Tag Archives: shoot ’em up

NES Essentials: Arkista’s Ring

The game I’d like to talk about today is a prime example of why emulation and game preservation is important.

I’d never heard of it prior to my first encounter with it yesterday, when I was attracted by the box art I saw in my Launchbox library. No-one I’ve spoken to about it today has ever heard of it. I’ve found very little information about or discussion of it online, save for a few YouTube commenters on gameplay videos reminiscing about how much they enjoyed playing this game back in the day. And I’ve never seen it come up in articles about retro collections or “hidden gems of the NES library”.

The game I’m talking about is Arkista’s Ring, developed by Nihon Micom Kaihatsu (aka NMK), published by the American arm of Sammy Corporation (without crediting NMK) and released exclusively in North America in 1990.

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Wii Essentials: Gradius ReBirth

Regrettably no longer available for purchase due to Nintendo’s closing of the original Wii Shop Channel’s payment processing, Konami’s ReBirth series consists of several wonderful “modern retro” takes on classic Konami properties, including Castlevania, Contra and Gradius.

It’s the latter we’re concerned with today, as it really is an absolutely fantastic shoot ’em up, and an absolute crying shame that it can no longer be legitimately acquired via normal means.

Still, if you want to know what you missed out on — or perhaps spend some of those Wii Points you’ve been hoarding before the Shop Channel closes down completely — then read on.

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Shmup Essentials: Riddled Corpses EX

You know sometimes you just see a game and think “I’m going to enjoy this?” That was very much me and Riddled Corpses EX.

There was something about the game’s excellent use of convincing 16-bit style pixel art and the suggestion that it would incorporate two of my favourite shmup subgenres — bullet hell and twin-stick — that made me pretty sure I was going to have a good time with it. And I most certainly did.

If you’re yet to check out this enjoyable blastathon, either in its original PC incarnation on Steam or its all-new “EX” version on PlayStation 4/Vita cross-buy and Xbox One, then grab yourself a sturdy controller, strap yourself in and get ready to perforate some cadavers.

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Taito Essentials: Lunar Rescue

When someone mentions Taito arcade games from the 1970s, the first one that doubtless immediately springs to mind is the genre-defining Space Invaders.

However, this is far from the only game Taito put out in these early years of the games business — and moreover, it’s far from the only good one, too.

Today, we’re taking a look at a game that, while simple, built on the basic formula of Space Invaders with additional mechanics — and likely played a role in defining subsequent games with “rescue” mechanics such as Williams’ Defender and Dan Gorlin’s Choplifter.

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Namco Essentials: Galaga ’88

Arcade-era Namco was good at sequels. Not from a story perspective, mind — the sequel to “shoot the aliens” tended to be “shoot more aliens” — but definitely from a mechanical perspective.

One of the best things about arcade-era Namco’s handling of sequels was that they remained recognisably true to their source material while innovating in their own right. Galaga ’88 (also known as Galaga ’90, Galaga ’91 and Galaga 2 depending on where and how you played it back in the day) is one of the best examples of this, as the fourth installment in the Galaxian series.

Galaxian built on the basic premise of Taito’s Space Invaders by featuring a more dynamic arrangement of enemies. Galaga built further on this format with more dramatic enemy formations and movements. Gaplus — one of the few games in the series to not get many home ports, particularly back in the day — added powerups and vertical movement. And Galaga ’88 well, read on.

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Namco Essentials: Tank Force

While they’ve fallen a bit out of fashion in more recent years, tanks have been an important part of the gaming landscape pretty much since its dawn. (Then, of course, they trundled right over said landscape, flattened it and blew it up.)

Indeed, one of the earliest competitive games — Atari’s Combat for 2600, released in 1977 — is most well known for its highly enjoyable two-player tank battles, though the game’s myriad modes also incorporated a variety of other vehicles.

Namco got in on the tank battle action in 1980 with its arcade title Tank Battalion, subsequently followed up by spinoff title Battle City for Famicom in 1985. Then, finally, we come to 1991’s Tank Force, the game that we’re concerned with today — and an underappreciated arcade title that is well worth your time to check out.

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Namco Essentials: Sky Kid

While I was familiar with most of the other games in the Namco Museum collection for Switch, one that I hadn’t come across before was Sky Kid.

First released in 1985, Sky Kid is a horizontally scrolling shoot ’em up based on the company’s Pac-Land hardware introduced the previous year. Indeed, this fact is fairly obvious, as the two games have a similar aesthetic, and in a later mission there is even a billboard where Pac-Man in his Pac-Land incarnation (sporting arms and legs) makes a cameo appearance.

It’s the first of Namco’s games to support two players simultaneously, and aside from all that, it’s an entertaining, interesting take on the arcade shoot ’em up.

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Namco Essentials: Galaga

Some games are utterly timeless, remaining just as fun today as they were back on their original release.

Namco’s Galaga is definitely one of those games, though it’s also a title the company has taken great pains to keep “relevant” over the years with numerous re-releases, the most recent at the time of writing being as part of the Nintendo Switch version of Namco Museum. It even showed up as one of the company’s “loading screen games” in the PS1 era, putting in an appearance during the initial load time for the original Tekken.

It’s had a number of sequels and remakes since it first showed up in 1981, but there’s an endearing purity to the original that is hard to beat, making it a true classic from gaming’s early days.

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The MoeGamer Awards: The Traffic Magnet

The MoeGamer Awards are a series of made-up prizes that give me an excuse to celebrate games, concepts and communities I’ve particularly appreciated over the course of 2017. Find out more and suggest some categories here!

This year, there’s been one game I’ve covered that has indisputably drawn more traffic to this site than any other. The article (singular — yes, it wasn’t even a Cover Game feature) about it gets an impressive number of hits every day and shows no signs of slowing down; likewise my YouTube video of its gameplay remains one of my most popular videos.

It’s interesting how this works. The game in question is a solid and enjoyable game, of course, it just seems like a strange one to be so popular. And yet people keep coming here to find out about it. Maybe I’m the only reliable source of information about it on the Web? Who knows. Either way, there’s only one clear winner of this award for 2017…

And the winner is…

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The MoeGamer Awards: Coolest Scoring Mechanic

The MoeGamer Awards are a series of made-up prizes that give me an excuse to celebrate games, concepts and communities I’ve particularly appreciated over the course of 2017. Find out more and suggest some categories here!

Today’s category suggestion is brought to you by my dear friend and talented pixel artist Mr Chris Caskie, aka MrGilderPixels. Check out his site for progress updates on his awesome wooden pixel art standees and wall plaques, and order some of his past work or commission a pixel art avatar on his Etsy shop.

Since we’ve looked at a bunch of short-form arcade-style games throughout the year, particularly shoot ’em ups, Chris suggested I should highlight what I thought was the most interesting or distinctive scoring system in the games I’ve played. So let’s do that!

And the winner is…

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