Reviews from

in the past


Maybe in another 20 years they can make a 2nd good shmup.

m not a druggie so idk what m talking about but this game is like a normal shmup on crack. now if u play this game while on crack, what would happen? you'd probably die cuz drugs kill u.

its got badass early 90s rave music. its got fast af bullets and enemies like raiden fighters. u can change ur ship's speed. if u put it at maximum ur ship is so fast u can barely control it. this is the only way to play.

this game just starts and says "good luck fucko" and sends you into the fastest shmup youve ever played.

youre basically required to stay at the top of the screen and get risky, because otherwise you just get swarmed with enemies you cant break through.

Music genuinely goes insane, crazy fucking famicom rave music that makes me wanna do that lain dancing gif irl

I'm not photosensitive so the flickering didnt bother me but I'd definitely want to see it remade/remastered with the flickering remove so that more people can play it

In the past week, I've 1CC'd 3 NES shmups; Gradius 1, which was an interesting history lesson of a game even if not the most polished, Gradius 2 which was a huge improvement on the first game and possibly the most technically impressive on the system, and now Summer Carnival 92: Recca which... might just be the greatest and most ambitious 8-bit game I've ever played?

It's strange seeing this game have a reputation for being "too difficult" in some circles. The first thing to knock out of the park is the mention of difficulty. Recca was not made for casual audiences in the way Galaga or even Gradius was. Recca was made with world champion shmup players in mind for the sake of hosting Naxat Soft's eponymous Summer Carnival competition.

The game makes use of common shmup frameworks such as popcorn bullets, unreactable attacks, huge elaborate bosses, and so forth in the most devious ways possible. It's all as if to say if you're new to the shmup genre, this isn't for you and it makes no secret about it. Just surviving by memorizing the game to perform gradually and gradually better for a competition is the sake of this game.

And yet, the game is actually more fair than most of its contemporaries in areas. While dodging powerups is still a bitch here at points, most of the blue powers are actually still fine to have in just about every situation because the Options and bomb do most of the work for the player. I'm a huge sucker for shmups where the player can bomb constantly and has homing attacks that actually hit like a truck. In Recca, the player is given not 1 but 2 simultaneous homing attacks that cut through enemies like knives through hot butter to make up for the sheer enemy count and intimidation of the bosses. This is all packaged with bombs that make the player intangible in a certain area and can be spammed every 5 seconds.

God, let's talk about the speed, pace, and aesthetic. Right from the beginning, the game brags about its sheer status as a technical marvel. High speed flight through the stars at a solid 60 FPS is immediately proceeded by 20 enemies flooding the screen with little to no slowdown as the player is tossed out of the frying pan and into the fire.

To be blown away this is running so smoothly on an NES, this section says it all: https://youtu.be/nfY79-3AdGY?t=196

Indeed, almost all of the game is rendered at 60 FPS, but the explosions were rendered at 30 FPS instead to save on resources much like in Contra. The result is an exhilarating pace that never lets up, with bosses that take up the entire screen and require precision bombing to destroy. Not to mention the music simply makes me feel like I'm stuck in a hostile mysterious alien environment constantly.

https://www.youtube.com/watch?v=kC1FK7lt6mU

They say a game for everybody is a game made for nobody. Summer Carnival 92 Recca on the other hand is a game made for just about nobody. In an ideal world, I'd hope this means it's a game which can have its existence appreciated by just about everybody. If nobody else does, however, I appreciate it very sincerely.

When I first played it 2-3 years ago, I spent roughly 15 hours practicing it but simply could not get far into stage 4 as I was still a rather fledgling shmup player. Fast forward to tonight where I was deadset on beating it after 15 hours more of practice.

https://cdn.discordapp.com/attachments/1048770623805079633/1070570802531008633/image.png

In the middle of a stream with 4 friends cheerleading me I managed to beat it with 4 lives to spare, almost as if they were there with me in spirit. I will never forget this as it is probably my proudest game clear ever. Many thanks to everybody who was there to witness it :)

https://cdn.discordapp.com/attachments/1048770623805079633/1070570725963997314/image.png

Has some interesting mechanics, but is just too fast, way too busy, way too much flicker and slowdown, very poor visibility, powerups constantly flooding the screen that you don't want and have to avoid, and the obnoxious screen flashing makes it nearly unplayable for me. Also constantly reuses boss fights and removes the speed bar during boss fights so you can't tell your ship speed.


Maybe I'm just too easy to please but I was just wowed at every second of the game. Was amazed at how fast it was going and just good a lot of the weapons are. I also really like the big bomb attack you have. This was a joy to play, there's even some modes for ranking since that was a big part of this game. The music is also amazing for the console. If there were two gripes I have is stages are pretty similar probably for limitation reasons and there is a lot of flicker and in fact I'd recommend not playing this if you can't handle flashing in games. Was a real joy to me and it's currently now a top 3 game on the system, will have to replay it sometime.

Probably one of the most interesting chiptune albums ever recorded, fusing elements of Detroit Techno to create what I might dare call "Experimental Chiptune", the RYM and Fantano heads will fuck with this one heavy

To enhance the listening experience, the album also comes with a comically hard ROMHack of Galaga that was made by devs who were on like 20 lines of cocaine, very fun but you'll only be able to listen for like 3-5 minutes before you have to start over

A pretty bad game, but a pretty impressive tech demo for the nes

2/10

I can simply no longer idly stand by while users with names like realbabymario who probably wear polos and adhere to their local exterior property maintenance bylaws say games are "like crack smoked crack"

if you'd like to keep comparing computer entertainment software to drugs I'm going to hereby require evidence that you've done them. to this end you may send a video clip with your username and partaking visible as well as a signed letter of guarantorship from your dealer and That Guy who's always chilling with your dealer to my personal address: johnerowid@gmail.com

anyway, more games should feel like technoweapons. I wanna feel disoriented and unhinged and experience immediate changes in my mental state. I wanna turn it off and feel like thick, heavy cables were yanked from base of my skull. the word visceral was commandeered by marketing freaks selling gratuitous 7th gen killporn animations to teenagers, but once in a while you get a chance to remember what it actually means

some games can take hours and hours to draw a potent reaction from you; this one takes a few seconds. soon as the garish flashing, unbearable speed, and famicom techno hits you immediately understand the experience and the relationship you're gonna have with it

one of the most convincing displays of technical wizardry you'll find in 1992 or otherwise. this is the exact moment yagawa the grey turned into yagawa the white. these boys weren't just cooking, they were on that molecular gastronomy shit. that FFIX 99 frogs shit. that meowscular chef shit — no dango in sight

this hits me like saying games "feel like they were made in an albuquerque RV" hits guys who think mexico's literally yellow

🥰🥰🥰🥰🥰

Game Review - originally written by TheFreak

Damn. I mean..Day-amn! This is a shooter. I mean…an NES shooter…Faster than any other NES game out there. This game makes the concept of Blast Processing about as slow as Stewart Smiley. And it’s TOUGH. Like, so tough it walks up to R-Type on a beach and kicks sand into its face. And huge bosses. Gotta love huge bosses. Treasure made their living on huge bosses, and this game has huge bosses. It’s not by Treasure, but HUGE FUCKING BOSSES!! Roight.
(editor's note: I too fucking love this game, Star Soldier stole a bottle of Adderall from your medicine cabinet while using the bathroom and this is the result)

Like a Compile shmup on crack, Recca is a fiercely fast and outright hostile looking game but also a lot of fun and a technical marvel for the famicom hardware. The charge bomb attack and built-in autofire make the game feel surprisingly modern and it's certainly the best-aged shmup on the system.

shinobu yagawa is g-d's chosen programmer, actually.

This was pretty fun and stylish! The art design was neat and it’s pretty rad how quickly things moved on the NES!

The last third felt like a long boss rush, it was kinda sloggy but still pretty fun

Uhhhh I think this is kind of a masterpiece? Beating it with save-states felt like an immense triumph. Satanically fast, uncompromising shmup -- an abstract art piece of a game. Feels truly alien and hostile, with music that is somehow badass and frightening at the same time, visuals that leave you queasy and uncertain and disoriented, and bosses that will tear you apart the second you encounter them... that is, unless you are lucky enough to duck a pattern or two and plant a bomb right up in their fucking grill.

This isn't everyone's cup of tea, to be sure, but if you like pain, and if you like games that feel like they're the weird labor-of-love of a single, depraved mind, then check this out. Hail Yagawa.

There are so many things going wrong at any given time while playing this that I don't know where to even begin. I'm not seizure-prone, but my eyes after 10 minutes needed a break cuz there was so much pain. I had to grab eye-drops and had to wait for a minute for it to stop hurting. There's certainly things here that can give people seizures though, with the bosses taking damage eliciting a red screen flash every time.

The game's a mess even without that, with several enemies with the most unpolished shit spawns and RIDICULOUS sprite flickering. There's always too many bullets for the NES to generate, as it feels like bullets will outright despawn when the game flickers or if you're unlucky, they didn't despawn and they just went invisible before hitting you.

The absolute bottom of the barrel shmup. The ground floor by which we'll all learn never ever to touch this shit.