just played through SHADOW BLASTERS for the genesis (AKA shiten myouou for megadrive). it was apparently developed by cyclone system, who don't really have much of a
library of stuff they worked on. i've played wurm/vazolder, but that wasn't exactly particularly good and more of an affably offbeat kinda multi-genre thing. almost pc engine-esque in its type of design with all the stuff it was trying to handle and how cutely it failed to do anything well.
anyway, i totally forgot i owned a cart of this at all and played when searching for something new to play in my library of stuff that might end up being decent. i wanted something kind of breezy and not too hard for a casual sitting, and this seriously hit the spot. it's a side-scrolling action game where you can freely swap between four different characters, and they each have unique life bars and abilities. you start with slow movement and the ability to charge your shot up several levels for a more powerful attack. as you play, various power-ups will pick your speed-up and make it so you can do your most powerful charge without having to charge, at all. each character's shots have different arcs and strength levels, so they come with their own pluses and minuses.
you can choose from any of 6 starting stages until you complete each of them, and then go through 2 additional stages before bizarrely fusing your characters together into some type of god for a really weird and abruptly different (and quite shitty, but also quite easy) boss fight. pacing is very good, levels are short and snappy, and my biggest complaint is needing to switch characters too often to get each of them powered up (which isn't terrible, but definitely a bit of a drag). i liked this quite a bit, though i'd still refrain from calling it "good" - more of a delightful little guilty pleasure. it's not particularly technically competent or interesting, but the basics are fun and you can blow through this really quickly.
if anyone is interesting in emulating it (it won't take more than an hour of your time for two full playthroughs - i no miss'd hard mode with no bomb usage on my 2nd attempt with the game), i've got some tips.
- each powerup looks the same, but is a different color. blue is a speed increase (maxes at 4, indicated by the "J" on your player select screen), red is a bomb increase (max stock is 4 per player), white is a shot power increase (permanently increases where your charge gauge begins at), orange/gold is a 1-point health restore, grey/mottled is a full health restore (what the fuck at this color choice for this one).
edit: i think i got blue and red backwards, whoops. why did they do the power-up system this way?
- different characters take damage at different rates. the bottom left character - the big guy - takes the least damage per enemy attack. his attack is also screen-clearing. though he's very weak against bosses, he's probably the most useful character to upgrade first.
- different characters also
deal damage at different rates. the top left character - the youngest-looking guy - does an absolutely incredible amount of damage with his charge and can speed kill bosses if you get close to them and abuse the fire rate benefit of rapid shots. he takes high damage from most enemies and is pretty useless during stages, though.
- your health is NOT restored after a boss battle! this is probably the most fun thing about the game and what keeps it interesting. though 1-point health restores seem random (and weirdly rare), i'm pretty sure that full health restores drop from reliable enemies, making choosing who to restore and when a bit more meaningful.
- the final boss will kill you in less than one second if you touch him - you get no i-frames and he deals incredibly rapid damage. always be running away (sometimes moving up to down), and then turn around to fire your long-range shot occasionally. piece of cake.
with all this information, a no miss on your first attempt is very doable and might be a bit of fun! the genesis has a lot of action games like this that feel slightly unrefined, but still a bit of good fun to romp through. the super famicom is kinda lacking in little trashy treasures like this, imo, and it endears me a bit to consoles like the megadrive and pc engine every time i discover some little thing like this.
edit: playing again and it seems like full health power-ups and some other drops are from reliable enemies that only spawn in at certain points. the dark level near the water (i'm forgetting the name atm, it's technically the first stage) has TWO full healths at the end of it and strategically useful to go to as your last selectable stage, imo.
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also had saint sword, by the same developer, sitting around. decided to pop it in. holy shit, it is nowhere near as good. horribly short-ranged attack and combat that is 90% standing still and letting enemies walk into your slash and 10% going into a flight form to nail a boss that usually requires standing there and mashing a button, also. every single level is a directionless maze with very poor visual landmarks that has a (sometimes random! oh joy!) enemy drop a key necessary to exit. pretty much miserable, all around.
oh, also, when you beat it, the final boss sends you back to the beginning and makes you do the entire, joyful game again
lmao oh my god the wikipedia article
"Mean Machines gave it a score of 72%, opining "this Rastan-like game could have done with better graphics and sound, but as it stands, Saint Sword is a fairly playable effort."
good to know that 72% means "fairly playable." i'd hate to know what is bad enough to deserve something in the lower 7/10th's.