Out Zone

Out Zone

released on Dec 31, 1990

Out Zone

released on Dec 31, 1990

Out Zone is a vertically scrolled run and gun video game set in the future of the year 2097, where an alien race from the fictional planet Owagira are threatening to wipe out humanity. After multiple failed attempts to defend Earth against their attacks, players assume the role of cyborg mercenaries recruited by the United Nations in a last-ditch effort to overthrow the invaders


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This top down run and gun game in the Ikari Warriors mold is way more fun than I expected, and quickly became a favorite Toaplan game. It's much easier than their bullet heck (not quite hell) shooting games. The weapons are all really fun--there's the two regular weapons, one fast weapon that fires in the direction you're facing and then the spread shot. There's also a flame thrower, but my favorite weapon was the super ball, which spins around you while you hold the button down then fires when you let go. Really unique, goofy weapon; it's entered the league of games I'll pick up and play around with quite often. I played the Steam port by Bitwave Games, which is excellent.

Beautiful videogame. A top-down free-controlling shooter, sublime in its crisp, clear presentation, instantaneous action, and game design that's so simple you could easily miss just how brilliant it is.

It goes like this: you are a guy. You have a gun. GO. There is nothing adhered unnecessarily to this frame, nothing to sully it--whereas some companies would be tempted to load the thing with weapons, Toaplan gives you just four, two primary (free shot and strafe spread) and two special (high damage flamethrower and piercing "super ball). Each is, of course, highly valuable depending on the situation.

Most of the fun comes from the way enemies are laid out, much like the forced-scrolling shooters Toaplan primarily traded in; but here, the wrinkle of free control allows them another layer of depth in the level design. Sometimes you're in an open field, swiveling and spraying wildly as enemies rush you; sometimes you're in a maze of tight corridors, peeking around corners to pick dudes off in incredibly tense, almost secret-agent-esque firefights; sometimes you're doing platforming, hopping onto moving floors and elevators and dropping bombs because you don't want to risk careening off an edge... They concocted so many little scenarios that create different kinds of tension and satisfaction, all housed in a remarkably seamless package.

I'm guessing the designers tested the game early-on, and found that it was too easy to be stingy, to use the free control to hold back, go slow, be cautious; and that did NOT fly. There's a system put in place to keep you moving forward: your energy bar ticks down as time passes, and to refill it you have to collect 'E' items stashed in set locations in specific crates throughout a level. It's incredibly well-balanced, not punishing the player overtly for being careful so much as planting a tiny seed in their head that says "keep moving," which can grow into a gnarly thicket of stress, or result in death, if not dutifully managed.

That's all not even to mention the game's fun little secrets and easter eggs, of which there many, all calling back to earlier games Toaplan made. The music is really good, if not great.

The only dings I can give it are for its rather obtuse scoring system, and the feeling that if I wasn't playing it with autofire I would be having a considerably worse time. Honestly though, if I saw this in an arcade somewhere, I'd happily sit down and mash away.

Your death explosions are pretty great

OutZone is, what I feel, one of the best games by Toaplan. It's a top down run-and-gun with heavy shoot 'em up elements. It's heavy on memorization, and a lot of sections have some light platforming elements.

The game itself has many interesting pick-ups and weapons, down to a spinning ball of death that's super strong. You can get a super speed pick up that makes you go quicker, a shield that tanks one hit, and more. The game itself has an infinite number of loops, where it gets harder each and every time.

The music is wonderful, and ear-catching, and I love the pixel art. Reminds me heavily of '80s flicks like Rambo and Aliens. Not to mention the very meticulous made levels, which, if you get good enough, you can simply just run through without stopping, sans a few platforming sections.

Muito me intrigou a estrutura de shump sendo traduzida pra um Run n' Gun, e apesar de ser um jogo com uma dificuldade filha da puta, por vezes é justo, um bom coop.

The most Genesis game to not be on the Genesis.