Sunday, May 10, 2026

Space Invaders - Fukkatsu No Hi (PC Engine)

Vertical fixed
Checkpoints OFF
1 Difficulty level
7 Stages
Ship speed fixed
- - - - - - -
Developed by Taito
Published by Taito in 1990


The days of glory of Space Invaders are long gone. By that I mean the craze that hit arcades in their infancy so that people could compete and repel those slowly-descending aliens in a static screen, as well as the alleged shortage of coins in Japan, for example. The original formula is now old and decrepit, and the slightest idea of having to submit myself to it bores me to the bone. During the 16-bit era, however, Taito fortunately started to expand the old recipe into something more dynamic, with a different sort of challenge that not only felt fresh and challenging but also allowed players to end the invaders' offensive for good.

Space Invaders - Fukkatsu no Hi for the PC Engine is far more than a simple port of Taito’s legendary arcade hit. It stands as a definitive tribute to the game that sparked the global shoot 'em up craze, but it also offers a unique package that unites two games in one. The title translates to "Day of Resurrection" and bridges the gap between eras by featuring a pixel-perfect rendition of the 1978 original alongside a revamped "Plus" mode. Plus mode comprises seven stages of fixed vertical shooting divided in 25 waves, and that's where the meat covers the bone here. It's the sole reason why most people would even approach the game in the first place, myself included.

From the main screen, if you go the left option you'll play a somewhat faithful rendition of the original game, so no surprises there. If you go to the right option then you'll have access to the "Plus version", which kickstarts a neat intro with your ship departing to battle with a display of polygons. The pre-screen prior to each level shows the name of the stage, the number of the starting wave (it's always 1 if you don't continue) and the number of continues left. For single-credit attempts at the game these numbers are moot, but you do get two extra continues as each stage is beaten.

An honest credit in the "Plus Version" mode of Space Invaders - Fukkatsu No Hi
(courtesy of YouTube user The VideoGames Museum)

By shooting down the invader lines they will slowly move faster, to the point where the last remaining alien will move really fast, requiring the player to exercise good aiming. If this last invader touches the surface the credit will end right there regardless of remaining lives left. There's no way to upgrade your firepower, which is limited to a single shot at any given time. The good news is that these shots can block every single enemy fire, normal bullets and lasers alike. Every now and then a flying saucer will cruise the top of the screen, carrying items to make your life easier.

But there's a catch with the saucers. You need to hit them at their exact center, otherwise they won't drop anything. Hitting the tips will only result in points, but no goodies. That's okay in the early levels, but later on things get so difficult that you definitely need to rely on whatever the game might give you. The assortment of items includes:
  • Life recovery (RECOVER-S): adds 2 extra lives (note: an extra life is also granted after stage completion). 
  • Homing beam (H-BEAM): single shots that always target the closest alien in the enemy armada.
  • Buster Laser 1 (BL1): straight laser that obliterates a complete vertical line of invaders.
  • Buster Laser 2 (BL2): movable straight laser that can be displaced left or fight (if used with directionals) or fired straight like BL1 (without using directionals). 
  • Hyper Laser (H-L): two thick blue shots that obliterates a complete horizontal line of invaders.
  • Hyper Shield (H.SHIELD): temporary invincibility.
  • Fire Flower Laser (FFL): a laser shower that explodes on the top the screen and falls down to the sides.
  • Super Inazuma Attack (S.I.A.) - a small number of powerful shots that can destroy up to three vertical lines of invaders.
  • Time stop (T-STOP) - freezes all invader movement and shots for a brief while.
Don't be fooled by the game's friendly pace in the beginning. The difficulty slope is remarkable, with invaders quickly increasing aggression with faster shots and diagonal attacks. The game has a random nature to stage layouts, with varying formation types and backgrounds. Some of them have fixed obstacles that block your firepower, but two variants are particularly aggravating: the one that unfolds in near darkness (as if you had a narrow flashlight above the ship) and the stage with two sets of asymmetrical invaders that travel only half the screen to descend. Sometimes the latter does not appear at all, but on the other hand you might come accross two dark stages in the same run.

The very satisfying effect of the Fire Flower Laser

Fukkatsu No Hi's initial three stages have 3 waves each, but all subsequent levels come with 4 waves. Overcoming the odds to reach the end is no joke though. The game is a tad harder than sibling Space Invaders '91 on the Mega Drive, and requires not only a good degree of reflex and aiming skills but also a deep knowledge of how items work. They disappear really fast, and knowing what each one does is not as intuitive as you might think. The invincibility shield, for example, is the best single item you might get, so there are times where it's just better to avoid the others – unless it's the extra lives when you're down in your reserve (it's not possible to have more than 9 lives in stock). Buster Laser 2 is tricky to use, and often leads to terrible mistakes if you don't pay attention to directionals. Important: any new item taken overrides the effect of the previous one, and any active item is carried over between waves in the same stage only. 

A turbo controller is also definitely recommended if you want to get serious with this game. There is a trick to get autofire but it didn' work all the time with me (button I + RUN at the start screen). Aside from that, general tips to any Space Invaders game still apply of course. When destroying the last invader, always be close to the side that favors your strategy, which is often the side to where the alien armada moves first. Your ship is rather slow, after all. And it might be just my overall dexterity waning with age, but I always preferred to start any level on the right side. Alas!  

Once finally acquainted with everything, I kept hammering the game for a few days until my strategies clicked with the 1CC result below. As I mentioned above, Fukkatsu No Hi is on par with Space Invaders '91 in terms of fun, but it's definitely a tougher challenge. The soundtrack isn't endowed with the rocking punch of the Mega Drive game but is decent enough. In the end, my opinion is that both should be experienced together for a maximized 16-bit invader fix. Don't bother going to the Super Nintendo version, it's based on Space Invaders DX and does not offer anything more than the old trivial endless drag.   


Monday, April 20, 2026

Satazius Next (Dreamcast)

Horizontal
Checkpoints ON
4 Difficulty levels
6 Stages
Ship speed by icons
- - - - - - -
Developed by Astro Port
Published by Pixelheart/JoshProd in 2022


A very competent developer for the PC scene, Astro Port branched out into different territories a while ago. In the case of the Sega Dreamcast, Astro Port Collector was the result, a compilation of four of their titles that sometimes gets confused with a similar release that came out for the Nintendo Switch at around the same time. The Dreamcast package includes Satazius Next, Wolflame and Zangeki Warp, as well as the mecha platformer Gigantic Army, and is by all means a great way to get to know the works of this neat developer.

I decided to start with this collection by playing Satazius Next, a game I had already known in its incarnation for the Steam digital distribution service as Satazius. A straightforward, colorful and well designed horizontal shooter whose inspiration from Gradius goes beyond the obvious phonetic association, the Dreamcast port is actually comprised of two game variants: the regular Satazius and Satazius Next, an arrange mode that plays just like the vanilla version but comes with a few differences to justify the maketing decision for the game's new name.

Straight shot + missiles in the first stage

So what's different beetween Satazius and Satazius Next? In order of importance, I'd say it's the soundtrack that veers more into electronic territory (the only theme that was preserved is the boss music), the ship sprites (which has turned into a more generic vessel instead of the "spiky" design reminiscent of Rayforce) and some visual differences (of which the most striking is the blue wasteland of the first stage replacing that greenish landscape). The game is otherwise exactly the same, down to item positioning and enemy behavior. Besides several chapters from Gradius, seasoned players will also spot influences from Darius and, to a lesser extent, R-Type and Thunder Force.

Inputs work with shot on button A, sub weapon selection on button B and special/charge weapon on button X. Prior to each level players must choose which weapons will be used from an array that gets increased as bosses are beaten and the game progresses. Button A fires both the main weapon and the sub weapon, but two sub weapons must be chosen at the selection screen, which will then be switched between each other with button B. These are also upgraded individually with the correspondent power-up, which will be applied to the current sub weapon choice. As for the charge weapon, it will recover automatically after each blast (faster if you refrain from shooting).

The power-up roster includes red P (main weapon), green P (sub weapon), yellow P (special/charge weapon), speed-up (blue pod), speed-down (gray pod), 1-hit shield (purple S) and stars for bonus points. All weapons have 8 power levels indicated at the selection screen and in the lower HUD. The 8th power level gives you a remakable boost, but it's only temporary and degrades back to level 7 if you take too long to take another power-up. There are four possible speeds, but even max speed (4) is manageable for most of the situations.

What makes Satazius Next an accessible game in terms of challenge is the fact that there's always a nice assortment of power-ups to get back up once you die and get respawned in a previous checkpoint. On top of that, each death only takes away one speed and two weapon levels, so the punishment for dying will never be that severe (unless you die multiple times in a row for stupid reasons, of course). You do get stuck with the same weapons until the stage ends though, which means wise choices are half the strategy for winning. And once you get used to stage layouts, higher scoring will naturally come to the forefront for those who enjoy perfecting routes and performance.

Trailer for Astro Port Collector
(courtesy of YouTube user and publisher PixelHeart)

For each surplus speed-up and shield taken you get extra 5.000 and 20.000 points respectively. Each star collected since the last time you died within the level is worth 10.000 points after you beat the boss, but if you manage to pick up all 10 stars the stage bonus is then doubled, meaning you'll get 200.000 instead of 100.000 points. Upon completing the game, each life in reserve is then worth 100.000 points. So the secret to higher scores is simple: never take any speed-downs, avoid dying and taking any damage and memorize the location of stars for maximum stage-end bonuses. Extends are granted at every 300.000 points.

While serviceable and competent overall due to the ingenious and creative level design, Satazius Next on the Dreamcast is kinda blurry and muddy due to the awkward resolution of the porting job. If you come straight from the PC original the downgrade perception is even more critical. In addition, I also had the impression of a very slight lag, fortunately not that severe. The game is rather bare bones with the functional options: Practice mode is great for direct access to specific stages you've already reached, but it's not possible to remap controller buttons. At least all difficulties are unlocked from the start.

I beat the game a few times when practicing but I didn't try to improve my performance, since I was let down by the game's resolution and the stupid arrangements I needed to make in order to at least be able to see the final score. The 1CC result below for Satazius Next was achieved in the Normal difficulty (2.857.100 points).


Monday, March 30, 2026

Sexy Parodius (Playstation)

Horizontal
Checkpoints ON or OFF
8 Difficulty levels
7 Stages (+1)
Ship speed by icons
- - - - - - -
Developed by Konami
Published by Konami in 1996


As long as you choose a completely different character, it's true that revisiting games that have multiple characters is almost like learning it all over over again. I wasn't expecting or anticipating to replay Sexy Parodius so soon after beating the Saturn version a while ago, but thanks to a few fine folks who also share this undying passion for shmups it was chosen as game of the week around here. So I dug out the Playstation disc and off I went in testing all those crazy characters to see which one would be a nice diversion for a few evenings of nonsensical fun.

Of course saying "nice diversion" is a relative statement when we speak about Sexy Parodius, the 5th chapter in the cute'em up series originally created as a spin-off of Gradius. By no means "diversion" is supposed to indicate that the game is an easy ride, because it certainly isn't. As the final arcade entry of the franchise, it actually takes dynamic difficulty to the limit while still allowing some degree of flexibility for all types of players. All things considered, the elusive nature of this game is definitely not to be taken for granted.

Wait, who's that doing some kata over that green roof?

Let's not get ahead of ourselves though. The very basics of Sexy Parodius are still based on the same old orange capsules that cycle the weapon array for the player to activate the desired upgrades, in an assortment that includes speed-up, missiles, two kinds of shot patterns, power-up, Oh! (all upgrades are gone) and shield (note that the blue/gray capsule clears the screen of enemies). And then there are the colored bells for you to collect. Yellow is used to get higher scores since it successively gives out 500, 1K, 2.5K, 5K and 10K points if no bells are lost and if you don't die. Other colors result in special powers: blue (screen clearing bomb), green (temporary inflate + invincibility + not possible to collect more bells), white (sidekick Alex appears to damage enemies + collect coins), brown (3 laser barriers) and purple (turns all enemies into items).

Bell juggling is the bane of scoring and the culprit of regret due to greed, simply because you need to keep shooting bells for colors to be cycled – hitting a yellow one five times makes it advance to the next different color in the queue. How many times have we ruined a great run because we went after that certain bell and got shot in the face? Besides upgrade capsules and bells, Sexy Parodius also adds a third element to the gameplay: specific missions for each stage, normally by destroying a predetermined amount of enemies or collecting a certain number of coins. Fulfill all missions and you'll have the right to play the special stage after the credits roll (previous chapter Gokujyou Parodius also had such a special stage, only with no unlocking criteria). There's a catch though. The more missions you fulfill the harder the game gets, to the point of becoming truly overwhelming in the final level. The ultimate carrot on a stick is the one million bonus for each remaining life in reserve if you manage to beat the special stage. I for one did not commit to that. At all.

For the selection you need to make after choosing the character, once again I went with Auto power-up mode. In Auto the game performs all the upgrades for you, with the advantage of fully eliminating checkpoints, granting a bell shower upon death and getting rid of the dangers related to the roulette capsule (a contaminated capsule that makes the weapon array cycle really fast and demands quick choices from the player). In Semi-auto the game automatically applies some upgrades but you can also make yours when desired, whereas in Manual the player has full control of how upgrades are activated. Semi-auto and Manual have mandatory checkpoints. Manual is the only mode that allows activating bell powers with a separate button, in the other two modes powers are triggered with the regular shot button. 

The only disadvantage of choosing Auto power-up mode is that the game will favor one of the two shot patterns of the chosen character, which means there are weapons you just won't see if you play in Auto. It's impossible to have Michael's wave shot when playing in full Auto, for example, as he'll always use the spread pattern no matter what. Likewise, Auto will always favor the laser charge shot for Shooting Star instead of the charged spread bomb, which is a much more useful resource for crowd control.

First stage of the Plastation port of Sexy Parodius with Koitsu
(courtesy of YouTube user The VideoGames Museum)

It's clear that flexibility is one of the strongest assets of the gameplay in Sexy Parodius, as is the risqué design that's more comical than actually daring. As mentioned above, it's possible to reduce rank by failing to complete your missions. Just note that by doing so in stages 2 and 3 you'll play alternate levels right after (3 and 4). Fortunately they are just as cool and detailed as the others, and I would even say their bosses are some of the most creative in the game. And then there's the random bonus stage that must appear between stages 2 and 6, which brings back a few bosses from previous chapters. By timing out this level you'll fail the mission, so take that in consideration if you want to avoid a certain stage when playing it after stages 2 and 3. There are only two extends in the game, granted with 200 and 700 thousand points.

I really liked the revolving bullet sprites of Shooting Star. After a brief while it became my character of choice for the Playstation version. Speaking of which, this port just as good as the Saturn version, with absolutely no slowdown and extremely fast loading times. Shooting Star starts out with little in the way of firepower, but when maxed out its side cannons will chase everything even from behind the ship. As far as I could tell it's the only character that has a charge shot, hence the ability to actually use two buttons instead of only one in Auto mode (one for shot and another for rapid shot). I played in full defaults at difficulty 4 and got the 1CC result below, with the strategy to always fail the missions of the 3rd and 5th levels.


Now for the spiritual sequel Otomedius Gorgeous!

Saturday, February 28, 2026

Pocky & Rocky (SNES)

Arena
Checkpoints OFF
3 Difficulty levels
6 Stages
Ship speed fixed
- - - - - - -
Developed by Natsume
Published by Natsume in 1993


Even if by dint of small talk or Internet lazy exploration, many people are certainly aware to some extent of the praise Pocky & Rocky on the Super Nintendo gets from all sorts of sources. What a few might not know, however, is that the game is also a rare example of a console-designed sequel that improved and surpassed its arcade original Kiki Kaikai in every single way, exception made to the difficulty of course. Pocky & Rocky is not a quarter-muncher by definition, but it does offer decent challenge on top of a sweet colorful setting that makes for a great relaxed shooting time.

One could say the game is a cute'em up, which makes sense I guess. Most stage themes are dark but carry a fluffly design, kinda like Twinkle Tale on the Mega Drive, another sweet contemporary title that behaves like and arena push-scrolling shooter almost all the time. Much of the embrionary formula created in the previous decade is kept here, including the fact that you can't lock shooting direction and strafe, which on a first glance would require lots of moving around to escape bullets and hazards. The good news is that you have not only one, but two ways of safely dealing with that. And that's one of the reasons why Pocky & Rocky is such a joy to play.

But who are Pocky and Rocky, by the way? Pocky is a shrine maiden (a young priestess who takes care of a Japanese religious shrine) and Rocky is a racoon dog who comes to her in search of help because his siblings - the Nopino Goblins - have gone insane. And there they go, either separate or in co-op play, to discover what happened to the poor goblins and fight the evil entity who's behind everything. If you're into storytelling, Pocky & Rocky will certainly entertain you with lots of dialogue and panels that flesh out this story as the stages unfold, all of them properly written in the English language.

Pocky ascends to the skies at the end of stage 2
(courtesy of YouTube user A_alla_quarta Retrogames)

The multidirectional gameplay allows both characters to shoot (button A and Y for autofire), to wiggle a close-range attack (button B - the stick for Pocky, the tail for Rocky), to detonate bombs if available (button L or R) and to slide (button X). All these inputs can be remapped in the options. Right off the bat it's clear that the game allows much more flexibility than the dire conditions of original Kiki Kaikai. As I mentioned above, the only thing missing is the ability to strafe, which would help immensely with the diagonals of the SNES controller, but alas!

Discovering what Pocky & Rocky has to offer is, simply put, a delight. The game is gorgeous, the music is soothing and what seems to be insurmountable at first, such as the raft section that leads to the second boss, soon becomes more and more manageable with continued practice. Winning is pretty much a matter of patience and a little routing. Each life has a health bar that gets expanded for every level you're able to beat in the same credit, to a maximum of 8 hearts instead of the initial 4. Lose all hearts and lose a life. Lose all lives and the game is over, as you ascend to heaven with angel wings.

Items are found either by destroying a full wave of a specific enemy or by hitting chests. There is some randomness as to the items you'll find, but not by a significant margin. Weapon upgrades are given by colored balls: blue powers up the starting shot type, which evolves to a spread attack once three consecutive items are taken; red activates a fire shot that splits to the sides when powered up. Other items include extra bombs, a 2-hit shield, a magic drink (partial life refill), a magic snack (full life refill) and the mad dog (you'll ride it as he jumps and makes you invincible).

Although both main weapons are effective, eventually you'll end up leaning towards a specific one. I settled with the fireball during the first half of the game, but from stage 4 onwards I preferred to use the spread shot due to the amount of enemies approaching from off center. By all means, don't underestimate the ability of the close range attack to deflect regular bullets. Most often than not that's just much better than attempting to evade and dodge. And of course the slide move is there to help you escape long range or ramming attacks from large enemies, such as bosses and mid-bosses. Beware from falling off cliffs though, since it will take away a larger chunk of your energy.

Do you want to play me?

Besides the great arsenal at the characters' disposal, what many people often take for granted in Pocky & Rocky is that the close range attack can be charged for a more powerful move: Pocky will spin around to damage enemies, Rocky will turn into an invincible stone statue for a few seconds. This is very handy, especially because you can still shoot while this attack is charging (I confess I only learned about this after I had beaten the game... duh!). Much easier to figure out were the places in each level that conceal the hidden lucky gods that, once freed, release three random items (hit their secret spots). Besides that, a single item for an extra life can be obtained by hitting the shell of the first boss with the close-range attack after he's defeated.

Even though the temptation is there for greedy people who might want to keep going back and forth to amass more points, this is nicely avoided by the timer. If the time runs out a life is lost. A bonus is given for remaining time when a boss is defeated (10 points per second left) and for remaining energy hearts (500 points for each heart left). This means that in order to maximize scoring the recipe would be to take your time exploiting enemies while avoiding all damage, especially during boss fights. Regardless of how you decide to approach the game, the fun factor of Pocky & Rocky is undeniable. It's got captivating characters, impressive diversity, a great rhythm and a steady difficulty progression. A few bouts of slowdown appear in stage 4 when you come across those clouds shooting lightning strikes and also during the fight against the last boss, but that's it.

My character of choice was Pocky. Both characters are well rounded, but Pocky's bomb is definitely more powerful. Stocking bombs is a good way to take care of bosses, so if you have difficulty with any of them the best tip is to just drop bombs during the trickiest parts of the battle. I played in the Normal difficulty and got the 1CC result below, beating evil lord Dark Mantle on my last life. I did not do any milking throughout the credit.


Next: Pocky & Rocky 2.

Thursday, January 29, 2026

Jamestown+ (Playstation 4)

Vertical
Checkpoints OFF
5 Difficulty levels
7 Stages
Ship speed fixed, selectable st start
- - - - - - -
Developed by Final Form Games
Published by Limited Run Games in 2024


Culmination of a truly interesting labor of love in independent gaming, Jamestown+ or (Jamestown Plus) is the final iteration of a game developed four years earlier. While maintaining a firm grasp on pixel art and tried and true gameplay mechanics, it also encompasses several aspects of more modern functional design, namely a wide range of difficulties, single stage progression and unlockable side quests, as well as a special mode for those willing to play it as a true arcade-like experience. In essence, it has everyone covered in terms of how to have some shooting fun.

The game has a deep backstory that develops amidst a mix of ancient culture and advanced mechanical technology, in a steampunk setting that uses planet Mars as battle grounds. You take the role of a soldier who flees from a death sentence on Earth and goes on a quest to clean his name in the dangerous environments of Mars. It's all conveyed in quick panels between stages that can be regularly skipped, but you still get an idea of what's going on just by the stylish intro panels shown prior to each level. It all trickles down to the whole design, from floating islands to enemies and large bosses waiting at the end of every stage. Hint: enable Farce mode in the options for a more humorous take on the story. 

In the somewhat fractured structure of Jamestown +, everything starts with only one stage available for play in any of the four initial difficulties. By beating each consecutive stage you'll earn money (ducats) to purchase the access to ships and extra game modes/challenges. The game limits progression on purpose as things are unlocked and players have the possibility of trying out the different difficulty levels. As expected, ship selection is rather limited in the start, with only two of them available: Beam and Gunpowder. However, it doesn't take long to get the full armada, which consists of 10 different ships and two randomized choices.

Teaser trailer for Jamestown+ for the Playstation 4
(courtesy of YouTube user and digital publisher Playstation)

Each ship has three inputs available: shot, special and "vaunt". By default they're assigned to buttons ×, □ and ○, but prior to any gaming session you can easily rebind them at will. Styles vary a lot between ships with regards to firepower, special weapon and speed, so it's definitely recommended to try all of them and see which one works best for you. My favorite ones were Beam (for its DDP-style similarity), Charge (that big orb is extremely powerful) and Treason (fast + cool homing missiles). The Lazar ship is also very cool with its customizations, too bad the laser is weaker than Beam's. What's common to all of them is that there are no power-ups or enhancements of any kind. The only items you'll ever come across in Jamestown+ are those nut/gear-shaped gold tokens that provide extra points.

That's where the vaunt input comes into play. By collecting enough gold you fill up a meter that allows you to use it. Once activated, the meter starts to deplete while a multiplier of ×2 is applied to everything you score, destruction and new gold alike. The simple act of collecting more gold helps to refill and keep the meter full, with larger gold providing more recovery than small ones. Triggering vaunt has the added benefit of giving you a few seconds of invincibility while converting all bullets caught into its blast radius into points. Vaunt is lost either by allowing the meter to deplete or by pressing the vaunt button again, upon which you get blocked from activating it for a few seconds. No block is imposed if you let the meter deplete completely.

Even though vaunt is used primarily for scoring, it is naturally a very good resource for survival. After all, purposefully stopping vaunt mode also grants you another brief invincibility window, so going in and out of vaunt can be suitably timed to come out unscathed against some of the nastier enemy patterns in higher difficulties. That happens at the cost of some more points, considering that the longer you remain in vaunt mode the higher the bonus you'll collect is. From what I could check, the most points come from keeping long vaunt chains. Needless to say, keeping vaunt mode on for as long as you can requires some basic routing with timed destruction and smart item collection. When that's not possible it's of course always good to squeeze whatever you can from gold fountains, such as easily milking the first boss for example. Don't worry, all bosses time out after a while.

Forests and bullet-spewing spores in stage 3

It took me a little while to warm up to Jamestown+. It's an enjoyable game, but I guess I needed some time to cope with the painfully slow speed of my ship of choice (Beam). The game is very nice to look at, visually original, full of detail and quite varied from beginning to end with a superbly fitting soundtrack. It draws inspiration from many sources but mostly Cave, Konami and Compile, while successfully building a character of its own. The mission-based core game is a no-brainer for most people in terms of fun, with the added possibility of climbing the difficulty ladder at your own pace and having four players joining forces in local co-op. However, if you fancy a more "arcadey" experience the advice is to just head into Gauntlet mode as soon as you can.

Gauntlet makes players go through all levels in sequence in customary arcade style, with just one single extend granted with 2 million points. Gauntlet mode is comprised of five stages, while Super Gauntlet adds two extra levels which were developed after the initial Jamestown title came out (these extra levels and the complete ship set are the reason for the Plus in the title). A slight catch is that in order to go through all stages of Gauntlet or Super Gauntlet you need to at least play it in the Legendary difficulty, which is two levels above Normal. Legendary is sort of the expected standard of a manic / bullet hell hybrid, with Divine and Judgement reserved for those who feel comfortable with something that might resemble harder 2nd loops of famous arcade titles.

My main goal in Jamestown+ was to beat Super Gauntlet mode in the Legendary difficulty with the Beam ship. I pulled it off without losing lives, which seems to give you a substantial completion bonus as seen in the screen below. I just didn't get to know the exact rules to this bonus. I didn't care for the "challenge" modes, but they're there for those who have plenty of time to try everything this excellent independent shmup has to offer.