Wednesday, February 13, 2019

Gunbird (Playstation 2)

Vertical
Checkpoints OFF
7 Difficulty levels
7 Stages (loopable)
Ship speed fixed, start selectable
- - - - - - -
Developed by Psikyo
Published by Atlus in 2005


For me, as a collector, one of the good reasons of owning several versions of the same game across multiple platforms is that replaying them can always be done as if you were trying a new title, only with a head start thanks to all the experience you had in previous contacts with it. In the case of Gunbird, I had already tried the Saturn and the Playstation versions, looping each one with a different character (Yuan-Nang and Marion, respectively). So for the port that's present in the Gunbird 1 & 2 compilation for the Playstation 2 my choice was again for another pilot: slow-ass Tetsu and his pedalcopter.

Gunbird 1 & 2 was only released in Japan and Europe and stands as a nice package for this sympathetic little franchise. Granted, it's basically a bare bones collage of both arcade games, but the addition of a TATE mode is more than enough to warrant the purchase in my opinion. I reckon by now I should be aiming for Gunbird 2, but since I have always been a little terrified by the idea (the same goes for Dragon Blaze), being drafted back into the first game kinda makes me happy for enjoying some more lighthearted Psikyo fun and keeping the prospect alive of someday venturing into the colorful raping fest of Gunbird 2.

But I digress. Back to Tetsu.

Tetsu faces one of the multiple forms of the Trump pirates

Tetsu is, along with Ash, the most controversial character of Gunbird. He is openly homossexual, Ash is a pedophile. While Ash carries this adventurous, seemingly overconfident persona, little is to be seen of Tetsu's countenance due to his thick white beard. As the story about finding the missing pieces of a magic mirror goes on, character interactions are played out with light humor in brief dialogue panels that appear prior to and after boss confrontations. Of course none of this really matters in the Japanese version of the game (unless you're able to understand the language), and even so the character's traits are only important for those who care more about storylines than the actual gameplay.

The action in Gunbird is based in three inputs: shot, rapid shot and bomb. Rapid shot and bomb are self-explanatory, while shot can be charged for a more powerful attack by holding the button and releasing it once you hear a specific sound cue (while charging the character isn't allowed to shoot). Charging times and bomb/shot effectiveness varies a little for all five characters, so it's advisable to try all of them and see which one fits your play style. I used to think very lowly of Tetsu, but now I believe he's actually got the most powerful bomb of the ensemble. Its slow-moving fiery trail inflicts tons of damage and is devastating on bosses, but you need to cope with the triggering delay and eventual failure in blocking enemy bullets.

Special enemies release power-ups and extra bombs. It takes three Ps to max out the shot pattern, and each next power-up will be worth 2.000 points as long as you get it before the power down cycle expires and you lose one power level. That's why sometimes it's better to let the items float around before picking them up, though not too long to the point that they will leave the screen. The maximum number of bombs you can carry is six, with further ones resulting in extra points as well. Gold ground coins also contribute a little to the score, as well as the multiple boss parts you're able to destroy. There's only a single extend that comes with 400.000 points.

Going the distance without dying is nice but has a direct effect in the gameplay, which becomes progressively harder. This rank system is pure Psikyo, and if you played any of their games you'll know what to expect here. It's possible to use a trick to reduce rank without dying if desired: just touch an enemy and watch as one of your power-ups drifts away (the payoff might not be worth it because of the firepower loss though). The game also has a random factor in the stage order: one of the four starting levels (castle, factory, woods, village) is always randomly left out of the loop, and the order of the active three is also randomized. Then four increasingly weird stages unfold until you face a Gremlin-like final boss. An interesting feature of this PS2 port is that you can do away with the stage shuffling in the options menu. There's also a comprehensive practice mode where you can choose stage, character, power level and bomb stock. Very helpful indeed. No loading times and a proper save function complete the package.

Stage 6 in full, including a stray bullet through a bomb blast against the boss

As short as it might seem to many players, Gunbird definitely has that one-more-go factor and is a good representative of the fantasy branch in the shmup genre during the 90s (as is Strikers 1945 for military and Sengoku Ace for flying samurai, in the case of Psikyo). While not a stellar entry, its inherent charm becomes more and more clear as you learn how to use the different characters to overcome the quick, occasionally dense enemy bullet clouds. In essence, it's a short, fun little shooter. And if you're skilled and patient enough you can always face the even crazier challenge of the second loop and its suicide bullets in order to see the definitive endings.

I was able to loop the game a few times with Tetsu in the default difficulty level (5), but didn't get any further than stage 2-1. Playing exclusively with Tetsu for a while and then switching to any other character can be shocking due to how slow he is. Below is the final score table after this quick comeback round (remember that continuing doesn't reset the score but adds +1 for proper differentiation).


Now the next challenge definitely has to be Gunbird 2.

Friday, February 1, 2019

Space Harrier (PC Engine)

Rail shooter
Checkpoints OFF
1 Difficulty level
18 Stages
Ship speed fixed
- - - - - - -
Developed by Nec Avenue / Sega
Published by Nec Avenue in 1988


The shooting genre had come a long way since the striking success of Space Invaders in the late 70s. However, by taking its two-dimensional aspect and adding another action plane Sega was able to create a new subgenre with games like After Burner, Galaxy Force and Space Harrier. Though not perfect, this new subgenre mimicked the feeling of immersion in a 3D environment by providing a zooming effect cleverly conveyed by sprite scaling.

What results from this approach is pure gameplay from start to finish. In the case of Space Harrier, it's as simple as it gets: shoot, dodge, kill enemies. No power-ups, no speed-ups, no special alteration of any kind except for a single extra life registered once a certain score is achieved. Much like its original arcade mold, Space Harrier on the PC Engine belongs to this unique category and makes no concessions with its absolute lack of continues. Just a single option exists, one that’s used to reverse vertical controls, but since our avatar is a man who flies around carrying a plasma cannon, reversing verticals doesn’t feel natural for me.

Natural is more an adequate word for the way the PC Engine is able to handle this great little port. It's a solid demonstration that this system is far beyond 8-bit specs even though many people put it in the same category of the NES and the Master System (as if it didn't go head-to-head against the Mega Drive and the Super Nintendo back in the day). Of course there were some concessions in the porting process, such as the absence of the checkerboard floors, the scratchy voices and the reduced (albeit solid) amount of frames per second, but otherwise this version of the game is a very faithful representation of the arcade original with overall great colors, a decent soundtrack and spot-on sound effects.


Welcome to Dragon Land
(courtesy of YouTube user Sepia MtAnoia)

In the no-frills universe of Space Harrier, the lone hero must fly through 18 levels while dodging all sorts of terrain obstacles, avoiding enemy fire and taking down hordes of drones, orbs, robots and strange creatures. I like to think of it as a game that demands players to dodge two kinds of bullets: the first one is the single aimed enemy projectile that's best evaded by always being on the move; the second one is the stationary obstacle that approaches at varying speeds (and sometimes varying heights), to which careful positioning works best. The mix and overlapping of both, as well as their increase in speed and density, is what defines the challenge bestowed upon all brave players who want to see the game to the end.

And it's a tough one, yes, but in a way that rewards memorization. All flying enemies, for instance, arrive in the very same manner. And while many stationary obstacles can be properly destroyed, they are all randomly generated. Going around them to get fast, clean kills of incoming waves is key to survival, but sometimes that's just not possible. Pushing the odds might lead you to a painful death with the characteristic agonising Harrier scream. And I might be wrong here, but I had the feeling that those dreadful marble pillars are a little bigger and more numerous in the third half of the game. Or maybe it's just the reduced frame rate that makes things a bit harder, I wonder?

Five million is the score you need to achieve to get a life extend, which generally comes before the first bonus stage. There are officially two of those, but we can also consider the last stage another bonus of sorts since it's just a repetition of a few selected bosses. Stages 16/17 are the hardest ones to survive, so once you come out of them into the final level the clear is pretty much guaranteed unless you mess up badly. After all, bosses are definitely the easiest parts of Space Harrier. And in the grand scheme of things the absence of a proper end boss is kinda disappointing.

Mushroom reality, mushroom-infused dreams

While not mandatory, a turbo controller definitely helps here. The absence of autofire becomes less stressful as you learn the game and come to terms with the enemy routine (note how the fired shots bend a little in order to hit nearby targets, an aspect that's duly preserved from the arcade version). Strangely enough, I couldn't find a way to consistently get good results while riding the giant creature in the bonus areas, something seems off with the directionals there.

As a final token of care from the team who handled the port, once the game is beaten a brief epilogue /epirogue/ text gives some closure to the adventure and sets it apart from the original story that happened in the famous Fantasy Zone. Dragon Land is where the action takes place on the PC Engine, in a battle to free the planet from death and devastation brought about by a mad ruler called Wi Wi Jumbo, the stage 17 boss. Yep, no kidding. Wi Wi Jumbo is his name.

My 1CC high score for Space Harrier on the PC Engine is below. Next in line in the port gallery is probably one of the Master System games or the exclusive special version on the Playstation 2.