HOP TOP meshes the enemy formations and attack patterns from games like Galaxian and the nonstop jumping from games like Icy Tower and Doodle Jump to create a new kind of arcade-inspired title. The need to watch your footing while making sure to blast enemies attacking from above creates a tense but easily digestible multitasking challenge where both the top and bottom of the screen are of equal importance. Each of the game's enemy types provide unique threats but are all initially vulnerable as they come swooping into formation, similar to the aliens in Galaxian. This games the start of each round extra important, as this is where you can kill a lot of the threats before they have a chance to retaliate. Unfortunately, HOP TOP features a pet peeve of mine where you're given an auto fire option but said auto fire isn't nearly as quick as manually mashing the hell out of the fire button. Like many games of its kind, there's no inherent reason to stop firing in most cases. A couple of the game's stages feature platforms that'll collapse on top of you if recklessly fired upon, but they're few and far between. Mashing till your sore shouldn't be a key part of your game loop but if you're going after highscores, it'll have to be in HOP TOP. This becomes extra obnoxious thanks to the orange enemy type that quickly flies offscreen, only to reappear at the bottom of the screen and zoom its way back into formation. As the game progresses, you're given so little time to hit these guys that they become a real pace killer. They only stay in formation for around half a second after the first dozen rounds, and that makes them occasionally impossible to hit when the layout of ther platforms aren't in your favor, leading to more waiting. Thankfully the game does have a counter against lollygagging players by automatically scrolling the screen up if a player doesn't do it themselves for long enough, but it's a shame the game itself isn't immune to halting the player at times.

As far as balance goes, HOP TOP isn't easy but there's some leeway when it comes to generous hitboxes and the occasional appearance of power-ups that alter HOP's shots. These shot modifications can easily end a round of enemies before they even get a chance to form up, but the frequency of these power-ups (as well as score items like balloons) seems inconsistent. Maybe there's an untold logic behind their spawn rate but I would frequently play for 10 or more rounds with no power-ups in sight, while getting 2 or 3 within the span of just a handful. These power-ups don't feel vital to your success so I never felt my runs were severely affected by the game's willingness to hand me convenient power-ups, but it's a strange aspect that could maybe use some finetuning.

Otherwise, I was surprised by how well realized HOP TOP is. While you'd probably never mistake it for an actual arcade game from the 80's, the paintjob is more than solid enough to sell you on the premise. The game features two main modes; an arcade mode meant to play within the limitations of those older arcade titles (so you're given less variety in enemy waves and power-up) that feels about as pure as any golden era arcade game, and a campaign mode with a larger selection of level hazards, backed by gorgeous 32-bit art. Games last roughly 5-9 minutes from my experience, so it's always tempting to go for one more game. Hopefully we see more games try to mix and match multiple arcade classics.

Reviewed on Mar 21, 2024


1 Comment


29 days ago

Maybe the fact that I'm using auto fire is why I'm having a bitch of a time 1CCing the campaign. One thing that you didn't bring up that also kinda bugs me is how the giant purple fly (this game's version of the monster in Bubble Bobble that pops up if you take too long ig) will still stay on the screen even if he's killed you once. I get that there should be a punishment for taking too long to kill off a wave, but even in the arcade games this is inspired by, these kinds of characters usually didn't linger if they caught you already.

I also don't care for the rogue-iness of the layouts. I've found myself in situations where I've gotten all the way to the fourth world with several lives built up only to find myself game-overing in world 1 or 2 in the next round due to getting far harder platform sets. A fixed mode would be wonderful.

Still a really fun game in short bursts though. I still consider Donut Dodo and Cash Cow to be king of this era of 5 dollar psuedo arcade games, but there's no denying a lot of love went into it. It also does one thing those games didn't by fulling realizing what the concept would look like in both a classic arcade format and a hypothetical "arranged" version that would've released years later with that aforementioned gorgeous sprite art. (Well, Corpse Killer sort of did that, but instead went for a hypothetical demake with the Gameboy mode)