Wednesday, August 3, 2011

Grind Stormer (Mega Drive)

Vertical
Checkpoints ON
4 Difficulty levels
6 Stages (loopable)
Ship speed by icons
- - - - - - -
Developed by Toaplan
Published by Tengen in 1994


A few weeks ago a couple of friends told me that their cartridges for Grind Stormer (sometimes spelled as Grindstormer) had died on them. It is widespread knowledge that there's an apparently huge defective batch of these carts released for the Sega Genesis in North America, and since I recalled my copy was okay I figured it would be a good moment to enjoy it before the thing died on me as well. Fortunately my cartridge was fine, but if you’re interested in getting it and you don’t want to incur in the risk of buying a defective product I recommend getting the Japanese version (it was never released in other regions).

Classic vertical action is the name of the game in Grind Stormer, the second-to-last Toaplan shooter. It came out before Batsugun, and the influence of both games on Cave’s first shmup DonPachi is undeniable. The Mega Drive port of Grind Stormer preserves the dreaded use of checkpoints from the arcade original, therefore it's a relatively tough game. Rank is also implemented, and even though Sega’s machine can’t quite handle all the sprites it’s supposed to, the dynamic result is at least engaging. Colors and graphics take a severe hit and look rather washed out for the most part, and for a game released so late in the console’s life this is a tad disappointing. Practically all earlier Toaplan ports such as Truxton, Fire Shark or Twin Cobra have more polished visuals.

Don't get too excited, it only looks like DonPachi

A great treat about Grind Stormer is that the game can be actually seen as a two-in-one package. There are two modes that can be selected at the start screen. Grind Stormer is one of them, and consists of a straightforward shooter with specific power-ups for each weapon or extra item. Then there’s the V-V mode (pronounced V-Five and sometimes written as V-5), which is basically Toaplan’s take on the Gradius weapon array formula. The main game is almost the same (there are a few differences), but all power-ups are handled as if you were playing a Gradius game. Homage or plagiarism, it doesn’t matter, both modes play quite differently, and mastering one of them isn’t any guarantee you’ll be as proficient in the other.

In the Grind Stormer mode, the ship is equipped with two pods that amplify its firepower and behave according to the type of weapon you have chosen. Later on two more pods are acquired as you take power-ups to increase the weapon’s strength. As with weapon activators, POWER items are released by destroying specific carriers, which also bring speed-up capsules (S-UP). The weapons available are SHOT, HOMING and MISSILE. With the shot weapon you can alter the angle of pod fire by refraining from shooting (for more damage always keep a straight/forward alignment). With homing, pods will automatically chase and lock onto enemies at will, whereas missile will make all pods follow you around like a shadow. A diamond represents an extra bomb. When triggered, bombs make you invincible for a brief while.

An interesting detail is that upon dying you always get back with +1 speed and three bombs instead of the initial two. All items collected that don’t have any effect on the ship (same weapon or taken when their function is maxed out) are worth 10.000 points. Whenever the bomb stock is full (6) the score will automatically start increasing like a counter at full speed, stopping momentarily if the screen comes to a halt, as in some boss fights. The score will only cease to raise if the player bombs or dies. On the other hand, a maxed out bomb stock also triggers maximum rank, so you can expect the ultimate leap in bullet count/speed from all enemies. Aggression level does start to increase prior to that, especially if you reach maximum power and get the extends at 300.000 and 800.000 points (more extends will be granted for every 800.000 points afterwards). It’s possible to get a 1UP in the third stage by destroying the yellow bunker at the end of the bonus scoring field (in a rare occasion I also got a 1UP by destroying all turrets after the large head that sucks bullets in stage 5, but I was never able to do it again).

Although quite simple, the scoring system is enriched by the aforementioned max bomb counter and by score fountains spread throughout the game. The first kind of fountain is a ground icon that cycles fast between 500, 1.000, 5.000 and 10.000 points. The other one is a pink block that releases random score bonuses as it gets hit - most of these are found during the 3rd stage. Together with the fact that this level has the coolest BGM in the game, that makes it my favorite stage. The rest of the soundtrack is rather unremarkable, but the collection of sound effects is surprisingly varied and carries a bit of the PC Engine syndrome – it often overshadows the music, making it hard to hear it properly.


Brief samples of Grind Stormer and V-V
(courtesy of YouTube user Vysethedetermined2)

I didn’t play the V-V mode much, but here’s a summary of the differences I noticed: all items are power-up capsules (diamonds) that light up the weapon array - wait for the desired function to get lit and activate it; there are no bombs, but you can activate a shield that can take up to two hits; there's an end-of-stage bonus based on how many items you collected; enemies are more aggressive, some of them even have extra/different attack patterns than those seen in the Grind Stormer mode.

Practicing different stages is made easy with the training feature from the OPTIONS screen, where you can also deactivate the PAUSE button permanently for a more arcadey feel . As a whole, the game is enjoyable but suffers from a lack of flair that screams “average”. Flicker sets in as you fight large enemies, as well as slowdown, but fortunately none of them get in the way of gameplay, which has pretty fast and intense action. With a few tough sections reserved in its second half, I’d say the learning curve is fair and in line with the Toaplan style, however it’s a shame that the best parts of the graphic design show up only much later in the game.

I was able to loop the Grind Stormer mode up to stage 2-4 on NORMAL (MODERATE). The second loop came with the expected increase in difficulty, changes in bullet sprites, a more powerful ship and score fountains that spew multiple bonuses of 10.000 points only!

Friday, July 29, 2011

Who's That Flying?! (Playstation Network)

Horizontal
Checkpoints OFF
1 Difficulty level
5 Stages
Ship speed fixed
- - - - - - -
Developed by Mediatonic
Published by Mediatonic in 2010


There are a few things that Who's That Flying?! does right in its intent of bringing something fresh to the table. In its core the game does belong to the shmup genre, even though the main character is invincible and the scoring system does not suit the mold we shmuppers are used to. As an experience, it's a valid, harmless attempt that will quench the need for superficial distraction if you download it to your PSP and play it on the go. However, it could be much more had the idea been treated with a little more depth.

Definitely the strongest aspect in the game is its humor, which appears in-between stages as you, the guardian of Earth, is put on trial for letting aliens invade our planet for obscure reasons. Each stage works as a statement in court and a reminiscence of the character's heroic actions in the line of duty. Meanwhile, you're bombarded with questions from the guardians of the other planets in the Solar System, without ever losing the temper or the sense of humor. The cartoony art design is catchy and the situations (some of them predictable) will certainly make you giggle, starting from the opening screen and the stressing in red of the capital letters in the game's title.

Doom beasts ahoy!

So much of aesthetics, but what about gameplay? The guardian's mission is to stop those dark "doom beast" invaders that look like something out of a Parodius game. Every time one of them goes past the hero and disappears to the left you're booed by the population in the city below, and when 50 of them succeed the mission is failed - they've just taken over the city you're supposed to be defending. You are invincible, and besides shooting them with your laser arm you'll automatically tear them apart whenever they get close to you. Killing the invaders in succession increases the score multiplier up to ×9, and by destroying them you also fill an auxiliary meter that allows three types of special weapons to be used: a rapid fire gun, a small laser beam and a larger laser beam. With the exception of bosses, the larger beam disintegrates everything, even the big enemies that appear from time to time to slow you down with heavier attacks (those that need to be weakened first and only then terminated by pressing R and tapping X).

Who's That Flying?! has five stages, which are divided in three sections each with a huge boss awaiting in each last section. You have to defend four cities (New York, Tokyo, Mexico City and Moscow) before rocketing to outer space for the final showdown against the invaders. It's all very colorful and fun in the beginning, but unfortunately things start getting repetitive after the novelty fades (progress in each section is displayed in the upper part of the screen). The fact that scores are computed only for isolated sections - and not the whole game - makes this title a good choice for score attack competitions, but a sad failure for regular high score comparisons. Each section won is unlocked for future replays, but if you want to tackle the game from start to finish you have to delete all saved content, thus erasing all the special modes and trophies you have collected so far. Simply put, for score-driven shmuppers this sucks.

Speaking exclusively about the action, the challenge is relatively easygoing, basically kicking in when enemies start cluttering the screen from all sides, and especially when the big ones hit you with one of those stunning attacks. They
behave differently for each stage and always appear in the second section. The game isn't hard, it takes just a few tries to get used to the patterns of enemy movement. The real danger lies with later bosses and the sidekicks they summon while regular invaders cruise the screen to the left side. Losing control of the situation in these moments can quickly lead to mission failure.


Official trailer
(courtesy of YouTube user Requisitos Jogos)

The main game is called Story, but as you play you'll eventually unlock two extra modes: Infinite mode lets you fight in a given environment to no end, and Challenge mode throws a series of special tasks for the player to conquer. Praise galleries and special achievements/trophies are awarded for obtaining outstanding performances while playing the game both in the Story or Challenge modes.

Despite its rather repetitive nature, Who's That Flying!? can be enjoyed with casual purposes, thanks in part to the adequate soundtrack and the lighthearted tone of the game. With such a cool character, I wonder what could've been accomplished if a full-fledged console game was to be designed around him, keeping the same basic idea (invulnerability), cranking up the difficulty and making the overall challenge more "shmuppy".

My 1CC high score was 2.204.840 points, which is the sum of the individual scores of all 5 stages (15 sections) played in Story mode. Click the image to enlarge.

Thursday, June 30, 2011

Salamander (NES)

Horizontal / Vertical
Checkpoints OFF
1 Difficulty level
6 Stages (loopable)
Ship speed by icons
- - - - - - -
Developed by Konami
Published by Konami in 1987


Proud offshoot of the Gradius series, it was natural for Salamander to find its way home to the Nintendo Famicom soon after its release. While not as faithful a port as the first Gradius, the game does justice to the original material, albeit changing it completely in lots of ways. Console fans and Salamander admirers owe themselves a look for these changes alone, just don't expect the same kind of challenge the arcade game had.

One natural doubt about this game is its relation to the North American release of Life Force. "What were the differences?", I wondered before picking this up for another monthly competition. Not so many, at least not in the same level as the arcade versions. Both games use the power-up scheme from Gradius, but the weapon array in Salamander is better because it shows the full name for the power-ups in each cell. In Life Force you're offered tiny blue bars and a side display of the currently lit power-up. Salamander allows you to get three options, Life Force only lets you activate two. Lastly, Salamander has multiple endings depending on how many continues you use to complete the game, whereas Life Force has only one. I'll be describing any more differences I find when I play Life Force.

Vic Viper faces the meteor shower on the 2nd stage

One of the features that's part of Salamander's charm is the fact that the game alternates horizontal with vertical scrolling. Playing it naturally felt like a novelty, but the biggest asset at the time of its release was the possibility to do it with a friend, something quite rare for an 8-bit shooter. Since the game ditches the instant power-up system of the original in favor of the Gradius-style weapon array, gameplay basics are a no-brainer for fans of the series: pick up capsules left by completely destroying enemy waves or orange enemies to light up the cells in the weapon array. Activate the desired power-up and see Vic Viper (or Lord British, the second player) improve its speed, missile, ripple, laser, option and force/shield capabilities. Missile, ripple and laser can be powered up once more after they're activated and, as I mentioned above, you can have up to three options trailing you around. A special addition in this version is the occurrence of hidden 1UPs that appear as blinking power-up capsules - I found two of them in the first stage alone. This makes it quite common to stock more than a dozen lives, since you win extends with 10.000 points and for every 30.000 points afterwards.

The most representative changes in relation to the arcade game include: fourth stage is now stage 2, with a boss that merges both original bosses in one; stages four and five are completely new, and come with more organic motifs, a high speed section, egyptian aesthetics and brand new bosses (a skull and a flying sphinx head). I had the feeling that the game is longer, mainly due to the new stages added, and that stage 3 is harder in this version (those fireballs and little phoenixes are a pain in the ass). Bullet count is very low and practically non-existent in the first loop, so most of the opposition comes from enemies themselves and the environment. The game gets quite claustrophobic in the new 5th stage (horizontal), as opposed to the overall style you have in the rest of the journey.

Technically, there are times when the NES/Famicom isn't capable to handle everything that's happening on-screen, so slowdown and heavy flicker ensue. For instance, having a fully powered-up ship during the meteor shower of the second stage can make Vic Viper disappear completely for a few seconds. The music is great though, and the generally mild difficulty level sets Salamander apart from the somewhat higher challenge offered by Gradius.


Two stages of intense 8-bit outer space organic battle
(courtesy of YouTube user HEROAAAA)

With all its inherent goodness, I felt very sad to discover that the scoring system in this game is broken. As you can see from this video (thanks, Jorge!), due to a respawning tiny volcano it's possible to get the counterstop in stage 2-5. My motivation to keep playing suddenly died. In the high score below my credit ended in stage 2-6, after I successfully tested the trick and decided to go on to see how far I could get.

On a last note, we all know that Famicom cartridges are great to collect due to the variety of colors used by different publishers. However, a special nod goes to the transparent Famicom cartridge style used by Komani for Salamander. I wish there were more of them around. :)

Sunday, June 26, 2011

Macross - Scrambled Valkyrie (SNES)

Horizontal
Checkpoints OFF
3 Difficulty levels
7 Stages
Ship speed selectable
- - - - - - -
Developed by Big West/Winky Soft
Published by Zamuse in 1993


The Japanese anime TV series Macross, also known as Robotech in the West, was rather obscure on TV during my childhood, but I remember watching a few episodes and thinking it was a very cool cartoon. I don't recall much about it aside from that catchy short music theme that plays in every Macross video game ever since they started appearing on home consoles. Almost all platforms have their particular version, but the SNES game is a serious contender for best shmup based on the franchise. However, Macross - Scrambled Valkyrie stands on its own because it's simply an astonishing game from beginning to end, ranking pretty high in any list of SNES favorites, including mine. Fan service and pure nostalgia are also guaranteed by the cool intro and the amusing bits of Engrish.

The story of Macross is about an all-out war of humanity against evil aliens, and was unique in its time for mixing sci-fi concepts with cheesy romance and music. With the exception of the romance you can expect quite the same in this game. The designs for characters, enemies and stages are decently varied, abusing the graphical capabilities of the SNES through gorgeous colors and textures, with heaps of parallax here and there. However, it's the selection of three very different characters and the resulting variety in gameplay that attests the awesomeness herein. Each character has very defined strengths and weaknesses, which demand specific approaches for a player to conquer the game. My choice of character fell on Max, and I will explain why in a few paragraphs.

Hikaru's battroid form fighting the second boss

Each pilot controls a Valkyrie ship, a warcraft built upon alien technology that's capable of assuming three different forms: fighter (aircraft), gerwalk (half aircraft/half robot) and battroid (robot). The input scheme is pretty basic and uses only two butons: one to fire, one to switch forms. Firepower is somewhat balanced because the three forms have distinct speeds (fighter is the fastest, battroid is the slowest) and different shot types. Hikaru, the first pilot, has the most straightforward patterns, Max relies on a close-range plasma cloud + homing shots and Millia adds brute force on her battroid blast. Each form has three power levels and is separately leveled up by taking "P" icons left by mini-bosses and red enemies - the currently selected form is the one that will get powered up.

Survival is guaranteed as long as you have energy left in the lifebar, so if it's gone it's GAME OVER. Every time you get hit you consume some energy and lose one power level for the currently selected form. "S" items provide partial energy recovery, but the rarer blue-haired face, found when some mid-bosses are defeated, will replenish the whole life gauge instantly. Even though the game has a limited amount of continues, it's possible to get extra ones by finding the red arrow pointing up, hidden in fixed locations in every stage. They serve a more noble purpose if you're going for the 1-credit clear because each hidden arrow adds a precious chunk of 50.000 points to the score. Another important scoring hint is to get all items you can, since each one is worth 1.000 points.

Playing with all the different weapons is great, but the coolest gameplay aspect of Macross is the ability to capture enemies to fight by your side. Every time you stop shooting the ship will glow (imagine a raw version of the golden shield from the Darius series). While glowing, get close to an enemy and watch it change its color and join the human forces against their own kind, their names appearing to the right of your energy gauge. Not all enemies can be captured, but every captured enemy has its own unique behavior: some will swing back and forth, some will rotate around the Valkyrie, some will move erratically and shoot, some will even fire lasers or home on enemies until they're toast. Not all captured enemies will follow you during boss fights, and some will eventually die (this could be based on your energy level, I'm not sure). My favorite capture is this round minion found in the 4th stage, the one that homes on enemies. After I seize one of them it will follow me until the very end, providing invaluable help against popcorn and bulkier enemies alike.

Note: there are times when it seems you've been hit but you don't lose any energy. That happens because during the exact moment you switch forms you have a nick of invincibility. Even though this seems to be a worthy feature to be exploited, it's not really a good thing to count on it in the heat of the battle.


Intro and first stage of Macross - Scrambled Valkyrie
(courtesy of YouTube user Vysethedetermined2)

One of the criticisms I often see on this game is the length of the stages. This sounds strange to me because I think they're not that long, and with seven levels to go through the game length seems about quite right, and on par with most of the other shooters from its era. In fact, Macross - Scrambled Valkyrie does everything right in this regard, with the high speed section of stage 4 strategically positioned to give you a break from the overall slow pacing of the game. As with most good 16-bit shmups, Macross rewards consecutive plays once you've memorized the trickiest parts, and the variety in challenge you get with each available character is great. I like Max because of his battroid homing shot, definitely the best choice if you want to score higher (even enemies behind walls will not escape his wrath). On the other hand, his gerwalk shot (a kind of passive plasma thrower) is really awkward to use, but once you get the hang of it lots of bosses become a lot easier to beat.

Macross - Scrambled Valkyrie is easily one of the top three shmups on the SNES. It's a bit sad that it was never released outside of Japan, which probably hurt its much deserved success. When ranked against Axelay I think it loses by a nose just because of that game's heavenly soundtrack - not that the music in Macross is bad, it's actually quite engaging and atmospheric. I've only had glimpses of other shmups based on the Macross franchise (NES, PC Engine, Saturn, Playstation), but from what I've seen I doubt any of them will top this awesome SNES game.

The ending halts in a last credits screen, forcing the player to reset the console and go to the OPTIONS to check the high score. Here's the result to my 1CC campaign with Max on NORMAL:

Saturday, June 18, 2011

Isagoras (Xbox Live)

Vertical
Checkpoints OFF
2 Difficulty levels
5 Stages
Ship speed fixed
- - - - - - -
Developed by Red Circle Studio
Published by Red Circle Studio in 2010


When a prototype spaceship is sent to war, things get more heroic than usual and the sense of accomplishment should achieve a similar status. Somewhere in the near future, Isagoras-001 is the name of the ship, and Crow is the codename of its pilot. Invaders and separatists from other solar systems threaten the Earth and other planets such as Mars. They must not prevail, for the fate of the galaxy rests in your skill and your ability to overcome the insurmountable odds.

And that's the main story of Isagoras, depicted through text balloons and cut scenes as you plow through five stages of widescreen vertical shooting action. I admit I was lured by the concept and by the varied backgrounds from the first level, but the truth is that this game is just painful. With such a cool-looking cover and a name that immediately brings to mind Treasure's overrated Ikaruga, you can't help but feel cheated once you start to realize what Isagoras is all about. There are many wrongs to it, and the saddest thing is that the Spanish developers were probably trying to come up with something different, only to fail miserably in several fronts. As a result, epicness gets reduced to boredom, and motivation is utterly ruined from the inside by stupid game mechanics.

Fighting baddies over the red surface of Mars

Ship sprites draw immediate attention upon start. The ship looks like two smaller spaceships glued together, and I wondered if there was a gimmick behind it reserved for later. There isn't any. The ship fires a single shot that cannot be powered up because there are absolutely no items to collect in the game. Health recovery items for the energy bar you have for each life? Forget it! Entropy is the absolute rule in Isagoras, therefore energy lost will never be replenished, not even when a new level starts. You must also learn how to deal with the rather slow speed of the ship, and memorization is the only way to stand a chance in sections where multiple enemies swarm around you. Each life grants the use of three special attacks, which can be deployed in two different ways: the left bumper slows down all enemies for a brief while, and the right bumper triggers a powerful beam that melts enemy bullets and gives you invincibility while it lasts.

There's nothing special in what I described above about the gameplay, but there's a lot more to worry. When I started playing the game I suddenly noticed that my score in the third stage had decreased from the one I had prior to fighting the second boss. To my horror, I realized that the game punishes you every time you get hit by taking away approximately 5% of your score. In other words, if you have 5.000 points and a single bullet hits you the score drops to 4.750 points. Talk about a frustrating feature! To make things worse, there are instances where you get hit without explanation during those ENEMY ALERT messages that precede boss fights. There are no obstacles anywhere during the whole damn game, and then you lose health and points out of nowhere! Honestly, when this happened I felt like punching someone in the face.

Graphically, Isagoras isn't really bad for an indie release. It uses simple textures and colors with good results for backgrounds, although it falls short when it comes down to enemies, most of them comprised of small formations of drones and ships with erratic movement. Large ships appear from time to time, and are the best targets to achieve more points. Screen tilting is used extensively, but sometimes the game exaggerates and makes the simple act of controlling the ship a real chore. The soundtrack has lots of guitar work but is ultimately awful, and you can tell it's not going to work by the depressing music that plays in the opening screen.


The human race is in danger!
(courtesy of YouTube user TheSandman83)

The only moments where the game offers a small degree of (fair) excitement are during boss fights. They all have these colored spheres/cores as weak points, and come with a good variety of attack patterns. Another glimpse of something that actually works is the meteor barricade of the third stage. On the subject of co-op play, the act of overlapping both ships increases firepower while the controllers vibrate (you can't turn it off). Cut scenes are correctly implemented since you can skip them instantly, but part of the storytelling is annoyingly intrusive. As if bullet visibility wasn't already an issue, sometimes the messages block a good portion of the screen while you're being bombarded from all sides.

Isagoras could've been a great game, but it fails in almost all aspects that matter. There are no continues, but you can practice the stages you have already beaten. The only visible difference between the two available difficulties is that on EASY you start with 9 lives in stock, while on HARD you start with 5.

The default #1 spot at the high score table marks 10.000 points. My target was to top this score, which wasn't easy in face of the idiotic scheme of losing points by getting hit. As you can see below, the objective was surpassed just slightly (HARD).

Wednesday, June 15, 2011

Andro Dunos (Neo Geo)

Horizontal
Checkpoints OFF
4 Difficulty levels
8 Stages (loopable)
Ship speed fixed
- - - - - - -
Developed by Visco
Published by Visco in 1992


With 34 Megs stamped in its cover, Andro Dunos is probably the smallest shmup in the Neo Geo library, but it doesn't mean it's less fun than its peers. Coming out in an age where 16-bit was at its peak, the game is pure 16-bit bliss and surely looks like a slightly beefed up version of any average shooter developed for the Mega Drive. I tried to come up with an example for this comparison, and the closest one I could think of is Whip Rush. Andro Dunos, however, fulfills its purpose with better results, raising itself above the average-looking style of the whole package to deliver great fun, especially for those who appreciate the innocent good old days of the classic spaceship shooters of the 90s.

What initially caught my eye in Andro Dunos is the ship's design, which resembles a sleeker, thinner Zig fighter from the almighty Zero Wing, sans the cool side pods. The abundance of colors and the variety of weapons I saw while watching the attract mode were also irresistible hooks, so last week I thought it was about time I had some fun with it. Then came the common dilemma of most Neo Geo shooters: since they rarely have autofire, how would I be able to keep my wrists and fingers in good shape for whatever I had to do with them after playing Andro Dunos? Fortunately for myself I was able to score a Hori Fighting Stick Neo II a while back, so I was ready to go once I switched that turbo function on (there are almost no options of controllers with turbo fire for the Neo Geo, and the few ones are rather hard to come by).

I tried to find out what "Andro Dunos" means, but even the game manual offers no clue about it. What I did learn, besides the backstory on invaders from outer space and the last hope of mankind (you, the player), is that the ship is called Yellow Cherry, with player 2 being named as Red Fox. Watch them with more detail as they take off once you press start and glimpse the tutorial!

Yellow Cherry and Red Fox fight for peace in the galaxy

There are four types of weapons at your disposal in Andro Dunos, and they're properly named type 1 to type 4. Similar to Toaplan's Hellfire, they're cycled at the press of a button: type 1 is the straight shot, type 2 has an emphasis on the rear shot, type 3 offers a set of X-shaped diagonal laser blasts and type 4 activates a useful albeit week spread pattern. Power-ups are handled by taking the items that cycle according to four colors, each one of them upgrading a specific portion of the ship's firepower: S corresponds to the main power-up, B powers up the little lasers, M upgrades your guided missiles and U adds auxiliary pods that block bullets, whose behavior depends on the type of weapon you're using. There are 7 power levels for item S, while all others max out at level 5. The levels of each one are shown right below the score counter.

Choosing which aspect of the weapon to power up is kinda cool, but it's always a nice move to boost the main firepower as fast as you can (S). As soon as you take the first S you're entitled to use a powerful charge shot that once deployed consumes one level of the S upgrade. The charge shot is related to the current weapon type, and is very effective to take down more powerful enemies. Unfortunately, using it is rarely an advantage over the act of tapping the fire button, hence the overall preference for using auto/turbo fire in Andro Dunos, at least for the first half of the game. There are certain parts in the second half where a single charge blast is enough to get rid of troublesome enemies, such as the hovering ship in the beginning of stage 7. The challenge increase becomes quite noticeable in the 4th stage, which is when rank starts kicking in. Surviving longer and earning extends (100.000, 200.000, 400.000, 800.000 points, etc.) and 1UPs (one in stage 4 and one in stage 6) is what basically pumps up enemy agression - the only way to get it back down is to die until you have only a few lives left.

Scoring is pretty straightforward, but there's a small end-of-stage bonus for taking the B items that appear from specific enemies you kill. There are seven in each stage, and upon grabbing them all not only you get the maximum possible bonus, but you also earn one upgrade for each of the four power-ups. Minor milking in a few bosses is feasible, but troublesome because these demand a good deal of dodging and focus.

A dangerous lunar landscape
(courtesy of YouTube user NeoGeoForLife)


Overall Andro Dunos is rather generic in its space theme, but this broad scope also gives it liberty to embrace a much welcome variety in the level design. Among other stuff, you fly over a moon and its caves, cruise through mechanized corridors and outer space sections full of meteors, get into an organic stage with moving walls and invade a cave scenery that visibly borrows from Darius, fighting a handful of bosses and mid-bosses along the way. With the exception of the first stage, the action is never dull and definitely keeps you on your toes in the last couple of levels. The scrolling direction shifts a lot and because of this some enemy shots might unfairly take you off guard. The best way to deal with them is to be aggressive and avoid standing still, attitudes which are obviously enriched by some mild memorization.

I didn't find the soundtrack as effective as the other aspects in the game, but I can't say it's bad in any way. Though less shiny than the rest of the Neo Geo's shmup library, the solid old school atmosphere and the nice learning curve help make Andro Dunos a winner regarding what matters most in a game, which is being fun.

In my best run I reached stage 2-4, dying horribly soon after I passed the mid-boss. I played in the MVS difficulty setting and used autofire, disabling it only in two moments during the whole game: when stage 7 starts and when the last boss reaches its final form.


The sequel Andro Dunos II was released 30 years later for several gaming platforms. Here's my take on the version for the Playstation 4.

Tuesday, June 7, 2011

Ketsui (Xbox 360)

Vertical
Checkpoints OFF
4 Difficulty levels
5 Stages (loopable, criteria-based)
Ship speed fixed / selectable at start
- - - - - - -
Developed by Cave
Published by 5pb in 2010


For a very long time, Ketsui remained an object of cult by a specific portion of the shmup community who had access to arcades, while the unlucky ones were left with impressions from comments like "the definitive" or "the best" Cave shooter ever designed. It would take a good seven years for the game to be ported, and after all the scandals involving DoDonPachi Dai-ou-jou it was just refreshing to see that the guys at 5pb had learned their lesson, gracing the Xbox 360 with a fine product, hailed by experts as being pretty identical to the arcade. Widespread awareness was suddenly a reality as a whole legion of admirers finally had access to the game, but the expectations for yet another addictive bullet hell were met with mixed reactions. After all, it takes just a few credits to realize how brutal this game is.

My initial impression at the time was that Ketsui was pretty much another iteration of the well-established DoDonPachi formula. It seemed more of the same. Fast forward one year and I find myself having cleared the game's first loop. This process took me one month of solid playing sessions, and made me a lot less noobish about it. First of all, I ditched the DoDonPachi association completely. The vibe in Ketsui is different, as well as the scoring system. I also noticed that it's the last Cave shooter that focuses strictly on a military theme before the company shifted to fantasy-based stories with the subsequent Espgaluda. By all means, Ketsui seems to represent a turning point in Cave's portfolio, with one of the strongest mixes ever seen of 2D graphical excellence and extremely tough challenge level.

In Ketsui you take the role of a pair of pilots controlling one of two ships, the Tiger Schwert (wide shot, slow speed, orange for player 1) or the Panzer Jager (straight shot, faster speed, purple for player 1). They are sent to save the world from an evil corporation that's behind World War III in the near future, and what lies ahead of them is nothing less than the ultimate sacrifice (they will die, succeeding or not). Enemy forces become more and more aggressive in each of the five stages, and if you're good enough you can access a second loop upon beating the game, just don't die or bomb more than 6 times (the so-called "tsuujou" loop). Furthermore, beating the game without bombing/dying will grant access to the rarely seen URA loop, which then makes it possible to see the game's true last boss. Surely beating the regular first loop is challenge enough for mere mortals such as myself, but the greatest thing about Ketsui is that you always feel you can do better, with the ending for the first loop teasing you to come back for more - a new beginning of sorts.

I wish Panzer Jager's green tint was also on Tiger Schwert's shot...

Each ship is equipped with a regular shot (tap fire button) and a lock shot (hold fire button), for which your satellites will automatically lock onto the nearest enemy and hit it until it dies or leaves the screen. There's also a bomb that travels forward until it hits (regular shot) or homes (lock shot) on an enemy. The ship's speed is reduced when using the lock shot, and it's important to mention that the frontal laser the ship fires while you're using lock shot doesn't reach the whole stretch of the screen.

While these basic inputs are enough to enjoy the game, scoring higher requires a bit of knowledge about the scoring system. In a nutshell, here's how it goes: killed enemies release green chips with values that range from 1 to 5. The three counters on the upper left of the screen keep track of your chip performance: the 1st row is the sum of all chips collected and also the multiplier to be applied at the end of the stage, the 2nd row is the stage multiplier (depletes when you collect chips using the lock shot) and the 3rd row is the current chip value. Now here's the catch: the closer you are when an enemy is killed, the higher the chip value. The extra counter/timer that appears to the side of the 3rd row shows for how long you can extract chips of the current value, and depletes even faster if you kill enemies using the lock shot. The lock shot killings, however, release more chips than the regular shot.

It seems complicated, but a rule of thumb to start getting the hang of it is to kill an enemy close enough with the regular shot to get a chip of value 5, then use lock shot to take advantage of the timer to collect more of these chips until they get back to value 1. Advanced techniques will eventually unfold by themselves, such as memorizing the best killing route to get more chips or destroying larger enemies in two steps of regular + lock shot. The end-of-stage multiplier (1st row) depletes fast during boss battles, but you can recover lost chips by destroying their parts with the regular shot (using the lock shot will eat a considerable chunk of the multiplier).

The game has no rank, so the brutal difficulty will always be the same regardless of survival or scoring performance. Regular power-ups and extra bombs are obtained from specific carriers, and when you die all your power-up items get scattered around the screen for you to recover them. Dying isn't good because it slices 1/4 of the chip counter and considerably reduces the bonus you get at the end of the stage, which is based in life reserve and bomb stock. Extends are given with 20 and 45 million points, and 1UPs can be taken by destroying all turrets from the mid-boss in stage 3 and by killing both clone ships that appear before the mid-boss in stage 5.


My raw 1CC run for the first loop
(courtesy of YouTube user KollisionBR)

So what makes Ketsui such a revered shmup despite its extremely hardcore nature? One of the reasons is also the staple of most Cave products, and that is the unmatched intensity of the gameplay. There's never a dull moment, the player is kept under pressure at all times and the amount of patterns and bullets provides for an overwhelming assault to the reflexes, which in turn must be exquisitely exercised through memorization and practice. Another good reason is the amazing soundtrack, which enhances and gets enhanced by the non-stop action. And of course, as with all hard games, getting better in a game like Ketsui requires a good deal of dedication but pays off as one of the most rewarding shmup experiences a player can have. You'd never guess how much of a destruction spectacle these hordes of tanks, planes, and deadly turrets can give, so coming out in one piece from those heavy bullet showers is no ordinary achievement.

The Xbox 360 port is named Ketsui Extra. It has a special arrange mode included, hence the "extra", and allows all kinds of aesthetical adjustments for both LCD and CRT TVs. It's possible to record replays and to practice each stage with any presetting for power/bombs, I just wish there was an option to also practice boss battles. It's a great package all around, and a mandatory item in every shmupper's Japanese 360 collection. The limited edition comes with two CDs with arranged music for both Ketsui and DoDonPachi Dai-ou-jou, an irresistible treat for soundtrack lovers.

As I mentioned above, I managed to achieve the 1-ALL on the regular Arcade mode within one month of dedication, and below is the final result (NORMAL) playing with Tiger Schwert. I guess my new objective in further Ketsui runs is to reach the tsuujou loop!