Showing posts with label Tube. Show all posts
Showing posts with label Tube. Show all posts

Friday, October 13, 2023

Nanotek Warrior (Playstation)

Tube shooter
Checkpoints OFF/ON
3 Difficulty levels
8 Stages
Ship speed variable
- - - - - - -
Developed by Tetragon
Published by Virgin Interactive in 1997


In the 23rd century nanotechnology is so advanced that starts to turn against the human kind, with nanorobots creating nanocolonies to dominate the galaxy. The player takes the role of the commander of a new class of remote-controllable nanowar machines, navigating through nanotubes in a desperate attempt to destroy eight mega nanobosses. Yes, there are lots of mentions to "nano" everywhere when you check out the instruction manual to this game but make no mistake, there's nothing "nano" about the gameplay of another unsuspectedly decent entry in the Playstation shmup library.

Not counting Tempest X3, which is in a league of its own in terms of gameplay, Nanotek Warrior is part of the tube shooter trifecta of the Playstation platform and is certainly recommended, as is iS - Internal Section. These games are often dismissed as old 3D novelties, but suffice it to say that all of them (including N2O - Nitrous Oxide, which I still haven't played) are more approachable than any rail shooter of the same era for a very simple reason: they behave just like fixed shooters set on a scrolling torus. Released in all main gaming regions, Nanotek Warrior is a great example of how to implement such a concept, providing solid fun, good hit detection and a difficulty slope that feels natural, even offering the ability to practice individual levels with a simple but efficient password feature (the existence of a password system obviously means that the game has no saving functionalities).

Checkpoints are determined by rings of light along the tube

Don't get frightened by the control settings of Nanotek Warrior, which offers no less than 14 variations of button layouts. Half of them are labeled "flight" and the other half "arcade". The only difference between them is that the vertical directions are normal for arcade and inverted for flight. Then you have inputs for shot, jump and special attack, as well as strafe and bank, which always work with the shoulder/trigger buttons. Strafe is a weird designation since you're actually always strafing while navigating the game tubes – what it does is actually fire one single diagonal shot towards the chosen direction. Bank makes the ship fly vertically on its wings for approximately one second. While strafing is quite useful throughout the whole game, banking is only needed in the final stages, and even so quite sparingly (you can do without it, honestly). Finally, by pressing up and down you can accelerate and slow down the speed of the ship.

As you slide both outside and inside the nanotubes (mostly outside), an energy bar allows the ship to take some damage, but if this bar is depleted a life is lost and you get sent back to a checkpoint. Enemies and obstacles will require the use of pretty much all basic inputs mentioned above. Sometimes it's just not enough to dodge, you will have to jump or even jump while accelerating or slowing down. Good timing is required to pass through giant fans, laser gates or horizontal barriers without getting hit, whereas tiny ramps are strategically positioned to help you jump even higher, in most cases with the purpose of allowing the collection of otherwise unreachable items.

Speaking of which, items come in three colors. Yellow ones recover lost energy. Red ones provide the ship with an assortment of special attacks, including scattering bombs, piercing wave shots, forward-clearing ground blasts and outward boomerang-like shards. Some of them will also endow the ship with a temporary 3-way shot (additionally, whenever a few selected enemies are destroyed the default single shot gets upgraded to a two-shot blast). Regardless of how you end a stage, the next one will start with a full energy bar and no special attacks. Finally, the green item gives you an extra life. Besides that, score-based extends are granted at every 100.000 points you're able to score.

An aspect that deviates from the rest of the game are the boss fights. They all take place inside a chamber instead of over a running tube, in what the game calls "orbit" mode. You need to fly around the boss, dodging its attacks and aiming at weak spots. While some bosses are easy, a few of them can be quite tricky due to the weird perspective of orbit mode. In order to circumvent that my strategy was to move a lot either hugging the top or the bottom of the screen, and always take out smaller satellites before targeting the boss itself. Besides making the battle easier, most satellites release either yellow or red items.

A full credit of Nanotek Warrior
(courtesy of YouTube user Completionator)

With eight very distinctly themed stages, Nanotek Warrior leans towards a dark design that takes advantage of varied textures and lighting effects. It feels a little gritty overall, but everything moves along nicely with no hiccups whatsoever. The game might feel longer than it actually is due to the duration of checkpoints and the presence of two bonus levels after stages 3 and 6 that play a lot like the bonus areas of Sonic the Hedgehog 2 (!). Some checkpoints are very short while others, such as the starting checkpoint of the final stage, can be excruciatingly long. Another source of dynamic halts can be mid-bosses, which show up twice in each level and reappear once in the last stage. All of them can be safely taken out with well-established strategies and some practice. Practicing is in fact very much needed from stage 6 onwards due to a noticeable leap in difficulty.

Decent gameplay aside, it's just a little disappointing that Nanotek Warrior can't be played for score. All extra lives keep reappearing in the same place if you die, which means players can exploit checkpoints indefinitely to achieve higher scores. Since you do get lots of extra lives just by regular game progression, the impression is that final success is always around the corner the closest you get to the finish line. On a final note, since the techno music often seems engulfed by sound effects, it might be good to tinker with the sound balance in the options.
 
Without any checkpoint milking I barely surpassed one million points in my successful attempt to the 1CC the game in the Normal difficulty, as seen in the picture below (I used the "flight B" control setup). It was a fun and fulfilling ride nonetheless. The ending shows a nice animation where the blue ship is upgraded to a red ship, and if you use the bonus password the game gives you the credit will then start with this new ship. It comes with a brand new 3-way pattern instead of the default single shot, as well as infinite special attacks that cycle through all types endlessly (red items are all replaced by the point tokens of the bonus levels). For quite a satisfying spectacle of destruction one might as well have the special attack button set to permanent turbofire! Just for reference, the bonus password I got for the Normal difficulty was ×□×□□○×∆×.


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, November 23, 2019

iS - Internal Section (Playstation)

Tube shooter
Checkpoints ON
1 Difficulty level
8 Stages
Ship speed fixed
- - - - - - -
Developed by Positron
Published by Square in 1999


Even for those who consider them part of the shmup genre, tube shooters were always a rare breed and barely get any discussion these days. The one game that comes to mind the most for pretty much everyone is Tempest and its sequels/clones, and Gyruss to a lesser extent. However, even though this particular subgenre never really thrived in a grand scale the truth is that the Sony Playstation was home to a few interesting tube shooters, one of which is iS - Internal Section. Unlike its bethren N2O - Nitrous Oxide, Nanotek Warrior and Tempest X3, it unfortunately never came out of Japan.

iS as trippy as it gets. The shaded forms in the tube surface and outer surroundings are constantly changing according to the electronic music, whereas enemies, bosses and bullets are formed by simple arrangements of polygons that fly around at varying speeds for an experience that some people consider an embrionary version of Rez. There are of course many similarities between both games, but iS is much more shooting-oriented rather than geared towards synesthesic player interactions. The good news is that the game is perfectly approachable, and even relaxing once you get more familiar with it. I daresay it's an excellent way to get acquainted with the world of tube shooters.

Dropping an eraser inside the tube

All game modes use the same control inputs, which are configurable in the options. One button shoots with natural autofire, two other buttons cycle through the available wepons and another one fires the so-called "eraser", the equivalent of a classic bomb. The eraser creates an energy circle that moves forward and sweeps all enemies across its path, including bullets. As for power-ups, you don't need to worry about them because there are none. Extra erasers are obtained every time you complete a new phase in the game, and all twelve weapons named after the Chinese zodiac are ready for immediate use. Part of the fun is in finding out which one works best in each situation, everything else revolves around shooting and dodging. It's that simple.

Quick note on my usage of weapons: favorite one for killing regular waves is Monkey, then Horse (which is good to hit enemies that float in the middle of the cylinder), Tiger (extremely powerful), Snake (good for some of the stronger waves and a few bosses/mid-bosses) and Bird (very efficient in specific areas); Sheep or Rat are best for hitting single spots (as in the riddles of the 6th stage), Ox is slow but blocks everything in its path; I practically never used Dog, Boar and Dragon, they're either clumsy or downright useless.

An interesting aspect, and in my opinion one that makes iS such an easy game to get into, is the fact that when you move the whole tube moves around you. You don't need to worry about the confusion of managing your craft's direction in a 360 degrees turn, as in Tempest or Gyruss. Both the gameplay and the actual difficulty benefit whenever this is implemented, after all moving around becomes easier regardless of what's coming ahead of you. Of course it wouldn't make a difference if the scrolling wasn't any good, but fortunately that's not the case with iS. The game never slips off its native framerate and is a beauty to look at when in motion.

Every stage has four "phases" prior to the boss, which is fought in an open plane in pure arena fashion. Phases are separated by a short section of invincible spinning blocks reminiscent of Xevious. Die anywhere, including during this block transition, and you have to restart the phase from the beginning. All enemies arrive and attack in specific formations with very rare instances of overlapping. There are lots of mini-bosses and a few surprising breaks in the game flow, such as the whole 6th stage and its block riddles, including a lengthy block maze in phase D. Even though the game adopts an abstract concept for graphics, each stage has a general theme that dictates the shapes forming everywhere around the player (gems, characters, bricks, outer space, etc.).


Stage 1
(courtesy of YouTube user plonk420)

For each fully destroyed wave and mini-boss an extra amount of points is obtained, as you can see from the bonus tags that float towards the player. Some of these small bonuses increase in value if you eliminate the opposition faster, and you can even trigger extra enemies by doing that (such as the extra laser snake in stage 5D). Regardless of how well you perform in killing everything, the bulk of the scoring system is actually in no-missing whole stages. Deaths are extremely detrimental to scoring because each death takes away a good chunk of the stage bonus completion. I couldn't grasp the exact rules, but from my brief experience with the game three deaths are enough to give you no bonus at all in any level. Besides, the amount of earned extends will be drastically reduced if you die, thus affecting the completion bonus of 30.000 points per extra life.

When you realize you can amass so many extra points and lives just by avoiding death, some of the most intricate full wave kills aren't worth the risk anymore. Keeping the finger on the trigger (as the announcer from Donpachi would say) is still good practice though, even when you're amidst the Xevious indestructible blocks. Sometimes you'll hit spots that hide fish, which then move out as if released from prison or something like it. Hitting fish spots gives you some points and perhaps a surprising view of an up close mackerel (saba) but that's it, just a quirky mysterious detail in a relatively straightforward shooting adventure.

Besides the Normal game mode, iS - Internal Section also has a few "arrange" modes such as Enhanced (which is considerably harder), Ambient 1/2/3 and Fullauto. I have no idea what's behind Fullauto, since the game doesn't respond to any input there and seems to play by itself. In all of the Ambient modes, which play just like Normal mode with minor difficulty alterations, you can select your own soundtrack by choosing a different song for any level or even swapping the disc for a music CD as soon as the credit starts (that's why you see a save moment before the start of any game). As mentioned above Options include button remapping as well as weapon edit (alter weapon cycling order), sound and screen adjustments and automatic saving.

I had great fun and urge everyone to try this neat little game. I tried to do my best in Normal mode, with the final results shown in the picture below. Cool detail: for all 1CC/ALL runs you're entitled to see a few extra stats just by pressing ○ at the highlighted score. I assume that "worst" section is supposed to save completion results with the lowest possible scores one can achieve, but I wasn't willing to test that.