as a brief explanation to why they’re called an “ace”, an ace is a pilot who’s shot down five or more aircraft in aerial combat.

Each enemy ace flies their own aircraft so by downing one of these aces, you can unlock their unique skin for that aircraft, however if you want to fly around with the skin, you do need to finish the main campaign first.

There are a total of 24 named aces throughout the campaign, but they don’t appear right away as they require a couple of steps to be spawned in.

In this guide, I’ll show you how to trigger them, and what’s the best way to unlock them.

I’ll start off in chronological order of the campaign, starting from mission 1 to 19. I’ll also show the name of the ace, and their specific aircraft.

Mission 1 “Charged Assault” | PYRO | Mig-21

To unlock this ace, you need an aircraft that can equip a special weapon that can launch multiple missiles, any variant is fine. The trigger for this ace is that you need to kill at least the third wave of bombers in one volley.

Mission 2 “Charge the Enemy” | JESTER | Mig-29

Enemy ace “JESTER” can be triggered when you destroy the control tower right after destroying all radar vehicles, but before the drones spawn in. As long as you destroy the radar vehicles before the drones spawn, you’re good to go.

Mission 3 “Two-pronged Strategy” | BAYONET | F-16C

“BAYONET” can only be triggered when you down four aircraft within two minutes, so the best way to achieve this is to use an aircraft with long range weapons. “BAYONET” will spawn behind the Arsenal Bird.

Mission 4 “Rescue” | RONIN | F-15J

“RONIN” is an F-15J that can be triggered when you fly below 200 meters during the stealth section, after that you can find him in the North.

Mission 5 “444” | FANG | F-15C

For “FANG” to spawn in, your aircraft has to take on at least half of your health for them to spawn.

Mission 6 “Long Day” | KITTEN | F-14D

To unlock “KITTEN”, you’re going to have to just fly through the tunnel at the western base, then they’ll spawn in.

Mission 7 “First Contact” | FAUCON | Typhoon

This ace is pretty easy to trigger, as you’ll need to eliminate all non-target enemies and they’ll spawn in to intercept you.

Mission 8 “Pipeline Destruction” | GAZELLE | F-15E

“GAZELLE” is one of the trickiest ones to trigger, as you need to destroy all oil tanks before the timer runs out. I recommend using aircraft that can launch bombs with a large radius. “GAZELLE” spawns alongside the drones.

Mission 9 “Faceless Soldier” | SPIDER | F-18F

In order to get “SPIDER”, you need to shoot down at least half of the non-targets for them to spawn. The best way to achieve “SPIDER” is to use air to ground missiles, as you can just shoot and forget.

Mission 10 “Transfer Orders” | LOUVETEAU | Gripen E

Just like for “BAYONET”, this one is time based as you need to defeat all SAM sites within five minutes so you’ll need a fast aircraft. “LOUVETEAU” will spawn from the east alongside other Gripens.

Mission 11 “Fleet Destruction” | IBIS & CHASSEUR | SU-33 & RAFALE M

There are two aces in this mission, “IBIS” and “CHASSEUR”. To get “IBIS”, you must fly through the cores of the sea platforms, and they’ll spawn near the Erusean Fleet. For “CHASSEUR” you’re going to have to destroy all fighter jets on the northern platforms before they go airborne, only then will they spawn.

Mission 12 “Stonehenge Defensive” | WALRUS, FOUDRE, BUFFLE | SU-34, MIR-2000-5, A-10C

There’s a lot of aces in this mission, so to be brief, “WALRUS” can be triggered when Stonehenge has taken no damage, “FOUDRE” will spawn once you fly underneath any of the Stonehenge turrets, and “BUFFLE” will spawn when you destroy the three A-10Cs from the east.

Mission 13 “Bunker Buster” | COMET | MIG-31

“COMET” is pretty easy to do, just get a fast aircraft and just target the bunkers, but the only problem is that “COMET” does spawn behind you when the ICBMs launch.

Mission 14 “Cape Rainy Assault” | GLADFLY | SU-47

Just like in ‘Star Wars’, the trigger in this mission is to complete the trench run within 2 minutes, so equip a fast and agile aircraft for this one in order for “GLADFLY” to spawn.

Mission 15 “Battle for Farbanti” | BOGEN & SERPENT | F-2A & SU-37

“BOGEN” is pretty easy, so target the Aegis ashore platform and they’ll spawn in, but intercept him quickly or else they’ll flee south. For “SERPENT” to spawn just get around 15,000 points before the timer reaches five minutes, and he’ll spawn in.

Mission 16 “Last Hope” | AXEMAN | SU-45S

Achieve at least 10,000 points in the first section of the mission for “AXEMAN” to spawn, however identify them first before shooting.

Mission 17 “Tyler Island” | MANTIS | F-35C

For “MANTIS” to spawn in, you need to fly above but also very close to the mass driver, only then will they spawn in when the bombers arrive.

Mission 18 “Lost Kingdom” | LYNX | YF-23

“LYNX” can be triggered when you destroy all targets leading to Shilage castle within three minutes, however if you don’t engage them, they will flee southward.

Mission 19 “Lighthouse” | TEMPEST & CALAMITY | F-22A & SU-57

These two are fairly simple, so to trigger both of them, you need at least 20,000 points for them to spawn in. “TEMPEST” will specifically target you while “CALAMITY” will try to flee south.

That is all the named aircrafts in ‘ACE COMBAT 7’, and I hope this guide will help you collect them all!