Tag Archives: shoot ’em up

SolarStriker [Game Boy] – Review

I've got that boom boom pow!
I’ve got that boom boom pow!

So after completing Kirby’s Dream Land, I figured I’d make a kick out of this “playing Game Boy games” idea and keep the concept going. I acquired SolarStriker and another Game Boy shoot ‘em up at the famous (infamous?) Admiral Flea Market for a few bucks many weeks ago and barely played it then. It was released in 1990 by Nintendo and developed by Nintendo R&D 1 and Minakuchi Engineering. The copy I have is loose and there are no indications of a narrative in-game, although I can tell from a little research (Wikipedia) that there is some mumbo jumbo about saving the Earth. A story isn’t crucial though, as is usually the case with this type of game. What matters is the gameplay.

These are a couple of the first enemies, and the stages never got much tougher than this.
These are a couple of the first enemies, and the stages never got much tougher than this.

All of the game’s six stages had me piloting an X-Wing looking spacecraft vertically towards the top of the screen. The enemies remained basic throughout my sessions with the game. They always entered from the top of the screen, and maybe even the sides; always in waves though, but never shooting profusely in a bullet hell way. The game did grow challenging, although I was able to make it the final stage within a half-dozen attempts. The bosses were the most challenging foes (duh) and I thought the fourth one especially was a life-sucker; there were bullets coming from all directions! In my favor was a simplistic power-up system, although my weaponry never deviated from shooting straight ahead.

That is, excluding boss fights of course. They could be challenging, at least from the fourth one on.
That is, excluding boss fights of course. They could be challenging, at least from the fourth one on.

When I began playing SolarStriker, I thought that I wouldn’t get close to the end. But after a little bit of time and determination, I was able to routinely make it. So, it’s a challenging game, but not devilishly so, however… the naturally dark color palette of the game was an issue. I had to adjust the color palette on the Game Boy itself to a negative version of the default to stand a chance. There was something about the black background of each stage obscuring the enemy fire that I couldn’t get my head around. Like Kirby’s Dream Land, this was a simple iteration of the genre it’s portraying, but a fun one that didn’t consume a lot of time.

Gyruss [Arcade] – Review

Having grown up in the 1990s and 2000s, I didn’t really have the opportunity to spend time at an arcade. When PJ Gamers opened up in Broken Arrow, Oklahoma and did so with dozens of arcade cabinets, I was excited. More so than any other, Gyruss has captivated me. It’s a 1983 space shooter emulating the gameplay styles of Galaga and Tempest, in fantastic fashion. Besides featuring pure gameplay that’s so common in most arcade classics, a high score competition between my friend and I has kept me hooked.

Blasting that orange sphere granted the double blaster power-up.
Blasting that orange sphere granted the double blaster power-up.

Controlling a spaceship and having it revolve around the screen in a tubular manner took some getting used to. The spaceship mirrored the position of the joystick, which I haven’t experienced too often. Likewise, the waves of enemy spacecraft entered the screen any which way across the twenty unique stages. There were enough enemy types and wave formations to keep the game fresh and the sole power-up was fun to obtain, and definitely worthwhile. Another holdover from Galaga were the challenging stages breaking up the pace. Memorization proved to be influential in succeeding, but so too were quick reflexes and calmness.

Blasting an enemy wave early on.
Blasting an enemy wave early on.

Having spent enough time learning the gameplay and adapting to the rule set, success was ultimately, in my hands. After a month or so, my friend still reigns supreme with a score only 10,000 or so more than 200,000 odd points. I’ve lost the fire to try multiple times a week, but I do give it a shot every time I visit PJ Gamers. Gyruss has tuned into one of my favorite arcade games and I believe it to be incredibly indicative of the golden age of arcades. This, because of its pure, simple gameplay and rule set and its emulation of the pioneers that came before it. Ironically, these elements make it feel unique, while still feeling so similar to its golden age contemporaries.

Liberation Maiden [3DS eShop] – Review

Politics, violence, and waste of space robots? Yep, that's a Suda51 game.
Politics, violence, and waste of space robots? Yep, that’s a Suda51 game.

Released on the 3DS eShop courtesy of Level-5, Liberation Maiden is a part of the Guild01 series of games. Each of the four games in the Guild01 series was developed by Level-5, but designed by recognizable Japanese developers. The impact of Goichi “Suda51” Suda and his team at Grasshopper Manufacture is unmistakable on this game. Few others would concept out and help bring to fruition such a nutty game.

The teenage protagonist, Shoko Ōzora, has assumed the presidency of New Japan after her father’s passing. She’s inherited a hell of a mess too. So much so that she takes to the skies of New Japan in a giant mech to combat the troves of enemies siphoning the country’s energy. She gets much assistance from Kira, her second-in-command, who chirps in constantly to feed her status updates and mission objectives.

Controlling Shoko with the circle pad, I could freely move her anywhere in the 3D stages. Pressing the left shoulder button enabled a strafing mode, locking her movement to the sides. She had two types of weaponry; one locked onto enemies as I dragged my stylus across the screen and released when I did. The other was a simple laser that attacked where I touched. I didn’t prefer one to the other and found both equally usable. Finally, there was an added strategic element due to her ammunition also acting as a barrier from damage.

Shoko blasting a boss with her laser.
Shoko blasting a boss with her laser.

There are five stages in the game, playable via the story and score attack modes, and they’re completed briskly. It took me about an hour and a half to beat and another hour to unlock 90% of the backstory and character bios. I’m partial to Suda51’s work and enjoyed the nutty narrative in Liberation Maiden. More than that though, I enjoyed the gameplay. The bosses that capped off each stage were repetitive and Kira constantly chiming in created a stop-and-go effect, but I enjoyed my hours spent.

River Raid II [Atari 2600] – Review

 

Now that's an eye-catching box!
Now that’s an eye-catching box!

Dan Kitchen (at this point an employee of Imagineering) had the honors of following up Carol Shaw’s impressive River Raid, and even though there were a handful of years separating the two games, not much changed. Released for the Atari 2600 in 1988, River Raid II is a vertically scrolling shoot ‘em up that has the player worrying about fuel and altitude management.

The only gameplay addition to this game over its predecessor is taking off and landing the fighter jet. Without a manual or the internet to rely upon, it can be tricky doing either the first time. It’s a function though, that once learned won’t be much trouble on later attempts. Players still fly over rivers shooting down enemy jets and helicopters, partake in aerial refueling, and eventually, destroy an enemy bridge. I prefer the original game to this one for what I perceive as “tighter controls” but this is a still a pretty good game.

The aircraft carrier that begins and ends stages.
The aircraft carrier that begins and ends stages.

Commando [Atari 2600] – Review

Is that the guy from Rogue Trooper?
Is that the guy from Rogue Trooper?

While it’s one of, if not the, pioneer of the run and gun subgenre of shoot ‘em ups, I never used to appreciate Commando. Until last year, I preferred the games it influenced such as Ikari Warriors and Guerrilla War. Which is kind of weird liking the former since it plays practically the same; Guerrilla War however is much faster. Last year, when my friend and I were in the heyday of the NES in our still ongoing competition, I realized playing Commando effectively required running and gunning.

If you had watched me play Commando previously, you would’ve seen me shooting from a stationary position. This is a terribly ineffective way of playing this type of game and explains why I never spent much time with Commando, just an attempt or two every now and then. After this epiphany though, I’ve grown to appreciate, and enjoy the game, whether we played the arcade original via Capcom Classics Collection, the NES version, or the Atari 2600 version. Well, about that version…

Two enemies is about the most that are ever on screen at any given point.
Two enemies is about the most that are ever on screen at any given point.

Adapted by Imagineering employee Mike Reidel and published by Activision for the platform in 1988, this version of Commando is surprisingly recognizable. Despite there being a fraction of the enemies attacking at any given time and the aspect ratio being wider and shorter than its arcade counterpart, the actual gameplay is pretty keen on the source material. Perhaps not though as, ironically enough, I find it harder to run and gun in this version. Stopping and popping is a viable method in this version, so all things considered, perhaps this version is unrecognizable as Commando. A great effort, but there are better ways to play this game.

Plaque Attack [Atari 2600] – Review

Only brush the ones you want to keep.
Only brush the ones you want to keep.

Steve Cartwright’s attempt to introduce proper dental hygiene to youngsters may not have been the most effective method, but damn if it isn’t fun. Plaque Attack was released for the Atari 2600 in 1983 and is a shoot ‘em up where players control a tube of toothpaste and destroy junk food before they rot a person’s teeth.

Positioned between the junk food and the pearly whites, players shoot their toothpaste at the junk food as it attacks in waves. Every “stage” sees an alteration to the wave pattern and type of junk food. The game’s difficulty picks up pretty quickly but it makes for a good score attack game. Another novel premise coupled with great gameplay and some pretty visuals makes Plaque Attack a highly recommendable Atari 2600 game.

As one would assume, the Hamburglar's diet consists primarily of hamburgers.
As one would assume, the Hamburglar’s diet consists primarily of hamburgers.

Scoring 7,500 and 10,000 points in the Activision Anthology version unlocks a new gameplay mode (whirl mode) and the “No Plaque Attack” badge. The original requirement was 35,000 points, so like most games in this compilation, it’s much more attainable.

Moonsweeper [Atari 2600] – Review

Noooooooo!
Noooooooo!

Designed by Bob Smith, Moonsweeper is another Imagic title for the Atari 2600. Released in 1983, Moonsweeper continues Imagic’s trend of technologically proficient titles on a then aging platform. It’s clichéd to say, but screenshots do not do this game justice! It’s a marvel to see in motion and the gameplay isn’t too bad either!

Tasked not simply with destroying enemy forces, players are primarily on a rescue mission. Piloting the USS Moonsweeper around the sun of Star Quadrant Jupiter, there are two arenas in which the game is played. The first, outer space, features limited options. Here the main goal is to avoid flares and other deadly objects while trying to land on the orbiting planets. Once on a planet, players glide about searching for miners to rescue. With six in tow, it’s back to space to do it over again.

Moonsweeper is a score attack game through and through and I wasn’t very good! This is a game that I foresee taking some devotion to get a respectable score. The controls bothered me slightly; I’d seem to oversteer or understeer all the time, running into dangerous objects in space or enemy fire on the planets. Nonetheless I enjoyed seeing the game in motion.

When planetside, te gameplay isn't too far off from Beamrider.
When planetside, the gameplay isn’t too far off from Beamrider.

After scoring 1,000 points in Activision Anthology, players unlock the hyperspace gameplay mode. Resembling the popular sequences from the Star Wars films, this mode works very well with Moonsweeper.