Here she is, original size. "Hand-drawn" by mouse in MS Paint, animated in PS CS4:

Originally conceived as a red and black "Darth Vader"* powerhouse, it takes inspiration from stealth bombers and my favorite birds, corvids

200% size.
"CRT" or blurry version, as it might appear in a real arcade.
Here's a 200% size that shows the weaponry and power-ups and a basic select-screen with info:

A few things to note: the ship's stats within this non-existent game are fully fleshed out; damage per level, per frame, per upgrade. Frame for frame, she's probably the strongest on my roster. PWR is obviously the amount of damage per hit (relative to other fighters), MOV is movement or speed, SPR is spread, or how much area your shots cover at a given time, RPD is rapidity, or how quickly your shots hit the enemy in succession, and DEF is an overall defense rating factoring all of these. Also, his secondary, Micro Missiles, is very much a corvid pun: think "My crow missiles."

CRT version.
Original size.
Here's another demonstrating turning:

CRT version.
Original size.
A few more gameplay notes before the video: in it, you'll notice that the ship sometimes speeds up after ceasing fire. It's basically a placeholder Special that briefly increases your power level and speed (by holding down fire.) My better ideas all involve the two "wings," which are really the ship's true power sources (for all ships in this game), moving into a different configuration and firing off their own shot patterns, but that was beyond the purposes and scope of this animation. To that end, all ships would have lights that indicate the level of Special available. You can see that in this early version here. While very much something I would pursue in creating an actual game, it would have gone over the casual viewer's head, whom this video is equally for.
With that & without further ado: Pixel Pilots - Desert Stage Boss Battle
I believe it's self-explanatory, just don't take it too serious

This was my first time animating something outside of Flash about 15 years ago, and I'm pretty happy with it for what it is. There are things I'd do differently if designing for an actual game, and the limitations of the program were pretty significant. I'd definitely add more assets and details to the background, as well as more fleshed-out enemies. I'd add more details, geometry, and movable parts to the boss, and more complex bullet patterns. Would spice up effects and explosions and add smoke and debris. But I think this captures the overall tone pretty well: colorful, pixel-proud fun; not quite a cute'em-up but not a Garegga either. Even though it's just a demo, it's still running like a game: all enemies have HP, and damage and movement are consistent with in-game rules. Most sounds recorded by me except the explosions and a bonus jingle from Pond5, and music obviously from DoDonPachi.
That's about the end of this project for now until I find the time, resources, and/or partner(s) to make an actual game, but it was tremendous fun, even more work, and hopefully worth it. I thought it was only natural to share here, in part to give back to the community. Thanks for watching / reading, hope you enjoy and feel free to share

Final bonus: the next ship I'm working on...


Turning work-in-progress
