Goddamn, Silkworm's dual Shield/Bomb POW system is even cooler than I'd thought.

Last night, I'd blearily assumed the Shield was good for a couple hits, eventually timing out regardless, ala Slap Fight. But no, you're flat-out invincible during its short lifespan, right until the warning flash stops; able to ram clean through enemies and projectiles, as well as item boxes. Unsurprisingly, you can be super-aggressive with this, especially with multiple POWs onscreen for nonstop RAM N' BOMB action! Compile is the dev I always associate with burst invincibility/BODY RAM, and this most definitely evokes them. Badass.
EDIT1: Haha, wow. Grabbing a Shield while one's already active?
BOMBAAA! Excellent touch. It makes surfing consecutive Shields appropriately tricky, and also facilitates bursts of total "FIRE EVERYTHING" annihilation. Running over a POW box without a Shield will kill you, just like hitting any other object. With Shield? Instant bomba
Also noticed the kill countdown at the bottom of the screen. I was really tired.

This lets you know when
GHOST OF HELICOPTERS is gonna spawn; erupting phoenixesque from the blackened hull of the last poor chump in line. I'm guessing they're worth a bit? Quite the incentive to tear through enemies for more spawns. Maybe it's some alien tech that relies on lots of scrap metal?

Hopefully not biomass.

Very Super Robot, I dig. I notice their weakpoints seem to vary from stage to stage; seems like the designers wanted the player to go for precision shots.
EDIT2: Oho, I get it now. Cockpit is the weakpoint, handily colour-coded grey. What's really interesting is, you can blast it while the midboss is assembling itself, causing it to drop powerups and score bonuses.

So, yes. Speedkill the midboss and skip a dangerous battle for extra bonus points.
Pleasantly surprised to see the aesthetic leavened by Tecmo's knowing playfulness. Starts out like the most olive-drab gunmetal STG imaginable, with austere natural landscapes to match; and I'd have been fine with that, I like those too! They're a weakness of mine, actually. (literal first thought, playing as Heli: "Whoa! It's like FC Cobra Command: Working Controls Label!") But soon enough there's Evil Mr. Helis, Giant Walker Helis, and a sight gag Heli straight out of Parodius, amongst many other odd things. Yeah I agree, Enemy Scientist Dude! Who
wouldn't bolt a cannon onto a tail rotor for sha-
weeet 360' blastin? Weenies, that's who!
I've always said, these were some funny dudes; simultaneously a crie di coeur at having to draw so many green helis and grey tanks, and a life-affirming lemons-into-napalm parlay.

And just the innate joie de vivre of a couple dudes in a jeep blasting and ramming the balls off an unending stampede of heavy armour and fighter craft.

As with Ninja Gaiden, perfectly balanced by unironically bloodening late 80s largesse; the jetfighters screaming off their carriers in the distant BG before tearing onto the playfield is particularly cool.
Conversely... totally
unsurprised to find a more finessed - yet consummately arcade immediate - game than the first credit might suggest. Tecmo's arcade division clearly started as they meant to go on with the trickily involving
Guzzler, whose screen sector-based scoring incidentally resembles Rainbow Islands. Star Force, Gemi Wing, Raiga, Senyjo, Ninja Gaiden, Wild Fang, Bomb Jack, Solomon's Key, and Rygar... all exude similarly fine detailing and thoughtful riffs. Even Swimmer is remarkably progressive, with its i-framed Dive button; free to use, balanced around a punishable recovery, not at all unlike the dodge rolls of fighting games and DMC et al, generations later.
If that 2023 synergy holds up, I'd love to see Final Star Force and Pleiades, with Phoenix as a cheeky Taito-sponsored third pick.
