Reviews from

in the past


With the greatest of respect to DotEmu, it’s very funny that years of hype, delays and beta testing has given us this game, which is essentially Windjammers 1 with smoother graphics and minor mechanical meddling. It’s a move David Sirlin pioneered with Super Street Fighter II Turbo HD Remix back in 2008, and like SSFIITHDR, Windjammers 2 is a sequel that serves as a sleeper agent for its 32-bit father figure, a shiny new HD experience that will potentially introduce fresh-faced players to the backrooms of Fightcade and local fighting game communities. The new game plays great, but I can’t help feeling like it is stealing some of dusty old valour from Data East’s chest - so much of this is out-and-out just the original game from 30 years ago, and it feels weird that Disc Jam - the indie Windjammers knockoff - is trying that much harder to bring the Flying Disc Game into the 21st century. Nonetheless - it’s Windjammers, for fuck’s sake. Give it a go.

I just wanna point out that Raposo says " É de fuder " when he loses a match without scoring a point, and that translates to " It's for fucking ".

Looking at Windjammers 2 surprisingly isn't as easy as I expected. Sure, you can beat the arcade mode within a few minutes on easy settings, but is that the game?

Windjammers has a history and DotEmu, from my point of view, did a faithful job in creating a sequel that does look more like a modernized port, actually. When I finally played it, preferred on Nintendo Switch and therefore having been waiting for a half-price key, there was just one thing missing: An online community.

Maybe there was one at release, just like there had been a few hundred players on PC in the beginning and now dropped to almost none. I don't know. Maybe it even was a mistake to include Windjammers 2 in the Game Pass, because it's easier to pass on a game you didn't pay. It seems not only to be the lack of cross play though.

Windjammers, a fast paced Frisbee basterd of Pong/Airhockey and a one on one fighting game, had always been kind of a sleeper. The original release on the Neo Geo system wasn't too catchy on first sight, but since it was part of a competitive video game TV show back in the day, it got my attention.

Windjammers turned out to be an instant classic, easy to learn but hard to master, once we rented it for SNK's bulky home console in the 90ies or played it on other adaptions. It's something you have to experience rather than watch it on video. It seems it also spawned a small but hardcore competitive scene helping the game to stay in circulation.

Even though it hasn't been forgotten and there was also a Switch port, my calculation was to better wait for the sequel and a growing online community there. Why not? DotEmu did a great job creating Streets of Rage 4, updating look and gameplay while staying true enough to the original.

Honestly, there wasn't much to change on an almost perfect program. Keep it fast but make it look fresher, that's basically what they did. Windjammers 2 is a classic arcade game, not Elden Ring. But expectations seem to be different these days. Do people know playing against the computer is more like a training session?

It's even supposed to be fun to play for a few minutes in-between. You can play it for hours as a die hard, sure, but then the virus already got you and you're probably playing Windjammers against humans. That's when it really shines and that's when it really gets competitive.

I see that you might want to at least chat via Discord to swear at each other, preferably with future ex friends, if you can't meet at someone's home like in the good old days. But you also only get better having somebody challenge you.

What's to expect in times when opponents quit on you at the moment of their first K.O. in a match of Street Fighter III: 3rd Strike, to escape the few seconds of shame? If you need your reward center targeted constantly, wouldn't you be better off with a mobile game?

Windjammers 2, just like its predecessor, plays like the epitome of arcade competition and I'd really love to get my ass beaten multiple times on my way to master the game. There's no additional mini games needed or whatever people ask for. Just commitment. It requires blood, sweat and tears and the ability to lose until you're good enough to win.

Hopefully there's going to be a sale in the future to draw more people in and finally have some regulars stick. I'm not saying this type of gaming has to be your box of juice, but it can't be that hard to reckon the obvious qualities, can it?

Windjammers is a perfect multiplayer game and Windjammers 2 manages to add stuff to the formula without fucking everything up. All of the new stuff is really cool too but is it better? Yes! No! Who cares? You can play the original game with rollback netcode on Fightcade RIGHT now or you can play this and they're both fantastic.

There's very few games that have the immediacy of Windjammers but with such a high skill ceiling, offering great satisfaction for those who stick with it, take their licks, learn to eat shit and like it until, eventually, they're the one's dishing out the portions.

Anyway stop complaining about there not being a tutorial, some maniacs learned how to play Marvel vs Capcom 2 in the arcade paying actual money for every game and that's probably the best game ever made.


Windjammers 2 pega o seu antecessor e adiciona mecânicas novas e uma arte bonita. Ou seja, pega algo que já era bom e melhorou.

O gameplay meio esporte maluco, meio jogo de luta é gostoso demais e viciante. E a gama de estratégias novas que da pra mesclar com os novos movimentos é muito bem vinda, mesmo que seja confuso e demore pra acostumar no começo.

É uma pena que a graça dele, a sua simplicidade, seja também um ponto fraco. Não tem muitos modos de jogo diferentes, não tem como organizar campeonatos, não tem coisas estéticas pra desbloquear, ou um sistema de progressão. Então não é um jogo que vai te segurar por muito tempo. Isso já pode ser sentido com o número de jogadores online diminuindo drasticamente do lançamento pra cá. O que é uma pena.

Eu joguei a demo dele alucinadamente em 2020 e achei que iria viciar forte quando o jogo saísse, mas acabou não rolando. Contudo, ainda será um jogo que eu vou abrir de vez em quando pra jogar umas partidas, simplesmente porque é uma delícia de jogar.

Fica ai registrado na data que eu completei, finalmente, o modo arcade no fácil.

An excellent sports game only brought down by the lack of features. The core mechanics of presentation of this game are excellent, but it feels very dated when it comes to nearly everything else.

No actual tutorial, a barebones online system, barebones friend options.

A very fun play without a doubt, but missing a lot of the things you would expect nowadays. Disc Jam, a somewhat spiritual successor from a few years ago modernizes the genre enough to help it blend into other modern games, but Windjammers 2 wears the Neo Geo on its sleeve... and everywhere else!

fast paced matches, love playing it with a friend, wish queueing up with pals was easier but it's in beta mode rn so I think it'll get better in the official release

fast paced frisbees thrown back n forth, love it!

Windjammers 2 is easily one of the best sports games period. It's an excellent pick up and play, easy to learn and hard to master competitive game. The only real issue here is lack of content. Outside of single player arcade mode and local and online multiplayer that's it. Barebones package all around. Getting all the trophies helped extended my playtime to make it a worthy experiance though. Online is already becoming sparse after two weeks, which is a shame because it's rollback netcode is fantastic. Despite everything though the gameplay near perfection and is a blast to play. As long as you got a friend you will have a good time. It's easy game to just put on for a few matches here or there. I just wish the game got the attention it deserved.

Platinum #144

Windjammer 2 is a game with an absolutely fantastic concept with a fun artstyle and characters bogged down by an absurdly high barrier to entry. Despite being one of the better day one releases on Game Pass this year, it's sad to see this flop all because of its lackluster tutorial and bare bones content. If there had been an easy to get into tutorial, a practice mode, some challenge modes and a sizable online experience I think this game could've done amazing but as it is, it's just going to be a game most people pass on because it felt like the fighting game community would love it by default. Sad to see this spiritual successor to a NeoGeo classic go unloved but that's just what happens when you don't put that passion needed to make a game truly great.

It's a fun time but too similar to the original to the point that I get tired of playing it pretty quickly. The new stages are pretty nice though and they did an admirable job with the artstyle to match the feel of the original.

this game is as addictive to play as the first one and ive gotten a few friends on board with this game and the first one and now its our go to competitive casual game to play together. for as addictive as the game is though, some of the new additions are just weird to me and im still flip floppy on how i feel about them.

the new characters are all a lot of fun, and the fact that theres a secret character in the game with disc man when you spin the stick in circles on the character select is really cool. some characters have supers that are a little bonkers but eventually you figure them out unless its the polish bodybuilder lady or disc man who i still dont really understand. at the same time some characters have supers that are just way too telegraphed and suck for that exact reason. these telegraphed ones are powerful when youve literally never played the game before, but they dont really ever work when youve played the game for a couple hours. the new mechanics are also a lot of fun too, but theyre also where i feel so conflicted about this game from a design standpoint. while mechanics like being able to strike the disc back before catching it or being able to jump and spike the disc down can feel cool to pull off they can just feel a little useless or way too hard to effectively use and in turn you just end up failing half the time you try incorporating them into your gameplay. not to say these moves have no practical applications at all, far from it, i think you can catch someone off guard with a spike or a well positioned strike every once in a while. the main issue for me is that it feels very easy to forget some of these additional mechanics when you're autopiloting to just using the standard throws and rolls all the time. considering how fast this game moves, when presented with many options it's easy to just default to the ones you know work the best and have been working the entire time, but it just sucks because it feels like due to the situational applications of these moves, it can sometimes feel hard to justify using them in those split second decisions you have to make. also, with the new stages, i think theyre all fine additions, nothing super crazy (except for casino that shits a meme and me and all of my friends hate it), but one thing that will drive me insane for the rest of the time that i play this game is the fact that some stages give 4 points for dropping the disc and some give 2. i get maybe from a competitive standpoint this gives players some options for stage counterpicks and strategy for some stages being more beneficial for certain types of players and matchups, but personally i just wish it was a consistent 2 points for drops on all of the stages with a little bit more variety in the layouts themselves because being able to sometimes get more points for dropping the disc than regularly scoring just feels so lame, especially when its a drop from just accidentally rolling past where the disc is gonna land

on the complete other side of the spectrum in terms of power, and its the one mechanic i have the most gripes with but also kinda like, there's the new super meter in this game that can really save your ass in a tight spot and it definitely adds a new layer to the game, but at the same time can feel stupid. for one, the offensive super is just a powered up version of your super that you can use whenever as long as it's full, even after the game resets when someone scores a point which just feels shitty because most of the time the supers in windjammers feel like they need to be earned and in this game you just have one button that does it for you whenever and better than the standard version. while super meter moves are flashy and cool, and not that hard to counter, it just feels a little unsatisfying at certain times. then, theres the defensive super which is easily the most powerful option in the game and also the most frustrating one for me to come to a conclusion on. while i do love the ability to catch a disc that flies past me by popping it up in the air or saving a disc that nearly dropped on the ground, it just feels like a get out of jail free card that makes the game way way too safe. since the defense super pops the disc up in the air, youre usually guaranteed a standard super, if not at least a return, or just any other option you choose like a jump or strike. the worst part of this super though is when both players have full meter and its just a test to see who uses it first, because if both players just use their defense supers on consecutive volleys, the second player that uses it just has an automatic advantage since the other person already used theirs first. this is one of the biggest headaches about this mechanic that leaves me uncertain on how to feel about the super meter as a whole and kinda makes the game feel a little more lame compared to the first when you think about some of the new additions

overall, even though i ripped into this game and broke apart why i do and dont love some of the aspects of it, its still fuckin windjammers and its a hype ass game. just sitting there with a friend cranking out short ass games that only last like 1-2 minutes each and going again over and over and over for the course of 2 hours is something i havent gotten to really feel with a competitive casual game like this in a while and it makes me happy to share an experience like this with other people. its extremely simple to pick up and getting a hang of the mechanics doesnt take too long so you can introduce this to anyone and theres a good chance youll get them invested in it. the big thing that just brings this game down a little bit is that when you're in the middle of or just finish a session of playing this game for a while you think about the game's balance and why it's maybe not the greatest it makes it hard to put it up there as an utterly perfect competitive game

edit:
i hate to make an edit to a review that's already as long as this one, but i just wanna say that some of what i couldn't make my mind up on i think i've come to appreciate more and ultimately like. that mainly goes for the jump-spike and strike/bunt mechanics as i think they actually have a pretty good place in this game.

the jump-spike is actually amazing for scoring easy points since the other player only has so much time to react and have the ability to pick up the disc since it's already flat on the ground. it's also a good way to get people to burn their super meters for a defensive super so they can pop the disc back up. you can also always jump and then just not spike the disc down too which is a nice little mixup to throw in there.

as for striking and bunting, considering the ruleset i play is 30 seconds first to 12 points, every second is extremely valuable, so much so that catching the disc can deny you the ability to throw the disc back since the animation can eat a second or two before you're able to throw it when the timer is about to run out. by having a move that makes it so that you can return the disc without having to catch it and waste precious time is genius. not to mention these mechanics greatly control the flow of the game as a well placed strike sends the disc back at full power and a bunt sends the disc at a very slow pace closer to the net on the opponent's side.

those are pretty much the main things i wanted to revise about this review. i think my feelings on the other mechanics are mostly the same, maybe a little less loose on some of the dislikes as its just a thing that you warm up to the more you play

I love sucking at this game. Wish its tutorial were a bit more fleshed out and that its extra modes were playable at will.

Windjammers is an odd game, being something of a mix between fighting games and sports games. The combination may sound rough, but it works really well, surprisingly! The game has more to it than it seems at a glance.
There are twelve characters (Biaggi is my goat) as well as a hidden unlockable character, all of which have either more strength or more speed to varying degrees. The variation may seem imperceptible, but it actually really helps each character feel unique, even if their normal moves are the same. Every character also has unique specials. In addition, there's a wide variety of stages, each having their own unique scoring system, adding further variety.
In short, Windjammers is simple on the surface with a fair amount of depth for anyone willing to try to learn. The online is rather sparse, unfortunately, which may dissuade folks from picking it up, but even then its still a good game to pop in with a friend for a little while.

I feel the hype around Windjammers 2 died down somewhat with it's long reveal to release period, and that's a shame because this ended up turning out great! Doesn't mess with perfection, just gives the original a fresh, very pleasant coat of paint, with new characters and stages that add some pretty fun extra wrinkles to things. The only new universal mechanic, the jump/smash, adds just enough extra complexity and feels great to pull off without overcomplicating the core game. Plus the online seems to work pretty dang well (though no spectator mode/lobbies is a big oversight and something I hope they may patch in later). Play this game!

Windjammers is pretty much Pong spliced with the DNA of a fighting game. Anything about different movesets, combos, specials, etc you could say about beating up dudes and dudettes in a fighting game you could say about tossing a frisbee in Windjammers. It's certainly more on the accessible side, but considering how, uh, loud it can get as a couch multiplayer game I'm sure it could hold up pretty well in a more competitive setting.

Apparently the game was big in France, and it was a French company that handled the Switch port and the subsequent sequel. The sequel is exactly what you want from any such thing. The basic moveset is unspoiled, and the new moves are integrated in a way that enhances the core. Ditto for the new court gimmicks. And since the company is French they made sure to make the new French character the hottest.

It's Windjammers 2 and it fucking rules.

Top down two player sports title that is an update of the 94' Neo Geo classic, this sequel adding new characters, stage options, and gameplay mechanics. Each player takes one half of a court and must throw a frisbee into their opponents goals or cause them to miss a dropped shot on their side. Points can be earned from one to eight based on the arena and scoring location and most matches are played with the winner needing to win two sets and a set being won at 15 points.

Fun, fast paced, and good looking game with more strategy than you might originally think. You can rotate your movement stick to curve your throws, jump to slam down shots, perform drop shots, flip the frisbee up to allow for charged shots if you hit the throw button right before you would have caught it, do a melee like attack to hit the frisbee back quickly, and you can perform quick short range dashes. When the frisbee is up in the air getting under it allows you to charge up shots with the effects being different for each character or you can perform a charged drop shot that lands the frisbee on its side quickly propelling it forward to the goal. Frisbees bounce of the arena's walls and as you throw you build up a meter for a super shot that can be used offensively or defensively as using it when you aren't shooting can cause the frisbee to bounce up into the air saving you from missing opponents shots.

You have 11 characters to choose from with each having a different amount of speed and power and each with their own special charged throws. 10 different stages are available with each having a different look, zones worth different amounts of points, size, or possibly obstacles in the center that can give your frisbee more to bounce off of gives you more options for more interesting matches.

The only problems are that there really isn't much to the arcade mode, you are just playing one on one vs the computer or one on one vs friends or online opponents. There's no team games, story mode with a plot or interesting mechanics, there is a tutorial you can read that does a poor job getting you ready to play the game, and the only modifiers are just changing the number of sets to win or the number of points to win a set.

What is there is well worth it if you have friends to play with or a desire to play online.

Screenshots: https://twitter.com/Legolas_Katarn/status/1485032477315907585
Online Matches: https://youtu.be/EaInjfnCXD4

Putz, que JOGAÇO. Os controles e mecânicas exigem um pouquinho de costume no começo, mas logo desenvolvem em um jogo complexo e cheio de super poderes com um ritmo frenético.

Joguei bastante o modo arcade, espero conseguir jogar o modo online com algum amigo.

Me cago en todos tus muertos, windjammer, me cago en todos tus muertos uno a uno, la tabarra que no me estás dando, virgen santísima, ¿pero yo qué te he hecho a ti, vamos a ver? Explícame algo del juego

This is probably the best competitive beach frisbee game I have ever played

Update: Nah game's dead and devs are radio silent at least on their twitter. No crossplay, no lobbies, no spectator mode; dead game. Devs and PR alike have been poked in their official discord but are content to seemingly ignore everyone. It's crazy how they showed off their baby around for years, so proud of it and then as soon as they actually gave birth instead of nurturing it they drop it on its head and hoped nobody would care.

Update: We are so back. Game has proper lobbies now!!!!!

Original review: It's fun I just think the dunk is fucked up and wish there were other QoL things like 360 movement, remembering the character I selected when I go back into the lobby, more video options and faster menu screens (i.e. match results etc.)

holy fuck. holy fuck. time to buy a fight stick

Looks great, sounds great, plays great. Has rollback. All the new stages are cool and present interesting different scoring challenges. The new characters are generally fun to use even if a lot of their specials dont feel particularly strong. I don't think anyone thought this game was necessary when it was announced, but the additions, changes and new polish across the board more than justifies its existence. As with the re-releases of the first game, I just hope there are still people online to play in a year or two or more. Hopefully also being on gamepass as well will help with that.

great game pass pick up. still don't fully understand its mechanics, but it really plays like a fighting game. really love its spin on the genre, and getting my ass kicked online


Neat little revival. Not much to say except that it's a fun time with a friend.

- 🥏 -
Me mamo todo lo que rodea a esta secuela, nunca tuve la chance de jugar el primero, pero sin jugar el anterior siento que este es muy bueno, es demasiado rápido en sus controles y las partidas se vuelven una locura, tiene totalmente el espíritu árcade.
Lo unico que no me gustó como tal fue la apariciencia de la mayoría de personajes masculinos y un poquito la música.

The score isn't so much an indication of the game's quality as my inability to click with it. Not all games are for everyone, and after giving this one a couple hours to try and get into it, I bounced off very hard. There's a clear amount of depth here, if you watch anyone play this who knows what they're doing, but I just didn't find it enjoyable enough to want to put in the time needed to master its mechanics.

And, if I could find one major criticism with this game, it would in how steep of an ask that is. The game lacks even a basic training mode, merely providing static info screens that do little to convey how it truly works. It essentially throws you in the deep end of its main single-player mode, which is made all the more difficult by the actual difficulty - even on easy, the CPU can eviscerate if you lack complete understanding of all the game's systems. It does not really let you work your way up in a way that allows you to achieve comfort with how it plays - you either sink or swim. Guess I drowned.