Batsugun

Batsugun[lower-alpha 1] is a 1993 vertically scrolling bullet hell arcade video game originally developed and published by Toaplan in Japan and Europe by Taito, as well as Korea by Unite Trading. The last shoot 'em up created by Toaplan, the title takes place on a distant Earth-like planet where a global takeover operative led by king Renoselva A. Gladebaran VII is set into motion, as players assume the role from one of the six fighter pilots conforming the Skull Hornets squadron taking control of submersible jets in a last-ditch effort to overthrow the invading military force from the planet. Its gameplay mainly consists of shooting mixed with role-playing game-esque elements using a main two-button configuration.

Batsugun
Developer(s)Toaplan
Publisher(s)
Producer(s)Yuko Tataka
Designer(s)Junya Inoue
Takeshi Kawamoto
Programmer(s)Satoshi Kōyama
Seiji Iwakura
Tsuneki Ikeda
Composer(s)Yoshitatsu Sakai
Platform(s)Arcade, Sega Saturn
Release
  • WW: December 1993
Genre(s)Bullet hell
Mode(s)

Headed by Fire Shark designer Yuko Tataka, Batsugun was created by most of the same team that previously worked on several projects at Toaplan and who would later go on to join one of its offshoots after the company declared bankruptcy in 1994 to continue working in the bullet hell sub-genre. Though first launched for the arcades, the game was later ported to the Sega Saturn by Gazelle and published exclusively in Japan by Banpresto on 25 October 1996, featuring various changes and additions compared with the original version.

Batsugun garnered positive reception from during its initial release in arcades and but was later met with mixed critical reception on the Saturn as an import title. Nevertheless, the game garnered awards from Gamest magazine. It has been heralded by many as the first manic shooter due to its evolution of various gameplay features in the shoot 'em up genre and as an inspiration for other similar titles. As of 2019, the rights to the project are owned by Tatsujin, a company founded in 2017 by former Toaplan member Masahiro Yuge and now-affiliate of Japanese arcade manufacturer exA-Arcadia alongside many other Toaplan IPs.

Gameplay

Arcade version screenshot.

Batsugun is a science fiction-themed vertically scrolling bullet hell game where players assume the role of one of the six Skull Hornets pilots taking control of their respective fighter jets through five increasingly difficult levels in a last-ditch effort to overthrow a global takeover led by the army of king Renoselva A. Gladebaran VII as the main objective.[1][2][3][4] The title initially appears to be very standard; Players control their craft over a constantly scrolling background and the scenery never stops moving until a boss is reached. Players also have only two weapons at their disposal: the main gun that travels a max distance of the screen's height and three bombs capable of obliterating any enemy caught within its blast radius.

A unique gameplay feature is the weapon system;[5][6][7] As enemies are destroyed, players gain experience points that are separate from the score and for every experience points gained, the main gun is leveled up and becomes much stronger. This is analogous to exp and levelling up in role-playing games. The weapon can only level up twice and after achieving its maximum level, experience points will grant players an extra bomb stock instead.[6] In addition, player can also grab "P" icons to increase the power of the current level gun.[5][6][7] A maximum of five "P" icons can be collected per experience level and getting more after this gives extra points instead, while collecting "B" icons increases the number of bomb stock to a maximum of seven.[5][6][7] Another gameplay feature, reminiscent of Aero Fighters, is the ability to choose between three fighter ship variations: Sky Mirage (type A), Dragon's Whisper (type B) and Judgement Flasher (type C).[5][6][8] Type A ships have a simple array of rapid-fire energy-beams that spread evenly.[8] Type B ships shoot a straight beam of lightning for as long as the fire button is held, while tapping the button causes sparks to appear and travel along the beam.[8] Lastly, Type C ships are adaptable; holding the fire button shoot energy waves straight, while tapping the button fires a spread of projectiles.[8] Each ship type becomes more powerful by leveling up.

There are multiple scoring methods for reaching high-scores to obtain extra lives in the game apart from destroying enemies, which are awarded at one-million points. Points can be gained from collecting V-shaped gold medals and once the level is finished, points are awarded for every type of medal collected.[5][6][7] Firing or bombing on determined locations is also crucial to reach high-scores, as certain setpieces in some stages hosts bonus secrets within their scenery, as well as destroying enemies on certain spots.[5][6][7][9][10] The game employs a respawn system where a downed single player will start off immediately at the location they died at. Getting hit by enemy fire will result in losing a life, as well as a penalty of decreasing the ship's firepower to its original state, in addition of all medals collected and once all lives are lost, the game is over unless the player inserts more credits into the arcade machine to continue playing. Unlike previous shoot 'em ups titles from Toaplan, there are no additional loops after completing the last stage.

Synopsis

The plot summary of Batsugun is explained through supplementary materials.[5][7][11][12][13] On a distant planet similar to Earth, a global takeover codenamed Epsilon Plan led by king Renoselva A. Gladebaran VII is set into motion, with the Imperial Army successfully staging multiple coup d'états upon countries of the planet in less than two weeks. All that stands between the military forces of Renoselva and world domination are the Skull Hornets: a squadron of fighter pilots led by prince Olisis R. Gladebaran VIII, son of Renoselva. The Skull Hornets utilize the most powerful submersible jets the planet's scientists have ever devised.

Development

Batsugun was created by most of the same team that previously worked on several projects at Toaplan such as Grind Stormer and who would later go on to join one of its offshoots after the company declared bankruptcy in 1994 to continue working in the bullet hell sub-genre.[13][14][15] Its development was helmed by a small group at the company and most of the members had several roles during this process, with Fire Shark designer Yuko Tataka acting as both producer and co-designer alongside artists Junya Inoue and Takeshi Kawamoto.[13][14][16] Cave co-founder Tsuneki Ikeda served as one of its programmers prior to DonPachi alongside Satoshi Kōyama, Seiji Iwakura and composer Yoshitatsu Sakai.[14][17][18][19] Both Ikeda and Inoue have stated that several games from other companies that were popular at the time served as influence early in development.[13]

Release

Batsugun Special Version Arcade printed circuit board.

Batsugun was first launched in arcades worldwide by Toaplan, Taito and Unite Trading in 1993.[20][21][22][23] During the same year, a soundtrack album containing music from the title was co-published exclusively in Japan by Scitron and Pony Canyon.[11][12] Several promotional materials were also released by Toaplan.[24][25][26]

A second edition, titled Batsugun Special Version, was showcased to attendees at the 1994 AOU Show in Japan but it was never officially released in arcades, as Toaplan slid into bankruptcy and this special version appeared on the secondary video game collecting market after the company vanished.[6][15][27][28] The special version featured a number of changes compared to the original version including a much smaller hitbox, a shield protecting the player from one hit, more powerful bombs, new scoring items, and the addition of multiple loops of increasing difficulty after completing the initial loop, among other changes.[6]

On 25 October 1996, Batsugun received a conversion to the Sega Saturn by Gazelle, an offshoot of Toaplan, and published exclusively in Japan by Banpresto.[6][15][29] The Saturn version featured various changes and additions such as the inclusion of both the original and special versions as a 2-in-1 package, as well as an arranged soundtrack.[6]

Reception

Batsugun was met with positive reception during its initial release in arcades. In Japan, Game Machine listed it on their February 1, 1994 issue as being the seventh most-popular arcade game at the time.[37] In the April 1994 issue of Japanese publication Micom BASIC Magazine, the game was ranked on the number nine spot in popularity.[38] Gamest simultaneously awarded the title with both the 6th "Best Shooting" and 36th "Best Character '94" awards.[35][36] Nick Zverloff of Hardcore Gaming 101 praised Inoue and Sakai's artwork and soundtrack respectively, among other aspects.[6]

The Sega Saturn conversion garnered mixed but generally positive from critics such as Famitsu and the Japanese Sega Saturn Magazine.[31][34] According to Famitsu, the Saturn version sold over 7,017 copies in its first week on the market.[39] Readers of the Japanese Sega Saturn Magazine voted to give the Saturn port a 8.4829 out of 10 score, ranking at the number 245 spot, indicating a large popular following.[40] Edge reviewed the Saturn version, deeming it "not a classic in designs terms, perhaps, but one that won't disappoint those yearning a show-off 2D title".[30] French magazine Joypad commended the Saturn released for its boss encounters, arsenal, multiplayer and game modes, stating that "Taken from the arcade game of the same name, this Saturn shoot'em-up isn't just another shoot, it's the game to own if you want to see how the genre has evolved today."[32] Christian Blendl of German magazine MAN!AC gave the Saturn an overall mixed outlook.[33] Zverloff of Hardcore Gaming 101 criticized some of the additions in the Saturn conversion such as the arranged soundtrack.[6]

Legacy

Batsugun has been regarded by multiple publications as the first manic shooter due to its evolution of complex enemy waves, bullet patterns, firepower and hitbox.[41][42][43][44][45] Mark R. Johnson, an author at The University of Sydney in Australia, noted that its first boss unveiled a number of on-screen bullets players never witnessed before.[46] In addition, the game was also cited as an inspiration for other titles in the shoot 'em up genre since its release such as Cho Ren Sha 68K and Eschatos.[47][48]

After the initial launch of Batsugun, Toaplan would cease development of shooting projects prior to their closure on March 31, 1994.[15][49][50] A sequel was planned but never released, however Inoue stated that the idea of gender-based firepower pairing envisionsed for the title was integrated into Progear.[51] In more recent years, the rights to the title and many other IPs from Toaplan are now owned by Tatsujin, a company named after Truxton's Japanese title that was founded in 2017 by Masahiro Yuge, who are now affiliated with arcade manufacturer exA-Arcadia.[52][53][54][55][56]

Notes

  1. Japanese: バツグン, lit. "Exceptional" or "Extraordinary"

References

  1. "紹介 - Batsugun". Gamest (in Japanese). No. 105. Shinseisha. January 1994. pp. 158–159.
  2. "紹介 - Batsugun". Gamest (in Japanese). No. 107. Shinseisha. February 1994. pp. 166–167.
  3. "攻略 ステージ 1-3 - Batsugun". Gamest (in Japanese). No. 109. Shinseisha. March 1994. pp. 43–45.
  4. "攻略 ステージ 4-5 - Batsugun". Gamest (in Japanese). No. 111. Shinseisha. April 1994. pp. 63–65.
  5. Batsugun manual (Sega Saturn, JP)
  6. Zverloff, Nick (15 September 2017). "Batsugun". Hardcore Gaming 101. Archived from the original on 6 June 2019. Retrieved 13 December 2019.
  7. "BATSUGUN" (in Japanese). Shooting Star. Archived from the original on 16 December 2019. Retrieved 15 December 2019.
  8. "アーケーダー7 - BATSUGUN". Marukatsu Mega Drive (in Japanese). No. 10. Kadokawa Shoten. January 1994. pp. 42–43. Archived from the original on 2 February 2021. Retrieved 2 February 2021.
  9. "攻略 稼ぎ、タイプ別 - Batsugun". Gamest (in Japanese). No. 114. Shinseisha. 15 May 1994. pp. 66–68.
  10. "攻略 ブタ砲台、59630". Gamest (in Japanese). No. 116. Shinseisha. May–June 1994. pp. 66–67.
  11. "PCCB-00151 | BATSUGUN". vgmdb.net. VGMdb. Archived from the original on 21 March 2016. Retrieved 17 December 2019.
  12. Kotowski, Don (1 August 2012). "Batsugun". vgmonline.net. Video Game Music Online. Retrieved 17 December 2019.
  13. Inoue, Junya (8 September 2017). Batsugun: Truth Story Batsugun. Tokuma Shoten. ISBN 978-4198644703.
  14. Toaplan (1993). Batsugun (Arcade). Toaplan. Level/area: Staff.
  15. Iona; VHS; K-HEX (June 2009). "東亜プラン FOREVER". Floor 25 (in Japanese). Vol. 9. (Translation by Gamengai. Archived 2020-10-10 at the Wayback Machine).
  16. "井上淳哉 - 「エスプレイド」「ぐわんげ」を創った男". Continue (in Japanese). Vol. 6. Ohta Publishing. September 2002. ISBN 978-4872337006. (Translation by Gamengai. Archived 2019-11-22 at the Wayback Machine. Transcription by Gaijin Punch. Archived 2006-07-10 at the Wayback Machine).
  17. "クリエイターズファイル - 「鬼弾幕は避ける快感の究極形」ケイブの池田恒基氏". Gpara.com (in Japanese). 株式会社ジーパラドットコム. 21 September 2004. Archived from the original on 27 September 2007. Retrieved 13 December 2019. (Translation by Shmuplations. Archived 2019-12-13 at the Wayback Machine).
  18. "CAVE 15th Anniversary ~Shoot'em All!!~". Monthly Arcadia (in Japanese). No. 118. Enterbrain. March 2010. pp. 46–55. (Translation by Shmuplations. Archived 2019-09-14 at the Wayback Machine).
  19. Joscelyne, Svend (8 December 2011). "Interviews// All Your Base: Cave CCO Tsuneki Ikeda". SPOnG. SPOnG.com Limited. Archived from the original on 3 October 2017. Retrieved 16 December 2019.
  20. "Super Soft Hot Information: アーケードゲーム (Arcade Game) - BATSUGUN (バツグン)". Micom BASIC Magazine (in Japanese). No. 139. The Dempa Shimbunsha Corporation. January 1994. p. 354.
  21. "Arcades - News•Previews: Batsugun (Toaplan)". Joypad (in French). No. 30. Yellow Media. April 1994. p. 25.
  22. Akagi, Masumi (13 October 2006). 東亜プラン (Toa Plan). アーケードTVゲームリスト 国内•海外編 (1971-2005) (in Japanese) (1st ed.). Amusement News Agency. p. 50. ISBN 978-4990251215.
  23. "Batsugun [Model TP-030]". arcade-history.com. Archived from the original on 1 October 2018. Retrieved 1 October 2018.
  24. "お年賀状スペシャル!! 1994". Gamest (in Japanese). No. 107. Shinseisha. February 1994. p. 84.
  25. "テレカプレゼント - Batsugun". Gamest (in Japanese). No. 114. Shinseisha. 15 May 1994. p. 101.
  26. "テレカプレゼント - Batsugun". Gamest (in Japanese). No. 116. Shinseisha. May–June 1994. p. 101.
  27. "'94 AOUショー レポート - Batsugun AOU版". Gamest (in Japanese). No. 113. Shinseisha. May 1994. p. 67.
  28. "'94 AOUショー人気アンケート第 20位 - Batsugun AOU版". Gamest (in Japanese). No. 113. Shinseisha. May 1994. p. 70.
  29. "セガサターン対応ソフトウェア(ライセンシー発売)- 1996年発売". SEGA HARD Encyclopedia (in Japanese). Sega. 2020. Archived from the original on 20 March 2020. Retrieved 29 June 2020.
  30. "Testscreen - Batsugun (Saturn)". Edge. No. 40. Future plc. Christmas 1996. p. 85.
  31. "NEW GAMES CROSS REVIEW: バツグン (セガサターン)". Famitsu (in Japanese). No. 411. ASCII. 1 November 1996. p. 32. Archived from the original on 9 November 2019. Retrieved 9 November 2019.
  32. "Japon Zoom - Zapping - Saturn - Batsugun". Joypad (in French). No. 59. Yellow Media. December 1996. p. 86. Archived from the original on 5 November 2015. Retrieved 9 November 2019.
  33. Blendl, Christian (January 1997). "Overseas - Planet Saturn: Batsugun". MAN!AC (in German). No. 39. Cybermedia. p. 64.
  34. "Sega Saturn Soft Review - New Release Title Check! - BATSUGUN". Sega Saturn Magazine (in Japanese). No. 33. SoftBank Creative. 8 November 1996. p. 229.
  35. "第8回'94 ゲーメスト大賞 ベストシューティング賞 6位". Gamest (in Japanese). No. 136. Shinseisha. January–February 1995. p. 44.
  36. "第8回'94 ゲーメスト大賞 ベストキャラクター'94 36位". Gamest (in Japanese). No. 136. Shinseisha. January–February 1995. p. 51.
  37. "Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)". Game Machine (in Japanese). No. 465. Amusement Press, Inc. 1 February 1994. p. 25.
  38. Kaida, Kiyotaka (April 1994). "Super Soft Hot Information: アーケードゲーム (Arcade Game) - Hot 10". Micom BASIC Magazine (in Japanese). No. 142. The Dempa Shimbunsha Corporation. p. 296.
  39. "Game Search". Game Data Library. Archived from the original on 24 April 2019. Retrieved 1 November 2020.
  40. Dreamcast Magazine (March 2000). セガサターン (Sega Saturn Magazine): 読者レース Final (PDF). サターンのゲームは世界いちぃぃぃ! ~サタマガ読者レース全記録~ (in Japanese). SoftBank Publishing. pp. 8–15. ISBN 978-4-79731173-0. Archived (PDF) from the original on 30 October 2018. Retrieved 20 January 2021.
  41. Davison, Pete (9 June 2013). "Curtains for You: The History of Bullet Hell - An exploration of the shmup genre's most challenging offshoot". USgamer. Gamer Network. Archived from the original on 9 October 2018. Retrieved 1 December 2019.
  42. Freeman, Will (8 December 2013). "DoDonPachi retrospective - The full extent of the Jam". Eurogamer. Gamer Network. Archived from the original on 8 December 2019. Retrieved 8 December 2019.
  43. Carter, Chris (31 March 2015). "The joy of bullet hell - Pew pew, I'm in heaven". Destructoid. Enthusiast Gaming. Archived from the original on 21 May 2016. Retrieved 13 December 2019.
  44. Lambie, Ryan (21 June 2018). "Toaplan: the rise and fall of Japan's greatest shooting game company". Den of Geek. Dennis Publishing. Archived from the original on 21 June 2018. Retrieved 20 October 2019.
  45. "Interface - Developer Profile / Toaplan: Bullet time - A decade of Toaplan". Wireframe. No. 13. Raspberry Pi Foundation. 9 May 2019. pp. 52–53.
  46. Pulos, Alexis; Lee, S. Austin; Johnson, Mark R. (24–25 December 2016). "Amusement Arcades, Shmups, and Danmaku Games". Bullet Hell: The Globalized Growth of Danmaku Games and the Digital Culture of High Scores and World Records. Transnational Contexts of Culture, Gender, Class, and Colonialism in Play. Springer Publishing, The University of Sydney. p. 20. doi:10.1007/978-3-319-43817-7_2. ISBN 9783319438177.
  47. Yoshida, Koichi (12 September 2001). "超連射68K 開発後記". Yosshin's web page (in Japanese). Archived from the original on 12 May 2019. Retrieved 8 December 2019. (Translation by Shmuplations. Archived 2019-07-02 at the Wayback Machine).
  48. "開発者インタビュー: エスカトス". Shooting Gameside (in Japanese). Vol. 3. Micro Magazine. 24 September 2011. pp. 70–75. ISBN 978-4896373714. (Translation by Shmuplations. Archived 2019-12-30 at the Wayback Machine).
  49. "Overseas Readers Column - Toaplan Goes Bust". Game Machine (in Japanese). No. 472. Amusement Press, Inc. 15 May 1994. p. 26.
  50. "東亜プラン シューティングクロニクル 特設ページ". SweepRecord (in Japanese). SuperSweep. 27 October 2011. Archived from the original on 15 February 2020. Retrieved 27 February 2020. (Translation by Shmuplations. Archived 2019-10-02 at the Wayback Machine).
  51. "プロギアの嵐 - ケイブ開発者インタビュー". Monthly Arcadia (in Japanese). No. 12. Enterbrain. May 2001. pp. 42–45. (Translation by Gamengai. Archived 2019-11-22 at the Wayback Machine).
  52. "ライセンス事業" (in Japanese). TATSUJIN Co., Ltd. 2019. Archived from the original on 25 December 2018. Retrieved 14 December 2019.
  53. Bravo, Roberto (12 September 2018). "Nueva compañía "Tatsujin" asegura tener gran parte de las IPs de la extinta Toaplan" (in Spanish). Gamercafe. Archived from the original on 21 October 2019. Retrieved 14 December 2019.
  54. "Tatsujin". exA-Arcadia. 2019. Archived from the original on 21 October 2019. Retrieved 14 December 2019.
  55. Bravo, Roberto (25 January 2019). "Tatsujin, los dueños de Toaplan, anuncian que están trabajando para exA-Arcadia" (in Spanish). Gamercafe. Archived from the original on 21 October 2019. Retrieved 14 December 2019.
  56. "[JAEPO2019]TATSUJINやナツメアタリの参入が発表されたexA-Arcadia。出展コーナーの模様を紹介". 4Gamer.net (in Japanese). Aetas Inc. 26 January 2019. Archived from the original on 21 October 2019. Retrieved 14 December 2019.
This article is issued from Wikipedia. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.