Checkpoints ON
4 Difficulty levels
3/4 Stages (loopable)
Ship speed by icons
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Developed by Toaplan
Published by Tengen in 1993
In order to understand the many chapters in the history of the development of the shooting genre, it's important to get to know at least a few pivotal games. Two examples are Xevious, one of the cornerstones of the vertical subgenre, and Gradius, the game that paved the way for more intricate horizontal shooters. Even though the design of both games doesn't have much in common, the devs at Toaplan were certainly keen on blending their styles with a little extra influence of Terra Cresta. The result was Slap Fight, the second arcade shooter the company released after Tiger-Heli.
The late release of a port for the Japanese Mega Drive was a relatively weird one, both in terms of timing and print run. Slap Fight was a rather old game by then, and a lot of Toaplan love had already been given to the system with the likes of Truxton, Twin Cobra and Zero Wing. And since the game came out in very low quantities, it soon became one of the most expensive and sought after cartridges in the years that followed. The Mega Drive port, however, has a particularly interesting feature: an arrange mode that's even more engaging than the arcade original. That's the reason behind the Slap Fight MD title.
A quick full credit of the Mega Drive version of Slap Fight
(courtesy of YouTube user Jorge Miashike)
(courtesy of YouTube user Jorge Miashike)
Simplicity is the name of the game in vanilla Slap Fight. By default, button B provides rapid shot and button A acts as a "weapon select", as the options have it. Button B, in fact, activates the highlighted upgrade in the vertical weapon away, exactly as you'd do in any Gradius. The active slot cycles by taking yellow stars left behind by specific enemies, and the upgrades include speed-up, shot, side, wing, bomb, laser, homing missile and shield. Shot, bomb, laser and homing missile are weapon types and self-excludent. Side is the ability of firing short-range side shots to take care of the ship's flanks. The shield is self-explanatory, lasting a certain amount of time while giving you protection against three hits. As for wing, it upgrades the ship's firepower but also laterally increases its hitbox in the process. Wings can be destroyed by enemy fire, but up to three of them can be equipped at any given time. Activating any weapon type or the wing power-up will move the ship close to the middle of the screen and award the player a few seconds of full invincibility.
Kinda like in Xevious, stage progression is seamless, yet it's very clear that one loop of Slap Fight has three bosses, which appear in areas 17, 40 and 80. This means a full loop is made of 80 contiguous sections. It's not a long one, but the difficulty slowly ramps up as you get through the game again and again. Life extends are given with 30.000 and for every 100.000 points you score after that. A single extra life is also granted when you defeat the second boss, as well as in other obscure circumstances that aren't really important unless you're adamant in learning this and many other intricacies about the game. Here's a great source for that.
Speaking of secrets, the only one I used extensively was the one for the starting speed-up (press ↗ with A + B when you're spawned, also valid for the very start of the game). All weapons also have specific dynamic scoring secrets that appear when you use them extensively: the space invaders character for shot, growing plants and flowers for bomb/laser and metallic tokens for the homing shot. Upon starting the game and refraining from shooting completely, when you die you'll reappear fully powered in a further area ahead with up to 240.000 points in the bag (there is a certain point where it's not advantageous anymore to keep on going).
One final element about the regular game is the appearance of an invincible little ship that bounces around giving you random help against the enemies, a phenomenon that happens only when you're using the shot weapon type. It's kinda like the helper bit seen in the Mega Drive version of Hellfire. An obscure detail that's worth mentioning is the duration of the shield function, which is actually determined by one of the settings in the options.
Second boss
And then there's Slap Fight MD, which some consider to be the real meat on the bone of the Mega Drive port. By activating this mode in the options, you'll play a darker and marginally harder mode that rearranges and improves enemy sprites, adding different bosses and a new function for button C: the typhoon bomber. Whenever you have at least one wing equipped it's possible to sacrifice it for a spinning powerful blast that leaves the ship in its default size afterwards. Note that in Slap Fight MD you already start the game with one wing attached, that's why the ship is bigger there. Four bosses are fought in areas 15, 57, 73 and 83, with the full loop being just slightly longer than the original one.
Of special importance is the energetic new Gradius-like soundtrack of Slap Fight MD, composed by none other than Yuzo Koshiro, the man behind the music from Streets of Rage and The Revenge of Shinobi. I don't know about specifics, but with the exception of the pacifist trick of the regular game all other main secrets mentioned above also work in this arrange version. And a very nice bonus regardless of the mode being played is the soft-reset function provided by pressing A+B+C + START, a feature that would only become usual in the Sega Saturn era.
I admit I had more fun with this game than I had anticipated, mostly because I was never really fond of the visuals inspired by Xevious. It's extremely interesting to notice some embrionary elements in this game that would evolve into several different shmups in the Toaplan portfolio, such as V-V / Grindstormer and Truxton, both in terms of gameplay and music. Truxton, in particular, owes a lot to Slap Fight, as hinted by the terrains filled with moving turrets and bosses that fly over moving sections, timing out if you take too long to beat them.
Below are my best results for regular Slap Fight (4th loop, area 4-59) and Slap Fight MD, (3rd loop, area 3-44), playing in the Normal difficulty. From what I could gather, the port is very faithful to the arcade game, even including an arranged version of the original soundtrack.