Sunday, May 8, 2022

Dezaemon 2 [Daioh P!] (Saturn)

Vertical
Checkpoints ON
4 Difficulty levels
5 Stages
Ship speed by icons
- - - - - - -
Developed by Athena
Published by Athena in 1997


Continuing with the exploration of the sample games included in the Japanese Dezaemon series of shmup-making titles, let's now take a quick look at Daioh P!, the final episode in the consolized and heavily toned down version of a very tough arcade shooter. The previous chapter is Daioh Gale Ver. 2 on the Dezaemon Plus disc, released for the Playstation in 1996.

Daioh P! is one of the five sample games included in the Dezaemon 2 shmup-making title for the Sega Saturn, accessible by choosing the S3 option in the start menu (it's the second sample game I'm playing on it, the first one was Biometal Gust). The "P" in Daioh P! stands for polygons, which means that every visual asset in the game uses this technique, from ships and crafts to terrains and explosions. Since it has five stages, the basic mold upon which it's based seems to be Daioh Gale Ver. 2, yet there are one or two aspects that date back to the first Daioh Gale, originally released for the Super Famicom in 1995.

Daioh P! maintains the general stage layouts and enemies from Daioh Gale Ver. 2, as well as an updated version of the same soundtrack. The main additions include the primitive electronic preamble prior to the start of each level, several new sound effects that give the action a slightly different feel from previous entries, the scrolling speed that varies from time to time and the fact that all bosses have two or three distinct phases instead of just a single attack routine throughout the fight. Other than that, the graphic design is extremely simplifed and lacks details, which is sort of expected for a game developed using standard predefined polygon tools.

Chasing the second boss over a blocky polygon ocean

Playing the game requires basically two inputs, rapid shot in button R and bomb in button C (for those interested, the single shot is mapped to button A). All items are released by destroying a specific carrier, starting with the colored icons for weapon choice: red (spread vulcan), blue (straight shot with homing missiles) and green (homing shot). In order to increase weapon power you need to collect the P (power-up). The remainder of the item gallery consists of SP (speed-up), SH (1-hit shield), B (extra bomb) and a medal that's worth 5.000 points. Weapon icons and medals fall off the screen right away when released, whereas all other items float around for a while before disappearing.

The last aspect of the core gameplay is bomb usage. Bombs work according to the weapon you're currently using. For the red (vulcan) you get a round blast that damages everything around you, green shot (homing) results in a more powerful homing attack with increased damage and the bomb for the blue shot (straight + missiles) consists of a frontal attack that funnels inwards as the bomb energy dissipates.

Most of the time Daioh P! flows at a nice pace, with almost no threats imposing any sort of pressure on players. That said, the only moments where bullet spreads start to become more dangerous are during boss fights, which are now preceded by warning messages inspired by Darius (a huge battleship is approaching fast!). Their final phases can take you off guard with sudden attacks or close-range overlapping blows, and for that the best strategy is still good old memorization. Never mind the spiralling sand columns of the 3rd boss though, the effect is kinda reminiscent of Soukyugurentai but it's harmless, just for show really.

Even though at least one speed-up appears every time after you die, which makes boss fights fair and tougher sections manageable, the final boss is no pushover and requires lots of movement to be defeated. It's also important to note that you're always respawned with the weapon you were using when you died, which in some cases can lead to extremely dire situations because you can't switch to another weapon. Facing the last boss with the homing weapon is such an example since you never know when the homing shot will start chasing the boss itself instead of the drones he drops or the central deadly bullet, which can be destroyed even by a level 2 vulcan shot.

The first stage of Daioh P! (easy difficulty)
(courtesy of YouTube user The VideoGames Museum)

Since you get a few extends in a regular run, starting with 100.000 points and then for every 300.000 points after that, Daioh P! naturally allows checkpoint milking if you feel inclined to do so. I guess it's just a matter of finding the best checkpoints for that, which is something I didn't try to do. One such part of the game, however, is definitely the last boss due to the drones he drops in his first form (as I mentioned above). Marginal score contributors consist of loose projectiles from turrets, but it's also important to not let any medal go by. Medals are the only items that can be dropped not only by carriers but also by specific enemies, so keep an eye out for them.

Although sympathetic thanks to the full polygon design and the ability to play in co-op, overall Daioh P! is very short and doesn't have enough substance to warrant a lasting impression. It's okay but it's certainly of more interest to those who care about the works by Athena or the possibilities to tinker with all sample games, as is usual with the Dezaemon titles. Since I didn't venture into ckeckpoint milking, my best score for Daioh P! was achieved in a no-miss run (Normal difficulty).


Saturday, April 30, 2022

Eschatos (Xbox 360)

Vertical
Checkpoints OFF
4 Difficulty levels
26 Stages
Ship speed selectable
- - - - - - -
Developed by Qute
Published by Qute in 2011


Six years are almost a lifetime in the evolution cycle of a video game. That's the time span, for example, that separates Eschatos from Judgement Silversword and Cardinal Sins. It's fascinating to check out how one-man developer M-kai joined Qute in order to make Eschatos, which by all means is a direct sequel to Judgement Silversword except by name. One should try out the latter first in order to know what I'm talking about, but that's of course not important if you want to dive directly into Eschatos. What really matters is that the Japanese Xbox 360 release includes all three games mentioned in this short paragraph, in a complete package that serves as a perfect entry ticket to the flashy style of developer Qute.

Eschatos is of course the main title in the disc, a fast-paced sci-fi adventure where the player fights hordes of enemies brought by a triad of huge flying saucers that are threatening to take over the Earth’s moon. There’s an organic, seamless progression that unfolds with exquisite cinematic flair and takes you from futuristic urban sceneries to the depths of the enemy lair inside our natural satellite. Expect huge explosions, dynamic transitions and perspective shifts galore, some of them even with bullets and hazards to be avoided or dodged.

Gameplay inputs in Eschatos consist of a powerful straight shot, a less powerful wide shot with shorter reach, a shield that protects the ship against incoming fire (normally activated by pressing straight and wide shot simultaneously) and a switch that cycles back and forth between three predetermined speed settings. Knowing the strenghts and weaknesses of these resourses is essential, such as the dead area right ahead of the ship when using wide shot, the offensive use of the shield whenever possible or the fact that the larger the bullet the longer it takes for the shield to deplete it (yet the shield works against any sort of laser, even those huge blasts that appear later in the game, homing or not).

A quick glance at the blistering action of Eschatos
(courtesy of YouTube user and developer Qutejp)

There are three modes of play: Original, Advanced and Time Attack. Even though they share a basic structure and roughly the same enemy patterns, gameplay rules differ. And since most people consider Original to be the main mode, that’s the one I focused on. There’s a single icon to be found in it, a blue F that works as a flash bomb that melts all on-screen bullets and cannon fodder. Beyond its obvious benefits for survival, this flash bomb also factors into the scoring system due to the fact that speed killing enemies grants you better bonuses, so timing the use of the bomb to clear waves faster is definitely encouraged.

The next component of the scoring system in Original mode is the multiplier. Each wave that’s completely destroyed increases the multiplier by 1, and for every death or each enemy that flees the screen the multiplier goes down by 1. In the normal difficulty the ceiling to this multiplier ×10 (it’s higher in further difficulty settings) and during the course of the game it’s only reset after you fight one of the main bosses in stages 5, 11, 15 and 20. Speaking of stages, due to this structure of main bosses some people refer to Eschatos as a 5-level game, yet I prefer to see it with the full 26 areas/stages nonetheless.

Another component of the scoring system is related to the hidden icons known as “wonderwitches”, in a clear homage to the development kit that was used to create Judgement Silversword for the Bandai Wonderswan handheld. In order to reveal the wonderwitches players must shoot at their secret locations in stages 4, 9, 13, 16, 20, 22 and 25. With increasing base values, from 1.000 to 100.000 points, some of them require specific approaches to be found. Since they have the nasty habit of fleeing the screen if you rush to get them, just stay low and let them come towards you before making the move to pick them up.

Finally, a few expressive completion bonuses are granted once you beat the game. For the normal difficulty you earn 1,5 million points, as well as one million points for every life in stock. Several 1UPs appear throughout the game depending on the amount of destroyed enemies, bouncing once in the bottom before falling off the screen for good. Note that picking up the 1UP also grants you a split-second moment of invincibility, just like in Judgement Silversword. This is one aspect of many that’s similar between both games, which also share lots of bullet patterns and enemy behavior routines. Eschatos also throws a few nods to classics such as Xevious and Space Invaders, with the latter serving as the mold for one of the most intense moments of the game in stage 19. 

Choose your destiny!

A different sort of rush awaits players in Advanced mode. On the surface enemy placement and behavior is the same as in Original, but besides the blue F-bomb and the 1UPs this game variant also includes power-ups (P) and golden F-bombs. There's no time bonus anymore, but the multiplier still goes up by destroying full waves; what's new is that it also increases by 1 for each power-up you take, with the caveat that you get less shield energy the more powered up you are (down to 30% shield with max power). All shielded bullets are turned into purple crystals that start rotating around the ship as a barrier for as long as the shield is deployed, being absorbed as bonus points when you stop using the shield. The golden F-bomb also turns all on-screen bullets into crystals while decreasing the multiplier by 1, so the challenge is to find the balance between keeping a high multiplier and using the golden F-bomb to cash in on the purple crystals (normally the blue F-bomb is a no-go since it also affects the multipler negatively). In the normal difficulty the maximum multiplier is ×16.

Both Original and Advanced have four difficulties available and also an "endless" setting where the game has no end. On the other hand, Time Attack mode has no difficulty selection and presents a single challenge where you're supposed to get through the game as fast as you can. I guess the main reason for this is that this mode has adaptative difficulty, i.e. rank, which makes the game harder the better you perform. In a nutshell, beating levels quickly gives you extra time to fulfill your mission, while dying takes away five seconds of the ongoing timer. If the counter reaches zero the credit ends. 

Given the variety and the depth provided by the scoring systems across all game modes and difficulties, Eschatos is a mandatory title in whatever form you can find. Only the soundtrack doesn't quite cut it for me during the first half of the game, but once you're in outer space it gets much better. Otherwise Eschatos excels at offering a nice mix of fun and intensity with a smooth challenge curve that draws players in without much effort. Just beware that with so much incentive to be aggressive (Original mode) or to avoid F-bombs (Advanced mode), trying to score higher often incurs in restartitis if you die too soon. Continuous play grants option "levels" that unlock several extra adjustments in the options menu, which is already well served with resources such as replay saving, a handful of video/audio tweaks and online/offline leaderboards.
 
My best 1CC results in the normal difficulty of Original and Advanced modes in the Xbox 360 version are below. This edition comes with an extra disc with the original soundtrack, but the best thing about it is that it's region-free!


 

Sunday, April 24, 2022

Darius Extra Version (Mega Drive)

Horizontal
Checkpoints OFF
1 Difficulty level
7 Stages
Ship speed fixed
- - - - - - -
Developed by Taito / M2
Published by Strictly Limited Games in 2021


Well, it only took 30 years for this to happen: a port of the first Darius for the Mega Drive. The story behind it is nothing short of a fan-meets-developer's fairy tale. It all started with a fan-made conversion that was eventually picked up by Taito and M2, came out in the game roster of the Mega Drive Mini and was later fine-tuned for a last, definitive version released in cartridge format by a few different publishers.

Besides the absolute class of the porting job, this release allows players to experience the game in any of its three variants, which are directly based on the original arcade boards: Old Version, New Version and Extra Version. That’s the reason for the Darius Extra Version title, which by all means represents a step-up from previous ports Darius Plus and Super Darius, released for the PC Engine Hucard and CD formats a very long time ago.

For those who never played many shmups before or have lived under a rock in the last decades, Darius is an all-out space battle of the stylish spaceships called Silver Hawks against an enemy race empowered with huge battleships that mimic aquatic/marine creatures. Pretty much all aspects that define the series are presented in this first chapter, from the now famous WARNING messages prior to boss fights to the branching path mechanic that makes you choose different routes as you progress through the game - just remember to keep the ship off the centerline when the boss goes down or you'll crash against the rocky splits.

Darius for the Mega Drive as seen in the first release for the Mega Drive mini
(courtesy of YouTube user ElyPhanti)

Of course the basic gameplay does not change from one mode to the next. The Silver Hawk is able to fire a main shot and to drop bombs, naturally mapped to different controller buttons (A and B, respectively) or both to a single button (C). Buttons X, Y and Z have similar functions but with higher firing rates, just check the options to see how they differ. By collecting colored orbs released by specific enemies you're able to improve your ship's capabilities separately according to an upgrade bar that displays your current power level. Whenever each of these bars is completed you start a new upgrade cycle, and the default levels of the new bars will determine the ship's firepower when you are respawn after dying.

With red ords the main gun evolves from "missile" to laser and then wave. Green orbs make you go from bombs to twin (frontal bombs downwards and upwards) and "multi" (four-way bombs on both sides). Blue determines the efficiency of your shield, which goes from "arm" (green) to super (gray) and hyper (golden). Other orbs are hidden in the scenery and must be shot at to be released and picked up: the gray one gives a random bonus from 50 to 51.200 points (there's no logic behind it, don't even try to figure it out), the golden one serves as a smart bomb that clears the screen from bullets and cannon fodder and the orb with a tiny spaceship inside grants you with an extra life. By the way, scoring also grants you a single extend once you reach 600.000 points.

In terms of the overall design there's not much variety in the game's backgrounds, which recyle four themes over and over with different color palettes and textures (cavern, planet surface, inside fortresses and undewater). The music is equally restricted but what's there serves the game's motif very well. Fortunately these design limitations are duly compensated by all sorts of hazards from several types of enemy waves and huge bosses. Following the standard set by Super Darius, each stage has its specific boss so there's no repetition of bosses as is the case of the arcade original (the default setting in the options for BOSS TYPE is "26 bosses", as opposed to the expected 11 bosses of arcade Darius).

For every complete enemy wave destroyed you earn a few more points, in what represents the most important aspect of the scoring system in the Old and New versions of the game. Boss parts are also worth many points, so whenever possible try to dismantle them before going for the main kill. A mild degree of projectile milking is possible, just remember that the timeout cubes will eventually get angry and turn into extremely fast bullets that are nearly impossible to dodge. 

Tiat takes on boss Big Rajarnn at the end of stage D

And what's the difference between the three variants of the game included in the cartridge? The common ground between all of them is that there are no checkpoints, unlike the original arcade version. The main draw of the Old Version is that it has much stronger bosses, to the point where you must be really aggressive with some of them lest the fight drags until the timeout cubes become angry. New Version corrects this by toning down boss health and applying minor adjustments to the rest of the game. The definitive iteration is Extra Version, which completely reworks enemy formations in a few stages, alters some boss attack patterns and gives you one million points per spare life remaining at the end of the credit. Extra Verson is also the only one that allows the use of three continues.

The quality of this port is evident from the game itself but the people behind it certainly went the extra mile, as we can see from the boss rush campaigns for each mode and some nice functional aspects and tweaks you can apply to everything. Besides the choice for boss roster mentioned above, you can also alter rapid fire rates and choose from pilots Proco (default red Silver Hawk) and Tiat (blue Silver Hawk), which serves as an easy difficulty of sorts since it doesn't power down when you die. Note however that playing with Tiat doesn't allow players to register their results/initials. Finally, each mode has its own high score table and a soft reset function is available with A+B+C and START.

My best results in each mode of Darius Extra Version are shown in the pictures below, all of them one-life clears. For these runs I adopted the same route (ACFJOUV', always taking the lower path) so that I could better notice the differences between modes. Obviously beating the game in one life is only important for scoring in the Extra Version.




Final note: let's not forget that the Mega Drive has an awesome port of Darius II (a.k.a. Sagaia), which now makes for an amazing shmup duo with Darius Extra Version!

Saturday, April 9, 2022

Gyruss (NES)

Tube shooter
Checkpoints OFF
1 Difficulty level
39 Stages (loopable)
Ship speed fixed
- - - - - - -
Developed by Konami
Published by Ultra Games in 1988


One of the most interesting and unique types of shmups to appear in the 80s is the tube shooter, a subgenre that was kickstarted by Tempest in 1981. Despite Tempest's relative success in the arcades there weren't many games produced in the same style, but from the few that followed the same path Gyruss is definitely the highlight. The arcade game would eventually be ported to several systems, with special attention to Nintendo's 8-bit platform. First released for the Famicom Disk System, soon after the game also appeared worldwide in the more friendly cartridge format.

There are obvious reasons for the special attention over a port developed for a far inferior platform. And it all boils down to the tried and true concept of gameplay, which still is the most important aspect in any video game since the day Space Invaders came to this planet. That makes a lot of sense considering the limitations of the tube formula, which is nothing more than that of a folded fixed shooter. Long story short, the improvements NES Gyruss makes over the original game are the reasons many people prefer it over the arcade version.

In fact they are both very distinct experiences, each one with specific strengths and weaknesses. There are even rumors that the NES port is based on a prototype for Gyruss II that never came to fruition (a glimpse of this can be seen in a hidden Gyruss game in Contra - Legacy of War for the Playstation). In common between both versions are the wave-based mechanics similar to Galaga and the way stages are arranged, in a journey where you must warp through the planets in the Solar System. Each stage is a warp, and in the case of the NES version you always need 3 warps to reach the next target, starting in Neptune and ending in the Sun.

Spiralling armada ahead

A single screen in the attract mode establishes the player's mission in the game, which is – unsurprisingly – to rid the universe from evil. Only a hero can succeed in this death defying risk. Two control options are available as you start: Control A enables all directions for a full circular motion, and with Control B you can only use left and right to rotate the craft (just like in Tempest). Then you're treated with a brief animation showing your approach towards the next planet and off you go, warp after warp defeating enemies and bosses as the star-dotted vastness of space scrolls by.

Button A fires your regular shot and button B fires the "ultra-lazonic phaser" weapon (I'm not making this up, that's how the instruction manual calls it). As you face the approaching enemy waves, occasionally you'll see bonus spheres attached to intergalactic mines. Hit the spheres to get special items such as the mandatory double shot upgrade (purple). Other types of items brought by the mines include extra phaser weapons (yellow, up to a maximum of 7), screen-clearing bombs, bonus points and extra lives (1UPs). Extra lives are also obtained by scoring, the first with 50.000 points and further ones at every 100.000 points afterwards.

Bosses are one of the additions of the NES port, appearing at the end of the 3rd warp when you reach the target planets. With a few exceptions they're an amalgam of turrets that shoot out several types of bullets and get increasingly more complicated to destroy because of the overlapping attacks from the opening/closing of their hatches. That's when the phaser weapon is very useful since one blast is able to destroy two turrets if you aim it correctly. Once the boss is destroyed you enter a "chance stage", which serves as a bonus area where you can't be hit. If you manage to kill all enemies in it a special bonus of 10.000 points is granted, a reward that increases in value if you continue getting a perfect destruction ratio in further chance stages. In these levels you can also get lots of items by destroying enemies of different colors within each wave, and the game is often kind enough to give out double shot upgrades and 1UPs whenever you get there with a bare ship.

The bonuses from perfecting chance stages are the biggest contributors to the scoring system, but you're also rewarded for destroying full waves before the surviving enemies settle in the background / back of the tube. The first wave gives you an extra 1.000 points, the second 2.000 points and all further ones are worth 4.000 extra points each. Additional enemies spawning from turrets might also be included as sources of extra points, though it's probably better to avoid them in the long run if things get too cluttered.

3 warps to Pluto – it comes after Netptune here, so it's astronomically correct!
(courtesy of YouTube user Patrick So)

Besides the described additions of NES Gyruss over the arcade original, including all extra items beyond the double shot, players will also have the chance to play fresh new levels in Pluto, Venus, Mercury and the Sun, with story bits thrown in at the beginning and the end of the journey. Expect drones of different sizes and colors, as well as splitting amoebas/meteors, space bugs with protective shells, spaceships, disappearing guns, space snakes and homing fireballs. Diversity is guaranteed as you move through all of the 39 short stages, and it's interesting to note that in sound terms this version of  Gyruss feels a lot like a Gradius game. A few explicit nods in the gameplay are also very much welcome, such as the Salamander-like boss at the end of stage 19.

With so much going on at times a little bit of slowdown and flicker is inevitable, and for an obvious better performance of the system the screen info disappears completely during boss fights. Fortunately there's nothing really troublesome about these limitations. What's certain is that due to the several alterations in the core game NES Gyruss is an easier challenge than arcade Gyruss. Besides the breathers you come across along the way, in the NES it's much easier to destroy enemies in the distance even with a single shot, whereas in the arcade original losing double shot leaves you in severe trouble later on. I'm fond of both versions equally.

The second loop increments the challenge with a few more enemy bullets per warp and more aggressive bosses, which start throwing out spiralling patterns instead of single fixed spreads. A full run of the 39 levels takes roughly 40 minutes, so once you learn the game completely you can expect to play marathons in order to increase your score. My best result below ended in stage 3-5, playing with Control A.


Saturday, March 26, 2022

Dodonpachi Daioujou (Playstation 2)

Vertical
Checkpoints OFF
4 Difficulty levels
5 Stages (loopable)
Ship speed fixed, selectable at start
- - - - - - -
Developed by Cave
Published by Arika in 2002


As we all know, the shmup way of gaming can be a fascinating ride. And the more we play these games the more we go down the rabbit hole of bullets and shooting styles. I say this because the Playstation 2 port of Dodonpachi Daioujou (also frequently written as Dai-ou-jou) was one of the first shmups I purchased when I started collecting, and by then little did I know about the game or this series as a whole. The first impression is still very fresh in my memory though: the game just felt impossible, an early realization that only melted after years of casual flirts and a steep learning ladder of dozens of other similarly cruel (yet most fulfilling) shmup journeys. That's why it feels so good to finally have looped of the game.

Since Dodonpachi II - Bee Storm was made by a different company, Dodonpachi Daioujou is Cave's true sequel to Dodonpachi. It greatly enhances everything that made Dodonpachi a success, including the difficulty. It's a game that's clearly tailored to the hardcore audience, with no concessions of any kind and a cruel challenge level that requires deep knowledge even in survival terms, let alone scoring. The port is based on the first iteration of the arcade game, commonly referred to as White Label (WL for short) and regarded by most people as being harder than the later board for Black Label (BL for short), which found its way to home consoles in the Dodonpachi Daioujou Black Label Extra release for the Xbox 360.

Being difficult, of course, doesn't mean the game is devoid of fun. Especially when you have a strong combination of exquisite graphic design and pumping music at the service of unabashed, pure gameplay intensity in a stellar port that's not only extremely faithful to its source material, but also full of additional tweaks and some alternate game modes.

The gameplay essence of the series remains the same: there's a button for shot, another for auto shot and a third one for bomb, all fully configurable. When using shot you fire a laser beam and move slower, and bomb animations differ whether you're using laser or shot (auto shot). What's new in Daioujou is the choice of ship, which is now restricted to types A (red) and B (green). After the ship is selected you must decide on its power emphasis, whether it's S (shot), L (laser) or E (expert): if S is chosen when you die you lose only one power level for shot while laser is reset to default, with L it's the contrary and E makes you lose only one power level for both. The caveat of expert is that you start with only one bomb in stock, whereas L gives you two and S gives you three bombs. Moreover, each death adds another extra bomb/bomb slot to the stock, limited to the number of bombs you have when starting (maximum of two slots for E, four slots for L and six slots for S).

How about hypering a little bit, buddy?

There seems to be a solid backstory to the choice between S, L or E power, in that each one is related to a so-called "element doll" that determines how the ship behaves in terms of weaponry. Shotia enhances shot, Leinyan enhances laser and Exy enhances both (at the expense of the bomb stock). The choice of element doll also applies minor changes to the ship's firing pattern or speed, which in turn are decisive on how advanced players approach the game.

Firing up a credit of Dodonpachi Daioujou is always a reason of joy due to the smart design of the first level. Graphics, colors and music serve the purpose of luring players while giving them the chance to learn the game's rhythm and basics. Common items are the well known P for firepower and B for extra bomb. Ship's hitboxes are very small, which allows you to squeeze them between seemingly impossible bullet curtains. Dodging bullets and blowing up stuff is of course a fun trait by itself, but if you do it in a certain way large numbers will start appearing on the top of the screen to indicate the hits in your "chain". To keep this chain going the player needs to kill enemies in succession without letting the vertical bar of the chain meter get empty. Hit count is then applied as a multiplier over the base value of everything you destroy, in what's clearly the backbone of the scoring system.

On the surface the chaining mechanics are unaltered from that of Dodonpachi, at least until you collect the first hyper and unleash its power. It's the main new feature implemented in Daioujou, a visually impressive boost of power that also gives you more hits per enemy and makes chaining easier. On the other hand, hypers make the game harder every time they're used, adding to the natural rank increase that's already in place for mere survival.

With the appearance of golden badges that come from the top of the screen and tail the ship once collected, hyper medals are generated based on your ability to chain and to point blank enemies. They supercede bomb usage, which means that pressing the bomb button activates your hyper stock instead of triggering a bomb. You can of course bomb during an active hyper, but then you cancel it on top of breaking your chain. While good as a survival aid due to the brief invincibility window it gives you upon activation, hypers also send enemy aggression through the roof while active. The risk/reward relation is clear: hypering is the key to higher scores, but it also makes the game tougher in the process. The number of hyper medals you have before hypering (maximum of five) determines the duration and increase in hit count of the hyper phase.

Besides chaining and hypering, other aspects of the game are also important for scoring in the long run. Each life in reserve at the end of the first loop is worth 10 million points, for instance. Every stage has 10 hidden bees unlocked with laser, and if you collect all of them without dying the last one will come with an extra ×2 multiplier, on top of increasing the base value of bees in the following stage. Adding another bomb to a full bomb stock displays the word "maximum" over the bomb display, progressively adding more points provided you don't die and don't bomb. Lastly, bonus stars of all sizes appear everywhere.

It's important to mention that the gameplay in Dodonpachi Daioujou goes a lot deeper that what I described above. Survival is already a huge challenge, but scoring makes the game even more elusive. The more you play the more you'll learn about the tiny details of how hypers are generated and behave, for example, as well as the consequences of using them in certain parts of the levels. Devising routes in order to better deal with the onslaught of enemies and bullets while trying to keep the chain going is always possible, but also increasingly difficult. Committing to the absolutely brutal difficulty and the strict demands of the chaining system isn't for everyone.

1st stage with type A-L and the arranged soundtrack
(courtesy of YouTube user Redd Arremer)

No matter how you look at it, brutal is indeed a fitting qualifier for this game. The difficulty spikes considerably from one stage to the next, already leaving unaware players in dread by the time stage 3 is reached. Three extra lives can be obtained, two by scoring (at 10 and 30 million) and one by destroying the huge cannon in stage 4 without bombing. As usual with every game in the series, a second loop can be accessed if you fulfill certain requirements in the first round, which in the case of Dodonpachi Daioujou are: maximum of two deaths, no more than three bombs used or all bees collected without dying in at least three stages. Not only is the second loop even crazier than the first in terms of difficulty, but all extra lives you have in stock are taken away so that you start it with only your current life. This means that a death in the first stage ends the credit, but if you manage to go on you'll get one life back for each level you complete. And at the end of the second loop extremely gifted players will finally face true last boss Hibachi.

The main mode in the Playstation 2 port is Arcade. In this mode it's possible to turn on replay saves before starting the credit, but strangely these saves work by level, not by the whole credit. A "no bullet" additional mode within Arcade can also be activated for learning purposes. Simulation mode is a thoroughly detailed and versatile practice area where you can also load your own replays or permanently saved super replays, taking over control at any moment. The final game mode is Death Label, which loads an infamous boss rush whose otherworldly difficulty defies everything you have ever imagined. The package is completed by two resolutions for TATE orientation, the option to turn on an arranged version of the soundtrack, mandatory save features, an art gallery and a map function with several wallpapers for YOKO displays. A special DVD with four superplays is also included in the PS2 release, so there's no doubt this is the full package for fans of the White Label variation of Dodonpachi Daioujou.

Since this game always represented a sort of wall for me with its ruthless difficulty and strict scoring rules, my objective was to simply beat it while conquering the access to the 2nd loop. I did learn how to confidently chain the first level and the second level to a lesser extent, focusing on survival for the rest of the game. I played in TATE in the Normal difficulty and my choice of ship was A-E (type A, Expert). My passport to the 2nd loop was collecting all bees without dying in the three initial stages.


Next for me is Black Label in the Dodonpachi Daioujou Black Label Extra release for the Xbox 360, then I guess I'll finally be ready to tackle Dodonpachi Daifukkatsu.

Thursday, March 17, 2022

Red Death (Playstation 4)

Vertical
Checkpoints OFF
1 Difficulty level
3 Stages
Ship speed fixed
- - - - - - -
Developed by Panda Indie Studio
Published by Red Art Games in 2021


Cheapness alert for every PS4 gamer! Want to add a dirty quick clear to your conquer list? No only that, do you happen to be an achievement whore? What about adding another platinum trophy to your PS4 profile with little to no effort whatsoever?

If you've answered YES to any of the above questions, Red Death is definitely recommended. Vouching for it in shmup terms is a little bit harder, given the lack of content and the extremely low production values involved. It doesn't mean the game is worthless, for you might actually have some good time with it while it lasts, even attempting to perfect run after run in search of a higher score. The problem is that Red Death is over way too quickly, never mind the extra endless roguelike mode that's unlocked when you finish the regular game course.

More of an exercise in programming than a fully developed game, Red Death is the prequel to both Project Starship and Project Starship X. Perhaps the devs had it stashed deep in some basement vault and thought it would be worth to release it as a standalone title instead of an extra mode in one of the sequels. Minimalistic to the bone, Red Death adopts a four-color palette for graphics while using an extremely limited asset array to deliver only three scripted stages, playable right away in the START choice of the game's menu. Reduced number of colors aside, this is an aspect that actually works in pure visual terms. You're even tricked into not noticing how the graphic designers seem to have used very elementary sprite-based software such as MS Paint. Yes, it's that primitive. 

Console launch trailer
(courtesy of YouTube user and publisher RED ART GAMES)

According to the constant communication messages from an unseen operator, the pilot and the tiny ship are identified by the codename RED-001. The ship is capable of shooting a main weapon and also deploying a temporary overpowered version of said weapon once it collects enough star energy left behind by defeated enemies (shot is in button ×, overload activation is in button ○). You can also decrease the speed of the ship by pressing L2 or R2, which comes with just a wee bit of slowdown and is of course essential to navigate the most intricate bullet patterns.

Weapons available consist of P (default straight vulcan), L (laser) and M (missile). The amount of items you need to pick in order to upgrade your weapon varies: P requires several of them, L can be upgraded only once and M can be upgraded twice. All of them need to be powered up separately, however the main game is so short that M is made completely useless because it appears only once. It's a pity because a fully powered missile is devastating. In default conditions it is the worst weapon, followed by P and then laser. Interestingly, a fully powered L is less effective than a fully powered P. Note that you hear "power" as you collect P, but it's obviously no power-up for the other shot types.

Another item that appears a lot in Red Death is S, which stands for ship / extra life. These come in steady numbers and help players move along, except for when you die during a boss fight. However, that doesn't make much sense because there are only three stages and three main bosses, with the last one fought with a permanently overloaded weapon (overload isn't lost there even when you die). By the way, talk about a cheap way to make your short game less short... just block players from skipping the plethora of text messages in the final level, something you were perfectly capable of in the first couple of stages (not only is this annoying, but the abundance of the word FUCK in the written dialogue is certainly uncalled for).

RED-001 against and all-out red angry (happy?) boss

Once the main course is beaten an "Arcade" mode is unlocked in the main menu. The differences are in the randomized enemies and bosses and the lack of an ending, with difficulty ramping up slowly as you make progress through the levels. Arcade mode does include some new enemies and a completely new boss, but it's not enough to avoid the feeling of repetition that might come up very soon if the procedural generation isn't creative enough with the limited resources at hand. Another troublesome detail in this mode is the stage number being permanently displayed right in front of the area your ship is supposed to be when dodging heavy enemy fire, i.e. close to the bottom of the screen.

No matter the mode you're playing, the rules for scoring are the same. Killing everything and not dying is obvious, but you can also increment your score by collecting stars left behind by enemies, which fill up the overload meter but are also worth a few extra points. The little catch is that when some enemies (and boss phases) are destroyed they turn all visible bullets they fired into stars as well. This means that it's often good to let them live long enough so that you can profit from their bullet sprays. In addition to that, whenever you die all on screen bullets are also converted to stars. This allows several optimization alternatives, and I must confess it made me spend more time with the main course of Red Death than I had anticipated up front. 

At least until you get tired of it all, what I mentioned above is the main reason for the strangely alluring aspect that makes you come back for more credit after credit. That's the best compliment you can say about such a bare bones release, other than the decent danmaku sensibilitites and the good use of a tiny hitbox. That's a lot more than what you could state about other budget titles published by Red Art Games, such as Ice Cream Surfer or Fullblast.

The first picture below is my best 1CC result in Red Death's main game. The second one is my best result in "Arcade" mode, reaching stage 10. The latter high score display is shared by both game modes (yuck), but thankfully you can take snapshots on the fly on the PS4!



Coming up next: Project Starship.

Thursday, March 10, 2022

Isolated Warrior (NES)

Isometric
Checkpoints OFF/ON
1 Difficulty level
7 Stages (loopable)
Ship speed by icons
- - - - - - -
Developed by KID / Vap
Published by NTVIC in 1991


Make yourself a challenge and try to name more than five true isometric scrolling shooters. Chances are most people will fail at that, and even those who possess a deep knowledge of video game history in general will have a hard time filling out such an innocent list. That's why Isolated Warrior is unique among the multitude of shmups available for the NES, a bold attempt at something rarely seen even in the arcade realm before and after its release in 1991. The closest thing I can think of is definitely Viewpoint, and the fact that the latter would only be released one year after Isolated Warrior says a lot about this particularly intriguing 8-bit title.

Also known in Japan as Max Warrior, the aesthetics surrounding the game itself are quite interesting, from the cover art by a Susumu Misutani resembling something made by American artist John Romita Jr. to the bits of storyline that tell the heroic path of Max Maverick, the only surviving warrior of an elite force who's out on a mission to stop evil aliens from invading his planet. Everything is told in the intro and in between levels, with a few brief animation snippets spicing up the narrative at key points of the adventure.
 
The first stage unfolds in a city with bombarded buildings and strange creatures emerging from holes in the streets. Max advances on foot firing his laser rifle with button B and jumping with button A. The action is pretty straightforward, and while the addition of the jump mechanic feels sort of alien to this type of game you'll soon be thankful for the ability to dodge enemy fire simply by jumping over whatever comes towards you. The jump animation is quite cool as well, and if you keep the button pressed Max will even somersault for a higher reaching jump. Just watch out for his shadow when landing after a pit, because if you fall in it a life is instantly lost and you're respawned in a previous checkpoint.

Welcome to your isolation, warrior!

Lives, by the way, come with an energy meter that allows you to take some hits before biting the dust. Besides enemies and bullets you also need to beware of a few harmful walls and surfaces. Robots, crawling maggots, mines, bikers and drone waves comprise most of the enemy gallery, which might randomly leave behind a slew of power-ups for immediate pick-up. The rule of thumb is to collect them all in order to quickly increase your firepower, but the main ones are the upgrades for both weapons (L for laser and W for wide), speed-up (S), bomb power (B) and bomb stock (small blue orbs). A refill item recovers two energy cells, the barrier protects Max from 5 attacks and another blue type of orb adds some bonus points. Last but not least, you might also come across a few rare extra lives (1UP).

Take three W or L items to increase the respective weapon power by one level, and choose which one to use by pressing SELECT. At default conditions wide is just like laser, perhaps that's why you'll automatically switch to wide when it's upgraded to the initial two-way spread pattern. When maxed out it results in a very wide 5-way shot, with laser firing a thicker forward beam combined with a less powerful rear shot. As seen in the lower right part of the HUD, the arsenal in Isolated Warrior also includes bombs, and the method to use them is very simple: just tap A again while jumping. At bomb levels 4 and 5 Max will drop a series of flaming projectiles around him, but if it's still at level 3 or lower you can determine the direction of the single flaming projectile with the D-pad.  

Since this is an isometric shooter, it takes a little while to get used to how the game treats hit detection. Although confusing at first, it's at least never unfair. The capped firing rate (autofire included) might also be of slight concern up front, but the game is cleverly built around it. Stage design is quite varied and includes all sorts of terrain, with moving platforms and areas that demand some basic crowd control if you don't want to get overwhelmed by enemy fire. In some levels the main character moves faster with the aid of a backpack or a hoverbike, which speeds up the action a good notch. The 4th stage in the highway is particularly challenging because of the abundance of pits, especially during the boss fight. My advice is to memorize the sequence of power-ups prior to the boss, pick up the shield and keep jumping only on the right side of the screen as you pummel him with a maxed out laser. The music in this level follows the fast paced action and is full of energy, standing as the highlight in a soundtrack that overall fares rather decently for NES standards.

Go Max Maverick, our hero!
(courtesy of YouTube user Patrick So)

Another unusual feature of Isolated Warrior is the special requirement to reach the 7th and last stage. In order to get there you need to beat all prior levels in a single credit, without continuing. The reward is of course the chance to see the real ending, but be prepared to face a final stage full of very strong enemies and little to no life recovery items. Dying there makes things even harder, but here's a little piece of advice: note that when you die only the weapon you're currently using is reset to its default power (on top of bomb power being reduced by 1). Since a fully upgraded laser is by far more powerful than a fully upgraded wide shot, just remember to switch to wide whenever you're about to die. Then you'll always have a good chance of overcoming the harder parts of the game, final boss included.

Speaking of difficulty, perhaps it's good to look out for secret spots unlocked by bombing. They can lead you to three types of secret areas: a high speed bonus stretch with lots of items, an intermission where your energy bar is fully recovered and a visual panel where Max meets a wounded friend warrior (I guess). Obviously the intermission areas are quite handy, especially in the last couple of levels. Unfortunately I only knew about this after I was done with the game, so I didn't get to uncover any secret area.

The scoring system includes a progressive end-of-stage bonus based on weapon power, remaining life and bomb levels. Scoring is also good for survival because you receive an extra life at every 300.000 points. Unfortunately the game can be broken as soon as you reach the second boss just by parking the character to the sides and firing away with wide shot to destroy the large bullets fired by the boss. This is the only real flaw of a game that's otherwise fairly engaging and fun, with occasional cool designs for bosses and a few impressive effects here and there, such as the rippling surface in the second half of stage 3.

Not only is the scoring system broken, but the difficulty after the first loop remains exactly the same with no bump in challenge whatsoever. Just to have an idea, in the picture below I died a few times in the first loop but completed the second one in a single life. I took the photograph as soon as the third loop started and called it a day. Well, at any rate it was worth the ride, so if you want to try something different in the gallery of NES shmups there's no denying Isolated Warrier is a competent pick.


Sunday, February 20, 2022

Image Fight II - Operation Deepstriker (PC Engine CD)

Vertical
Checkpoints ON
3 Difficulty levels
10 stages
Ship speed selectable
- - - - - - -
Developed by Irem
Published by Irem in 1992


Even though it was relatively well regarded within the circle of arcade connoisseurs, Image Fight unfortunately wasn't able to kickstart a long-running series as its horizontal sibling R-Type did. Sure the game had its share of ports at the time, of which one of the most faithful was the version released for the PC Engine in 1990. The experience for developer Irem on NEC's platform must have been a good one though, after all the PC Engine CD add-on was home for the exclusive sequel Image Fight II - Operation Deepstriker, which still stands today as the last we've seen from this particular gaming franchise.  

With an animated intro subtitled in English and lots of intermissions with Japanese dialogue between stages, Image Fight II is one of those treats of the 16-bit era that catered to the sensibilities of gamers who wanted a little more story to justify the extra space provided by the storage capabilities of the CD media, as was the case of R-Type Complete CD, another Irem offering in the same platform. Fortunately all cut scenes in Image Fight II can be quickly skipped or even made completely absent by switching the correct option on the configuration menu (set Visual Scene  to OFF). What's left is a new outer space adventure that's strikingly similar to the first Image Fight, sharing main themes and environments for most levels but with a more balanced design in terms of gameplay (busier from the start, not overly claustrophobic, single-loop only).

Boss inside the rock planet in stage 6

Since this second chapter mirrors the first in lots of ways, it also requires players to achieve a certain destruction ratio during stages 2 to 5 in order to advance in the second part of the game without having to go through a penalty area. The idea is that you're in a simulation environment during the first half and in real battle from stage 6 onwards. Why the first level was left out of the 90% destruction average requirement is probably explained during the animated intermissions, I just couldn't figure it out because they're all in Japanese. Another intriguing aspect is that you're completely stripped off your power-ups when starting certain stages (2, 4, 6 and the penalty area).

Speaking of power-ups, the rules remain the same as in the original. By destroying floating crates you uncover two types of upgrades. The first one is an orb that switches colors between blue and red: it adds a floating satellite that hovers around the ship, in a maximum of three; the first one appears on the right, the second one on the left and the third one in the rear position; blue adds a pod that fires straight up, red adds a pod that fires in the opposition direction you're flying to. As you grab the initial orbs you can mix colors, but once all three are in place any further orb applies its respective color to all pods.

A second type of power-up adds a frontal attachment armor that creates a completely different form of attack, in a gallery that includes more powerful firing streams and several variations of spread shots and lasers. Most of them are similar to those seen in the first Image Fight, but there are also a few new ones such as a seemingly useless smoking gun that's actually quite helpful against the second-to-last boss. Another important armor is the one that fires a single powerful exploding shot that's essential if you want to blow the 8th boss away in a snap. The catch is that in order to replace armors you need to destroy the current one to collect the next, an action that's achieved by allowing them to receive damage either by swallowing bullets or by touching a wall.

Touching or scraping walls is more reliable when you're moving at lower speeds, of course. Button I switches back and forth between four predefined settings. Button II shoots and the SELECT button sends the lateral orbs forward in a special attack (the same effect of pressing buttons I and II at the same time). The exhaust flare of the ship when changing speeds doesn't cause any damage anymore, but in a nice visual twist the ship now has four different sprite appearances, one for each speed setting. Image Fight II comes with autofire by default.

Introduction and first stage of Image Fight II - Operation Deepstriker
(courtesy of YouTube user The VideoGames Museum)

With the exception of the relatively busy first stage, levels 2 to 5 are basically softer rehashes of the same levels seen in the first game. Image Fight II only feels like a real sequel afterwards, with levels that feel completely different in design, tone and bosses. The orb mine field in stage 8 is particularly tricky to navigate, and the attacks of the huge spaceship in stage 9 do require some knowledge to be properly avoided. All stages have two checkpoints except for the last one, which actually feels easier than previous levels. Speaking of easier, the ship's hitbox is now more lenient than in the original game, which makes navigation in tight spaces less demanding and allows the abuse of safespots against a few bosses.

Since the game doesn't show your life stock unless you die, it's hard to pinpoint the exact point where you gain extra lives by score. Suffice it to say that during a full credit you get two of them. As for the scoring system, the checkpoint structure does favor checkpoint milking as the main source of extra points. Minor projectiles are worthless, so there's no point in trying to prolong boss fights to destroy more of them.

Regardless of the fact that this sequel was developed from the ground up for a home console, Image Fight II - Operation Deepstriker certainly lives up to the original game. Graphics are just as sharp and the music fits the action nicely, as do the sound effects. It does feel slightly less difficult in terms of pure challenge, which is of course no reason for complains whatsoever. By reaching the end of the game (continues allowed) an Omake selection is unlocked in the options screen. It allows you to play the game with R-Type's R-9 spaceship or Gensan (a.k.a. Gen-San, the hero from Irem's own Hammerin' Harry platforming franchise). There's no change in weaponry for either character though, so it's just a cosmetic swap (I didn't check if there are differences in hitboxes).

It wasn't my intention to milk anything in my 1CC attempts, yet I was forced into replaying a few worthy checkpoints in the final result below. The high score buffer in the options menu shows the result of your last credit only, so before trying again don't forget to check it out as soon as you achieve a score you want to immortalize in pictures.


Sunday, February 13, 2022

Commando (Saturn)

Arena
Checkpoints ON
2 Difficulty levels
8 Stages (loopable)
Ship speed fixed
- - - - - - -
Developed by Capcom
Published by Capcom in 1998

I won't delve into the reasons why I never even considered giving a chance to Commando in any of its forms whatsoever until a few weeks ago, when I had some spare time during the final days of my hard-earned vacation.

Suffice it to say it was out of stubborness more than anything else. And perhaps because it doesn't scroll automatically.

Originally released in the arcades in 1985, Commando is the forefather of all pedestrian shooters, i.e. games with a human-like character walking and shooting on ground levels/surfaces, the vast majority of them vertical. With the success of war and military-based movies released throughout the 80s, it's no wonder Commando became such a huge hit wherever it was installed. Besides a few versions to less powerful systems, the game eventually received faithful ports starting from the 32-bit generation. One of them is included in the Capcom Generation 4 compilation released for the Sony Playstation and the Sega Saturn. My first contact was with the latter, yet both discs are practically identical and should provide the same experience should you decide to try it.

A quick credit of Commando
(courtesy of YouTube user laspacho)

In Commando (Senjō no Ōkami in Japanese) you take control of a soldier aptly named "Super Joe" and make your way across enemy territory after being dropped in the jungle by a chopper, armed with a rifle that comes with unlimited ammo and a limited stock of hand grenades. It's the classic one-man mission where you'll be facing hordes of enemy soldiers throughout several types of terrain. The game is structured in two campaigns of four stages each, starting over with a marginal increase in difficulty once you beat the 8th level.

By default, buttons A and C are used to shoot and button B is used to throw grenades. If you don't want to tap the shot button like crazy just head to the options menu and set rapid fire to "high". There you can also select between three screen modes (of which the third one activates a TATE orientation), as well as choose a special soundtrack if desired among other regular tweaks you'd normally expect from a decent arcade port (button remapping and saving). The alternate music isn't that distinct from the regular one, a basic set of military tunes that puts you in the right mood to perform heroic exploits in the line of duty.

Landscapes range between areas that resemble a jungle, a desert, a bunker field and an airport base. There are no main bosses in Commando, but at the end of each level the screen stops and you must face a series of soldiers that come out in higher numbers from a fortress. Halfway into the level you'll need to pass below a bridge where an enemy will often park a vehicle over it and start shooting out grenades while soldiers close in from the other side. If you get shot a life is lost and you'll restart at a previous checkpoint. Stepping into water ponds and falling into ground holes or ridges/ravines will also cost you a life.

With no power-ups in sight, the only items available for collection are grenade refills. The small crate adds one grenade to the stock, the larger one adds three grenades. Don't worry about feeling guilty if you die with a substantial grenade stock in your hands, it isn't reset when you die (unfortunately this feature became quite rare as the genre evolved).

What lurks behind these walls and doors?

Since it's such a primitive game, Commando boasts a limited number of colors and might look repetitive on a first glance. What it lacks in design assets, however, is duly compensated by non-stop action with just the right amount of animation needed to back it up. You're allowed to fire in all 8 directions, but since you can't strafe or lock the character in place you must always be moving in order to aim your rifle and use your shots wisely (they only travel a certain length before disappearing). As for grenades, note that they will always be thrown upwards no matter where you're facing.

The worst thing that can happen is getting overwhelmed by enemy soldiers and enemy fire. A simple strategy that works most of the time is to just dart forward and avoid lateral enemies as much as possible, especially when going under bridges. In areas where vehicles approach from the sides you must either memorize their spawning locations or keep your movement restricted to the center of the screen. Finally, grenades dropped by enemies will always target your current position, so try to be alert and avoid to stay put if they're coming towards you. The scoring system is basic and bare bones, but watch out for a cowardly officer dressed in green that crosses the screen from time to time. He's worth more than the usual soldier, as well as those officers who are holding a hostage in the first stage.

It's easy to underestimate Commando going only by pictures or if you're just a bystander. It is however quite an addictive game for several reasons: gameplay is fair and tight, stages are short and the action moves at a brisk pace, with a full credit clocking at just above ten minutes. This formula was copied to exhaustion in future games, yet not always as successfully. Direct sequel Mercs (also included in  the Capcom Generation 4 release) expanded on the original concept with great results.

My best result in Commando on the Sega Saturn in the Normal difficulty ended in stage 2-6.