Don't know if I could dig deeper to like this, the enemy bullets have a flashing strobe effect and it's too hard to keep track of where they are. Hitbox also doesn't feel generous enough for the bullet waves they send at you.

beat-em-up shmup? shbtmup??

lol it's bad

To chase the sky is to know gravity and embrace it

Shoddily programmed and designed, reaches fangame territory with how damage spongey the encounters are as they lob heavily-scripted attacks that force you into safezones if you want to survive. Has one of the worst auto-scrollers conceived. And Axel's spread shot seems explicitly useless? It's supposed to be a 'destroy incoming enemies/missiles' type of weapon but has borderline nonexistent damage and less reliable hitboxes than the regular and homing shots. PAL version felt a lot more balanced - higher weapon damage and maybe slightly more HP, - but doesn't correct any issues with patterns or enemy placement. I owe it a full playthrough when the taste of the JP version washes out.

Between this, Spectacular Sparky and Xenogunner, it feels like any run-and-gun that tries to crib Treasure turns out to be a stinker.

Got the Expert 1CC during a shmup kumite. Really awesome game, you have the fixed axis movement of Space Harrier with weapon pickups and lock-on missiles ala Rayforce or SA2 mechs. Nice blend of speed, chaos and control. My only personal gripe is the length, it's 16 levels and a lot of that is re-cycled environments and enemy sprites - new patterns of course, but it looks samey. I think an 8 stage game with unique art for each level would've been the tighter choice.

Like the deck building structure but the fact battles have no actual player interaction means the game's one big grindy trial and error against walls of generic enemies with no storytelling, no exploration, no customization, none of the sauce that makes a BN game a BN game. Feel like there's so many better ways they could've handled this core conceit.

Overly safe but mostly fine-ish, but soils the pot as bosses get tankier and the only way to kill them is suiciding to get more bombs. Game made by ppl that go to a steak place and order "hamburger ketchup only"

Surprisingly solid, doesn't 'raise' difficulty much over the runtime, felt evenly challenging through most of the game - pretty unconventional for arcade. Need to play the SuperGrafx version soon, I like this soundtrack but it could benefit from something with less bite than Sonic 1 presets on acid.

Very tight design built around the forward-only shooting scheme, and stands out from other military shooters with its metallic-green desaturated pixel art. I actually liked the tension of the autofire restrictions, I can't name many other arcade games where mashing felt rewarding instead of begrudging. Would be a lot more fondly remembered if the difficulty didn't jump tenfold in stage 5, these hitboxes are not forgiving enough for me to weave between so many bullets with so few checkpoints.

- - - SPOILERS - - -

More shmups need final bosses that switch genres

Wild Guns-like that's mostly really excellent, I was surprised how even into the later sections of the game, the enemy patterns stay consistently fair, creative and interesting. Every screen is a densely-packed and panoramic canvas full of things to pummel away at. It gets monotonous due to low damage output though - many later sections force you into jumping to dodge, and you can't fire while jumping, so there's no good way to shoot back, and even if you can, you're doing like 3-5% of their healthbar at a time. By the end of the run I did find myself taking intentional deaths because it was more fun to spam my bomb button rapidfire than to try finding those microscopic opportunities to return fire.

Raizing's first game tows the line between the literalism and weight of 4th gen art production with the maximalism, polish and particles of the coming 5th gen of shooters. The shmup loop is nothing special but the use of space and physical presence is something you rarely see in shmups - crowds tossing non-lethal crap at you during a boss rush, enemies that slam giant marble columns across the broad side of your ship, airborne fighters that buckle and lose altitude as you destroy their jets, just to name a few. This is a standard of visual design I want to see much, MUCH more of in the indie space.

Twitter informed me it's her birthday, so I guess I had to play the game. Think I made a mistake by playing it on PC-E, I had fun with the simple slash-mashing but there's a lot of issues with the visuals and hitboxes that I doubt were in the arcade.

Dude why did I give this a 1.5 before

This game leaves a weird first impression, has kind of that Thunder Force effect where enemies don't attack much but when they do it has almost no pre-empt and an unforgiving hitbox. Then you get to the bosses and their bullet patterns seem impossible to avoid. But on replaying this I learned 2 crucial things:

1) You have a dodgeroll that reflects everything and can be used anytime
2) This game has DDP chaining and you get OBSCENE amounts of extends

Combining these two makes for a very unconventional shmup, because you're not so much dodging as you are managing the dodgeroll economy and trying to keep a constant stream of damage on-screen. It's an extremely modernist and indie conceit but handled very well because of the freckles of shmup fundamentals underneath and stellar cyberspace resonance.

Clearly, between this, Sin & Punishment, Star Fox 64 and that cancelled Viewpoint sequel, the N64 needed waaaaaay more shmuppin' in its veins.

1996

Creating afterimages to pummel giant Persian-influenced gods and mechanoloids is something truly special, though the inclusion of checkpoints at a few select stages puts this in a weird spot where you CAN credit-feed it but you'll be burning about 30-45 minutes routing out one specific boss rematch section, very bizarre

Homestar Ruiner - 6/10
Strong Badia The Free - 7.5/10
Baddest of the Bands - 7.5/10
Dangeresque 3 - 10/10
8-Bit is Enough - 8.5/10

When I played this for the first time in middle school i thought it was the bees knees, but it's got a lot of filler coming back to it - the rapid-fire razor-sharp comedy of homestar is hard to stretch out to 5 games at 4-hour length each. The snippets of good content is definitely worth the trip though

Best part of the experience was getting to Dangeresque 3 in a call with Vi, it's always a treat seeing ppl react to strong bad stuff for the first time