Thursday, November 29, 2012

Sol-Feace (Sega CD)

Horizontal
Checkpoints OFF
2 Difficulty levels
7 Stages
Ship speed fixed, selectable at start
- - - - - - -
Developed by Wolf Team
Published by Wolf Team in 1991


It just occurred to me that Sol-Feace might have been the only shmup to be included in a bundle release with a console. What an honor! This happened only in US and Europe, in Japan it was merely a launch title aimed at showcasing the technical prowess of the recently released add-on for the Mega Drive. This huge responsibility is partially the reason why a few people disregard the game as a valid effort, since it didn’t really step up Mega Drive specs to the revolutionary standards promised by Sega. Sol-Deace, the cartridge version released later only in the US, is there to prove it. Originally appearing for the Sharp X68000 computer, the game is a classic horizontal space shooter: scroll right, fight your way across the stage, beat the boss, repeat for six more levels to reach the end. Probably due to the genre saturation that took over the console market at the time and the negative hype from initial reviews, this simple yet elegantly executed shmup was taken for granted by lots of people.

One of the clear advantages that came with the CD format was the available space for programming, and Sol-Feace uses this extra room exclusively for a lengthy intro with crisp narration and cut scenes. I played the Japanese game, so the storytelling was a mystery to me because I understand bollocks of Japanese. I was content just to know that my spaceship is piloted by a guy and a girl (Engrish is present in brief messages in-between stages, but do not allude to the main story). I guess I never said that, but the spaceship’s main hull reminds me of a horse’s head. Horse of the galaxy, riding the universe to destroy an evil sentient computer! After departing from what seems to be an orbital landing field, the ship travels through an asteroid-filled area, an enemy base and the surface of an artificial sun, facing a huge battleship afterwards. A swift scramble into the enemy’s core facilities in Pluto precedes a treacherous mission on Jupiter's third moon, and then comes the final showdown for the fate of human kind.

Behold the most hated foe in Sol-Feace

Sol-Feace’s gimmick resides in the way power-ups are handled. All three weapons (vulcan, laser and grenade/missile) can be combined at the player’s will when an item is uncovered. Whenever the ship is spawned, either when the game starts or when you lose a life, the very first power-up generates the upper and lower cannons and provides a basic vulcan shot. After that touching a power-up icon is what determines where it will be activated: descending upon the item applies its power to the lower cannon, going up against it does the same to the upper cannon and approaching a power-up horizontally executes the effect on the main ship. Once the upper and lower cannons are activated, refrain from shooting, move around to adjust the cannon’s openings and fire to lock them in place. It’s possible to have firing angles close to 45º.

The soundtrack to Sol-Feace is awesome, but these days I must admit that I find the cartridge version renditions in Sol-Deace to be more charming. The Japanese version of Sol-Feace has a richer set of sound effects than the discs from other regions, but overall the sound design in all variations is pretty good. For example, besides changing the appearance of the cannons each weapon type has its own characteristic sound. My friends and I always thought of the vulcan as the "bubble gum" shot. Missiles are the most powerful weapon and make a neat sinking sound when they hit something. Laser is less powerful but is capable of piercing multiple enemies at once.

Some other aspects of the gameplay aren’t as explicit as the ones I mentioned above. One of them is the ship’s exhaust animation, which appears whenever you’re moving forward and is capable of damaging enemies. It’s an invaluable resource during the fifth stage, by the way my favorite one. Wait till the enemy ships approach from behind and dart forward as they come close, just beware of the blocking lasers inside the tunnels - they activate as soon as your ship crosses their detection range. If you want to alter ship speed you must do it in the configuration screen at the start menu. Default is Middle, with Slow and Fast as alternatives. For a game that uses only one button, I can't help but wonder why Wolf Team didn’t include selectable speeds during the actual gameplay.


Enter into a sphere of artificial solar gravity and pass through immediately
(courtesy of YouTube user kirgeez)

I think the challenge in this game suits the 16-bit format quite well. Practice and memorization become more important by the 4th stage, but even then Sol-Feace is always capable of taking the player by surprise due to random elements (the whole 5th stage and the 6th boss are to blame for this). Every credit is started with five lives, which is far above the average for any 1-hit death shmup. I couldn’t grasp the exact interval for extends due to the way scoring is implemented, but I noticed the first one comes with 30.000 points, with further extends reachable as the game unfolds. There seem to be shadier aspects in the scoring system, as indicated by when the 3rd boss gave me half of the expected 50.000 points when defeated. I have absolutely no idea why it happened, and since I was trying to beat my old high score that made quite a difference in the long run. Be aware that bosses time out, so don't abuse milking when playing for score.

Even though Sol-Feace doesn't get bold graphically and doesn’t take the genre any further (as expected from a launch title in a new console), it provides good fun and doesn’t sound derivative at all. The harder difficulty is dubbed "Mania" (or "Advanced" in Western versions) and practically consists of a new game, with more enemies and more bullets coming from every corner. What's important is that in whatever mode you choose the game oozes with nice atmosphere, and it’s hard to pick on any technical aspect besides the lack of instantly selectable speed. A little slowdown and flicker is to be expected, loading times are short and the available continues are surely welcome during the learning process.

My high score was improved roughly 5% over the previous one I had (Normal difficulty, Middle speed).

Monday, November 26, 2012

Zap Zap: Pew Pew (Xbox Live)

Vertical
Checkpoints OFF
1 Difficulty level
24 Stages
Ship speed fixed
- - - - - - -
Developed by Ergostudios Games
Published by Ergostudios Games in 2010


Another lazy evening trying to catch up with a couple of months of XBLIG releases, and there I was choosing another little shmup to pass the time while a new batch of trial downloads went on in the background. Zap Zap: Pew Pew (don’t laugh) was the chosen one. A humble vertical romp built completely over a retro mindset, with a simplicity that leads me to believe it might have been merely an exercise in programming. A joke to many but a charm to some, is it to be disregarded as unworthy of one’s time? Suffice it to say that within a plethora of games made out of scarce resources this one surely ranks above the average. In fact, it’s a nice way to spend an hour or so and sink back into the realms of 80s nostalgia.

This game is a short one. There are 24 stages but they all go by in a snap. Some of them have bosses, most of them don’t. Bare bones graphics dictate the flow, minimalistic music sets the vibe and shallow humor establishes the interaction within the story, since the main motivation for you to play the game is to gain access to the secrets of the universe. It's not a vertizontal and it looks and plays like Galaga at times, but a few tricks here and there offer some interesting albeit brief shooting moments. It’s so lighthearted in tone that you don’t even mind the amount of "air" in the action, an aspect that makes it an easy gateway for new-gen players who want to know how old-style shmups actually play.

Oops!!! Isn't this a vertical shooter?!?

Permanent firepower consists of a pea shot, a mine layer and a tractor beam. All weapons are activated with dedicated buttons, but the tractor beam and the mine layer are only acquired later in the game. Laying mines is used mainly to take care of enemies coming from behind, but since mines scroll down slowly they can also be used to hit enemies coming from the top of the screen. The tractor beam works just like in Zero Wing, grabbing whatever enemy is in front of the ship and releasing it if you will. However, here it’s much more useful for offense than defense. Special icons provide temporary upgrades that last for one stage only, and consist of three-way shots and exploding mines. Three-way is great, but the exploding mines cause more confusion than practical advantage. The final icon you’ll come across is the occasional extra life (1UP).

Zap Zap had the potential to be a great indie game. The incremental ideas implemented stage after stage show a fresh creativity, it only needed a bit of fleshing out to evolve into full-blown concepts for a meatier shmup. I can forgive the lack of support for the D-pad, the only unforgivable flaw is the poor (every enemy is worth only a single point) and broken scoring system (just park your ship below one of the respawning cells of the last boss and blast away for whatever score you want to achieve). Considering these drawbacks and the wasted gameplay potential it’s hard not to think of the game as a letdown, but let’s try to highlight the good parts in it, starting with the bosses. They’re a treat and a couple of them will hack your ship’s controls so that it behaves erratically. The first one will have you spinning as he fires a two-way spread while enemies pass by from below and from the sides. Later on a large spaceship will do something unexpected and switch control functions with the player: you're still able to fire but all movement inputs will be transferred over to the boss, meaning you must avoid hitting your own ship as it moves around at (the boss’s) will. It surely messes your head during a try or two. A few bosses will require the player to use mines on the back of their weak spots to be damaged. Some enemies/walls will only be destroyed if you grab something with the tractor beam and get aggressive on them.

One person missed that last part and set out on a journey
(courtesy of YouTube user PickHutHG)

Previously played stages can be directly selected for practicing, shortening the time to beat the game even more. The built-in autofire is nice but doesn't have a fast firing rate, so mashing the button might be necessary in certain areas. Despite the extreme simplicity the game doesn’t sound derivative when compared to the classics of old, and while the poor production values might scare some people off the fun factor doesn’t disappoint those who’re willing to support a decent effort from an indie developer. Besides the aforementioned influences there’s also a quick nod in the gameplay to the classic Demon Attack, and I could swear one of the tunes is directly lifted from the contemporary Space Invaders - Infinity Gene (note: Zap Zap was released between the iOS and XBLA/PSN versions of Taito’s classic revival title).

Contrary to what its name suggests, the game doesn't have much in the way of sound effects to properly match the title. The secrets of the universe weren't that exciting after all, but my hour of easy fun with Zap Zap: Pew Pew ended with the following final score.

Saturday, November 17, 2012

R-Type II (Playstation)

Horizontal
Checkpoints ON
4 Difficulty levels
6 Stages (loopable)
Ship speed by icons
- - - - - - -
Developed by Irem in 1989
Published by Ascii Entertainment in 1998


Those who’ve been there know that R-Type presented the outset of an intergalactic struggle, a desperate mission to free enslaved solar systems from the evil clutches of the Bydo empire. As expected (for us anyway), the Bydo weren’t really gone after the heroic actions of the first chapter, so in R-Type II we have yet another chance to kick their asses. A couple of weeks ago the time came to finally continue the battle against the evil clutches of doom, in more of the same alien, claustrophobic outer space landscapes filled with deaths in every corner. Yes, the style didn’t change a single bit, so players should prepare for another glorious dose of strategic memorization in order to fully enjoy the wonders of R-Type II.

It was with pleasure that I dusted off the R-Types compilation for the Playstation, a must-have package that includes arcade-perfect renditions of R-Type and R-Type II. Are you a shmupper and Playstation collector but still don’t own R-Types? Shame on you, my friend! If you’re one who enjoys extra stuff in your shmup media, you’re also missing out on a neat animated intro and several bits of valuable information about the enemies for both games, as well as a comprehensive glimpse at the Bydo backstory.

As a sequel, I feel that R-Type II doesn’t get much credit today. As far as sequels go it isn’t as well regarded as Gradius II, for instance. This probably stems from the fact that it doesn’t really offer a huge step-up above the original (unlike Gradius), but it should also be mentioned that further games in the series helped eclipse it because of their wider improvement leaps. Nevertheless R-Type II is just as much fun as the original, and for the regular bystander it might even surpass R-Type because of a few factors that make it a slightly easier challenge.

Battleships of doom

Classic gameplay: it returns intact from the first game. The new R9C (C for custom) is capable of firing single and charge shots, as well as missiles acquired with M items. By taking any of the weapon power-ups a force pod will appear from the left. The force is an invincible device, causing damage by contact and shielding the ship against regular bullets. It can be attached either in front or at the rear of the ship, with the detachment process being controlled by a separate button. A second power-up item will activate the selected weapon’s capabilities, and a third one will max it out, also granting maximum power to the force pod. Bits are tiny half-spheres that hover above and below the ship and carry some of the force pod power, providing extra firepower and protection. And let’s not forget about the ever so important speed-up (S). All items are concealed inside these tiny mechas that bounce around and leave the screen if they’re not destroyed in time.

New aspects of the gameplay include exclusive additions to the weapon gallery. Alongside the classic wave shot (red), bouncing lasers (blue) and crawling streams (yellow) we now have a forward laser that “bends” with mild homing ability (green) and exploding clusters (gray). An alternative to the regular homing missile type (red M) is the new ground missile (blue M) that explodes along the surface it hits for a brief distance. The charge shot has a secondary charge level that generates a wider, even more powerful blast. To trigger it you need to release the button at the correct time because the charge gauge keeps cycling over the initial charging round.

R-Type II is comprised of six loopable stages with two checkpoints each. Even though this might indicate the game is short, all levels are a bit longer than in the original and do not incur in any severe recovery problem – an aspect that killed R-Type for many people, since it was more reasonable to restart the game than to go on if you died in the last couple of stages. This alone is reason to qualify R-Type II as an easier, more approachable game. The design builds upon ideas of the original and blends them with graceful taste, such as in the baby aliens and the breakable serpents of the last level, or the moving blocks that create/destroy a living maze in the fifth stage prior to a boss that sounds a little familiar. The huge spaceship level is expanded to a deadly fleet of smaller battleships that move around the whole screen in a continuous attempt to corner and crush the player. And not everyone knows that to uncover Dobkeratops, R-Type’s iconic first boss, you need to actually blast the nose of the first boss in this game.


The start of a new mission against the Bydo empire
(courtesy of YouTube user KobayashiBR)

More intense from the get-go, R-Type II boasts an energetic BGM on the first stage, which follows a brief animation sequence that shows the R9C departing for battle. As in all games of the series, atmosphere is king and dictates the tone of the rest of the soundtrack. My favorite song has to be the one that plays during the 4th stage, I even decided to switch from wave shot to laser halfway through this level just to listen to it more clearly. You see, wave shot is still the best weapon to play the game, but the downside is that it’s too noisy. Its sound effects easily overshadow whatever is playing in the background.

Speaking of strategy, after taking wave shot in the first stage I stick to it until stage 4. Then I grab it again briefly during the fifth stage, but the game practically forces you to retake the laser in order to go through a vertical passage. Wave shot is again the key to safely get through the destructible net prior to the last boss, then the laser is once again shoved down the player’s throat. From the new weapons my favorite is the bending laser (green), the gray one is awkward, slow and its short reach doesn’t help at all. Missile type is mostly irrelevant, but it’s much better to have ground missiles during the whole battle against the space fleet of the third stage. One thing that bothered me is the score you get from the second boss: for reasons I yet don’t know, sometimes you lose points instead of getting the 7.000 you deserve for killing the creature. Maybe its moving penis is sensitive to something the player does, I can’t be sure (insert Giger-esque sexual imagery reference here FOR GREAT JUSTICE).

One thing in R-Type II that’s clearly tougher than in the first chapter is the second loop. It’s balls-to-the-wall hard. I wish I had gone past the first stage when I looped the game but I didn’t. I guess this serves as a hint that Irem actually listened to its audience when developing the game: make the first loop more manageable, but release the Kraken in the second loop. Extends come with 200.000, 350.000 and {probably} for every 150.000 points afterwards. Note that the Playstation disc allows the player to map a separate button for shot autofire (which makes a perfect control setup), as well as position the HUD wherever you want on the screen.

R-Type II was partially “ported” to the Super Nintendo as Super R-Type. This isn’t a pure port in that it only retains a few stages while adding new ones and replacing bosses. Another way to legally play the original arcade game is in the R-Type Dimensions compilation, released for the Xbox Live Arcade in 2009. My final score on the Playstation version is below (NORMAL, loop 2-1).

Thursday, November 1, 2012

Side Arms (Playstation 2)

Horizontal
Checkpoints OFF
8 Difficulty levels
10 Stages
Ship speed by icons
- - - - - - -
Developed by Capcom
Published by Digital Eclipse in 2006


Shooting left and right was a concept pioneered by Defender. Great success in the arcades, Defender allowed the player to attack aliens from both sides of the screen and control scrolling speed at the same time. Many similar shooters followed its trail, but as far as I can tell associating the same bidirectional controls with automatic scrolling was only seen five years later with Capcom’s exquisite Section Z. Following the cool experience of that game Capcom continued their venture into the same gaming style with Side Arms, originally released in 1986. Some people refer to it as Side Arms - Hyper Dyne, as seen in the small subtitle at the start screen, but the shorter and less clunky Side Arms sounds better to me.

For those with no access to the arcade version, Capcom Classics Collection Volume 2 on the Playstation 2 is one of the legal ways to play Side Arms at home. The compilation is definitely a must have for any Capcom and arcade fan since it includes titles from several genres and a handful of other shmups. Side Arms is completely customizable with button mapping, optional autofire, multiple difficulties and general tweaks. I recommend turning off “infinite credits” if the player wants to have single credit sessions because once the credit is over pressing any active button will trigger a continue.

Piloting a giant space mecha across non-stop landscapes to destroy evil aliens is the heart of the mission in Side Arms. There are no fade-outs or intermissions between stages, just kill the boss and keep moving at the same steady pace, reacting to whatever hazards come from all sides. One buttons shoots right, another button shoots left and a third button is used to switch weapons. Weapons aren’t at your disposal from the start, it’s necessary to pick them up along the way. There lies the basic rule of the gameplay: icons are released by defeated enemies and change/cycle when shot at, so they must be sorted out until the desired function appears. In a few occasions fixed items will be released for direct pick-up (shooting them won’t do anything), often prior to boss fights. That’s the game giving an explicit hint that should be read as “use this weapon, it’s the best one”.

Infested caves need to be purified of all alien evil

Icons will cycle in the following manner: Pow, bit, Pow, SG, Pow, MBL, Pow, 3way, Pow, mirrored Pow (woP) and either a star or a yasichi (looks like a lollipop). Once the star or the yasichi is reached the icon won’t cycle anymore. Contrary to the standard assumption, instead of upgrading weapon power Pow increases the speed, with the mirrored Pow working as a speed-down item. Speed level is displayed by the three colored blocks below the weapon array. Now to the weapons: bit adds an option that circles the character and provides a bit of extra firepower, SG is a fan-shaped short spread pattern, MBL is your good old straight laser, 3way is a spread weapon with actual reach and "auto" depends on which of the last items you get (the star adds vertical shots with autofire and the yasichi adds autofire to the basic shot). All weapons can be powered up once by taking another item of the same type with the exception of the bit - it's possible to have up to three of them. Any currently weapon used is lost upon death.

Weapons are important, but even most important in Side Arms is the item that appears alone and alternates quickly between the Greek letters α and β. It invokes an armor that involves the mecha and fires auxiliary weaker shots in 8 directions, also providing protection against two hits (on the second hit the upgrade will be lost). In co-op the α/β item behaves in a different manner, combining both players into one whose control functions are shared by both parties. Losing the armor reverts it back to separate entities. α/β items always appear from selected enemies or by hitting certain areas in the screen, some of them unsuspectedly hidden (look for corners and flat platforms). Also hidden are 1UPs and score bonuses such as strawberries, cows and golden barrels. Besides 1UPs, extra lives are awarded with every 100.000 points you score.

While the graphic design still holds an underground charm that’s typical to the 1980s, the music in Side Arms is atrociously cheesy. It kinda makes me feel as if I’m playing a game late at night with dimmed lights, a false guilty pleasure of sorts. The action is somewhat repetitive, but the relentless enemy swarm in later levels only made me care about the repetition of bosses (there are only two of them, alternating between each other until the ultimate caterpillar boss appears). Each weapon comes with sprite changes on the character, but I find it funny that after the robot receives the α/β armor it looks like he's with stomach pain whenever he shoots. The effect is lessened if you decide to approach the game as player 2 because the second robot is bulkier and looks more menacing. Another difference is that the 8-way extra shots of the player 2 side work as boomerangs instead of regular outgoing projectiles.

Side Arm's attract mode
(courtesy of YouTube user ReplayBurners)

Side Arms can be engaging for a while, but it isn't as cohesive or fun as Capcom's previous Section Z. Although built over an attractive concept, it fails to deliver a long-lasting experience because of some weird details in the gameplay. Explicit flaws relate to how easily confusing it can get. In certain areas you might practically go through a massive solid block, only to get stuck in a tiny tip of the scenery and die. There's a brief spell after losing the armor where the currently used weapon will revert back to the default shot, making the player believe he's lost it. Don't fret and wait for the weapon to resume its duties, if you don't keep the cool and die remember that there's almost no window to breathe upon respawn. That's why consecutive deaths abound while you're learning the game. Parallax is used with moderation but could've been of actual use in the 4th stage: most of the floating specks of mud belong to the background but a few of them will annoyingly get in your way, severely hampering navigation and dodging. On a minor note, stage duration is rather uneven, but thankfully later levels get increasingly shorter as you reach the end of the journey.

Even as irregular as it is I do appreciate some aspects of the game, such as the seamless connection between stages, the way the scrolling frequently goes up and down or the pressure added by those chasing caterpillars whenever the screen is cluttered with other enemies. Activating autofire in the options menu makes any the "auto" weapons useless, so my technique consisted of using mostly 3way for stages and MBL (laser) for bosses. Bits are an alternative if 3way isn't available, but that SG fan-shaped spread is downright dreadful.

In Side Arms the player's initials must be entered as soon as the credit is started, but there's a bug in the Capcom Classics Collection Volume 2: it won't register the result of a 1CC in the high score table of the attract mode. Fortunately it's at least kept in the upper display, as shown in the picture below (Normal difficulty, player 2 side, autofire ON).

Friday, October 26, 2012

Gradius III (SNES)

Horizontal
Checkpoints ON
3 Difficulty levels
10 Stages (loopable)
Ship speed by icons
- - - - - - -
Developed by Konami
Published by Konami in 1991


Within the famous Konami series the original Gradius III is regarded as an absolute experience in pain. Very few shmups have the honor of being straightforwardly classified as "pure hell" or "downright impossible" by so many people. My time with it so far consists of a few hours with the Gradius Collection on the PSP, and suffice it to say I didn't get past the bubble stage... Gradius III on the SNES is a completely different story though. Famous for some massive slowdown, this port leaves no doubt about its watered down difficulty and it’s not nearly close to the arcade version as far as its legendary challenge goes. Nevertheless it’s still a valid option for those who want to have an idea about how the series evolved from the already tough as nails Gradius II.

In a nutshell, the SNES port of Gradius III is nothing but a simplified version of the arcade original. Stages are shorter, lack a few key enemies and are occasionally rearranged. Bullet count is considerably lower as a consequence of the softer rank progression. Even the weapon configurations available in Edit mode have been messed around a little. All things considered, the game probably offers a good entry point for Gradius neophytes due to the lower difficulty and the faithful graphics conversion. The soundtrack does take a hit, but since the compositions are so good it still retains the magic that makes this series so loved among shmup fans. It’s awesome, I know there's no relation at all between both franchises but I can't help but feel a vivid Sonic the Hedgehog vibe in the BGM for the volcano stage.

Damn, won't these Moai stop opening their mouths?

Giving the player a higher degree of freedom was Konami’s main innovation in Gradius III. Dressing up the ship at the start of a credit determines half the game’s difficulty, and doing it wisely is paramount if you want to have better chances at winning. Besides the four default configurations seen in Gradius II, an all-new “Edit mode” allows the player to select every item in the weapon array from several choices available (some of them exclusive to Edit mode). Since I tend to stick to the classic configurations it was hard for me to start editing my weapon array, but the “reduce” shield is just irresistible. It shrinks the hitbox and is able to absorb two hits before Vic Viper gets back to its normal size. A new slot in the weapon array under the exclamation symbol makes it possible to activate speed-down, full options (sacrifices spare lives for options), force field and mega crush (a smart bomb). Mega crush is the default item in the extra slot for all standard configurations.

Gradius III starts out nicely on a sand stage guarded by an insect boss. The absence of the sand lions is a bit disappointing but the great initial atmosphere isn’t affected. However, it’s clear that the rest of the game doesn’t excel at being a step-up from Gradius II in the same way the previous chapter did when compared to the first game. The arcade version did that only in terms of difficulty, whereas the SNES port throws the challenge boost out the window and presents itself as a softer ride that totally fits the console format. Expect staple levels such as the volcano, the moai, the high speed scramble and another boss rush comprised of several bosses from Gradius II. New to the adventure is a plant stage, two levels reminiscent of Salamander (the flaming rocks + the organic walls) and the bubble field in the second stage, which is actually a revamped crystal level.

Missing from the port is the Tetris block stage, the awkward 3D intermission, the maze after the volcano tunnel and the final escape after the last boss, as well as the most demanding enemies such as the huge moai heads, the fire dragon, the spinning boss from Salamander and the walker in the fortress stage (replaced by two destructible mechanical spiders like the one from Gradius II). The organic level is now the last one, and the number of secret areas was increased from 2 to 5. I only ventured to get into the first of these bonus areas – they come with very few enemies and lots of items, including 1UPs (green capsules) and bonus points (faint yellow capsules – don’t let any of them pass and they’ll be worth 1000 points each). If you go into a bonus area and die you get sent back to the regular stage and can’t access the bonus area again, if you succeed you bypass the boss and reappear at the next pre-stage section.


Gradius III for the SNES played on EASY
(courtesy of YouTube user Ataristic)

Subject of frequent mockery, the slowdown in this game is often used to showcase the SNES bad fame of being a slow console. With the exception of the subterranean volcano walls, where the screen slows down even if you don’t shoot a single bullet, it isn’t really that much of an issue. It does make the journey easier, that’s a fact, and probably plays a pivotal psychological role in the general consensus that the game is a bit too long. Anyway, after a while I wasn’t bothered by the slowdown anymore. I won't complain about the length of the game either. Ten stages of lighter Gradius goodness might be something people take for granted these days, but I definitely miss the Konami of old.

After tampering with several weapon configurations I settled with regular missiles, double shot, crushing laser, regular options, reduce and speed-down. I wish I could have the regular laser as well, but it’s not an available option in Edit mode. The mega crush was tempting, but I like to have my speed reduced after I get past the plant boss, the high speed section and the boss rush. Gradius III is often regarded as an easy shmup (for Gradius standards, that is), but that’s only true as long as you don’t die in later levels. You can build a respectable life stock with the 1UPs inside bonus areas and the merciful extend scheme (20.000 points for the first extend, further ones at every 70.000 points), but don’t even think about dying inside the fortress. Depending on the checkpoint you’re at it gets really tough to put things back together. As usual, in the second loop enemies fire faster bullets and drop suicide bullets when destroyed.

I reached stage 2-7 on my best scoring run on NORMAL. Do I feel prepared to try the arcade version of Gradius III on the PS2? Probably not, but that’s the beauty of this genre. We’re never ready but we go on anyway.

Wednesday, October 24, 2012

Mega SWIV (Mega Drive)

Vertical / Arena
Checkpoints OFF
1 Difficulty level
7 Stages
Ship speed fixed
- - - - - - -
Developed by Sales Curve
Published by Time Warner Interactive in 1994


For those wondering, SWIV stands for Special Weapons Intercept Vehicles. Third in a series of shooters that started with the awesome Silkworm, Mega SWIV is actually a port of the Super Nintendo game Super SWIV, more commonly known in the west as Firepower 2000. Besides being a port, one of the other distinctions of Mega SWIV is that it was released only in Europe. And just like another European exclusive Mega Drive shmup (Xenon 2 Megablast) this game is region-locked, so in order to enjoy it in consoles from other regions be aware that you might need to use bypass cartridges. Going by the YouTube videos I've checked it also seems that the game runs faster when played on a 60 Hz console, a very welcome increase in pace if you ask me.

There are two ways to play this game, either with a helicopter (SWIV-1) or a jeep (SWIV-2). In a 2-player game each person pilots one of them, but if you’re playing solo you need to press A, B or C at the start screen to choose/change the craft. There it’s also possible to remap the controls, which by default work with B for main weapon, A for main weapon change and C for special weapon. Throughout the game weapon items are released by destroying yellow square bunkers on the ground. Main weapons can be bullet (needle gun), flame, plasma (spread shot), laser (flashing laser beams) or ionic (a straight shot that splits to the sides in 90º upon hitting something). Laser and ionic are unavailable from the start, appearing in later levels only. All of them are powered up separately by taking successive items of the same type, up to seven upgrade levels.

Welcome to the jungle, we've got fun and games

Special weapons are indicated by letters. H stands for homing bullets, X fires a single batch of straight missiles and S triggers an expanding ring of fire. The most recent weapon collected is always the next one to be used (LIFO stack). It's possible to stock as many special weapons as you want, but only twelve of them are shown below the score counter at any given time. X is the most powerful (a single one can take down any of those hatches of the third boss) while S is excellent to take care of enemies that are closing in. H is the weakest one and tends to drift in circling movements, often failing to hit the desired target. Special weapons aren't lost upon death, and as long as there are special weapons in stock the level of each main weapon is only visible while you’re cycling them with button A or briefly after you die.

Every once in a while the player might come across a small area concealing a bubble. Land a few shots to release the bubble and take it for a temporary invincibility shield, or shoot it again to trigger a screen-clearing explosion. The last item, the star, is mostly released by tanks but can be dropped by other enemies as well. Besides being worth 100 points, at the end of the stage each star contributes with 1.000 extra points.

Death for both SWIVs comes with a reduction of one upgrade level for all weapons, therefore dying repeatedly can lead the player to a dangerous underpowered condition. As a rule of thumb, whenever I lost the spread capability of the plasma weapon I would consider myself in dire straits. I used to think the helicopter was the best option to play the game with, now I’m not so sure because there are clear pros and cons for both types of vehicles. The heli crashes onto airborne enemies, but it’s able to fly anywhere around the screen and is absolutely immune to ground enemies. The jeep crashes against any ground obstacle that takes damage (including item bunkers and shield holders – release them first, collect next), but can fire in 8 directions (shoot to lock the aim, stop shooting to change direction) and is absolutely immune to airborne enemies. The jeep can fall off cliffs (last stage only) and be hindered by walls, but whenever it gets squished by something the scrolling takes over and sends it forward. There’s no jump input for the jeep in Mega SWIV, unlike what happens in Firepower 2000.

With a strong military theme and a perennial Amiga flavor - reminiscent of the previous chapter in the series - Mega SWIV stands tall as a decent cross-platform adaptation. On gameplay merits it’s as close as it gets to the original material, unlike some criticized examples such as Thunder Spirits (bridged by Thunder Force AC, but you get my point). Minor differences in relation to the SNES original appear in the slightly less colorful graphics, lighter explosions and subdued sound effects. A few enemies are missing here and there, and since the game was made less intense the annoying off-screen bullets when you move across the wide horizontal span of the playing field aren't such a pain. That alone should make the Mega Drive port the easier version, but the game also counts with a merciful extend scheme that grants a new life for every 50.000 points scored. The bonus based on the number of remaining lives at the end of the game was removed though, but this doesn’t really matter because there's no time out and you can kill cannon fodder forever on the last boss for whatever score you want to achieve… Even though the maximum life stock shown during the actual gameplay is 9, the real number of lives can be glanced in between stages.


Introduction and first stage with the helicopter (50 Hz)
(courtesy of YouTube user ShiryuGL)

Due to the unusual combination of a helicopter and a jeep, Mega SWIV might certainly be the best co-op shmup experience to be had on the Mega Drive. However, much of the fun is in experimenting with both types of ship. A brief animated intro sets up a nice preamble for the action, also showing info stats for each SWIV craft. The beginning of the game seems a bit generic (the first stage is exclusive to the Mega Drive version though), with grayish terrains followed by deserts and forests. Jeep players will get to pilot an inertia-propelled boat on the second half of the fourth stage. During the fifth stage you need to pilot a jet, and then the game resumes in a volcano-filled area before you venture into the final enemy fortress. The music fits the theme well, I particularly enjoy how bassy it sounds.

The truncated scoring system is a letdown, but Mega SWIV can provide some decent shooting fun if you're able to cope with the excessive horizontal wobbling. I had already cleared the game with the heli, so this time around I decided to use the jeep. Beating it again wasn’t as hard as I expected, but it certainly was more fun. I scored barely over 1 million and then decided to kill the last boss with the J special weapon (it comes down from the top automatically once you get to the boss).


Note: this text was cross-posted with minor changes on Sega-16.

Sunday, October 21, 2012

Strike Witches (Xbox 360)

Arena
Checkpoints OFF
5 Difficulty levels
6 Stages
Ship speed fixed, selectable at start
- - - - - - -
Developed by Cyberfront
Published by Cyberfront in 2010


It's difficult to find shooters inspired by other entertainment media that are held in high regard by the community. More often than not they don't go past the likes of pure fan service, being eventually ignored and relegated to sad footnotes. Does anyone seriously care about Geppy-X, Bokan To Ippatsu, Tekkaman Blade, Thunderbirds (NES), Gatchaman - The Shooting or Super Airwolf for the Mega Drive? Sure there are exceptions to this, such as Macross - Scrambled Valkyrie and Silver Surfer, but they're few and far between. In 2010 the category was expanded on the Xbox 360 with Strike Witches - Hakugin No Tsubasa, another shooter based on an anime/manga series. Exclusive and region-locked to Japanese consoles, the title is just one of several games produced to supposedly expand the reach of the base material.

Fans of the anime who can understand Japanese are at home here. The Story mode is full of (instantly skippable) dialogue intermissions and interaction between a multitude of characters. They are all teenage girls with propellers for legs, flying around with machineguns in an effort to stop an alien menace called Neuroi. It's an alternate reality setting that takes place during World War II. Luckily for us shmuppers, Arcade mode removes all the useless conversation and sudden interruptions, but the catch is that to unlock it you need to beat Story mode with one of the preset teams - and even so only the respective characters are unlocked. Continues are allowed to achieve this, and if the imposition sounds stupid at least you can take the chance to know the characters and stages during two hours and four clears (it takes roughly half an hour to complete the game).

On the outside Strike Witches looks like a combination of Trouble Shooter and Deathsmiles, but the default twin stick control scheme makes it a different experience. There's also a somewhat hidden arcade style control that doesn't use the right stick: the aim is locked whenever you shoot with a dedicated button (since the game clearly wasn't designed with this control scheme in mind I avoided it completely). All teams are comprised of three girls, with one of them being the leader and the others following her in a formation facing forwards, facing backwards or trailing. Enemies come from all sides and force the girls to move around the whole screen, with the team’s hitbox being a tiny red dot on the leader’s chest. With dual style controls the left stick is used to move, the right stick to aim and shoot. By default, RB switches the formation and LB/LT switches the leader. The last input is given by RT: it’s a special attack that combines the magical abilities of the trio into a concentrated blast that lasts as long as their power bars isn’t depleted. Each girl has her own power bar, which is not to be confused with the group's health bar.

Beware, these orange balls aren't collectible items...

All girls fly at different speeds, have different power bar recharging times and bear unique weapons, be it straight shots (vulcan, grenade, drill, intertwining wave pattern) or shots with mild spread (regular spread, w-shape spread, two machineguns). Some of them have special abilities such as homing auxiliary shots. Their weapons are always at nominal power when they’re leaders, getting down to a lower power level and a slower rate of fire whenever they’re following the lead. Different character combinations produce different special attacks, and most of the fun while learning the game is in the process of testing several teams to see which works best for you.

The scoring side of Strike Witches has two layers to be explored. The first one is collecting the crosses left by destroyed enemies, which are sucked in automatically if they’re within a certain range. The first hundred is worth 1.000 each (bronze), the second hundred is worth 10.000 each (silver) and after 200 crosses collected each one will be worth 100.000 points (golden). It’s pretty simple and straightforward. The second layer in the scoring system revolves around extracting more crosses than usual by using the special attack. Doing it is not that simple though. If all girls have their power meters full a special attack comes with invincibility (indicated by the blue aura around them, which also cancels bullets). Once the special attack is over (either because the power bar of the leader is depleted or because you let go of the trigger) the recharge process takes a few seconds to start, during which you cannot activate it again. Once the recharging starts the special attack can be used again, but this time the girls are not invincible - a special attack with invincibility is only possible when a subtle sound cue is heard, a clear signal that the recharge is finished for all of them. Important: the recharge cycle will only start if the special attack trigger is not pressed, if you keep pushing it the power bars will remain where they are and no special attacks will ever come out.

At the end of the stage the player is given a bonus based on the number of crosses collected, destroyed enemies and hits taken. Crosses × enemies × 10.000 equals nominal bonus - the more hits you suffer the less of this bonus you achieve. Speaking of getting hit, if the eight health cells are gone it’s GAME OVER. There are no recovery items (actually there are no items at all besides crosses), but the health bar is replenished at the start of every stage. This alone brings the challenge to reasonable levels even though things get quite hectic close to the end, where memorization and careful use of the special attacks become more important. Fortunately it’s possible to practice each stage separately.


Stage 4
(courtesy of YouTube user ALS384)

Given the unsuspected depth of the scoring system, the lowest point in Strike Witches is in the level design. The catchy introduction and HD renderings of the characters are cool, as well as the character art in transition screens, the good variety of weapons and the intensity of later sections in the game, but for a shooter that scrolls horizontally it’s a bit weird that there are absolutely no obstacles. All you see is the vastness of the skies according to the unique theme of each stage, with a few exceptions like the tunnel in the second level or the descent into the destroyed landscape of the fifth stage. All bosses are variations of the same enemy, a red shape-shifting creature that takes the form of jets, tanks, spiders and all kinds of mechanical things. The objective is to defeat each successive form to expose and destroy its pink core. Even though these bosses have the most varied shot and movement patterns, it gets tiring to see the same checkerboard textures at the end of every level. On top of that, every single enemy is red or dark with red details. Was it so hard to put some green or blue?

Another aspect that bugs me a little is character speed. Even the slowest girl still moves too fast for my taste. When enemies swarm from all sides the act of dodging often results in a collision because I can’t control my leader properly, and the best way to deal with it is to be proactive so that dodging becomes less necessary. Sometimes a hit will take away two health cells, particularly when the offenders are those pesky lasers or when you get rammed by a large enemy. Lastly, I don’t mind the fact the menus are all in Japanese, but I wish the developer had added actual Roman names to the characters in the Arcade mode selection screen. It’s tough to memorize all of them going just by their cute faces.


 Click for a larger picture of the menus translation for Strike Witches
(many thanks to Jorge and SoftOtaku)

Is bland design enough to qualify the game as pure fan service? I don’t think so. Overall Strike Witches comes out as a feeble yet mildly fun shooter. Non-shmuppers will be able to credit-feed to the end, but will have no access to the true last boss (only prerequisite is to get there on a single credit). Although simple, the scoring system is engaging and offers enough depth for those who play for higher stakes, so the game at least tries to cater to all kinds of gamers. The music isn’t remarkable but fares better than the misguided graphic design. Be prepared for loads of anime voices though.

The only extra in the limited edition of Strike Witches for the Xbox 360 is a figurine of protagonist Yoshika Miyafuji. The game wasn't very well received by the shmup community, but the popularity of the series was enough to guarantee a port for the PSP in 2012. On the 360 my best high score in Arcade mode on NORMAL is the one below, playing with Gertrud Barkhorn, Lynette Bishop and Perrine Clostermann. Perrine is a must for me because of her electrified homing shots!