ROBLOX. VIDEO GAMES. MOVIES. ORIGINAL ANIMATIONS.
CLAY TRIBUNE.
Advertisement

Windjammers 2 Review: Throw the Disc, Catch the Disc, and Accept the Ground Is Always Waiting

Windjammers 2 review: Dotemu's disc-throwing arcade sequel keeps the catch rule, adds hand-drawn animation, new characters and courts. Score: 7.8/10.

By mitch·5 min read
Two players throw discs across a brightly lit pinball-style court in a competitive match.

Windjammers 2 throws a disc at your opponent’s goal and asks you to catch it before it hits the ground. That is the whole game, and it has been the whole game since 1994. Dotemu’s sequel, released January 20, 2022, for Nintendo Switch, PlayStation 4, Stadia, Windows, and Xbox One, does not pretend otherwise. It adds hand-drawn animation, new courts, new characters, and a few new ways to humiliate whoever is standing across from you. Then it gets out of the way.

The result is a sports game that understands its own narrowness. It is also one of the better arcade revivals in recent memory, even if it never quite escapes the shadow of the original.

Trailer, via Dotemu.

Advertisement

A disc, a goal, and 90 seconds

Windjammers 2 is played from a top-down perspective. Two players face off across a court, each defending a goal. You throw the disc. You catch the disc. You try to land it in the yellow or red zone of your opponent’s goal, worth 3 or 5 points respectively.

Fail to catch the disc before it hits the ground and it counts as a “Miss.” The opponent gets 2 or 4 points, depending on the arena. That single rule is the engine of the whole game. Every rally is a negotiation between aggression and the risk of whiffing entirely.

Players win a set by reaching a set number of points, 15 by default, or by leading when the clock runs out, 90 seconds by default. Time does not stop after a score, which is a small design decision with large consequences. A late lead is never safe. A tie counts for both players. You win a match by taking a set number of sets, 2 by default.

Thirteen characters, ten courts

The roster is where Windjammers 2 makes its clearest argument for existing. All six characters from the original Windjammers return. Four new ones join them in the initial version: Jao Raposa of Brazil, Max Hurricane of Canada, Sammy Ho of China, and Sophie De Lys of France.

There is also a secret playable character, Disc Man, selected by performing a particular trick on the character selection screen. A free update later added two more: Anna Szalinski of Poland and the cyborg Jamma GX03. That brings the total to 13.

Each character carries their own attributes. Some trade speed for steadier control. Each also has an EX Move, a special power activated for a gameplay advantage. The distinctions matter more than the roster size suggests.

Courts do similar work. Windjammers 2 ships with 10, including all six from the original. They differ in goal zones and gameplay properties, so the arena is never neutral ground.

What the sequel adds

The headline addition is entirely hand-drawn 2D animation. Dotemu built the sequel to combine what fans loved about the classic with that new visual work. The pitch from the developer is straightforward: new stages, new players, surprising power moves, and enhanced mechanics.

That last item is the one that decides whether you stay. Windjammers 2 is fast and strategic, easy to learn and hard to master. It follows the first episode’s steps and brings back what made the series fun and competitive. The new power moves land somewhere between spectacle and genuine tactical option, which is the right place for them.

How the pieces compare

The two halves of the roster tell you most of what you need to know about the design.

Category Returning characters New characters
Count in initial release 6 4
Origin Original Windjammers (1994) Built for Windjammers 2
Named examples The source does not name the returning cast Jao Raposa, Max Hurricane, Sammy Ho, Sophie De Lys
Signature mechanic Individual attributes and an EX Move Individual attributes and an EX Move
Courts available All 6 original courts return The 10-court set includes the 6 originals

The returning cast is not filler. The new cast is not decoration. Both are load-bearing.

The case for the top tier

Ranking what Windjammers 2 does well is not difficult.

  1. The catch mechanic. One rule generates every tense moment in the game.
  2. The roster. Thirteen characters with real differences, including a secret one.
  3. The courts. Ten arenas with distinct goal zones and properties.
  4. The animation. Hand-drawn 2D work that gives the disc real weight.
  5. The EX Moves. Special powers that add a layer without smothering the basics.

The order is not arbitrary. The catch rule is first because everything else is built on top of it.

Where the disc lands short

Windjammers 2 is a sequel to a 1994 Neo Geo cult classic, and it knows it. The question is whether 25 years of distance produced enough new ideas, and the honest answer is that it produced enough, not a surplus.

The structure is inherited almost entirely. Sets to 15, matches to 2 sets, 90-second clocks, yellow and red zones. None of that is a flaw. It is also not an argument for the sequel over the original beyond the animation and the expanded roster.

The free update that added Anna Szalinski and Jamma GX03 is the right instinct, but it arrived after launch. A fighting-game-style roster rollout is a reasonable model for a game like this. It also means the version people bought on day one was not the version with 13 characters.

Disc Man is a nice touch. A secret character unlocked by a trick on the selection screen is exactly the kind of thing the original era traded in. It is also a reminder that most of Windjammers 2’s charm is inherited charm, carefully maintained.

What the disc is worth

Windjammers 2 earns its place. The visuals are the strongest new element, the new content is real content, and the gameplay mechanics hold up under pressure. It is a sports game that respects the player’s time and refuses to pad itself out.

It is also, at bottom, a very good version of a game that already existed. That is not a dismissal. Reviving a cult classic is harder than it looks, and Dotemu did the work: hand-drawn animation, new characters, new courts, new power moves, and a free update that filled out the roster.

The catch rule remains the reason to play.

Throw the disc, catch the disc, and accept that the ground is always waiting. Twenty-five years later, that is still as cool as it was back in the days.

The Notebook

Get the Notebook.

The day's best stories and every fresh verdict, in plain English, in your inbox by seven. One email a day, no more.

We send one note to confirm. Every issue has a one-click way out.

Game reviews
Advertisement

Leave a Reply

Your email address will not be published. Required fields are marked *

As an Amazon Associate, Clay Tribune earns from qualifying purchases.