Tuesday, February 27, 2024

Dodonpachi Daifukkatsu Ver 1.5 (Xbox 360)

Vertical
Checkpoints OFF
4 Difficulty levels
5 Stages (loopabe)
Ship speed fixed, selectable at start
- - - - - - -
Developed by Cave
Published by Cave in 2010


Fifth chapter of the series that in time came to be synonym with developer Cave and the term "bullet hell", Dodonpachi Daifukkatsu Ver 1.5 is the direct sequel to Dodonpachi Daioujou. The Ver 1.5 exists because the initial 1.0 release of the game contained major issues and was soon revised and replaced everywhere, becoming pretty much abandoned and forgotten afterwards. Released for the Japanese Xbox 360 under its original title, Ver 1.5 also came out for the console in Europe and later for the Nintendo Switch and the Steam PC platform under the name Dodonpachi Resurrection.    

Dearly referred to by shmup fans as DFK, Daifukkatsu is a shmup that successfully adds alements that help alleviate the hardcore aspect that the series had until then, a perception that went through the roof with Dodonpachi Daioujou, also known as DOJ. And I'm not talking about the addition of new game modes such as Novice, a special version targeted at beginners. The bottom line is that the arcade version is a lot more friendly to regular players, yet it brings completely new and fresh nuances for hardcore shmuppers who play for the highest scores possible. So it's not just a matter of heightened spectacle, as one can quickly derive from the graphical differences of DFK when compared to DOJ.

No matter how you see it, playing a game like this to the fullest requires a lot of knowledge simply because there are lots of intricate details beyond the most basic rules of gameplay. The starting point for all game modes are the inputs (fully configurable), which consist of shot (hold for laser), rapid shot, bomb and hyper activation. Yes, now hyper activation isn't accomplished with the bomb button, a detail that was always kinda weird in DOJ. Once activated, hyper massively enhances the ship's firepower for a determined amount of time. Different from the hyper trailing accumulation seen in DOJ, in DFK there is only one single hyper gauge, which is filled up by killing enemies normally and hitting them with the laser, an effect that happens faster if you do it at the top of the screen or at point blank distance (by adding the laser aura). Another interesting twist of DFK is that all ships start fully powered-up, so the only items relased by carriers are extra bombs.

In Xbox 360 mode (arcade) there are two decisions to be made when starting a credit. The first one is the ship, which follows the standard of previous games in the series of type A (red, narrow shot, fastest movement speed), B (green, medium-range bending shot, average speed) and C (blue, wide shot, slowest speed). The second decision is the play style, a choice that affects gameplay in several different ways:
  • Bomb style: moderate shot and laser power with an initial stock of 3 bombs (always increased by 1 on death) with auto-bomb function (bombs are triggered automatically when the ship gets hit).
  • Power style: there's no bomb stock, but the bomb button activates two different attack modes, Normal and Boost. Normal (default) has less power and increased movement speed, whereas Boost has double the firepower with a larger laser and lowered movement speed.
  • Strong style: combines the most important aspects of Bomb and Power styles, with regular bombs just like in Bomb style and firepower close to that of Boost mode in Power style.
Strong style is pretty much a beefed up and slightly harder version of Bomb style, and was actually introduced in the arcade revision for Ver 1.5. It had to be unlocked to become playable in the original arcade board, but as far as I know it's available by default in all home ports.

A sneak peek of Power and Bomb styles
(courtesy of YouTube user njiska)

As always, using the laser reduces the speed of the ship, but speed perception is a lot more diverse in Dodonpachi Daifukkatsu due to the several combinations of ships and play styles. The addition of auto-bombs is the main reason why DFK is considered the first beginner-friendly chapter of the franchise, simply because it completely eliminates the pressure of losing a precious life while carrying a full bomb stock, allowing players to limp through the first loop (at least) with much less effort. However, the duration of the auto-bomb is much shorter than the regular deployment of a bomb, as is its destructive effect. In addition to that, due to its ability to cancel enemy bullets another good resource for survival is the hyper shot, which can always be saved for the hardest parts of any level. It's also possible to cancel bullets by destroying some of the larger enemies, so take that into consideration when devising a survival strategy.

On the other side of the gameplay spectrum, scoring has also been shaken quite a bit from DOJ. You still need to kill enemies in succession to sustain a combo that's shown in big bold numbers on the upper half of the screen (the chain is lost if you fail to keep it going, bomb or die). This time around the combo isn't directly multiplied by the enemy's base value though. The basic rule is that the multiplier levels are now applied according to combo intervals. For example, you don't get anything for the first 499 hits, and between 500 and 999 hits the multiplier is ×2. Then for each 2.000 hits more the multiplier increases by 1, between 7.000 and 9.999 it reaches ×6 and beyond 10.000 it maxes out at ×7. However, the multiplier is only in effect as long as you have a full hyper gauge. Whenever you're hypering or if the gauge is not full the multiplier isn't applied at all.

As a result, the secret for really high scores in Daifukkatsu is to use hypers to send the hit count through the roof, then refilling the hyper gauge and holding on from hypering while you surf the rest of the level sustaining the chain for big points. There are other intricacies involved in the use of hypers, such as a nice invincibility window upon activation and deactivation (important!), rank increase in five steps with each successive hyper use, the resetting of this rank at every new level, the ability to carry over hyper to bosses and between levels and the generation of random "danger lasers", among other minor details. In my opinion, the whole mechanic built around this new form of hyper was a brilliant move by Cave since it truly keeps the scoring system engaging for the most hardcore players. It's also an extremely valid, if only a bit cruel, compensation for the abundance of survival aids and the tamer challenge curve when compared to direct predecessor Dodonpachi Daioujou. Still on the subject of scoring, it should be noted that in DFK the "maximum" score progression for surplus bombs is still present, but the end-of-stage bonuses are negligible.

Elemental dolls waiting for some heavy bullet hell action
 
Looping Daifukkatsu can be achieved in two separate paths, Omote and Ura. Omote (sometimes referred as Tsuujou, which means "regular") is the most simple and requires players to collect at least 35 bee items or use at most 2 bombs. Bees are uncovered by lasering their locations and appear in two colors that alternate between each other: green (refills approximately 1/3 of the hyper gauge) and yellow (gives you points). There are normally 7 bees in each level, which would then require players to collect all of them during the first loop. However, you can enter the Ura route in the first stage of the first loop, a path that has has 9 bees per level and allows players to get all 35 bees by stage 4. The recipe to get into the Ura route is simple: before you reach the mid-boss, destroy 3 of the big silos yourself (before the big tanks do), but when destroying the 3rd silo you must have a full hyper gauge. If successful, you'll see the warp and the appearance of a new midboss, as well as slightly different stage progressions in each subsequent level. You'll be kicked out of the Ura route if you fail to either collect all bee items in the stage without dying or die/bomb during the fight against the midboss. All midbosses in the Ura route are new takes on the bosses from Dodonpachi.

The requirements to enter the Ura second loop are of course much harder than those for the Omote second loop. To activate the Ura loop you need to collect all 45 bee items (which requires playing all stages in the Ura route) and have used at most 2 bombs and died once. Since you don't have bombs in Power style, this is the only style choice for which the death condition is relevant. Only in the Ura loop you'll be able to fight the two extra final bosses.

Speaking of Power style, one of the first things I asked myself when I started playing is why anyone would choose to play it over two other alternatives that come with autobombing. The answer came much later, when I had a little more understanding of the game. Up front, this is a style that's more suitable to experienced players. Hyper behaves a little differently here: overall the gauge fills up faster, and the act of erasing bullets with the hyper shot contributes to that (only laser fills up the gauge in Bomb/Strong style). Boost mode has a higher bullet erasing power than other styles, but there's a little catch. For some strange reason, when starting a chain hyper shot in Normal mode gives way more hits than when in Boost mode. Since you can't have bombs, by picking up a bomb item you're then entitled to a single use of an auto-bomb.

Due to the rugged nature of the laser, visually Power Style is reminiscent of the shot type selection seen in previous chapters. By the way, Dodonpachi Daifukkatsu is very pleasing to the eye, with the customary Cave intensity and a plethora of air and ground gold tokens to be absorbed as you wreak havoc amidst bullets and enemies. The reasoning behind bosses morphing back and forth from mechanical beasts to huge robot girls can be traced back to the game's story, which isn't actually fleshed out in any way besides the loop endings. In short, it's more of the same shallow sci-fi mumbo jumbo. As for the music, it's nice but probably too upbeat for the aggression levels you need to endure later on, and definitely falls short when compared with the soundtrack for DOJ, for example.

Arrange mode A (ver L) of Dodonpachi Daifukkatsu Ver. 1.5

My strategy to enter the loop in the arcade game (Xbox 360 mode) was pretty simple: get into the Ura loop in the first level and collect all bees in the first four stages. Memorizing their locations was obviously the primary objetive. Another aim for me was to reach 10 billion points for the second extend, which is obviously easier said than done. The key point for that is stage 2, since you'll certainly reach that goal if you bridge the midboss, exploit his lasers for big hits, refill the hyper gauge and keep the chain going during the second half of the level. Just like all other enemy lasers in the game, repelling the lasers from the midboss is accomplished by lasering. Just tapping the laser usually does the trick when under heavy enemy fire, but it certainly takes some practice to get the rhythm right. The other extra lives are obtained by scoring 1 billion points and by taking the 1UP uncovered when you destroy one of the huge central turrets after the stage 3 midboss without bombing.

The interface in the Japanese release of Dodonpachi Daifukkatsu Ver. 1.5 for the Xbox 360 is completely in English, so finding your way through resources such as Training, Replay Data and a nice assortment of configurations in the Options is pretty easy. Japanese is only reserved for in-game dialogue and windows. Replays are only saved if you don't restart any level, even the first, but pausing is permitted though. Besides the Xbox 360 (arcade) mode, the port also includes a Novice mode, Arrange A (plays a little like DOJ with trailing hyper medals) and Arrange B (stage-based score attacks with weird mechanics and a striking visual makeover). A version 1.51 was available exclusively in the first-press editions via a DLC code (besides a few gameplay tweaks, it has only one loop with both TLBs waiting in the end). The Xbox 360 limited edition also includes the original soundtrack in a separate disc.

Venturing into the more intricate details about the gameplay does require a lot more time with it. That's not my case though. I didn't even try to find a reliable route through those dreadful laser wheels of the final stage, always burning up a lot of bombs instead... Nevertheless I was able to consistently loop Dodonpachi Daifukkatsu / Resurrection, which says a lot about how approachable this game actually is for us mere mortals. Doing the same in Daioujou, for example, was only possible in an extremely, outrageously good day. B-Strong was my choice for ship/style and as usual I played in full defauls (difficulty 2), reaching stage 2-2 in my best result.


Next in line in the series is Dodonpachi Daifukkatsu Black Label, which is the ultimate arrange mode for DFK and received a separate retail release for the Xbox 360.

Sunday, February 18, 2024

600 1CCed shmups!

Time to break the blog flow once again to quickly talk about the milestone of 600 shmups beaten in a single credit and, as a bonus, dabble about the state of affairs in my neck of the woods.

This last hundred took me almost 4 years, which means things have slowed down to an average of two shmups a month, sometimes more and occasionally less. At least I haven't failed a single month and was always able to write about at least one game, which is a good number during those hectic months where work and real life decide to unite and give us a hard time.

Speaking of which, real life has brought about a new aspect that's kinda bugging me as of late. I don't know if all readers are aware of this, but I own every single game I play and write about in physical form (bar the digital-only of course). I have always thought of myself as a player above all and secondly a collector, but unfortunately the collecting part has taken a hit in the latest months thanks to the inexplicable policy adopted by Brazilian customs, which is a complete mess of an organization and has always worked with no standards whatsoever. This lack of standards has worsened as of late, to the point of denying entry to the country of many of my recent purchases and is making importing impossible.

Before anyone throws out the question, it's important to mention that the blockade to imports is a real lottery. I have friends who are getting their packages normally, the same packages that have bounced back for me. "Bounce back" is a soft way to put it though, since there's no guarantee the packages will go back to their origin or just get lost in thin air, which has also happened in the past but very, very scarcely.

If this keeps going on I'll seriously contemplate abandoning collecting. I'm pushing 48 this year, perhaps it's the way the universe found to not so politely tell me "hey, bud, how about moving on and focusing on other ventures?".

In the meantime, shmupping continues. 

Top 5 hardest 1CCs in the last hundred, in no particular order:

Honorable mentions are Dodonpachi Daioujou Black Label Extra on the XBox 360, which in my opinion is just as hard as White Label, and gravity arena Terra Lander on the Playstation 4, a game with a couple of insanely tricky levels.

Top 5 easiest 1CCs in the last hundred, in no particular order:

Honorable mentions in the easy category are 1942 on the NES, Twinkle Star Sprites - La Petite Princesse on the Playstation 2 and Red Death on the Playstation 4.

There was one shmup I could not beat during this last cycle: Iro Hero for the PS4. Not because I was incompetent, but because there's a bug that makes the last boss invincible and doesn't allow you to complete the game. I contacted Red Art Games (retail publisher), eastasiasoft (publisher) and Artax Games (developer) a few times already, but they all disagree about which company is supposed to come up with a patch. A few other shmup enthusiasts have also tried, unfortunately to no avail. I even got to the point of reaching out to Sony, but as expected they don't give a s#%t about it either.

Total number of console shmups beaten by system:

Total number of console shmups beaten by genre:

During the last hundred blog entries, at 19 posts the NES beat both the Playstation 2 and the Playstation 4 by one game only. It's just normal to see the NES getting ahead as the most played console due to its extensive library, but my feeling is that it's just a matter of time for one of the Sony systems to take the lead. As for the Mega Drive, there are only a few shmups left for 1CC attempts. Which one should I target next, I wonder?

No love was given to the Sega 32X (understandable), the FM Towns (impossible, my Towns is dead) and the Neo Geo (inexcusable). It is my intention to play Zaxxon's Motherbase 2000 and another Neo Geo shmup soon, I just haven't decided which one yet.

Other prospects for the future include moving on to a few old acquaintances I've yet to actually try to beat, such as Battle Garegga, Border Down and R-Type Final. You can never take for granted any available time you get to play, and a classic example of this is how a week at home ~ on vacation ~ helped me practice and quickly get the loop on Dodonpachi Daifukkatsu Ver 1.5, which had been on my radar for months but remained pretty much untouched until the last couple of weeks.

And I didn't forget the requests received many years ago, such as Kingdom Grandprix. It seems however that my dream of having Mahou Daisakusen / Sorcer Striker released in physical form won't come true any time soon. I probably won't get through the series in order, at least not the way i'd like to.

As always, thank you all for keeping up with me and my shmup rants notes. Hopefully some of you might still be here if by any chance I'm able to make to 700 hundred 1CCs!

.

PS. It just seems I won't escape the fate of owning a Nintendo Switch. Pokémon has become quite a big thing at home as of late, if you know what I mean.

Wednesday, February 14, 2024

Akinofa (Playstation 4)

Horizontal
Checkpoints OFF
1 Difficulty level
3 Stages (loopabe)
Ship speed fixed
- - - - - - -
Developed by Pixel Lantern
Published by Red Art Games in 2022


The love for pixels goes way back in the history of home computers and, of course, video games. Even today in the era of ultra advanced high resolution graphic techniques people still resource to pixels in order to establish mood, ambiance or a simple connection to the style of old. German developer Pixel Lantern is of course aware of that, as we can see from what they were able to visually accomplish in Akinofa, a horizontal shooter that's completely built around pixels. In concept it's a very weird one too, an aspect that's certainly bound to draw some attention, at least when you first read about it.

Akinofa is a "mysterious undead fish of green flames". It doesn't swim, instead it flies in a mix of gothic and medieval settings populated by tiny creatures and fiendish ghouls. Normally it shoots green projectiles (button × or R1) but after a while it acquires the ability to fire special shots with limited ammo (button □ or L1). When in need and provided you have bombs in stock, the undead fish can summon a bigger version of itself that cruises the screen damaging enemies along the way and making you invincible (button ○ or R2).

Meet the boss of the forest world
 
Unfortunately this is another example of a game that requires grinding, at least until you've maxed out all upgrades by purchasing them with the gold collected during regular play. I actually tried to advance without upgrading anything once I saw you could rely on three random items that appear at the end of every section. Sadly they only allow you to obtain special shots (double, triple and 3-way spread), ammo refills, health points (hearts) and bombs (lightning bolts). You can't increase life and bomb stock, the ammo gauge, the firing rate or improve damage capabilities during the game itself, and while it is theoretically possible to finish Akinofa without these enhancements it would probably take ages to get through an extremely boring and frustrating ordeal.

Akinofa is comprised of three worlds, each one with five sections where you fight a boss in the last one. The first world takes place inside a decrepit castle, the second one is a magical forest and the last world is a medieval fortress. As I mentioned above, in the end of each regular section except the boss fight you can purchase up to three random items, in what's the only aspect that's remotely related to a roguelite nature. Stages unfold in the very same way every time at one single lethargic pace, which at least makes memorization easier. A tiny counter in the lower left keeps track of how many enemies are left in the section, and if you manage to kill them all you collect a "perfect" bonus of 1.000 points.

A single orb that appears in the first world might either release a heart or coins, but this orb is completely absent from the second and third worlds. This means that after the first world you can only recover health if the game allows it at the end of every section. Preserving health is the most important strategy to survive some of the enemy traps later on, and by then you'll certainly be accustomed to the slight inertia applied to the character's movement. That's the main reason why touching walls is often the major cause of health loss and deaths. There are no continues and you'll need to start from scratch if the game is over, even though there's a "try again" option together with "main menu".

Launch trailer for Akinofa on the Playstation 4
(courtesy of YouTube user and publisher RED ART GAMES)
 
If you accept what Akinofa has to offer, which is mild shooting action with little variety, somewhat grating music and no real rewards in the end, the first upgrade you need to get is "gold", which increases the chance of enemies dropping gold coins. Then it's just a matter of replaying the game over and over, collecting gold, upgrading your arsenal and learning how the gameplay works in the process. Eventually you'll get strong enough to not die by being sorely underpowered. On the other hand, bosses are wimps which can be obliterated in no time by bomb spamming. Once the boss of the third world goes down the game loops with little fanfare and more resilient enemies (new game+ begins now!).

There's nothing basically wrong with Akinofa's gameplay, it's just devoid of any real excitement. However, amidst the snoozy action and the naïve stage design there might be a few thrills in trying to get those 100% kills for the perfect bonus. Chests and vases don't contribute to this percentage so you can skip them, just note that chests will always have only gold coins whereas vases might also give you an ammo refill or an extra bomb. In any case, once all upgrades have been maxed out gold ceases to be important because you'll always have enough of it to get the in-game special weapons and recovery items. Excess gold doesn't even count for any extra points once the game loops, which is a shame. 

Once I looped the game I met my demise somewhere in the first world, pretty much out of boredom. At the time of this writing the result below was enough to put me in 7th place in the online leaderboards. There are no local score tables and no difficulty settings whatsoever, the only tweaks available are audio balancing and vibration.


Tuesday, January 30, 2024

Huge Insect (NES)

Vertical fixed
Checkpoints OFF
1 Difficulty level
5 Stages
Ship speed by icons
- - - - - - -
Developed by Thin Chen Enterprise (Sachen)
Published by Sachen in 1993


Object of cult for many, motive of utter despise to others, Taiwanese developer Sachen was definitely one the most - if not the most - prolific unlicensed developer/publisher for the NES, with an immense catalog that includes a few shmups. Some of them are quite a treat to collectors due to their rarity, and Huge Insect definitely falls in this bastard category. Basically a Galaga ripoff, this game has the sad distinction of being the last title the company published in cartridge form in extremely low quantities in the 2000's, even though the main game screen shows a "copyright" from 1993.

Actually there are several sources about the peculiar history of this release. According to this page, it wasn't originally published in a cartridge. Sachen offered it for free download on their website in 2002, but later the game became available to buy in green, orange (2002), blue (2002) and purple (2005) box versions. 78 carts were manufactured, but it seems the green cartridges might have actually been made in 1993. The cartridge I own is the purple box variant.

For an unlicensed game, Huge Insect could've been much better. In its final form it's a misfire that's probably related to the inherent laziness that comes with the end of an era for any company. The misfire is in the fact that the gameplay isn't a complete waste like in some other unlicensed crap, yet Sachen made it so easy that even the inept, the sleepy and a combination of both might be able to beat it in their first try. Basically you get an extra life during every transition from a stage section to the next, which means six extra lives per stage, totalling 29 extra lives per credit. And on top of that you're also able to get occasional 1UPs!

Searching for a huge insect in a nearby pond
(courtesy of YouTube user The VideoGames Museum)

The idea behind the makeover on the Galaga mold is that you control what looks like an insecticide spray can and must destroy lots of insects that arrive in successive waves. Enemies that survive as they come into the screen will enter in formation at the top and dive upon you when the whole armada is complete. Each stage has six sections with the same background and environments that resemble a pond, a forest, a grass field, a cloudy blue sky and outer space. You're only allowed one shot at a time with button A, but the default pea shot can be upgraded by collecting items dropped when blinking enemies are destroyed.

The assortment of items includes a double shot, speed-up (S), a single power-up (P) that turns your regular firepower into laser shots, a 1-hit shield (the golden circle) and the extra life / 1UP (a representation of the basic ship in a circle). There's also a black skull that must be avoided at all times since it strips you off all power-ups you're currently carrying. Note that when taking the double shot your hitbox becomes twice as large because then you'll be controlling two insecticide cans instead of one. Weirdly enough, there are times when the 1-hit shield doesn't work and you die anyway when getting hit, in what's the only glaring flaw of the rudimentary gameplay.

At the second section of each level an invincible bug will appear in the middle of the screen, moving left and right and shielding the enemy from your shots. Each successive section adds another of these bugs until you have four of them in sections 5 and 6, and once all enemies are destroyed in section 6 the stage boss appears. That's the reasoning behind the game's title, but killing the huge insect isn't a big deal. It's just a matter of anticipating his large two-way blast and avoiding the occasional bullets fired by the minions released behind him. Boss attack patterns do not change at all across all five levels, but wave speed and enemy aggression increase slightly as you make progress.

Boss begging for peace after being defeated
 
If you're able to get the P power-up, obliterating insects becomes a breeze and deaths might only occur if you get stuck against a fast-moving wave. Dying isn't that taxing though because soon enough you'll get new upgrades, on top of having (as I mentioned above) one of the most stupid supplies of extra lives I've ever seen in any old school video game. Game variety is practically non-existent, but if it weren't for this atrocious extend routine Huge Insect might have offered a bit of a challenge. Never mind the soundtrack, which has only two very similar stage songs that alternate during the whole game. At least they're not grating, if that counts for something.

Each item you take gives you an extra 100 points, but there's a simple way to score higher. During the boss fights just avoid hitting the boss and keep destroying the minion bugs he summons. The scoring system can be broken this way but it takes forever to do it, you need to move a lot to not die and chances are you'll eventually kill the boss by hitting it every now and then.

There isn't any sort of score buffering when Huge Insect is beaten. All you see is the panel of a kid (you, of course) smiling while celebrating his victory, then the game gets back to the start screen. That's why you need to pause as soon as the last enemy of the final level is killed if you want to take note of your score. In my second credit I did milk a few bosses to get the result below, just for the sake of it.


Tuesday, January 23, 2024

Cho Aniki - Seinaru Protein Densetsu (Playstation 2)

Horizontal
Checkpoints OFF
3 Difficulty levels
10 Stages
Ship speed fixed
- - - - - - -
Developed by X-Nauts and Psikyo
Published by Global A Entertainment in 2003


After two very similar shmup entries for the Sony Playstation and the Sega Saturn in 1996, the Cho Aniki series received an RPG game for the Bandai Wonderswan, a weird sports title for mobile phones and then this exclusive chapter for the Playstation 2 called Cho Aniki - Seinaru Protein Densetsu, whose subtitle translates to something like "The Legend of the Sacred Protein". Given how visually crazy the 32-bit shmups were, trying to top that was a hefty challenge that somehow gets accomplished here, and by a different development team no less.

With Masaya gone, the series was taken over by X-Nauts and Psikyo. The graphics changed to an almost undescribable mix of weird 3D backgrounds mashed with stupid enemies in the foreground, as if the intern had pasted half-assed random sprites over the game. For PS2 standards it's honestly ridiculous, but after a while you realize that at least the enemy placement has a purpose, which means that the forté of Seinaru Protein Densetsu is definitely in the gameplay. A little patience is needed, of course, but if you stick with it you might be pleasantly surprised. Yes, pleasantly. At least I was.

If you refrain from doing anything after turning on the console a lengthy intro will show our favorite bodybuilders Adon and Samson doing their thing to the sound of a silly song. However, they're not in the center of the action even though they're on screen at all times. Players control "the legendary protein", a glob-like thing that serves as the single hitbox of the group. Adon and Samson are positioned according to the selection you make when starting the game. You can choose two out of four configurations: covering the sides, trailing, frontal stance and rotating. Alternating between both formations is done with button ×, firing is accomplished with button □ and button ○ is used to trigger a bomb (if you have one). Button remapping is not possible.

  Intro sequence to Cho Aniki - Seinaru Protein Densetsu on the Playstation 2
(courtesy of YouTube user Niels Van Glas)

An unusual aspect of the game is that the left analog stick can't be used to control the protein blob, which somehow frightened me, but fortunately I have a controller with a remarkably decent D-pad. The right analog stick, however, is an essential part of the gameplay since you must use it to "shake your hips and spin" as the instruction manual puts it. If you move the stick quickly in a circular motion the meter in the lower left fills up, and by pressing it you'll unleash a super powerful man's beam whose strength depends on how full the meter is. I'll leave all funny interpretations related to this manly beam to the reader, but suffice it to say it's a sight to behold, on top of being a great means of killing bosses faster. Mind you, whenever the right stick is being wiggled you're not allowed to fire, so my advice is to plan ahead if you want to do it in the heat of the battle.

Each enemy leaves behind a protein orb that powers up the character. This is where the gameplay starts to get interesting. Each part of your team can be powered up separately. By taking the orbs with either Adon or Samson their silhouettes are filled up, representing their ability to fire more powerful shots and take hits for you. If their energy is depleted they enter a resting/sleeping mode and refuse to go into formation, only waking up by taking another protein orb. On the ther hand, if one silhouette gets completely filled you add one bomb to your bomb stock. Orbs absorbed by the holy protein are used to upgrade the main firing stream, and once you reach max power (20 orbs, or 5 orbs per extra firing stream) each consecutive orb taken will increase in value in steps of 1.000 points, maxing out at 10.000 points. These scoring chains are carried over to the next stage, but they're broken if you die or at least one power orb is absorbed by Adon or Samson. Sound cues help with keeping track of orbs taken.

What I described above is the reason why Cho Aniki - Seinaru Protein Densetsu has the best gameplay in the series so far. You do start with no bombs in stock, but since bombs are completely independent of life stock you can just hoard as many bombs as you want to tackle tricky parts of boss fights. By playing defensively a clear isn't that far off no matter how cheap the game gets (those falling enemies in the cave stage are really annoying). Beaming also represents an important aspect of defensive gameplay since both the holy protein and Adon/Samson are invincible whenever you're doing it. Playing aggressively for score is a whole different story though, often requiring players to kill enemies a certain way or to avoid orbs in order to keep the chain going.

A final detail in the gameplay is related to the small ghosts released by specific enemies at certain points in the game. Each one has a different effect depending on its color. The blue ghost gives you full power, the green ghost gives you 10.000 points, the white ghost gives you an extra bomb and the pink ghost fills up the beam meter immediately. None of them results in an extra life, but two score-based extends are obtained when you reach 1,5 and 3,5 million points.

Eyes without a face my ass!

Even though most stages are rather easygoing with few hard sections to deal with, the influence of Psikyo is definitely present here and there. The order of the first four levels is random, for example, just like in Strikers 1945 and Gunbird. Another Psikyo trademark is in the dense bullet spreads most bosses are able to fire. They all have at least two phases with differing attack patterns and intensities that vary as the fight drags on, with the occasional cheap ramming that's bound to take players off guard. The good news is that there's no rank at all, so it all boils down to memorizing patterns in order to survive. Just note that bombs cannot be used whenever you're deploying the powerful beam attack. Another aspect to consider, especially during boss fights, is that if you want to use a certain formation when beaming (such as the full defensive frontal position), switch to this desired formation before Adon or Samson are about to enter sleep mode, otherwise the beam will only be effected with the default side/resting formation.

With 10 stages, Seinaru Protein Densetsu has a decent length and enough variety to quench fans of kusoge. An abundance of manly and childlike voices can be heard throughout in complement to a relatively conventional soundtrack. The most risqué homoerotic designs are reserved for the panels in-between stages and the most ludicrous bosses, which besides just being downright weird often take creepy positions when firing their bullet patterns. During the last level you'll have to face them all over again before confronting the final boss.

My final 1CC score in the Normal difficulty is below. It was definitely a fun ride despite the initial perception of just another mindless shooting schlock. My formations of choice were default/sides and frontal/defensive. My playing strategy: once I got one extra bomb in the first stage I focused exclusively on scoring except for stages 6 and 8, where I hoarded bombs for the bosses I found problematic, mainly the 9th and the final boss. 


Next in the series is Rei Cho Aniki, a.k.a. Cho Aniki Zero on the PSP.

Friday, December 29, 2023

ExZeus (Playstation 4)

Rail shooter
Checkpoints OFF
1 Difficulty level
5 Stages
Ship speed selectable at start
- - - - - - -
Developed by Hyper-Devbox / Ziggurat Interactive
Published by Limited Run Games in 2022


Talk about unexpected resurgences, and ExZeus - The Complete Collection is certainly a release that *might* have drawn some attention when coming out for recent platforms a little while ago, both digitally and also in retail form for the Nintendo Switch and the Playstation 4. This collection includes ExZeus and ExZeus 2, two rail shooters with unique approaches to the mecha motif that always flew under the radar ever since gracing the arcades, and in the case of the first game gaining obscure ports such as those made for the Playstation 2 and the Nintendo Wii.

ExZeus won't set the world of any rail shooter fan on fire, but it at least has enough spectacle to get you through five stages of uneven intensity and fluctuating stakes. It all starts with the choice between three mechas with varying stats for power, speed and stamina, and then getting used to the slightly unorthodox gameplay, for rail shooters that is. At a distance ExZeus sounds like a Transformers game where you won't be able to transform at all, and up close it's a feast of in-your-face bullets, with lasers and melee attacks often killing you in the blink of an eye.

"Where did my energy meter suddenly go", you wonder? Well, you can either continue (with the unwanted benefit of not resetting your score) or start over if you're one of those players who aim for the 1CC no matter what.

Calista versus Dracaena

Button × is responsible for three inputs: fire, fire guided missiles on enemies targeted by the lock-on attack (button ○) and release the megalaser attack, a special laser burst that works with a meter that recharges over time automatically. Button □ drops the mega bomb over the screen, but you can only use it three times during the duration of any full credit. L1 and R1 provide a quick rolling maneuver left and right,  but you can also double tap in order to achieve the same effect. Items appear floating in the air from destroyed enemies, and although most of them are random at least the POWER for shot upgrades seems to show up under the same circumstances at all times while you're in need of power-ups. Take one to get a 3-way spread, then another one to max out at a 5-way horizontal spread.

The remainder of the items can be lock-on energy (if you run out of it you can't use this resource), gold tokens, booster and either shield or energy refills. The shield is the first barrier against damage and is shown in the upper left part of the HUD. Once without the shield you start losing the energy of the robot, which appears on the left side of the screen and means game over if depleted. Booster just makes you fly faster, helping you out in the time bonus at the end of the level. Finally, gold tokens accumulate in a counter for you to use in between levels in order to extend your energy, shield or lock-on meters, as well as purchase refills. Since the gold counter maxes out at 999, there's no sense in saving gold whatsoever. Watch out for the shop screen though because it opens up right over the Exit button, so try to avoid getting trigger happy there.

Gameplay in ExZeus is rather obtuse, in a clunky and unexpected way. As with any other game that requires memorization it will demand knowledge of what's coming ahead, but given how the screen might move in relation to the character (in a wider scope than what you can immediately see) adaptation is extremely important to survive. Damage is directly related to the amount of bullets or lasers that hit you in a single blow, and it's not uncommon to go from a full energy meter to the brink of death if you happen to be mass targeted. Heavy damage also powers you down one level or even two levels, sending you back to the default shot right away. When in doubt about what's coming ahead it's just better to be safe than sorry, even though you might be tempted to stay in the line of fire to destroy an enemy since all on-screen bullets fired by your target will turn into gold if you're able to kill it.

Boss fights are in a category of their own. The main strategy with all of them is finding their rhythm and pounding their weak spots in between their attacks. The further you get the more aggressive they become, of course. Just note that whenever they're blue they're invincible to regular attacks, and the only way to hit them is by using lock-on shots. On the other hand, a fully powered megalaser also renders you invincible.

Release trailer for ExZeus - The Complete Collection for the Playstation 4
(courtesy of YouTube user and developer Ziggurat Interactive)
 
For comparison sake, the version of ExZeus included ins this collection has some striking differences from the port that came out for the Playstation 2 in 2004. There is no rain in first stage, weapon power does not carry over to the next stage (you always start with the single shot), item prices in the shop are different (you also drop by the shop in the middle of the 4th stage, before diving into the depths of the ocean), there are more enemies overall and different details such as bulkier leaves falling from trees in stage 2 and lava spikes of just a single color in stage 3. My lucky guess is that this Playstation 4 port is based on the revised arcade iteration of the game, which ran on the Sega NAOMI board, as opposed to the original European version that served as basis for the Playstation 2 port.

As a result, the Playstation 4 version is slightly harder with less opportunities for scoring. The scoring system preserves the elementary hit counter during levels but implements a series of end-of-stage bonuses based on your performance. Available options do not include any tweaks for extra difficulties or screen swing/shaking, only the possibility to invert the Y axis and to apply a normal/cool graphic mode switch that doesn't seem to do affect anything whatsoever.

And here's my final 1CC result for ExZeus on the Playstation 4. I played with robot Sophia (blue), the most balanced of the three, but my overall impression is that maneuveratibility is still more important than brute force. In that sense, Calista (red) might be a better choice.


Coming up next: ExZeus 2.

Tuesday, December 19, 2023

Moon Cresta (Playstation 2)

Vertical fixed
Checkpoints ON
1 Difficulty level
1 Stage (loopable)
Ship speed fixed
- - - - - - -
Developed by Nichibutsu in 1980
Published by Hamster in 2005


When people ask me what I think about the original Space Invaders game, more often than not it's hard to disguise my disdain. Of course I do understand the importance of the game to the history of this hobby, but I cannot fathom the idea of spending hours playing such a drab shmup that has no ending. But why am I talking about the original Space Invaders anyway? The reason is that I kinda had the same impression of Moon Cresta until very recently, i.e. the idea the game was actually so primitive that it didn't warrant any serious attention.

Yet here I am, writing about it after playing the port released for the Playstation 2, no less. Moon Cresta is in volume 5 of the Oretachi Game Center budget series, a Japan-exclusive collection dedicated to emulated versions of old arcade games. Regardless of the fact that it just sounds dumb to have a full disc dedicated to this little game, at least it comes with a few nice extras such as the folder with info on the arcade board and a pair of mini-discs with original/arranged versions of the soundtrack and sample runs with extra material about this particular series.

You can get a lot of fun and thrill in this trip to the space war!

In order to differentiate themselves and present some evolution to the idea pioneered by Taito, Nichibutsu added a few tweaks to spice up the experience. Besides taking extra inspiration from Namco's Galaxian (in the way some enemies split and/or descend upon the player), Moon Cresta has a unique mechanic based on three ship sizes and a docking maneuver players are supposed to pull off in specific points of the game. Despite the simplicity of it, it's actually an ingenious way to make things more addictive and lure people into wanting to try that next credit in an era where each extra coin spent mattered in arcade centers.

The basic rule in the gameplay is that you're given exactly one shot at a time fired by a single button (any face button of the PS2 controller can be used to fire, SELECT enables the credit to be started). You get three lives, and each life comes with a different ship, or "rocket" as the game calls it. The first rocket (I) fires a pea shot, the second rocket (II) is a little larger and fires a double shot, and the third rocket (III) is even larger but fires a triple shot. If you don't die you'll be required to connect all ships during the docking parts mentioned above, which takes place for the first time after the 4th enemy wave.

During docking the mission aim is to align your current rocket with the next rocket that appears at the center of the screen during an alloted time window. The rocket falls down naturally, but if you need extra space or time to complete the maneuver just press the fire button and use the directionals to help out. A successful docking will result in a combined rocket formation that's naturally more powerful, as well as bonus points for time remaining. Failure will result in the explosion of the ship and the loss of a life. After the 7th wave, where you face a series of meteors that don't need to be fully destroyed, a second docking sequence happens for another chance at further enhancing the ship's capabilites. Note that you can lose two lives at once if you have an arrangement of two rockets and fail to land correctly over the third rocket piece!

Once the purple enemies of the 9th wave are fully destroyed a FAR OUT! message is displayed and the game loops at a higher difficulty with the smallest rocket you have in formation or in stock. In the case of a three rocket formation, for instance, the loop will start with rocket I.

A quick credit of Moon Cresta on the Playstation 2
(courtesy of YouTube user ZetaMage)

All waves of Moon Cresta are so short that it's pointless to consider each one a separate level, so I always think of it as a single-stage loopable game that can be completed in around three minutes if you play well enough. A word of attention for score chasers is that scoring higher is directly related to the time bonuses of the docking sequences. That's why even though rocket III seems great for survival, it just isn't good for score because you won't get into any docking sequence with it. Achieving 30.000 points gives you a complete free game for your current credit, which means you preserve your score and start the game over from the first wave once your last ship is destroyed (the message ENJOY ANOTHER GAME appears as a signal of this unique feature).

Despite the relatively disjointed nature of the first couple of waves and the rudimentary mix of music cues and sound effects, the looping feature and the embrionary but engaging stage design presented in Moon Cresta definitely puts the game in a different category from Space Invaders and its several endless copycats. It's one of those classics that haven't aged that bad, and while not as flashy or loud as Konami's Scramble it still stands on its own in terms of immediate and quick fun. Several home ports came out besides this PS2 version, the PS1 being a particularly interesting iteration that deserves special attention (more on that in the near future, I hope). Moon Cresta was followed by pseudo-sequel Terra Cresta, in an unexpected series that went on across several systems and platforms.
 
Click for the option menus translation for Moon Cresta on the PS2

No functional difference exists between the Japanese and English versions of the game that are included in this PS2 release. As you can see from the Options translation above a TATE orientation is included, so that's obviously the best way to enjoy the game if possible, even though fullscreen YOKO is just fine for what the game has to offer. That's how I played it for a couple of evenings to get the high score below, finishing the credit in loop 4.