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Commando is a special arcade game for me.  It is one of the Arcade games I appreciated in an actual cabinet out in the wild.  That wild place where I originally played it was a mexican restaurant my family liked to go to called Old Mexico.  I’ll order the fajitas.

This place had two arcade cabinets near the entrance of the restaurant and next to the games was an odd fortune-telling machine taller than me that gauged your “lovelines,” was that it? It had a white ball you rested your hand on.  The games were Pac-Man and Commando.  Commando had the “Commando” title burned onto the screen.

To go off on a tangent about playing Pac-Man before I get to Commando:

I had played Pac-Man a good amount already, in fact, one of my friends’ Dad owned a cocktail Pac-Man cabinet in their home.  I spent a lot of time at his house playing Pac-Man, it was an awesome thing to do.  I played so much that after what must have been 2 months of sneaking credits in when my friend was doing something else: I beat his Dad’s score on the machine.  Reaching 1 million points, I got my first taste of playing a game for score and the thrill of beating someone’s score.

I remember I was really proud of myself for beating his Dad’s score.  It was a million points in Pac-Man after all.  A credit that must’ve lasted a half hour and a credit that featured the whole variety of point items.  I held that glory for the following week or so and one day I came back to his house and I found out that his Dad had unplugged the machine and reset my score.  I remember that fact brought me a dirty satisfaction because I thought that he wasn’t pleased that I beat his score.  But I also felt a tad deflated that my score was off of the machine.  After that time I didn’t set a new score, I had already had my fun.

Back to Old Mexico.  It may have been because I already played Pac-Man that Commando stuck out to me. And well, it was Commando. A game that wasn’t Pac-Man but a newer game, a vertically scrolling world war themed shoot’em’up by Capcom.  I asked my parents for a few quarters and that’s all I played for each visit, maybe a couple more after we ate.  It was a difficult game and I uncommonly reached the 2nd stage but I did like it.

Some 10 years later, I began to play Commando again in the comfort of my own home with a pre-built arcade joystick and button setup.  I’m not standing anymore or asking my parents for quarters, or catching customers walk into the bathrooms in the corner of my eye but it’s something.  I’ve been playing the past year or so it seems. Not using any save states for practice because I have held this nostalgia of playing the game like I would in that restaurant.  But tonight, I’ve finally seen and beat all 8 stages, where the game declares your mission completed.  But the game just keeps looping anyway.

Back then, I never imagined that I could see all 8 stages of the game.  It was mostly just something to do to kill time.  I was, however, keen on playing.  Maybe I would beat the 2nd stage this time?  No idea, maybe I’d get lucky.  I never was that lucky.  But I loved the thrill of beating the first stage, where enemy soldiers flood out from a large gate.  Some running like being chased by killer bees and others spraying bullets and lobbing grenades like a slow-motion battle sequence, it was a chaotic end of a stage.

The 2nd stage end-area has a lot of enemies flooding you from 6 caves and it’s a tighter space than the first stage end-battle.  Even beating the 2nd stage in the recent year I found there was a methodical strategy and skill to beating it.  But when I played as a kid I merely hoped for the best, probably scantly devising some crass button-mashing method.

Tonight I saw the end of the stages and one section features something annoying but comical that I couldn’t pass previously where cars drive straight down from the top of the screen trying to run your ass over.  I can imagine the enemy general thinking “Fuck! He’s killing all our men. Okay, get in the cars! He can’t kill those as easily… and RUN HIS ASS OVER!”  Before this the cars and motorists were attempting a flank kill so I guess this was their last resort move.  Many of the cars rush down while soldiers take pot-shots at you.  The rest I just played like you play the majority of the stages, constantly moving upwards and doing a spread shot kind of attack, picking off intrusive enemies in the way and managed to finish the last end area.

I was somewhat surprised to find that beyond the first 2 stages, that Commando was a real gem of a game all together.  I guess I knew it was fun, but I didn’t expect my enjoyment to necessarily last to the completion of the 8 stages.  I just thought of it as that game I played at Old Mexico but now it’s a game that I cherish and will continue to play when I want a cheap thrill.  Thanks Capcom and thanks to the brave soldiers that died in the war.

Kind of crazy to think I started Dragon Warrior IV 4 months ago, this Summer.  You may have thought, “Oh, crazy Aquas thinking he has the patience to beat an RPG on the NES. He hasn’t posted about that for months, he probably stopped playing.  He’s not old school enough, Hrumph! I am old school, however.  I STILL collect PEZ dispensers!”

But, NO! I finished Dragon Warrior IV!  I took my time.  Maybe completing this game was a sign that I’m not a teenager anymore.  Given that circumstance, I would have completed the game in a few weeks to a month.  Times do change, yea, so I really took my time with this one.  Well, now that I think about it more–this isn’t the first time I spent more than a few months on an RPG or game in recent years. Persona 4, yeah, that took nearly a year.

So perhaps not only because I don’t have the obsessive compulsion to power through games anymore, is the fact that Dragon Warrior IV is an NES RPG.  But a little patience and frame-skip was all I needed to rightly appreciate it– Lest I become burnt out on pixels on random encounters.

I wanted to play Dragon Warrior because I wanted to see the similarities to the Mother series and because I wanted to play one of the NES era Dragon Warriors to get to know the roots of the series.  I found more than a few similarities that I’d like to point out in a list.

  1. The changing color window menus: White border when your party is healthy. Green when one of your members is close to death. Red when a member is KO’d.
  2. Instead of losing progress when Game Over’ing, you just return to the last save point with KO’d members who are revived for a fee.
  3. A variety of music for the overworld and battles.
  4. Limited inventory for each character.
  5. An auto-fight feature (introduced in Chapter 5 for your other party members)
  6. A teleport ability and many similar abilities i.e. buff and sap spells.
  7. High experience enemies. (Metal Slimes to Fobbies / Foppies and the Criminal Caterpillar)
  8. Starting each chapter as a new character alone, uniting them towards the end of the game.
  9. Terrific hits = Smaaaash! hits
  10. In Chapter 5, you use a colossus to travel a mass of water. (In EarthBound, this is somewhat similar to the use of Dungeon Man’s submarine to reach Deep Darkness.  And to the fact that Dungeon Man can move at a point.

The AI was competent enough for auto-fight in chapter 5. It didn’t bother me much switching tactics occasionally.  The teleport ability was very welcome and it became available quickly in the game with the use of Wings of Wyverns.  The high experience enemies were awesome to have around. They gave tons of experience.  Limited inventory was not often a large worry but you did need to stock your items somewhat smartly in the early chapters. I compared the terrific hits to Smaaaash! hits because both seemed to do more than your average critical hit in an RP-type-G.  Point 10 about the colossus just kind of stuck out to me as funny as Dungeon Man is one of the weirdest/ coolest parts about EarthBound in my opinion.

On the music: it was wonderful. I never heard an NES soundtrack so emotive and deliberate in its melodies.  This is clear to be heard for a couple of symphonic albums released for DQ IV’s music.  In spending that extra 40 seconds idling in the overworld or for that extra long battle, looking over a FAQ or itching my ass; the melody would go on to tell a whole new aspect of the story that was going on with the characters.  I love the story the music tells to accompany the events of the story.

For example in Chapter 4, the story of a dancer and fortune teller whom are sisters. Their battle music portrays just this premise of a dancer and fortune teller attempting to defeat dangerous monsters.  Surprise, bewilderment, confusion, uncertainty, teamwork, cunning, shouting and crying are all things happening for these two characters in their plight. Koichi Sugiyama paints the canvas of my imagination with his lively compositions.  Every time I heard a new song in the game I was always happy and hearing the latter verses always brought a new light to the ideas revolving around the story.

I think part of why the music is so successful is because the story and motives of the characters are straight-forward and not overly written in.  Few key lines get the point across.  Some of the best are when characters meet each other and join.  The brevity of their union is almost magical.

‘Very impressive!’ ‘Hero, let’s fight together to save the world!’ – Ragnar, after the Hero slays a boss.

‘I’ve one favor to ask of you. Monsters are after me.’ ‘I’d feel safer being with strong people like you.’ ‘Let me join you. Let’s travel together all over the world!’ – Taloon, the fat Arms Merchant.

I feel this way about the characters being mostly open slates in the Mother series as well, particularly Mother 1 and 2.  Jeff’s introductory speech is still funny to me, especially when you decline him.

On the overall difficulty of the game, it was not particularly unfair or “grindy.” I did however Game Over many times usually when I ran out of provisions and I was deep in a dungeon.  Thankfully this was not a large concern because getting Game Over doesn’t restart your progress.

On party management the wagon is a great idea.  In overworld areas and some areas the whole party received experience.  But the 4 members outside of the wagon only gain experience in dungeons.  Because of this I was able to make use of all the characters without some characters becoming too low-leveled to use.  Each character had their own purpose but I will say that Ragnar and Taloon were my most un-used in Chapter 5.  Mostly because Alena is just too badass with her double strike and Terrific hits occurring often.

Wrapping this up but one thing I need to mention is the day and night cycle for the overworld and towns.  This feature really helped the atmosphere.  In the day-night change the color palette changes about 5 times.  Every change is meaningful, reflecting the light or night beckoning or escaping on the land. And you could freeze one of those palettes by entering a town.  Also cool was that the night in town was different from day and new dialogue NPC was available and in some cases events only happened at night.

I recommend this game for anyone willing to play an older style RPG.  I did manage my time a bit by frame-skipping the battles that only required mashing the A-button. But playing the real thing may be a test of patience as enemy encounters can be frequent in some areas.  For me this was a great J-RPG experience.  Charming through and through and by the epilogue I was moved at what I had gone through.  30 some hours in front of a CRT monitor, Sega Saturn USB pad in hand.  Hats off to Enix.

What Dragon Quest game should I play next?

About a week ago I discovered what the TwinBee western hi-score record was thanks to the STG records thread on the system11 shmups forum.  According to this thread, “Baby Bonnie Hood” scored 4.017.500 and reached stage Stage 24.  My current hi-score is 2.7 million so I feel I don’t have very far to go to beat this score.  I’m going to beat this record!

If you follow my blogs on this site you probably know I really like TwinBee.  It’s damn fun and having a goal to strive for is going to make reaching 4 million that much more enjoyable.

Right now I have all the save states I need setup for practicing the tough parts up to 4 million.  The most annoying part about achieving this score is going to be the fact that recovering in this game is very haphazardly risky.  There are only some select places in the latter 10+ stages where you have the opportunity to power up via bells without being harassed by enemies or enemy fire.  I feel uncomfortable with intentionally dying when I only have one arm left and no medics.  Only because by doing that I’m risking ending my credit from constant deaths on a failed recovery.  On the other hand, if I lose my last arm or die during a hectic part of a stage, it’s also game over.

I found a place in stage 20 where I could possibly recover, in the metallic club area.  But as it stands I’m not sure if I can rely on recovering.  I’ll have to very careful not to lose my arms as I play.  Right now I feel confident that I can beat 4 million, and I’d like to set a new bar for a western record with that.  Maybe 5 million or better yet, I believe the game counterstops at 10 million.

I tried to test out using the shield + spread shot combo but it just doesn’t provide enough firepower for the latter stages compared to using options.  So I’ll be sticking with options.

Overall I’m happy with this endeavor because this game is just so fun!  Updates to come as I make attempts to 4 Million.

 

 

I actually played Raiden III briefly before I played Raiden IV.  At the time I did think that the slow ship speed was a tad cumbersome but I did practice the game a tad and liked what I played.

Many people complain about the slow ship speed in Raiden III but after playing Raiden IV which has a slightly faster default ship speed, I can say with confidence that Raiden III’s slow ship speed is not an issue.  But that is only true if you understand how to play Raiden III or Raiden IV.  Speed is not an issue because most of survival can be boiled down to using small dodges; weaving inbetween bullet spreads.  Seldom is a situation where you need speed to reach a safe area.  Rather, the safe areas are present in the design of the bullet patterns.  Where it is the player’s job to find a good preemptive positioning and dodging strategy to avoid death.  This includes not cornering yourself when bullets will trap you! I guess the laymen just blindly assumes speed is what is needed to avoid death.  And we (shmuppers) see the same rash assumptions elsewhere such as in bullet hell games where the onlooker assumes a stupid amount of skill is needed to play these games.  No, only a small chunk of enlightenment will do people good!

I can’t say what people will like or won’t like, however.  But Raiden III and IV are no-frills, classic shoot’em’up action and this is why I love these games.

I came back to playing Raiden III after a long hiatus! (But not before my time with Raiden IV)

The last time I played I had practiced and familiarized with most of the game and was in fact mostly prepared to perform the 1cc. I got burnt out or bored of it, however, and stopped playing.  Coming back recently was not that difficult, though.  It’s amazing how the brain works.  Because despite, at least, a few months where I had left the game, it only took me a couple hours of practice to become acclimated again with the stages and bosses of the game.

Both are great games and each offer a hefty dose of Raiden style gameplay.  It’s hard to say one is better than the other but I think the bosses and stages of IV were more diabolical compared to III.  Stage 6 and 7 are amazing in III.  I like the colorful parts of Raiden III and I feel like Raiden IV had more of that.  The more I think about both games, the more I realize they are quite similar to each other.  My mind has blanked out thinking of both of these games together in my head.  Guess that’s it.  ’Till next entry.

Haven’t written one of these in a while, nor has many others on this site.  We’ve all neglected it, but let’s put that aside and talk about games again.

For a couple of months I had an inkling to play the Mega Man Legends series again. These thoughts consisted mostly of the fact that I enjoyed it when I was 16 and it was cool and enjoyable.  Riding this thought was also the fact I superficially decided against playing through Mega Man Legends 2. I set it aside because the control scheme was not exactly the same, or so I thought at the time.  I don’t know where my copies of the games went off to,  so I chose to emulate them in ePSXe.

Revisiting Mega Man Legends was a generally enjoyable experience.  I often find myself  critiquing a game’s difficulty as if it weighs on the experience heavily, but I’m not sure it’s always exactly warranted.  That being said, Mega Man Legends is an easy game.  This didn’t matter much to me as I spent much of the game in feelings of nostalgia. The shard of my 16 year old self coming through my memories of Rock and Roll’s prepubescent voices, Tiesel’s cocky shouting and Bonne’s lovesick quivering.   Also in zooming around in the jet skates.  Gotta love those jet skates.

Another reason for wanting to play MML again was because I did indeed want to give the sequel a real chance. Another part was probably the hubbub surrounding Mega Man Legends 3 cancellation. I wanted to see if finishing Mega Man Legends 2 would make me one of the many distraught MML fans who really wanted that sequel.

Having finishing the game, I think a third game would be very cool, especially in this age of gaming where a company like Capcom is expected to put out a triple A product for such a franchise.  At the same time I’m not disappointed or upset.  But if a new game came out, I would expect a much, much larger world than the previous 2 games.  That reality excites me. As both games end you wish there was more to do and explore.

Mega Man Legends 2 was a good sequel.  Many aspects of the original were improved upon.  Notably I liked the new areas, bosses and enemies, as well as the new ruin areas.  Since you travel to different islands in this game, instead of being stuck on one (Kattelox) there are varied scenes.  Snow, desert, tropical.  Getting this variety was refreshing and I loved the music for the different areas, as well as the battle tracks that play when Reaverbots shoot out of the ground in the over world.

One thing I missed about the first game was the ruins being interconnected with each other.  That gave the world an interesting sense of cohesiveness. But in 2 it’s not there at all, in continuity to the setting.

Overall it was a carefully made game with the heart of Capcom that made it worth playing.  And another one of those games that makes me laugh.

Moving on then to another Capcom title, Super Street Fighter IV: Arcade Edition.

I managed to place 4th at my last local tournament. It consisted of about 40 entrants.  Normally I don’t get past a 4th opponent.  But this time, I finally performed in a satisfactory way.  For many months I was having trouble adjusting to delay PS3 and HDTV’s introduce to the game.  This is noticeable to me because I play the game on a 360, which has 1 less frame of input delay and because I play on a CRT which is about another frame of delay.  I was having trouble hitting my 1 frame links and for my character Rose this is important because her most important link is 1 frame.  Messing it up can lead to a big punish… anyway. I finally adjusted to it and that may be why I did better this time around.

I was put into the Loser’s bracket by a Blanka player which is hard for Rose… and I wasn’t very experienced in the match.  After that I had to fight a Ken player who eliminated me in a previous tournament.  I managed to beat him and after that I seemed to ride a momentum, knocking out about 5 other players.  E.Honda, Cammy, (Balrog, Ryu,) Sagat players also fell to my Rose.  I got to our strong Dudley player and lost fairly convincingly.  But the best part is I have officially earned money playing a fighting game.  Which is…. something.  I profited $5 for placing 4th. Overall I’m satisfied but I’ve been putting some time into learning Evil Ryu and Makoto lately.  Playing Rose all the time isn’t the most fun for me.  I hope to do better next tournament but I need to practice more for sure.

Lately it had been on my mind that I was interested in starting up some kind of RPG.  In my friends radio talk show, she talked about her Top 3 NES games and Dragon Warrior 4 was one of them.  When I heard this I thought, “well, I haven’t really played any the DQ games all the way through, nor do I ever hear praise for the NES DQ games, why don’t I try it?” and so I have and I am.

Like I mentioned I only played some of DQ VIII on the PS2 and honestly I wasn’t big on it… the game took a while to get going and then I game over’d in a really lame dungeon and called it quits.  Perhaps the game deserves a little more credit from me.

Another reason I was interested in trying a NES DQ game was just to see for myself all the similarities to it and the Mother series which blatantly clones many of the DQ game’s aspects.  The text that runs during battles, your party wiping out and not having to start from when you last saved, each character having their own limited inventory space (I actually love this aspect of EarthBound.)

Even in Dragon Warrior 4, the game  is divided into chapters and each thus far start you with a completely different character whom you aim to meet up with the rest of the characters.  I’ve always loved this aspect of the mother games, mostly for 2 and 3, and it’s a pleasure to experience it again from the place it came from.  I love it because you get to have more fun with the initial leveling up process and I like how each character can differ stat and skill wise early on.

I’ve really been enjoying the game.  A very charming experience for an NES RPG.  I haven’t had to grind all that much, just what was needed.   I just started Chapter 3 which stars a character who aims to be the best arms merchant in the world.  You need a little patience to play this game but not much, the battles and text go by quickly.

Some of you may know I’ve taken up playing Super Street Fighter IV, and have aimed to play at a tournament level.  But something’s still missing with my play to become where I want it to be.  Specifically with my character Rose.

For now I think I just need more discipline to my training.  Right now I only practice FADC combos and my combos, safe jump timing practice and occasionally matchup specific things regarding which moves beat what.   My safe jumps do need some work.  And it’s finally coming to fruition about what it takes to play a fighting game competitively.  Which is exciting as a new, serious fighting game player.

I’ve been to three SSFIV tournaments so far using Rose.  But I haven’t made it past a 3rd opponent yet.  I want to break through this barrier, at least.  But now Super is over and Arcade Edition is taking over the tournament scene.  I will still be using Rose unless I find a good reason to switch.  But I’d like to try the new characters at least, they are all pretty neat.  I’m most interested in Evil Ryu and I admit for fanboy reason.  He’s just so damn evil!!

 

Since my UN Squadron post I started playing the arcade version and it’s really good.  I got the 1cc after 4 hours of practice.  Not too hard and still a very fun game.  I’d recommend it if you’re looking for a game to 1cc.

Anyway I just tried the hardest mode on the arcade version, difficulty 8 (Hardest), 4 being normal.  Finding the normal mode being a tad easy, I wanted to see what hardest offered.  From what I could tell all the non-popcorn enemies have a bit of more health, bosses and their parts have more health, and bullets are faster and for boss battles, are shot out notably more frequently.  I managed to squeak by with a couple save state re-dos on two of the bosses up to Mission 7 I believe which has the Minks, the ocean battleship stage.

While the large cannons on the battleship having more health put a wrench in the mix, also these napalm dropping popcorn ships just constantly come in after each other.  Much more frequently than normal difficulty.  This made it so I couldn’t hover by the large cannons as the screen scrolled at the beginning of the fight to destroy the cannons.  The napalm would make me fly up.  But then I couldn’t deal much damage except with my sub-weapon and enemy fire filled the screen too much.  I’m stumped right now as to how to beat it, at least using Shin.  Maybe Greg’s downwards shot could do it.

Since I got the 1cc on U.N. Squadron (AC) I tried Carrier Air Wing.  Cool game.  I like it.  Similar to U.N. Squadron and similar quality from what I could tell.  I’ll try to play it a bit more, maybe go for 1cc.

As for my SNES adventures, they have been discontinued as my buddy asked for his SNES back before I expected him too.  The next adventure was going to be for Illusion of Gaia and Super R-Type.  I got to play Gaia a bit though.  Oh well.

This box art is hype!

boring US logo

Super Castlevania IV has always been a favorite SNES game of mine. I never owned it but I rented it as a kid. Even back then, I was instantly enchanted by the uniquely dark atmosphere of the game. I primarily attribute this to the soundtrack which is unlike any other SNES soundtrack.  The various instrumentation: wind instruments, piano, orchestral strings, electric organ, horns, realistic and earthy bass sounds and percussion, all come together to make the side scrolling legend Castlevania come to be more imaginative than it is on screen and in game play. The soundtrack is what I always liked most about the game, though the presentation and game play are nothing short of classic Castlevania. Rondo of Blood is also lauded for its soundtrack and both are wonderful, but Super Castlevania IV’s music always leaves me in awe because of what it did with the SNES hardware.

bad ass jpn logo

Revisiting the game has been a treat. The intro sets a serious tone as a grave is struck by lightning and explodes, revealing a bat (presumably Dracula) who flaps around and flies away into a purple night. Then mist and a wailing siren eerily que the story text and you begin to think you’re going to play the best game ever. The first stage starts and the Theme of Simon plays, immediately an organ shouts a triumphant melody and you’re whipping the shit out of skeletons and doing the signature Belmont strut. Fuck yeah.

Medusa puked everywhere!

Stage 2 begins as Simon enters “The Forest of Monsters,” the music is still upbeat but the melody isn’t strong anymore, instead the song’s flow is in the bass line. Like Simon’s legs in the stage’s running stream, pushing you forward. It’s apparent now that you’re edging closer to the evil as new enemies and hazards appear. So you get the idea. Every stage and part of this game is so accentuated by the soundtrack. As a lover of game music I can’t help but adore this game for what it’s done in that department. I also enjoy the usage of some old Castlevania things. There are yellow zombies that when killed make a sound that is taken from Haunted Castle (the arcade Castlevania.) It’s the sound of your Grandpa who smoked 2 packs of cigarettes a day for longer than he could hope for, croaking for thinking he could land a jump off of his Grandson’s swing-set while drunk as a kite. Then I liked seeing the spiders from Simon’s Quest that simply dangle down and shoot a smaller spider at you. Nostalgic little fuckers, they are. There were other continuities of course but those were my favorite.

I’d say the game is worthy of the “Super” in its title. All signs point to the fact that Konami wanted better hardware to explore the unique mood of Castlevania. The graphics are colorful and the use of scrolling and foreground/background is good. Some things are pretty, specifically the detail of the enemies and bosses. But some of the background textures look like puke. I honestly thought my game was glitching because of how garbled some of the textures are. This is really my only nitpick with the game. The graphics merely pass the test of time.

Platforming stage, somber tone

In this game you can fling your whip diagonally and dangle it and swing it around for less damage. Also you can control your jump fairly well. None of these things compromised the fun factor of the game play or made it less “Castlevania” for me. I was still getting knocked into pits and dying instantly from spikes, so that’s left in tact. Also you can crouch walk which has a purpose for a total of like 4 parts of the game. The game is pretty helpful with the locations of health items in the stages, so I didn’t have a lot of trouble getting through the game, only after about 6 continues. Struggling with certain spots briefly. This time playing, however, I realized that the game is harder on the 2nd run through. I gave it a run and it was a good change of difficulty. Not annoying, not unfair, just more enemies and enemies take more hits to kill. Because of this, certain sections require your strategy to be tweaked a little. Figuring out those new strategies was a joy. And I finished the game on my second continue. My favorite boss is the bat made of gold, whom when attacked, sprinkles gold that can damage you. Watch out for that bat gold!

Best back of box description ever. The 90's.

U.N. Squadron is a special game for me.  It was the first shmup I played that really made me want to play it more.  This was way back when I was 9 or 10 years old when at first my brother had rented the game.  I remember it being hooked up to a vintage TV that was sat upon an old wheeled piece of wooden furniture.  In the basement my brother had a big sleep over with his friends, and to my recollection, they were all playing U.N. Squadron.  Later when all of them were gone, I got to try the game… and I don’t know how well I did.  But I knew it was cool.  I rented the game later on and really enjoyed it.

Then the years passed and I’m probably 16 now, when one day I suddenly wanted to search out the game.  I called a lot of game stores around my area and eventually found a place that had it.  The smallest game store I had ever went to, a little place called Raven Games.  This place was the size of a 15 foot by 10 bedroom.  Walls completed shelved with games, and I’m sure a mother load of games under the counter or “in the back”.  I picked up U.N. Squadron for $7 and the orange price tag is still on the cartridge I’m playing today.  The cart is in poor condition.  Grime is in the crevasses and the cover is partially peeled off, including the end label, as well as the back label completely scratched off.

What’s with people and their games sometimes?  I wonder if the person who had the game originally was raging over how difficult it was, and released their anger on the cartridge in such a way.

But the difficulty is just right for beginners of the genre.  You would get your ass kicked at first, but then you would buckle down and find out there wasn’t a strong threat in the game except your own haste and lack of strategy.

image links to page I stole it from

Now coming back to U.N. Squadron after gaining experience and knowledge of beating other shmups, it became easy.  I realize now that there is a right way to play any shmup, and the game just wants to show you the way.  In my first play through, I was automatically analyzing the screen for safe spots during the boss battles and I was able to utilize the special weapons to full effect.  My experience with shmups showed.  So I went all the way to the end and 1cc’d the game on my first visit back.  With Greg Gates and 2 lives remaining.  Wow!

Then I tired Hard Mode and did well until the last 3 stages.  Then the difficulty began to equate to arcade level difficulty and I didn’t know the best strategy for the ceiling boss on hard mode.  Hard Mode is nice though.  The bosses are more aggressive and the enemies shoot more bullets and faster.  I was using the whole screen to herd enemy fire, almost like a Gradius loop.  Hard Mode is definitely more suited for me and I was having genuine fun.  Playing the game made me remember that I wanted to tackle the arcade U.N. Squadron some more some time.

These type of games were just not prevalent enough to garner an obsessive attention from me.  There were lots of cool games in the SNES era.  And an SNES was all I had.  Yeah I played Gradius III but I never owned it.  I had the same impression with it.  I thought it was cool but in the end it was just a “simple” shooting game that became very difficult near the end.  It was only until I found out some shmups have scoring systems that I gave them the proper respect.  …And that was another 5 years later!

All in all U.N. Squadron on the SNES is a stand-out port of the arcade game and has aged quite well.

BREAKING WAR NEWS !!!!

I found out that there is a “Gamer” mode which is an even harder difficulty.  I will report on the war when the conflict has been confronted.

5-7-11 — AQY defeats HARD MODE and gets special ending message.  He also tries the secret “Gamer” mode and finds it is more difficult than the switch from normal to hard.  It became like P-47 Aces shit.  Fast bullets that require memorized dodging!!!  Also the 1 million dollar plane is over powered! lawl

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