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The Obscurer Tribune # 21
BulletMagnet | 12 hours ago - 10:11 PM on 11.20.2009 4 comments




Time to celebrate yet again, everyone – the Tribune is now legally old enough to drink!...if you’re generous enough to equate “weekly issues” with “years!” Don’t worry, though, I’ll find SOMEthing to highlight for every single issue if I can, I’m basically a walking, talking “365 excuses to party” calendar. I also, as it happens, have this past week’s unusual gaming news stories for you:

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First things first, reminder time – the awesome (and region-free) Mushihime-sama Futari releases next week. If you have yet to preorder this game and voice your support for the developers, DOO EET! DOO EET NAOUGH!

While the first Senko no Ronde (released here as WarTech) didn’t get a very friendly reception from most Westerners (including me), over in Japan these scans confirm that the sequel, Senko no Ronde Duo, is also coming to the 360. I doubt that Ubisoft or anyone else will give us another shot at the series…if they do, though, it probably won’t take long for it to meet its predecessor in the bargain bin. Some players swear by these games though, so I may well be missing something about them…

Along with a few other MSX oldies, the extra-obscure Konami side-scroller Space Manbow is coming to WiiWare in Japan – while I generally don’t recommend MSX shooters, this is definitely one of the better ones, and it was never really ported anyplace else, so those with access to the Japanese store might want to check it out. Across the console divide the excellent Raiden Fighters Aces is also available on the Japanese 360’s “Games on Demand” list, though again you pretty much need to be in Japan to get it – considering that the US disc-based release was 20 bucks to begin with, though, you didn’t have any excuse not to own it already anyways.

Just in case the six-part Sin and Punishment interview interspersed throughout the last few issues wasn’t enough for you, now you can watch the entire game on YouTube if you don’t mind being spoiled. Or just read some additional impressions instead. OR just keep waiting for a concrete Western release date in obedient silence…

The DSiWare version of Little Red Riding Hood’s Zombie BBQ looks to be pretty much exactly the same as the original cart-based release, but just in case you still haven’t seen the game in action (spoiler: it features [Not-So]-Little Red Riding Hood killing zombies), you can watch a pair of videos on the front page in super-vertical Scroll-O-Vision!

Old, but apparently there’s an R-Type shirt out there someplace that someone mentioned. So yeah. On a similar note, while Space Invaders Extreme 2 turned out “okay” in my opinion, this car looks pretty darn nifty.




Check out this link for some new details on Super Street Fighter IV’s online modes, as well as a pair of videos featuring Juri versus T.Hawk and Dee Jay (as well as a really irritating announcer, who can hopefully be tuned down or turned off). (DToid coverage here). The front page also has an item on Replay Mode, and on the c-blogs RAB links to some official comments about the roster and yet another video (front-paged here), while Creamsnake has his own link to a G$ video which shows a new stage (front-paged here. Oh, and another new character may be revealed soon. Finally, while my usual tone is decidedly different from the writer’s, I still must concur with the general theme of this blog.

The “main” console editions of Tekken 6 have been out for a bit by now, but if you’ve mainly been keeping an eye on the not-yet-released PSP version the front page has two new videos to check out; a few other tidbits on the international releases are also available for perusal. Impressions of the console versions that I’ve seen have been very mixed…guess it just evokes certain reactions in certain gamers even more than most offerings.

Readers are probably already aware that I’ve never been much of a Mortal Kombat fan, but this post on the front page links to the blog of a former Midway artist who’s posted some work he did for a MK project that never got off the ground. Pretty neat, though (go figure) I couldn’t help but notice that the guy is apparently unaware of the existence of the word “whose”.

Wry Guy has unveiled his latest update on the “Fatal Destructoid” King of Fighters ‘98 tournament, focusing on fellow shmupper Zoel, who (surprise, surprise) effortlessly kicked my sorry backside when I sparred with him recently. And the video in that article doesn’t even show the Athena he used to single-handedly take my team apart…be forewarned, screeches of Psycho BAAAAALLLL will haunt your dreams.




Just in case my own piece on Atelier Annie didn’t explain the game clearly enough for you, here’s someone else’s take.

We knew it was coming, but it’s still awesome to see it confirmed – Yes, Virginia, there IS a Western release of 3D Dot Game Heroes! It’s coming in early May courtesy of Jolly Old Saint Atlus, and best of all it’s only 40 bucks! Once again I am tempted to construct maakeshift shrine to Jack Frost in my bedroom closet. (Jim Sterling is also happy here, as are the c-blogs here. Also check the front page or the c-blogs for the English trailer, as well as a sample of the soundtrack. Finally, just in case you needed any more impressions of the game, here they are (spoiler – it’s kinda like Zelda).

A couple more screens and a bit of additional character information are available for Ar Tonelico III, which NIS America had better have a very close eye on…

While the Tribune has already mentioned the upcoming PSP remake La Pucelle Ragnarok, as it turns out the game won’t be merely a one-shot revival, but merely the kickoff point for a pair of all-new La Pucelle sequels. No word on the nature of the games or what system(s) they’d appear on, but expect further news from Prier and company at some point.

Some vital information about the upcoming Lufia revival has come out – 1) It’ll be on the DS. 2) It’ll be in 3D. 3) It’ll be an action-RPG. I’m not particularly excited about any of those developments, to be perfectly honest…hopefully I turn out to be wrong in my premonitions.

The Holy Invasion of Privacy, Badman! fan art contest has concluded, and the winners have been posted. The official site for Badman! 2 has been updated, as has the corresponding site for Sakura Wars: So Long My Love. To round out this issue’s NISA hodgepodge, apparently the Powers That Be are coinsidering bringing Mana Khemia 2 Portable over if there’s a demand for it; considering how shoddy the PSP version of the original game was I’m not sure it exists, but if they’ve managed to improve this one…

The official site for the upcoming localization of Shiren the Wanderer for Wii is also up, though there’s not much to see as of yet – for more information visit Atlus’s forum for a “developer blog” post, with more like it to come (DToid coverage here). Also, this page suggests that the game might be here as early as February – Amazon currently slates it for April, so we’ll have to wait for some official word from Atlus to settle this discrepancy.

I haven’t played Nostalgia myself, but for anyone who has (or is just interested in the developer’s perspective) click here for an interview with the game’s Project Director. Those of you who have tried the game, how is it, overall? I’m kind of hesitant to take the plunge myself…

Any of you out there who are interested in the Turbo CD homebrew scene ought to be interested in a fan-made RPG called Mysterious Song, which is nearly complete and open for pre-orders. Apparently it’s a remake of a PC game (which I’m not personally familiar with) from about a decade ago – some of the Tribune’s readers probably know more about it than I do, so if you have any additional relevant information to share, let us know.




Ol’ Yuji Naka (aka Mr. Sonic) is releasing a nice-looking Kirby: Canvas Curse-esque title called Ivy the Kiwi?, in which you help a constantly-running bird along by drawing “vines” on-screen to use as platforms or slingshots. It’s only on Windows Phone, but the rest of the world can hope it sees a DS port or the like eventually.

Just a rumor right now, but if it turns out to be true we can expect Scribblenauts 2 sometime next year, on the PC and Wii as well as the DS. Gamasutra also has excerpts from a Game Developer magazine interview with 5th Cell about several notable aspects of the “original” game, including the control scheme, localization, and level design – a link to said article can be found here.

I haven’t kept up with Raskulls as well as I probably should have, but the front page has thankfully been more fastidious – one of the developers talks about the game’s modes, and also offers a more general take on how hard it is for new IPs to be noticed in this day and age.

Marvelous Entertainment posted some of their Japanese sales figures for this past year, with some semi-discouraging results…while their PSP output (most notably Half-Minute Hero) made some money, it wasn’t enough to make up for the losses the company endured on their Wii output (most notably Muramasa and Little King’s Story). These guys put out some worthy stuff, so hopefully next year will turn out better for them…

Last issue I linked you to a video shot by a shmup forum member who hosted King of Kong personality Mark Alpiger and had him try a bullet hell shooter or two – this week, a fuller rundown of their encounter (which spanned quite a bit of time and space) can be read over here.

This is old, but just in case anyone (like me) hadn’t seen it yet, be sure to check out the Arcade Game Screen Quiz, which tests your ability to recognize arcade titles by their screenshots. A lot of the time the options you’re given make the correct answer rather obvious, but it’s still not a bad way to kill a little time.

Aaaand your Silly Photo of the Week. AAAAND your Non-Obscure But Still Amusing Video as well.

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Hoping to have another non-Tribune article up sometime next week…back to work! As usual, thanks for reading and keep gaming obscurely.

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The Obscurer Tribune # 20
BulletMagnet | 8:00 PM on 11.13.2009 14 comments




Get out your noisemakers, because this issue of the Tribune happens to have a round number attached to it! Or you could just read the past week’s obscure gaming news as usual, since there’s certainly plenty of it:

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I’ll start this section off with a shmups.com forum exclusive, kinda – one of our members, drboom, actually managed to get Mark Alpiger, who you may remember from The King of Kong, to come over and play a bit of DoDonPachi Dai-Ou-Jou. The old school meets the new, screens are yelled at, the Japanese are repeatedly insulted, and quite the intriguing case study is had – the video of the first play-through is right over here.

Still no sign of Illvelo on the Wii, but at least it appears that the game hasn’t completely vanished off the face of the earth – Amazon is now listing the game’s release date as February 16th. There’s also a suitably weird trailer up for it now, though the “coming 2010” bit at the end makes one wonder why the earlier release dates were even brought into the equation. The wait continues…

Another blast from the past is coming to WiiWare – a few of you might remember Phalanx, a side-scroller which was ported from the X68000 computer system to the SNES and GBA (though most people only know it from the box art). This iteration will apparently be based most closely on the X68K original, but will also include some new features – more details to come, hopefully.

I’d never heard of the anime Sora Kake Girl before this item, but apparently there’s a DSiWare shmup based on the license, a side-scroller in which you can switch between “ship” and “mech” modes a la Hyper Duel. It’s only five bucks, so if you’re looking for something to download to your (Japanese) DSi there are worse risks to take…we hope.

Also, just in case you don’t already have enough venues through which to play the original R-Type, the game is now coming to iPhone – as the writeup points out, it’ll definitely be interesting to see how its brand of gameplay translates…

Another shmup forum denizen made me aware of Holy Hell, an upcoming homebrew puzzle/shooter for the GBA. The videos currently available make the game look pretty simple overall (reminds me a little bit of Zoop, with auto-scrolling added in), but I’ll keep an eye out for some more solid information.

So, how much do you REALLY like Darius? If you’re out to prove your devotion, you might want to import the Special Edition of Darius Burst – for about 100 dollars you get the game, a hand towel and a “Best of Darius” soundtrack CD. If I read the page correctly it looks like most of the music on the disc is from Darius Twin, which has my least favorite song list in the series – bleh, go figure.

As promised, here’s the last part of Siliconera’s translated Sin and Punishment 2 discussion: now you have until the game’s Western release date to try to digest it all. By the way, Phoenix Gamma wants you to buy it. If you don’t he will f***ing cut you!

Smash T.V. fans might want to take not of what one of the game’s original programmers has to say over here – according to him, before Midway went kaput the company was working on a next-gen follow-up, and moreover he holds out hope that the game might yet be finished by new IP owner Warner Bros. As the article notes, considering the resurgence of twin-stick shooters of late it’s certainly not beyond the realm of possibility – could we be returning to the Pleasure Dome before much longer? Stay tuned… (DToid coverage here.)

Remember Lose/Lose, that shooter someone made which would delete files from your computer as you shot the enemies therein? The creator intended it as a discussion piece, and didn’t think anyone would actually play it – as it turns out, people have indeed played it, to the point that “high-score” boards exist. He discusses this bizarre state of affairs in here.




Another lengthy (to the tune of nearly eight minutes) trailer for the new Toshinden is available for viewing – as the article notes, there’s loads of voicework going on here, and moreover pre-orders will receive a drama CD. Does all the pizzazz mean that we’ve got an especially full-featured game on our hands, or does this indicate that too much emphasis is being put on the wrong areas? Time will tell…

Last issue revealed that BlazBlue was coming to the PSP: this time around, if you click here you’ll find a link to a whole bunch of new screens of the portable version that you can check out. If any of you out there tried the game on the PSP via remote play, how does this stuff compare visually?

Darkstalkers fans continue to wait for a new game in the series, but in the meantime at least they can take some comfort in seeing their favorite character in comic book form. Udon is putting out another three issues in January, which will introduce a handful of characters from the game which were previously absent from the comics – hopefully buyers are willing to actually read them, as opposed to hermetically seal them in plastic and shut them away in a vault.

Over on the c-blogs, Hoygeit shows us a layout for a fightstick featuring everyone’s favorite British butt-baring secret agent (no, not Jim Sterling, the other one).

Despite already trying to get a group together to face off against some fellow gaming sites, de BLOO apparently isn’t worried about stretching himself too thin, as he’s starting up another tournament, this one for DToid only. If you’re up for some friendly SFIV competition this coming Sunday, sign yourself up.

Speaking of tournament, Wry Guy has posted the latest bits of progress related to his King of Fighters ‘98 tourney, specifically focused on his training matches with Squirrelygy. By now he and I have sparred a few times, and frankly I wonder if he’ll be able to fit all of the requisite “needs improvement” items into one c-blog (but I did manage to take down his Saisyu once!). All entrants should also see this post for instructions on how to get in on the chat channel he’s set up.

On other amusing KoF fronts, have an exceedingly silly Photoshop image.

NihonTiger lets us know that over next door at Tomopop they’re giving away a rather mean-looking Blanka statue – if you’re in the market, head over and toss your hat into the ring. (Front page item here.)

On slightly less savory fronts, some fan artwork of Chun-Li has been illegally lifted to shill for some online flash game, not to mention that a Street Fighter IV Snuggie knockoff (presumably officially-licensed this time) exists – some further intriguing details on that one here. God bless the free market.




The official site for Sakura Wars: So Long My Love has updated again, with a few new wallpapers and character profiles. Also, while I don’t know who originally put this together (probably unang), it still cracked me up.

If you liked the characters of the first Super Robot Taisen OG Saga: Endless Frontier (still working on that abbreviation, obviously), good news concerning the sequel – it looks like the entire playable cast, including the guests from Namco X Capcom and Xenosaga, will be making reappearances in Exceed. The original article is a bit unclear as to whether they’ll all be playable again, though these Famitsu scans (credit to Mognet Central for the link) and this lengthy trailer confirm that they will be. The latter link also details the LE, which will include 2 CD soundtracks (for this game and its predecessor) and an artbook as well as a box to put it all in. The official site has also updated, so check that out too – if you’re not suffering from Boob Overload by then.

Did you also like the playable bunch of the original Valkyria Chronicles? More good news then, as not only are Alicia and Welkin back for an encore in the PSP sequel, but a handful of original characters from the anime and manga are also making their bona fide video game debuts – the link has a few screenshots. On the c-blogs, meanwhile, Petrovay has some brief impressions of the Japanese Valkyria Chronicles demo – not too many details, but just the fact that he labels the game “pretty much exactly like the PS3 original” in many aspects is reason to get a bit excited all by itself.

In retrospect, I probably should have seen this coming. A little while back, Square acquired Taito. What does Square mostly make? RPGs. Taito made them too, back in the day – as such, it was a head-smacking moment for me when I saw the announcement that Square will be releasing a new Lufia. It’s been ages since I played Rise of the Sinistrals, and no platform for this latest entry has been announced yet, but somehow I’m still rather glad to hear this. (DToid coverage here.)

Last issue mentioned that the U.S. release of Record of Agarest War had been pushed back, for reasons to be revealed – as it turns out, Aksys is not only enhancing the PSN download with the extra stuff added to the Japanese 360 release, but they’re bringing over that same disc-based 360 version over as well! The press release is worth reading for a few additional lulz – either way, this is quite a surprise, and will probably enrage some overly-moralizing types, which means I must buy this. (DToid coverage here).

A quick interesting note about the upcoming Sands of Destruction for the DS – while the story is on the dark side as the genre goes to begin with, originally it was intended to be even more grim with humanity being forced to serve not only as slaves, but as food (and a couple of munchings would appear on-screen). Marketing concerns toned things down a bit, but it’s still interesting to wonder how it might have come across if things had been left as they were.

Kinda-sorta following in the footsteps of Dokapon Kingdom with perhaps a dash of Culdcept thrown in is Dice Dice Fantasia, a board game/RPG hybrid coming to the Japanese PSP in December. While I’m inherently wary of games that put too much emphasis on dice rolls, the genre is certainly not an inherently lost cause – the link has an eight-minute video up if you want a general idea of how it looks.

While we here in the West are busy enough waiting for more concrete info on our version of 3D Dot Game Heroes, the developers have added another possible layer of interest to the proceedings, asserting that porting the game to the 360 is entirely possible, and that if the publisher makes the request it’ll almost definitely happen. The question for us is, how willing are we to wait on that possibility?

Japan got a PSN release of Vagrant Story some time ago, but it looks like Europe is finally getting a second shot at it – no concrete release date as of yet, but it’ll hopefully give our cross-Atlantic neighbors enough time to prepare to relive one of the worst protagonist hairdos in RPG history!

Some new screens and such for Shiren the Wanderer 4 are now available, including some info on a new skill system and…a weird banana character, probably not inspired by the one in Kenka Bancho. Of course, the more burning question is when I’ll finally decide whether or not this game belongs in the “RPG” or “Misc.” section, instead of switching the placement up every issue without even meaning to.

Apparently a group of fans has recently put out an unofficial translation for Brandish 2 – more importantly, they’ve also released, as they title it themselves, an obnoxious trailer. Fun as this is, I’m still more interested in the Japanese PSP remake, which is supposedly good – of course, we’ve yet to get a particularly good Falcom PSP game localized, for whatever reason.




Hmm? What’s this that the front page is linking to? Information about a new DS game from the Henry Hatsworth developers, involving a mixture of platforming, exploration, and monster raising? How to respond to this turn of events? One word that comes to mind is SOLD!!

It looks like Might and Magic: Clash of Heroes is being nudged back, bit by bit…last I checked the game was going to release later this month, but according to Gamestop we won’t be seeing it until December. There are already several reviews for this one out there already, so presumably the game is finished – wonder what the holdup is?

Speaking of which, ANOTHER delay for Fragile on the Wii? Looks that way – the title was already bumped back recently from January to February, and if Gamestop’s listing is to be trusted by now it’s been nudged again to March. I half-wonder if the reason for all the delays is the cumbersome new words they keep adding to the game’s title.

Any of you out there who were hoping that SNK would get around to releasing Arcade Classics Volume 2, you’ve got it – kinda. There is indeed another 20-game SNK compilation coming, but it’s actually called Arcade Classics 0, and while few details are available outside of its recent ESRB rating blurb, all indications are that this collection will be made up mostly of the company’s earlier titles. I was somewhat underwhelmed by Volume 1, personally – come on SNK, get a bona fide Volume 2 (and Blazing Star) out there already!

On the downloadable front, 0D Beat Drop released earlier this week on XBLA – while it’s certainly not the first puzzle game featuring “music elements”, unlike many titles which simply tie the beat to your actions here you’re encouraged to actually drop pieces in time with the music for the best results. Moreover, you can even import your own music if you’d like - some footage of a 4-player match can be viewed here. On a somewhat similiar note (no pun intended) comes Symphony, which should probably have been featured in the Shmups section, but either way transforms players’ music into enemy shooter patterns, with the results looking a little bit like Rez. (DToid coverage here.)

A handful of D3’s “Simple” series budget titles have made it here, but most have remained Japanese exclusives – it appears, however, that we’re getting a few more, most interestingly The Block Kuzushi Quest: Dragon Kingdom, aka Arkanoid with some fantasy elements. Could this be to Breakout what Puzzle Quest was to Bejewled? Keep an eye out for the game under its localized title, Beta Bloc.

I know pretty much nothing about the anime Nodame Cantabile, but it’s come to my attention that there was a DS game for it released in Japan, a rhythm title featuring classical music. Another game based on the series has been announced, though there’s no word on whether or not it’ll play like the first one – hopefully it’s the same basic framework, as Mad Maestro could do with the company.

Looks like PSP owners have some more pinball headed their way, as the ESRB has posted listings for a series of games called Pinball Heroes, themed off of Uncharted, Hot Shots Golf, and a few others. In my experience digital pinball tends to be either excellent or awful, and the tweaks needed to cross the line are not major ones – let’s hope this batch get the development attention they deserve.(DToid coverage here.)

Mr. Holmes updates us yet again, this time on the status of the WiiWare port of Cave Story, which has been delayed for quite a bit now – apparently it’s been resubmitted for approval, so hopefully it’ll be available soon, though an included image suggests that a bit of sprite color editing might be in the cards. We’ll only know The Meaning of the Yellow for certain once the game is out.

I’m a bit late on this one (what else is new?), but one of my fellow shmup forum-ites recently made me aware of an indie side-scrolling game with RPG elements called Aztaca – as the name suggests it takes place in a South American tribal setting, and moreover its design style reminds me of Soul Bubbles, which can only mean good things. Apparently a demo is out there, and the full thing is available on Steam – check out a trailer and some straight gameplay footage.

Looks like we’re not quite done with after-the-fact Halloween items yet – as luck would have it, our very own EarthbounderNess is this year’s Atlus-o-Weenie WINNAR thanks to his simply ravishing “alternate costumed” Kanji. Congratulations to you, sir!

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Guess that does it for this week – just as a precaution, I figure I ought to mention that my schedule’s in a possible state of upheaval at the moment, and while nothing’s set in stone the possibility exists that the Tribune (and this blog’s output in general) might become a bit more irregular than it’s been. Not like too many people will be even remotely affected by this if it happens, but I’ll just throw it out there just in case. Anyhow, thanks again for reading, and keep gaming obscurely.

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How-To: Atelier Annie
BulletMagnet | 12:31 PM on 11.09.2009 7 comments




I frequently recommend obscure games to others: this often means urging players with more “mainstream” sensibilities than mine to venture into somewhat intimidating territory, at a loss for how to react to certain unusual features and design choices, if not scared off outright. With this series, something of a stand-in for what would otherwise be “regular” reviews, I attempt to not only give readers a general idea of what to expect from an unusual game but offer some additional insight into how best to approach and enjoy it even if it’s something completely new for you – as well as what makes the experience special for an avowed enthusiast like myself.

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“Um…Atelier who?

I certainly wouldn’t be surprised if the above was your first reaction to this blog’s title – despite publisher NISA’s bestowal of a limited-edition premium set and a full-featured official site to boot, the recent debut of Atelier Annie: Alchemists of Sera Island was about as subdued as a launch gets – as of this writing, nearly two weeks after its release, only a small handful media outlets have so much as bothered to acknowledge the title’s existence, let alone delve into it at all. While such a low profile is probably enough by itself to set off some potential customers’ “kusoge” alarm bells, I advise fellow players not to be dissuaded; in fact, I wholeheartedly recommend Annie to anybody looking for something interesting on the DS. As befits its inclusion in this segment, however, this game is a bit difficult to compare to more familiar ones, even the kindred Atelier Iris series – though most seem content to just call the game an RPG, it’s rather tricky to even attach a “traditional” genre label to it.

Of course, these very same characteristics are exactly what make Annie the perfect choice for my maiden “How-To” effort, as my goal here is to lower at least some of the more intimidating barriers between this quirky offering and those who would probably have some fun with it…if they knew it existed, not to mention what it’s about. Even if this game ends up not sounding like your cup of tea, hopefully you’ll still at least walk away a bit more aware of what’s waiting out there in the more remote corners of the gaming landscape, if not more inclined to someday explore those far reaches yourself. Without further ado, then, here’s this blog’s first “How-To” article, and Atelier Annie.

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Know Your History

While not “directly” related to the game, one thing worth knowing even before you dive into Annie is that, while the name might be unfamiliar to most of us, it really isn’t an out-of-nowhere “rogue” release - to the contrary, it’s merely one of the more recent entrants in a long-running series that launched the developer, Gust, and has continued to define it right up to the present. The company’s first release, Atelier Marie, hit Japanese shelves during the 32-bit era, but it wasn’t until 2005 that the West finally got a tentative taste, via Atelier Iris: Eternal Mana on the PS2 – since then we’ve been treated to a pair of Iris sequels as well as their Ar Tonelico and Mana Khemia cousins. The fact of the matter, however, is that all of the Gust games we’ve gotten here so far, the Iris line included, are merely offshoots of the “core” Atelier formula - Annie, as it turns out, is the first “true” Atelier game to make it out of Japan.

While the aforementioned “sister series” are true-blue JRPGs, the central, traditional Atelier entries take that part of their names (in case you were unaware, the word means “workshop”) especially seriously - while all of these games place some amount of emphasis on item creation, Annie and its Japan-only predecessors (the protagonist of one of them actually makes a cameo appearance here, though most Western players won’t recognize her) truly dive headfirst into the art of alchemic crafting, going so far as to make it the centerpiece of the entire experience. While this setup comes off as unusual to most of us, who are used to spending most of our “active” RPG time wandering around and beating stuff up, it’s worth keeping in mind that this “new” style is actually the gameplay foundation that the series was built on, and the reason it has been so successful in its home territory. I’ll go more into the specifics later on, but for starters just make sure to remember what this title’s release represents in the big picture - it’s far more than its dearth of media coverage suggests.



Small-Town Values

As important as the alchemy element is to the series, however, in this section I’ll attempt to detail what I personally consider to be Atelier Annie’s greatest single defining feature - its willingness to do what so few other RPGs dare, and sacrifice flashy grandeur in the interest of rich, if sometimes earthy, intimacy. If you’re expecting to save the world for the umpteenth time when you start this game up, you can forget it - your loftiest goal here is basically to become a successful entrepreneur, a scenario, for a change, that most of us out here in the real world can relate to on some level (minus the arcane mysticism part, of course…unless you work in derivatives trading). Moreover, don’t expect any larger-than-life Heroes of Destiny here - just for starters, our protagonist, Annie, while endearing and likeable, is also incredibly lazy, to the point that her only long-range goal is to marry some rich guy and never have to work a day in her life. The only reason that she’s involved in the game’s crafting/development competition at all is because she was entered without her consent - even then, she decides to stick it out due to the opportunity it offers to get her foot in the door with the local royal family.

To get another bit of exposition out of the way, you won’t be spanning continents, galaxies or dimensions in Annie – here, the player spends the entire game restricted to one small island, much of that within its lone central town. While such a diminutive setting might sound unbecoming of even a portable RPG, this isn’t a case of shortchanging on the developers’ part, as the experience in its entirety is built around keeping things neatly and deliberately condensed, instead of being spread as thin as possible in the interest of showcasing a parade of exploding planets and civilization-devouring demon gods. Annie instead opts for a mundane setting, a modest cast, and a light, comedic storyline to keep players involved in the title’s daily goings-on; as the genre competition appears determined to prove that they can put the biggest swords, wackiest hair, and most preposterous and pretentious plotlines onscreen, Gust is betting that a more down-to-earth backdrop can actually prove more intriguing, in its own way, than yet another multiverse-spanning quest-to-end-all-quests, and is willing to go all-in behind that notion.

If you take the time to look back at it, you’ll find that one of the things which made the first Atelier Iris particularly popular among even Western fans was its own relatively small sense of scale - while not as limited in scope as Annie, you still never venture all that far from beginning to end. In exchange, though, you get to know your surroundings and their inhabitants better than you’d normally expect – it’s no exaggeration to assert that several of the game’s shopkeepers are better-developed and more memorable characters than the playable denizens of many bigger, more popular RPGs. While even subsequent Iris titles lost some of this homey face-to-face charm, Annie does her darndest to bring it back, and with an extra dollop of kookiness on top – to provide just a handful of examples, the town librarian sneaks in dried squid for a snack at work, your fairy mentor goes nuts whenever someone insults his height, the snarky local wildlife can be recruited/bribed into mascot duty, and two of your manliest party members are caught at least once playing with action figures (and lament afterwards that the disapproving women “just don’t get it”). Obviously the atmosphere is almost never grand or serious in any sense of the words, but if the player doesn’t insist that every game be an exercise in overbearing grimness, it can still be plenty inviting - perhaps even, dare I say it, refreshing.



Take in the Atmosphere

While Gust has very recently branched out into 3D graphics with Atelier Rorona and Ar Tonelico III on the PS3, the company is still noted for its loyalty to the old school – even the entirety of its PS2 output was largely sprite-based. Annie, as you’d probably expect, sticks with 2D visuals as well, and as is frequently the case on the DS this was a wise decision - while the stumpy sprites, mostly-static backgrounds and dialogue portraits, and slightly grainy bits of anime footage might not do anything particularly striking or new, everything is rendered with care, and each individual element, from the locales to the character designs, works to draw players into the game’s unapologetically mellow, silly mood. Everyone has a large stable of expressions and poses to draw from during story vignettes, and moreover these pictures, non-animated though they may be, frequently zip and swoop around the screen in a manner somewhat reminiscent of a puppet show when things “get interesting” - hardly a technical marvel, but in their own way actually add to the madcap charm of the proceedings.

The game is also easy on the ears, as its music is pleasant and unobtrusive - while you’re unlikely to get too many of these unchallenging, melodic tunes stuck in your head, the background mood is always well-supported on the aural front. All things considered, there’s actually a rather wide selection of songs included, as almost every character, gathering point, and even each individual shop in town has its own unique theme. Voice samples, for their part, are also varied, and Japanese only – as a non-speaker of the language I personally had no problem with any of them (and was particularly glad to hear the series’ traditional “barrel!” exclamation), but gamers with less tolerance for seiyuu have the option to switch them off. Also worth a mention are the gloriously goofy sound effects – when a character says or does something off-kilter (which is often – thankfully, aside from a few minor grammatical errors, everything is capably translated), expect a cartoony “boink” “klunk” or “fweet!” to be there right on cue. All told, the nuts and bolts of this game’s presentation aren’t going to blow anybody away, but there’s still plenty about it to admire - hats off to Gust for skipping out on the reviewer-friendly surface gimmicks and sticking to what works best for its unique output.

So long as I’m discussing the superficial stuff, I might as well take a moment to detail the contents of the RosenQueen-exclusive “Premium Set” (which, needless to say, I sprung for). What immediately struck me was that the nicely-illustrated outer cardboard packaging was labeled in Japanese, right down to the “CERO” rating icon - apparently NIS decided to use some of the surplus from the game’s home-country release instead of printing up a whole new batch, much as Atlus did with the pre-order figurines offered with Hammerin’ Hero. Of course, the actual game inside was the U.S. version, but everything else appeared to be straight outta Nippon – in any event, each of the two figures (one of Annie, one of her fairy tutor Pepe) come in a pair of smaller inner boxes (each bearing some additional illustrations), they and their bases wrapped separately in plastic. While I can’t go too much further since I left my pair sealed, I will note that they aren’t made of the cheap plastic you might expect- there’s a bit of weight to them. According to the website this edition is sold out (only 550 of them were made available), so if you’re a latecomer interested in snagging one you’ll probably have to keep an eye on eBay or the like at this point, where they’ll almost certainly go for a ways more than the original 40-dollar retail price before long.



Be Prepared for Anything

Okay, time to get down to business – what, exactly, is it like to actually sit down and play this game? The answer is a bit more complicated than you might expect from the aforementioned generic “RPG” label that most outlets have hastily slapped onto Annie – while some requisite elements are in here, there’s a good deal more going on than that. As was already mentioned, the central mechanic at work here is the alchemy system, through which you’ll create most of the game’s items – there are several layers to it, but it’s not as intimidating as it seems at first. Most of the time, all you need to do is 1) Buy or earn a recipe book that details a particular item, 2) Find or buy the ingredients the recipe lists, and 3) Head to the workshop, select them off a list, and put them together. Sometimes you’ll want to include a special additive known as a “supplement” to infuse a specific trait or go with a tool other than your cauldron to increase your chances of success, but especially early on it’s largely just a matter of budgeting your time and money efficiently to get the stuff you need by the time you need it.

By the way, about that…second only to crafting this game is all about managing your resources. You’ve got three years of in-game time to build yourself up, and almost everything you do will permanently cost you some of it – want to visit an item-gathering point or new property you’ve built? The journey there from town will run at least one day. Once you arrive, the more items you gather the more days pass - even the crucial act of crafting takes time to finish, so you’ll want to make sure you’ve got everything you need before starting on an order. Money is also a precious commodity – hopefully you’ll have ample opportunity to take some requests from the Adventurers’ Guild, which nets you cash for personal supplies and equipment (which, by the way, you can’t forge yourself this time around), but you’ll also want to devote time to improving your facilities as well as winning the island’s major crafting competitions, which send money to a separate account used solely to build and upgrade new tourist attractions. There’s also the matter of deciding which party members should remain in your active group and which should be left to run the store – regardless of who you pick, these same allies will sometimes approach you with their own special requests, whose results can affect your overall affinity with them. It probably won’t take long for you to feel a bit overwhelmed, especially if you’re not a regular player of “simulation”-type games.

Thankfully, everything is laid out pretty efficiently, and completing most tasks is largely just a matter of selecting stuff off a menu and hitting “confirm” – no roulette wheels or fluctuating meters to worry about. The game can also, thankfully, be controlled almost entirely with the good ol’ d-pad and face buttons – the stylus is required for a few mostly-optional mini-games, but while these certainly won’t be the highlight of your experience they’re mostly harmless diversions. The final “nuts and bolts” component of Atelier Annie, namely the combat, will be discussed in more detail a bit later on – pretty much everything else you need to know about playing the bugger should be right in here. It’s a lot to keep track of at first (at least, again, for the non-Sim City crowd), but it fits like a glove once you get into the swing of things, especially coupled with the added motivation of seeing how your sometimes-eccentric in-game neighbors will react to various facets of your progress (or lack thereof).



Keep Yourself Occupied

One addendum to the above summary that I feel should be understood is the firm conviction that Annie players be ready to give themselves in-game goals to shoot for – the game puts up very few blinking arrows to follow, so all comers had best be prepared to largely chart their own courses. If you’ve come to despise the much-maligned “hand-holding” that so many modern games feel obligated to include, you’ll definitely be at home here – the only real “story progression points” are the occasional alchemy competitions, which you’re actively encouraged to complete as quickly as possible, so as to have plenty of free time before the next one rolls around. During those in-between periods you’re pretty much completely on your own – what you devote yourself towards, whether it be your facilities, your alchemy skill level, your recipe stockpile or something else entirely is your decision and yours alone. Depending on how thoroughly you bother to address your areas of need during this “downtime” (to use the term very loosely), you might end up well-prepared for the next major challenge or in for a tough road ahead, but either way it’s solely your responsibility to figure out which path to take.

That said, on another level the game is a relatively linear one – whatever you do, the major deadlines are the same, and most of the key plot points (up until the final results) develop in similar fashion, so there’s not much risk of getting yourself completely lost if you’re willing to pay some general attention to what you’re told. So long as you show up to receive competitive assignments when you’re supposed to you’ll definitely reach the end of the game in one form or another – to make the journey more than a mere waiting game, however, the player must develop his or her own goals and a plan to achieve them, because once your time and money have been wasted they’re not coming back until next playthrough. Of course, you’ll have to wait a bit before I get any deeper into that aspect.



Fill In the Blanks

Another personal trait, if you possess it, that will definitely help you enjoy Atelier Annie to its fullest is a fondness for seeking out and getting ahold of every darn thing it has to offer – after all, the game certainly offers up plenty of eminently chase-able shiny things to keep you busy. As if to drive the point home, you have near-constant access to a master record of all the people you’ve met, monsters you’ve brought down, and items you’ve obtained, the latter of which is several hundred entries long – if you’re the type who will not rest until every last “???” entry on those lists has been filled in, you can be prepared to stick with Annie for some time, and enjoy every minute of it.

Of course, the most productive way to rack up new trophies for yourself is to synthesize stuff, so you’ll definitely be spending some quality time with your cauldron. Beyond that, though, you’ll also want to regularly check in with everyone and everything nearby even if the game doesn’t specifically tell you to do so – stopping into even a seldom-visited part of town or gathering point may set off a story sequence, which may in turn result in a new locale being opened up or a new ally joining your crew. On the other hand, plenty of these scenes, usually brief but numerous, are just there for entertainment’s sake, and might wear on the nerves of players who just want to “get on with it” – suffice it to say, while the game moves pretty quickly overall it definitely behooves you to take your time and smell the flowers. If that’s not your bag you’re free to ignore a lot of the superfluous elements, but you’ll also be largely missing the point of playing a title like this if you do; an experience like Atelier Annie is meant to be savored, not gulped down whole. Those who prefer to swallow their games in one bite are thus well-advised to steer clear – anyone else, however, is welcome to settle in, give the menu a thorough look-over, and eagerly rub their silverware together in anticipation.



Make Hotels and Bakeries, Not War

While most of this article has focused on Atelier Annie’s “quirks” and alternate ways of approaching them, at this point I’m obliged to spend a minute discussing something that can really only be viewed as a weakness on the title’s part – namely, the combat. It’s not a game-killer, especially considering how relatively minor an element it is, but a blemish is a blemish, so anyone who demands a robust battle system from their (pseudo-)RPGs will be disappointed. In a nutshell, as you walk around gathering points, and even when you’re in the middle of picking stuff up, groups of enemies will randomly accost you – what follows amounts largely to a simple turn-based exchange of blows until one side or the other collapses or retreats. This is especially disappointing considering how interesting and involving most of Gust’s PS2 offshoots were in the combat department – even more ironic is how battles in Annie are about the only thing not tied to the all-important progression of time, unlike Atelier Iris 3 and Mana Khemia, which encourage efficient battling to keep yourself on schedule. In short, it’s a totally unnecessary missed opportunity.

Once you’re swept up into battle, everyone has a basic set of options (fight, item, run, and switch row) as well as a couple of unique skills affected by the character’s position – unfortunately, there’s little else to the system beyond enemy weaknesses to certain weapon and armor traits, which can be synthesized onto your equipment before sallying forth. Good stuff is pricey, however, so you’re unlikely to have much of an armory to draw from – frequently you’ll be reduced to power-leveling and uber-equipping a single party while leaving everyone else behind, not to mention spamming powerful bomb and healing items to make up for statistical deficiencies (interestingly, characters will sometimes shout several different things when using various items in battle, so it’s at least slightly entertaining to experiment with that). In the end, combat ends up being just one more thing to allocate resources to, as opposed to anything resembling an enthralling diversion from the usual song and dance – as if in acknowledgement of this, you’re even given the option to “fast-forward” battle just as with the story and synthesizing sequences. On that note, if the developers truly couldn’t be bothered to include a more robust combat system, then they should have fully integrated the leftovers into the game’s aesthetic and made fights semi-automatic a la Half-Minute Hero – as it stands, the battles are the part of Annie that you’re likely to enjoy the least.



Play It Again, Annie

Last but not least, while three years might not seem like very long in a game where days pass in seconds, it works well given the title’s portable format – not to mention that there’s plenty of reason to take another trip or two through after the first time. There are a total of seven different endings to achieve – the one you get is affected by both which aspect of the game you placed the most emphasis on, and how successful you were overall. Once your first run-through is done, you can either start a fresh file from the beginning, or opt for a “New Game Plus” which allows you to take your leftover pocket money and most of your items along for a quicker and easier second go-round – on that note, I’ll also venture to say that unless you’re a lot more proficient at the game than I am (which is certainly a possibility) getting the coveted “Meister” result on your first play-through is very tough to do.

Even if you disregard the endings themselves, there’s still no way you’re going to see everything on your first time up to bat – the strict time limit severely reduces your chances to muck around creating non-vital items (unlike the PS2 Gust titles, which give you several opportunities to basically experiment as long as you please), not to mention that your options, especially when it comes to facility building, are also limited by space, so you won’t be able to construct or acquire everything in one go no matter how fastidious you are. Thankfully, even if you take your time the game doesn’t drag any longer than it needs to, so it’s definitely not a Disgaea-esque case of “you need to be nuts to try to 100% this thing”. Each time through there’ll be something new to try, so any player who finds the game’s unique style agreeable should definitely get their 30 bucks’ worth out of it – the only complaint I can muster here is that unlike the PS2 games no galleries or other bonuses are unlocked upon completion, but that’s a rather geeky nitpick.

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Well, that’s about all I can think to say offhand about Atelier Annie – much like its titular protagonist, it’s hardly perfect, but to its credit has no grand illusions about what it is, and if you take the plunge and get to know it, can be a lot of fun to hang around. Heck, you might even come to admire it, in a way, for handily and cheerfully doing what so many of its contemporaries seem to consider beneath their dignity. Obviously most people, even devoted gamers, will never so much as hear of Annie’s existence, and of those relative few who do give the game a try not everyone is going to like it – one might consider this a cross that such a game has to bear just for being what it is, but to those who discover and experience it that’s all gravy. Of course, obscurity or strangeness in and of itself isn’t ample reason to praise a game or be proud to have tried it (I learned that the hard way), but I can’t deny that there’s something special, at least to me, about playing a so-called “hidden gem” that just isn’t found anywhere else, even in well-regarded “AAA” titles – I liken it to the feeling of rooting against the odds for a gutsy underdog, in sports or any other venue, who you can’t help but love even if he falls short of the big, prestigious title, because you know he’ll never stoop to abandoning his convictions, or his love for the game, in the name of short-lived self-promotion.

Anyway, I hope you enjoyed this new kinda-review format, and definitely encourage you to check this game out if it makes you curious - at this point in time, NIS apparently has no plans to bring either of Annie’s fellow DS Atelier titles (Lise and the upcoming Lina), let alone any of its Japan-only past entries, over our way – all we currently have to look forward to on this front is Rorona on the PS3. As such, Annie is very much an anomaly, and an exceedingly lucky one for us, considering how few titles like this get picked up for localization in the age of multimillion-dollar marketing campaigns (and half a year’s worth of major releases being pushed back due to competitiveness concerns). Hopefully this little write-up of mine gives you some idea of whether or not Atelier Annie is for you – if the article’s format was effective enough to be helpful, let me know, as I’ve got another title in mind to cover soon, if anyone would be interested. Either way, thanks as always for reading – after all, even for someone who relishes the strange and unknown, it’s always nice to have company.

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The Obscurer Tribune # 19
BulletMagnet | 7:27 PM on 11.06.2009 10 comments




Only one more issue to go until our big 20th Issue Blowout Party!...huh? “What am I planning for it?” I thought you were in charge of the planning! Guess I’ll have to call back the catering company…in the meantime, here’s this week’s oddball gaming news selection.

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Space Invaders Extreme Z, a cheaper, somewhat stripped-down version of Extreme 2, has recently appeared in the Japanese DSiWare store – according to this article there are still Score- and Time-Attack modes and three difficulty levels, but no branching paths. For 500 points it’s not a bad deal, but I don’t know how many people wouldn’t just rather spend 20 bucks and get the full game.

The playable cast list for King of Fighters Sky Stage continues, as the Lone Wolf himself will be making an appearance, presumably complete with laughable Engrish. What would REALLY be cool is a cameo by Kelly the wolf from Shadow Hearts: Covenant. Credit to Mognet Central for the referral link.

An interesting arena shooter named Beat Hazard recently appeared on XBLA Indie Games – it borrows a bit from Vib Ribbon by not only allowing you to use your own music but tying your ship’s power level to how intense the track playing in the background is. The video tells me that the trippy backgrounds are probably a bit too distracting for my personal shooter tastes, but it couldn’t hurt to give a demo a shot.

Zoel has Sin and Punishment 2. You probably don’t. Neither does most of Japan, apparently. Zoel taunts you and yells angrily at Japan (and offers some impressions of the game, too) over here. Meanwhile, several of the title’s creators recently sat down for a lengthy interview with none other than Nintendo’s Satoru Iwata, part one of which can be read here and the second segment here - another bit has yet to be posted, hopefully I'll have a link to that one next issue (if you haven't already tracked it down yourselves).

Zuntata’s official site reveals some of the basic stats behind the upcoming soundtrack for Darius Burst – it’s out January 20th and will retail for 2,625 yen. If the series’ track record is any indication, even if the game itself doesn’t play all that well, the music will still probably be good!

Like playing bullet hell shooters? Want to win some money? Well, you might want to sign up for Arcade Extreme’s AEX Cup, where they’ll be looking for the top scorer in Cave’s Progear – even if you don’t compete it’s still a rather neat game, so try it out if you’ve got some free time.

I’m a week late in catching this one, but still had to offer at least a quick highlight of this Ikaruga pumpkin.

Speaking of Halloween, more specifically the sugary sweet end of things, a recent entry on Cave’s official blog shows what appear to be a bunch of Cave game-themed candy bars. It’s unclear (to me, anyway) as to whether these will actually be marketed to consumers or are just a one-time in-company novelty, but either way edibles is one marketing area in which Cave has yet to make an impact…until now?

While the Tribune already mentioned the European DSiWare release of Little Red Riding Hood’s Zombie BBQ in its most recent issue, DToid’s corresponding news item also includes a link to some (in some cases NSFW) unused art assets for the game so I figured I’d best include that too.

At this link you can see some of the products on offer at the upcoming “Cave Matsuri” fan festival, ranging from the usual (t-shirts, posters) to the nifty (art books and other rare merchandise) to the just plain creepy (full-body pillows, panties). Not shown: the empty innards of the wallets of everyone who attends.




A pair of notable developments on the PSP fighting front – for one thing, soon you won’t need the PS3’s remote play function to get your BlazBlue fix on the go, as Arc is working on a full-fledged port. Ad-hoc multiplayer and a new “legion mode” are in the bag, but no word yet on whether any of the new stuff from Continuum Shift is included (DToid coverage here). The upcoming PSP version of Tekken 6, on the other hand, is confirmed to have some new stuff, such as a few new story modes and a “gold rush” mode which includes character customization. Prepare the thumb ointment!

Another handful of interesting reveals for Super Street Fighter IV have come to the surface as well. For one thing, click here for a few additional insights into Juri’s design process (think they still have any more of those after this? DToid coverage here). More importantly, a recent issue of Famitsu highlighted some of the new features of online multiplayer…and the return of the car- and barrel-smashing bonus stages, to boot. Check out a new trailer showing these modes here. Anything from the olden days that they haven’t re-implemented yet? (DToid coverage here.)

Better late than never, I guess…while the the PS3 version of King of Fighters XII got its package o’ fixes a little while back, 360 fighting fans can finally beat the (hopefully) lag-free tar out of each other. I have to wonder how many people just decided to wait for XIII, however…especially considering that one shop in Japan has already reduced the game’s price to the equivalent of around ten bucks. On the 3D end of things, Tekken 6 players can also expect a patch to fix their game’s online issues, though it’ll come separate from the already-announced Scenario Campaign update (DToid coverage here). Finally, here’s a quick comparison of the game’s load times on each system.

Speaking of KoF disasters, here are some new promo images for the upcoming movie, so be sure to hide the kids…and the adults…and anyone with a shred of dignity. Once again, though, judging by its own new promo, will Tekken on film be any better (seriously, could the tagline get any cheesier)?

To round out this issue’s Depression Trilogy, if you’ve been hoping against hope for a downloadable re-release of Capcom vs. SNK 2, you can click here for a list of reasons why it’s probably not going to happen, from a smaller core audience to fear of genre oversaturation. When was the last time fighting fans heard the latter of those out in the open, huh? How times have changed…

Dare we hope that a much more obscure fighting title receives what it needs for redemption before it comes here? Let’s hope so, as the ill-received Windy X Windam, previously confirmed for Europe, is also coming to the U.S. courtesy of Graffiti Entertainment. Please fix it, fellas!

Speaking of especially obscure fighters, I vaguely recall catching wind of Project Cerberus quite some time ago, but hearing next to nothing about it since…well, in the meantime the developers have been busy keeping up the official site, so apparently the thing’s still out there (though I don’t think it’s actually been released yet). I had a bit of trouble getting the videos on there to work, but there are a handful on YouTube, including this one. Looks kinda-sorta Arc Systems-esque, but at the same time not really…

The front page has a link to an unused opening for Super Street Fighter II Turbo HD Remix – I hafta agree with the general sentiment that the “Cammy-tongue thing” just doesn’t work.

The latest user-sponsored fighting tourney comes courtesy of Everyday Legend, who’s helping to organize a competition down in Florida early next month - the first games on tap are Tekken 6 and Street Fighter IV. Cash prizes are in the cards for winners, so check it out if this is your kinda scene.

One intrepid DToider decided to take a cue from Ms. Davis and show up for Halloween as Faust from Guilty Gear - next year hopefully he can figure out how to make his head glow brilliantly whenever he takes the bag off.

This video has been seen by pretty much everyone a million times by now, but I’ll still take any excuse to post it.

Finally, Wry Guy continues his “King of Fighters Love Letter” series in truly grand fashion, with a lovingly detailed write-up concerning the ’96 storyline and other concurrent series developments. In fact, in case you didn’t read the comments, his devotion has inspired me to sign up for his KoF ‘98 tourney, even though I’m going to receive perhaps the most embarrassing digital spanking of my life as a result. To support devoted fandom like this, however, it will be more than worth it – why not sign up too, you’re probably better than me!




JOY! Not a huge surprise, especially considering that the game was already listed on Amazon, but still very welcome – Atlus USA has confirmed that SMT: Strange Journey is coming to our shores on March 10th! Time to set aside the requisite 35 bucks…

Some new impressions of the Valkyria Chronicles 2 demo make for interesting reading – while the splitting up of each area into “zones” was already discussed some time ago, it turns out that this paring-down for the PSP also factors into the game’s strategy, as quicker characters may be left in the dust late in a level if their slower allies are too far behind them. Otherwise things seem pretty similar to the PS3 original – still some months to go before we get to see the whole enchilada for ourselves.

If you don’t mind some spoilers, Solgrim has put up some post-Persona 3 thoughts about the (pre-Answer) parts of the game that will stick with him the most. Might I suggest Nocturne for your next sojourn into SMT, good sir (if you haven’t been there already)? Also slightly spoiler-riffic is the second installment of the Really Long Persona 4 Comic, which includes, among other things, the phrase “Dominatrix Bananahead”. Finally, here’s a look at the various free stuff that comes with Persona 3 Portable in Japan - somebody actually bought 6 copies of the game to snag it all.

The official website for Super Robot Taisen OG Saga: Endless Frontier Exceed (I need to come up with a workable abbreviation, and FAST) has recently updated, mainly via the opening of the Characters section. Thanks again goes to Mognet Central for the original link.

The U.S. release of Record of Agarest War has been delayed, but the news isn’t necessarily all bad – the developer keeps things vague, but says that further info will be revealed as to why customers should buy it instead of importing. New features? A disc-based release? We’ll have to wait for the official word. (DToid coverage here.)

Apparently some Atlus customers who bought the Deluxe Edition of Demon’s Souls have had some issues with the included guide, specifically that some covers’ illustrations are fading especially quickly. While they’re still working out the details, the company assures affected buyers that a reimbursement solution will be on the way soon, so keep an eye on your favorite Atlus news outlet (or here) for more if you’re among that group. (Front page item here, c-blog item here.)

3D Dot Game Heroes hasn’t been out too long in Japan, but the players are already having some fun (and trading their creations) with the character editor – if you check out this article you can see a few copyrighted samples ranging from Cloud Strife and Old Snake to Gundam and Hatsune Miku, not to mention an Atelier Rorona creation linked in the user comments. (DToid coverage here.) Heck, even From themselves included a Link-lookalike on a bonus disc.




A few more details about the recently-announced Kenka Bancho 4 have surfaced, most notably concerning the game’s setting - while the upcoming Badass Rumble has you taking to the streets, you’ll be doing your eye-lasering and face-smashing right inside the school in this one. Several previous gameplay elements also make a return - no word yet on any new ones.

Looks like Shiren the Wanderer 3 is also probably making the trip to the PSP, and boasting some new content to boot – character-specific bonus dungeons and an “easy” mode have been revealed so far. We already know that the West is getting the original Wii version, could this port come our way as well? Stay tuned.

Our last issue announced that nutty dancing-salary man WiiWare game Tomena Sanner was being localized - now you can enjoy an English trailer! I wouldn’t recommend attempting the depicted stunts at home, however (not like I‘ve actually tried or anything).

On a related front, rumor has it that Sukeban Shachou Rena Wii (sometimes referred to as “President Cat”), despite a good amount of coverage, sold really, really badly (which left Mr. North rather distraught), though there are also some possible bits of evidence to the contrary. Guess we’ll need to see some hard-and-fast sales figures to know for sure.

The Tribune first made mention of Numblast quite awhile ago, but now it looks like the game is finally coming our way. If you haven’t seen it, the basic idea is somewhat similar to Devil Dice, but in 2D – for five bucks it looks like a decent pickup (though I must concur with the commenters that the voices are unfortunate).

While there was plenty of suspicion to this end when Golgoth, currently at work on the HD Toki remake, said that they had another Data East revamp in the works, but now it’s officialJoe and Mac are next on the list for the hi-def treatment. If these titles take off, who knows what else we might see…dare I dream of Magical Drop III HD?

The usual golf clap and word of thanks to Mr. Holmes for keeping us posted on the latest updates over at the Super Meat Boy Twitter. It may sound silly, but I’m honestly as excited as he is about the inclusion of a “run” button - its occasional lack is a large part of one of my greatest secret shames, namely never liking Yoshi’s Island all that much. Yeah, I said it.

The Reverend has a late review of an interesting-looking PC title called Osmos (no relation to the MP drain spell in Final Fantasy VI, presumably) - it’s definitely the most interesting-sounding appearance of blobs in gaming recently (well, along with A Boy and His Blob, I suppose).

This item involves both fighting and shooting, so I just stuck it here - as the front page reports, Fighting Street on the Turbo CD and R-Type on the Master System are coming to the Virtual Console. I wouldn’t particularly recommend either of them, but for those who do dig ‘em, there they are.

In other left-over-from-Halloween items, last week I wondered if Ms. Davis’s somewhat vague inclusion of herself in a Prinny outfit was representative of her most recent effort, or a previous one - before long she confirmed that the costume was indeed piping fresh (possibly due in part to the steam rising off it from all the hot glue).

Finally, allow me to take a moment to wish c-blog compadre Mr. Gilder the best on his new venture, namely a “regular” ol’ independent blog outside of DToid – definitely give the new place a bookmark and keep up with what the fella has to say, as he writes about plenty of interesting stuff. Be sure to keep in touch, Mr. G!

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Planning to start a new series (of sorts) on Monday – funny thing is, this isn’t the new series I’ve been crowing about for the past several weeks, that one’s next on the list. Hopefully. Assuming that I can finally get my act together I’ll see you all next week – until then, thanks for reading and keep gaming obscurely.

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The Obscurer Tribune # 18
BulletMagnet | 8:04 PM on 10.30.2009 9 comments




Well, I finally got that article I’d been promising for the past few weeks finished…whew! Now to get to work on that new series I’ve been promising even longer than that…first things first though, here’s this week’s offbeat gaming news recap:

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Famitsu has a feature on Darius Burst, which includes some new art and screenshots, plus a whole bunch of Japanese text – an intrepid shmup forum translator says that the page speaks, among other things, of a “Burst” mode which gives the player only one life in exchange for full weapon power from the beginning (DToid coverage here). The official site has also updated. Finally, game music buffs who like to keep up with this sort of thing can find some information (also in Japanese) about the Zuntata members doing work on the game, along with a previously-linked trailer, over here.

Well, this Tuesday was supposed to be when Illvelo for the Wii would release…as of now I can still only find the game listed on Amazon, and moreover it’s labeled as shipping in 1 or 2 months. The heck? Is this thing out or not?

SNK is apparently unwilling to tick off its fans more than once – after being exposed to heaps of (really silly, IMO) griping over the fact that Mai Shiranui wasn’t included in King of Fighters XII, they’ve made sure to include her on the playable roster of KoF Sky Stage. Click here for some screens, art, and even a short video of The Jiggle Queen in action (though since this game is viewed from a top-down perspective, most of the point of having her here is kept out of players’ view anyways Ah, sweet irony).

Looks like Playstation Home is getting R-Type: Flash of the Void, which looks like a rail shooter from here – probably not worthy of the series name, but as the article says, it’s free to play.

A few issues back I mentioned Zaku, an Air Zonk-esque homebrew shooter for the Lynx – by now the game is finished and available for order on the official website, so if any of you have been craving a new Lynx shooter for…well, probably quite a while now, show some support and pick up a copy if it looks to be your style.

On other doujin fronts, in the wake of Last Hope: Pink Bullets, the game’s soundtrack can now be pre-ordered – some samples are downloadable here and here. A bundle including both the game and soundtrack is also available.

A few notable shooters are going downloadable – first up is the rare Neo CD shmup Chotesu Brikin’ger as well as the original Parodius, Knightmare, and a few other old shooters for the MSX, all coming to the Japanese Virtual Console. I haven’t tried Brikin’ger myself, but despite their historical value most of the the MSX games really don’t play all that well imo, so I’d recommend those only as curiosities, if at all. Little Red Riding Hood’s Zombie BBQ, on the other hand, wasn’t too bad for a budget title, and should also work out decently as a DSiWare download (in Europe, at least). Say what you will about the game and its faults, you certainly can’t accuse it of false advertising.

To the best of my knowledge our ol’ pal ZUN hasn’t announced a new Touhou game recently, but a lucky glance at the bottom of DToid’s front page enticed me to follow this link over to Tomopop, where a pair of new figures for Reimu and Marisa are showcased. “Cuteness overload” is certainly an apt description.

Also only marginally shmup-related, but it looks like the Pizza Hut promo items are not the only recently-revealed guests of honor in Phantasy Star Portable 2 – as fate would have it, shrine maiden Sayo Yuuki of the Shikigami no Shiro series is making an appearance, running a shop where you can pay her to pray for your party and give them beneficial effects in the process. She won’t be in the demo version, though, so players can’t meet her until the retail version drops.

Also not a shmup, but still rather cool-looking – check this c-blog for some info on Teeworlds, which is kinda-sorta like a “versus” version of Bionic Commando, or at least looks that way.




The box art for the US version of Tatsunoko vs. Capcom has been revealed, but as Siliconera notes there appear to be only 25 characters depicted, as opposed to the 26 previously reported. Has the rumored Yatterman # 2 been dropped? Guess we’ll have to wait to find out. (DToid coverage here.) Also, Gamestop is including a bonus for those who pre-order the game, namely a set of 8 trading cards – if you’re really lucky you might get one signed by the game’s producer.

An intro movie for BlazBlue: Continuum Shift is also making the rounds – nothing that you wouldn’t expect from an Arc Systems fighter (characters, guitar riffs, shiny explodey things, etc.), but that’s okay.

The front page has a rather lengthy translated interview with some of the Super Street Fighter IV crew about the design mentality and process behind new character Juri. Apparently another similar interview is in the pipeline – gonna have to see if anybody translates that one. Also, a couple of notable Street Fighter artists have gotten some time in the spotlight lately, here and here.

Looks like a handful of bug fixes for the PS3/360 versions of Marvel vs. Capcom 2 are being implemented soon, so hopefully the unblockable Cable (ughh) that has been giving you (more) nightmares (than usual) will soon allow you to get a decent(er) night’s sleep (sometimes).

On a related note, Joystiq has coverage of the recent Capcom “Fight Club” event in NYC, including a photo gallery and a video of some goofing around in SSFIV’s practice mode with Juri and Dee Jay. Kotaku has another video as well as a more word-centric article on the event.

PsychoSoldier shares her unboxing of the Tekken 6 limited edition, complete with artbook and joystick. She’s dangerous with that knife, let me tell you. Speaking of which, apparently Guinness has already started writing down win-streak records for this thing. By the way, remember those YouTube clips of especially stupid moments from the old Street Fighter cartoon? Here’s the Tekken equivalent. Though this might be even more embarrassing.

Speaking of unintentionally(?) hilarious fighting game media, be sure to take a little time to watch this presentation of a particular Mortal Komat 4 ending from back in the day. I wonder if DC comics knew this evidence existed before licensing out their superheroes…anyways, the fun might not be over, as it looks like something both new and Sonya Blade-related may be in the works.

I probably missed this back when it was new, but either way in case you need a Hakumen move list you can wear, the Aksys store has you covered – if it’s not still prominently displayed on the front by the time you read this, just search “6B”.




Well hello there, ladies. A new trailer for Ar Tonelico III is out, featuring some funky music as well as a bit of in-game footage. My inner Gust fanboy is pleased, and wants MOAR. Also, here’s the developers’ latest Oneechanbara-esque excuse for further fan service, as if you cared.

On other lady-centric JRPG fronts, a pair of trailers for Luminous Arc 3 have appeared – I can’t glean a heckuva lot from them at this point myself, but odds are good that Atlus will end up doing it for us at some point.

Not quite the “official” announcement that we’ve been waiting for, but the PlayStation blog is telling us that 3D Dot Game Heroes will “definitely” be coming to the US, and that more info is on the way. Sounds good, we’re waiting! (DToid coverage here.)

The front page has a rundown of the latest bunch of updates on the official Persona 3 Portable site, most notably a handful of new wallpapers and a video showing a bit of the previously-mentioned Persona 4 crossover.

By the time you read this Adventures to Go! should already be on store shelves, but in case you wanted some insight into certain facets of the game (most notably the plot), give that link a click. I personally think the concept is actually kind of neat, but I’m still not quite sold on this…

It looks like some Canadian players may be having trouble getting ahold of Half-Minute Hero, since Quebec province will not carry games that aren’t English/French dual language, and XSeed couldn’t afford to give the title the additional translation. A bummer, as the game’s pretty cool – guess some of our northern neighbors will have to pick up a copy online instead. (C-blog rant here.)

If you have access to the Japanese PSN store, this weekend you can finally snap up the demo for Valkyria Chronicles 2 on Sunday. Hopefully some impressions will be out and about in time for our next issue!

Demon’s Souls players need to beware…well, more than they already have to, that is. It looks like Atlus is preparing to unleash something on unsuspecting adventurers (and suspecting ones too) come Halloween…even greater challenges and rewards than usual are promised. Think you’re up for it? (DToid coverage here.)

The latest entry on the Holy Invasion of Privacy, Badman! blog reveals that NIS has another contest going – send in a Badman-themed art piece with some sort of “winter” flavor by mid-November and you could win some stuff (check the link for pics). Anyone on DToid planning to give this a shot?

The Sakura Wars: So Long My Love official site has updated, adding some new info to the Characters and System sections – we’ve got ‘til January to wait, so we might as well be up on the latest, right? The ever-reliable unang also notes a few things about the translation here.




The front page has both a “Ten Minute Taste” and an early review of Kenka Bancho: Badass Rumble. Apparently respectable fathers in Japan are expected to teach their kids how to effectively stare down and wallop other kids…who knew? By the way, over in Japan the developer has announced a PSP sequelBadass Rumble is actually a PS2 port, so perhaps this signals a platform shift for the series.

European players’ latest reasons to rejoice come courtesy of publisher Rising Star Games, who are bringing Fragile, Half-Minute Hero, Avalon Code, and several other interesting games to our friends across the Atlantic early next year. Now if only the RGB TV signal format had caught on over here at some point…

As the article says, an ESRB listing already pretty much confirmed this, but now that Tomena Sanner’s Western release is REALLY official we might as well mention it again.

Meanwhile, Mr. Holmes makes up for a few days of missing Super Meat Boy updates here – make sure you do the same. The highlight is a 3-year-old attesting that the game is “harder than Dora, but not Mega Man.” It has also been confirmed that LL Cool J is playable. Really.

The Tribune first linked to a fellow c-blogger’s mention of Hammerfight some time ago, but now the game is available on Steam, and apparently pretty darn hard if Anthony is to be believed. Escort missions? Dunno about that…

Another fellow c-blogger, with a team of fellow developers, has finished a new game, and wants the community to try it out. Titled Igneous, it tells the heartwarming story of a Tiki statue’s high-velocity volcano escape attempt – check out the official site for a trailer.

Diverse’s latest public service announcement regarding the latest goings-on in indie-ville concerns a game called Au Sable, as well as an older title called Yume Nikki which shares some similar traits. This batch looks a little too mind-trippy for me personally, but I’m still kind of curious…

It’s like Cross Edge in CCG form, but even dorkier! A fellow c-blogger makes us aware of a Weiss Schwarz, a card game which pits a whole bunch of video game (Disgaea, Persona, King of Fighters, etc.) and anime (Haruhi, K-On, Lucky Star, etc.) against each other – I can only imagine the licensing issues at work behind the scenes, but either way it’s too geeky not to feature here. The actual product can be found here, though last I checked they’re currently out of stock, and only boosters are available.

Okay, so Niero apparently had a chat with his neighbor. Who works for a porn company. About a licensed anime game which involves swatting bad guys with giant nose hairs. And how this somehow allows them to relate on a very personal level. Needless to say, there was no way I wasn’t including this here.

Speaking of weird, apparently over in Korea Taito has licensed out the Bubble Bobble theme tune for use in ramen commercials. Next up: the New Zealand Story kiwis for kimchi!

Finally, has Ms. Davis’s long-awaited costume for Atlus-o-Weenie finally been revealed? Coy as usual, she leaves us to wonder…

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Before I head outside to hide in the bushes and greet any passing mischief-nighters with my Handy-Dandy Garden Hose of Justice, allow me to thank you as usual for reading, and encourage you to keep gaming obscurely.

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Shmups: Gaming's Equal-Opportunity Employer
BulletMagnet | 1:35 PM on 10.28.2009 21 comments




Funny where an idea for a blog can come from: a few weeks ago, as his theme piece for “The Forgotten”, Cadtalfryn posted this writeup about M.U.S.H.A., a scrolling shooter for the Genesis. As nice as the piece was, the article itself isn’t what got my proverbial motor running; that distinction actually belongs to a short follow-up comment by our very own Elsa. If you haven’t read her blog before (and you should), Ms. E. frequently voices an understandable incredulity towards gaming’s relative lack of female avatars to match its ever-growing number of female players – as such, part of her response to Cadtalfryn’s post was an off-the-cuff expression of surprise that the game’s main character (a mech pilot) was, in fact, a woman. Unable, as ever, to keep my big yap shut in any shmup-themed discussion, I replied to Elsa that she might be surprised at just how many shmups have put gals in the driver’s seat over the years; I didn’t give any specific examples, but the discussion never progressed much beyond this point, so the matter was pretty much left at that.

Granted, I wasn’t just talking out my backside: right off the top of my head I could name a decent handful of shooters with bona fide female leads. In spite of this, my words somehow became stuck in my craw after that fateful post - before long I couldn’t help but wonder just how much my comment really meant. How notable, I pondered, is the shmup genre for including playable women, when you look at “the big picture”? How substantial a list of “shmupettes” could I cobble together with a bit more effort? Helpless to keep my curiosity in check, before long I was off and running back to the numerous shooters I’d tackled over the years, doing my darndest to recall and record how many of them featured a lady or two someplace within – I have no idea how Elsa might have reacted to my original comment (if she even saw it), but as my quest wore on nobody could have been more surprised than I was. Especially for a genre so focused the traditional “adolescent male power fantasy” of blowing lots of stuff up, the number of starring roles women had landed in a wide variety of shmups, going back to near the birth of gaming itself, struck me as nothing short of remarkable. I got fired up enough, in fact, to seek the help of my compatriots at the shmups.com forum in an attempt to verify and complement my own findings. And then, obviously, to start writing.



When I later hinted to Elsa that I was working on a response to something she’d said on here, she was sure that, at the very least, a “counterpoint” was on the way; in truth, that’s not really what I’m aiming for. I’ll be the first to avow that, in spite of the notable leaps that depictions of women in games have made over time, there’s still a ways to go, and the shmup genre is, to be frank, no exception – as elsewhere, even if you disregard the plethora of plain ol’ “sausage fest” shmups out there, a disproportionate amount of “eye candy” is on display when women do show up, not to mention that female characters of all sorts are frequently relegated to the Player 2 or “co-pilot” spot, which could be interpreted as a “backhanded compliment” in and of itself. Some might also question just how unique or prolific the shmup is when compared to its cousins, as platformers, fighters, puzzlers, RPGs and other “older” game types have plenty of their own examples of women in starring roles: to put it plainly, I didn’t bother to do any sort of genre-to-genre comparison, and thus can’t respond to such arguments in any meaningful way.

Notwithstanding, once the idea had burrowed its way into my thick skull I knew I had to bring this project to bear; shmups are, after all, the ancestor of every “shooting” game (and, if you want to get technical, any video game, period) that’s come since, including the modern FPS, which is the most frequent (and, arguably, deserving) target of Elsa’s (and others’) criticism. As a shooter player still largely stuck in the auto-scrolling days of yore, I had to know, or at least try to find out, just how and why games literally built around guns and explosions, then and now, have taken such different approaches (and non-approaches) to depicting women onscreen; a look back at where we’ve been seemed like a good place to start. Granted, I’m not out to change the world here (as if I could), but hopefully readers, regardless of how immediately invested they are in digital gender equality, will be able to learn something from this particularly niche retrospective – with all the talk of “realistic depictions” and “in-depth characterizations” floating around the gaming community these days, I still think that the gals who’ve battled slimy space aliens and evil intergalactic empires with little more than a menu portrait to make us aware of their existence deserve a little attention too. Back in those days, after all, a woman who wanted to serve her planet had to tackle gaming’s highest-risk environment (not many planes or spaceships could take more than one measly enemy bullet) for shamefully low pay (the standard rate being three lives for a quarter), frequently without being given so much as a single line of text-based dialogue for anyone to remember her by. Well, ladies, Jade, Faith, and Alyx send their belated regards, and now, so do I.



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Before proceeding further, I’ll briefly detail the trio of ground rules that I set and followed to the best of my ability while deciding who and what to include herein:

1) Any game that I research for the piece must be “primarily” a shooting game – while its entire duration doesn’t need to be spent blasting away totally uninterrupted, titles with short shooter segments to “break up” another gameplay type were not considered.

2) Eligible characters must be at least “technically” playable – while co-pilots make the cut, any NPCs, including wingmen, radio support staff, and enemies (let alone the occasional damsel in distress) are inapplicable. I’m not looking for females who are “just kind of there” – I want women who are out on the front lines and directly on the receiving end of the player’s controller in at least some capacity.

3) While I’m willing to make a few exceptions for “guest” appearances from non-shmup video games, licensed characters are also not allowed: female pilots from the anime-based "Macross" and "Bokan" shmups, for instance, are excluded. I’m concerned primarily with women created specifically to appear in a shooter, as opposed to those who just happen to be visiting from out of town.

I think that about covers it – now, let’s get down to business. I’m going to explore the history of women in shmups in the same way I’d cover the evolution of the genre itself – in chronological order, broken up into rough “eras”…with one or two “extra” sections thrown in for completeness’ sake. This retrospective is not a complete one, but it’s as close to that ideal as I and my forum helpers could make it – I’d certainly be interested in hearing about anybody I’d missed. In the meantime, strap yourselves in, folks, we’re lifting off – to all the laser-blasting ladies out there, this one’s for you!

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The Pioneers (1985-1989)

In the beginning, there were spaceships, airplanes, and the occasional astronaut suit...or, at least, crude monochromatic heaps of pixels that kinda-sorta looked like them. Who were the fearless heroes within, vaporizing the invaders and navigating the asteroid showers? At first, nobody really cared – so long as things went “blip” and disappeared when you shot them, that was all you needed. Before long, though, as more and more hats landed in the ring of the hunt for the next big arcade shooting sensation, it became apparent that to stand apart from the competition you needed a little “something extra”; moreover, the addition of a story and a character or two was a relatively hassle-free route to take to that end. While generic genderless “space cadets” and square-jawed Flash Gordon types quickly dominated the scene, a few enterprising titles took a different route – bucking the prevailing trends of the era, they extended a once-in-a-lifetime offer to any sprite-based female who was sick and tired of being repeatedly kidnapped by street thugs and/or ravaged by a pantsless General Custer, giving them the opportunity to serve and protect their entertainment medium out on the farthest frontiers. Anyone who’s played most shooters from back then can tell you that this wasn’t easy work – these trail-blazing women, however, still chose to answer the call.

I suppose it’s only appropriate to start with the series that sparked this whole discussion, namely Compile’s Aleste games, better known to some as Power Strike – yup, the aforementioned “M.U.S.H.A.”, aka Musha Aleste, is not even remotely a stand-alone title. In fact, while the heroine who originally caught Elsa’s attention was renamed “Terri” for the game’s U.S. release, in Japan she’s known as Ellinor, and had first appeared a year earlier in Aleste II for the MSX2 – more than that, in one fell swoop she’d become the series’ most popular and frequently-recurring protagonist, largely supplanting Ray Waizen of the first Aleste, who in this case was reassigned to an NPC role. It must also be noted that this rise to fame occurred with scarcely a whiff of eroticism attached to her character – no mean feat back in those days, let alone now. While Ellinor wasn’t destined to become quite as indispensable as some others in her field, (for instance, in 1992’s Super Aleste she was replaced by a male, assisted by a femme-cyborg co-pilot named Thi), she’s still fondly remembered by longtime fans, and she wasn’t alone either – actually, slightly before her time, another Compile starlet named Alyssa (Miria in Japan) had made a ground-breaking appearance on the NES. If her name rings a bell you’ve probably played classic shooting/adventure hybrid The Guardian Legend; while she didn’t get away with as modest a costume as Ellinor, Alyssa made up for it by not simply piloting a spaceship, but transforming into one for the game’s scrolling segments. To this day few other shooter personalities, regardless of gender, have ever duplicated her unique talent.



Meanwhile, beyond the sprouting console scene, the birthplace of the shmup, the arcade, was experiencing its own quiet, gradual integration, albeit one which would have repercussions for years to come – no single personality of the era is more well-known to shooter stalwarts than a woman named Tiat Young, the near-constant 2P avatar for Taito’s Darius series. While her 1P counterpart Proco (the two names together, spelled backwards, form “Taito Corp”) got most of the screen time, the two became inseparable for years on end, bowing out only for the final Darius arcade game, where a new girl named Lutia followed her partner, Sameluck, into battle one last time (recently it was revealed that another fresh female face, “Ti2”, would be appearing in the upcoming Darius Burst). Jaleco actually went one step further with its propeller-plane shooter Plus Alpha, in which both the first and second player’s pilots, Selia and Rumy respectively, were women – Kaneko’s Heavy Unit also put a lady in charge. The obscure MSX ground-based shmup Undeadline, meanwhile, was an early title to offer players a choice of several different playable characters, one of which was a kunoichi named Ruika – unfortunately, only a male warrior was included in the later Genesis port that most are familiar with. Also on the MSX, even a major genre presence wasn’t shying away from implementing a feminine touch – while most of Konami’s iconic Gradius games don’t discuss the face behind the legendary Vic Viper, the MSX port of series offshoot Salamander gave the second player a ship called the Thrasher and a woman pilot named Zowie Scott. No, don’t ask me, all I know is that it was the 80’s.

Perhaps this era’s most influential development towards the inclusion of women in shooters was the rise of the sub-genre known as the “cute-em-up” – shmups with a decidedly cartoonish, humorous, or otherwise “less serious” appearance and/or tone to them than most (though not necessarily any less deep or challenging). While so-called “hardcore” gamers of the age tended to prefer cold steel and bulging biceps, those who didn’t mind (or openly desired) a change of pace flocked to these distinctive titles, and moreover female characters found it much easier to gain a foothold within this up-and-coming niche. The archetype for the whole bunch is Konami’s Twinbee, which first appeared in arcades several months before Super Mario Bros. launched the NES – while the 1P pilot “Light” takes the vanguard, his red-headed 2P cousin Pastel (piloting the Winbee) is responsible for much of the series’ popularity, and has not been left out of a title since. A few years later came Cotton, the kooky story of a young broom-riding magician in search of legendary magical candies to munch (the fact that eating them would throw off the world’s balance doesn’t seem to bother her); when a pair of Saturn-era sequels finally rolled around in the late 90’s the titular heroine was now accompanied by rival broom rider Appli, and even her diminutive fairy companion, Silk, who had previously served as an “option” helper, was now fully playable. Perhaps the most unusual case of all is 1987’s Rabio Lepus, which puts you at the helm of a sentient rabbit-shaped spaceship – the second player’s bunny blaster, while identical to the first in terms of performance, has a little yellow bow attached to one of its ears, just to let us know that the developers hadn’t forgotten their female audience even way out on the fringes.

The above are a relatively modest group in terms of size, and in their day were thoroughly outnumbered by their male counterparts – it wouldn’t be long, though, before they had ample company.

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The Second Wave (1990-1993)

As garish neon was replaced by garish product placement and Duck Tales gave way to Gargoyles, what some fans consider the “classic” age of scrolling shooters also came to pass: the fondly-remembered years before the genre grew both oversaturated and increasingly inaccessible. As the shmup’s commercial appeal remained steady but mounting floor-space competition (from the suddenly-hot tourney fighter set in particular) pushed developers to place even more emphasis on the appeal of unique characters, female protagonists, suddenly in unprecedented demand, redoubled their efforts to invite gamers of all sorts to join them in their continuing quests for galactic peace. Judging by the results, said gamers did not let those calls to action go unheeded.

Perhaps no place in all of video gaming served as a more hospitable base of operations for female shmup protagonists than the PC Engine, better known to most readers as the TurboGrafx-16: especially if you include imports and the CD add-on, anime girls were everywhere on the system, and plenty of them weren’t content to just whisper meekly at the player during cutscenes, but wanted a piece of the action. And they got it – at the forefront, once again, was Compile, whose Spriggan (no relation to the anime) and Sylphia are still feverishly sought after by enthusiasts to this day. Another coveted acquisition is cute-em-up Magical Chase, which stars a pint-sized witch named Ripple; of course, the comparatively common Gate of Thunder, featuring a co-pilot named Esty, is considered essential to any system’s collection as well. Even the genre-defining Irem, following in Konami’s footsteps, assigned new face Leza Steffanie to operate the all-important Force device in R-Type Complete; in similar fashion, an enhanced CD version of an older Toaplan shooter, Hellfire S, introduced a pair of female pilots unseen in previous editions. Perhaps most unbelievably of all, the Cho Aniki games, infamous for their surreal squadrons of bikini-briefed muscle men, actually include an honest-to-goodness woman named Benten as a selectable character in several iterations – not like anyone noticed. Of course, not every available gig at the time was a particularly desirable one – the heroines of Burning Angels are more brazenly fan service-y then most, and the inclusion of a girl in the cracked-out scatological shooter Toilet Kids certainly didn’t do the fairer sex any favors – but on the whole the 16-bit era, especially on the TurboGrafx, provided an important step forward for gender equality in shooters.



Interestingly, while the rival Genesis is probably most frequently associated with images of the oiled-up shirtless dudes from Altered Beast and Golden Axe, if you look around the system’s library enough Sega almost seemed to be competing with NEC in terms of giving female headliners a tangible presence, at least on the shmup front – one early example is lone mech pilot Zana Keene of Arrow Flash, who was followed a year or two later by Lucia Cabrock of the now-prized rarity Gleylancer, who also boasted a more complete and compelling back story than most of her predecessors. Jetpack-clad teammates Madison and Crystal, meanwhile, were dispatched to rescue a prince, for a change, in Trouble Shooter (aka Battle Mania) and its sequel, while faithful co-pilot Misao served with distinction in Sol-Deace and Sol-Feace for the Genesis and Sega CD respectively. Elsewhere on the CD another highly collectable acquisition, Keio Flying Squadron, flew onto the scene – while under-age heroine Rami-chan’s signature bunny-girl suit and dragon mount might not sound particularly empowering, it all comes off as more bizarre than anything else, which fits the tone of the rest of the game to a tee (the main villain is a super-intelligent raccoon, if that tells you anything). The SNES, for its part, was a relatively barren front for women seeking starring roles in a shooter, showcasing little more than co-pilot Cynthia Matthews of Athena’s obscure BioMetal, but its elder sibling, despite being on its last legs, made up a bit of ground - Konami’s Crisis Force gave the fading NES one more female second-player pilot, while genre mashup Wurm placed the green-haired Moby at the forefront of her subterranean tunneling crew.



Those more at home within the arcade scene, meanwhile, still had plenty of new feminine personalities to meet, frequently several months or more before home ports appeared: Holly of Air Buster (aka Aero Blaster) and Nova of Acrobat Mission are two early examples. In a separate show of progress, while late 80’s fantasy shmup Dragon Spirit had only featured a male hero, followup Dragon Saber gave a woman named Siria the 2P spot; Joanna of hidden gem Nostradamus and Zeal of the broom-tossing Mystic Riders, as well as the second player of the many-buttoned Daioh, received similar billing. An increasing number of other titles, perhaps in response to Street Fighter II and its ilk, now opted to offer up several selectable characters, and many included at least one female on the roster – the slightly off-kilter Sonic Wings (aka Aero Fighters) series, whose choices range from a pop idol to a mother-daughter team, is one relatively well-known example, while Technosoft’s Hyper Duel and Visco’s Earth Joker kept things rolling on more obscure fronts. Alongside Taito’s continued genre presence via the classic Rayforce, two upstart companies destined for notoriety were also staking their claims, with some new recruits in tow – one was Raizing, whose first shooter, Mahou Daisakusen (aka Sorcerer Striker) featured a cheerful magician named Chitta. She would make numerous cameos in the company’s later offerings, and would be complemented by novice magic-user Laycle, giant fairy Nirvana, and sorceress Karte further in the later Mahou games. The other newcomer, Psikyo, later became known for a series of naughty mah-jongg games as well as its shmups, so its treatment of women over the years is expectably spotty – while Jane the ninja and Koyori the shrine maiden were relatively innocuous presences in their first game, Sengoku Ace, the latter was given super-cleavage in the sequel, and further additions Junis and Mizuka didn’t fare a whole lot better. One welcome exception, however, is “robo-samurai” Katana – if you’ll pardon the spoiler, at the end players discover that “it” is actually a bad-ass female ronin named Kirie. Finally, while it certainly took them long enough to do it, iconic shooter developer Toaplan at last featured Beltiana and Alteeno in its final masterpiece, Batsugun.

As the comparative length of this section suggests, a good amount of progress had been made since women first climbed into the cockpit - this impressive display, however was itself merely another precursor for what was to follow.

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The Cavalry Arrives (1994-1998)

The 1990’s, once in full swing, were something of a transitional period – while the shmup’s potential audience was still pretty vast, the main threat to continued prominence arose not from cabinet-based competitors but the latest upgrades to the home console scene, coupled with the growing distaste for “arcade-style” gameplay, among both players and critics, that spawned as a result. Putting out an old-school shooter was suddenly a much riskier proposition than it used to be, and while renewed efforts to innovate from a gameplay perspective were at the forefront, few designers dared to release even the most polished title without a hefty dollop of surface appeal that could bring in as many potential customers as possible. Faced with their most daunting challenge yet, the once-exclusive club of leading genre women continued to grow at an unprecedented rate, more determined than ever to prove their worth.

Out of the gate, the aforementioned Psikyo and Raizing quickly continued to expand their fanbases, which remain fiercely devoted down to this day – the former owes a particular debt of gratitude to its feminine front-runners, none more deserving than Gunbird heroine Marion, who went on to guest star in multiple titles throughout the company’s tenure. Two of her series companions, Yuan-Nang and Tavia, are frequent picks by players due to their bullet-cancelling abilities, though even more people likely took visiting personality Morrigan of Darkstalkers for a spin on the Dreamcast’s Gunbird 2 port. Five of the six pilots in the WWII-themed Strikers 1945 were also female, though they were unfortunately forced to pose in various stages of undress if the player could perform an especially difficult clear – in fairness, however, the lone male flyer, Aine, was obliged to do the same. Finally, there was Tyora of the somewhat experimental Sol Divide, who boasted her game’s most powerful projectile attacks, as her masculine counterparts were more focused on melee combat.



Raizing, in the meantime, gave their own character roster its biggest single shot in the arm with fan favorite Armed Police Batrider, whose enormous cast introduced policewoman Shorty, psychic warrior Maria, and gang leader Birthday to the fold. As an additional surprise, the developers called up Car-Pet, a minor NPC from Mahou Daisakusen, and made her fully playable – she quickly became a mainstay on many high-ranking players’ teams. The company also expanded on the basic gameplay concept of Taito’s aforementioned Rayforce with the acclaimed Soukyugurentai (aka Terra Diver); two of the title’s three fighter pilots (named Kaoru and Rudy) were women. The aging Taito, not wanting to be left out, introduced Anne, Shario, and Mayoru to the roster of time-travelling shooter Gekirindan, while Capcom gave some girl power to the 2P spot in Eco Fighters – not long afterwards, even the standard-bearing Raiden series finally took on a dash of feminine personality via its offshoot Raiden Fighters games, by promoting the petite Fairy (formerly a rare bonus item) to a powerful hidden playable character. SNK, for its part, assigned new heroine Kaoru to headline its R-Type knockoff, Pulstar – the expanded sequel, Blazing Star, would recruit Leefa, Asayuki, and Naomi as squadmates for her. In the background, yet another major force in shooter development was quietly creeping up on its competitors, and was now prepared to introduce women to its workplace – while Cave’s first two shooters (DonPachi and sequel DoDonPachi) lacked any real female presence, in 1998 it sent out Irori of ESP Ra.de and Stephanie of Dangun Feveron in rapid succession. They would hardly be the last. And then, of course, there was Treasure’s legendary Radiant Silvergun, which entrusted its 2P spot to a young lady (albeit one with funny-looking headgear) named Reana.



Of course, as had always been the case, the “big” names weren’t the only ones behind the push for gender equality in their shooters – smaller companies like Warashi were also doing their part, in titles like Shienryu and Sengeki Striker. Data East, after two Vapor Trail games, finally implemented an even split between male and female pilots in the third iteration, Skull Fang, while Visco did the same with P-47 Aces (the second in its series), as well as the stand-alone Storm Blade, whose Camel Yuki Anderson is in competition with Zowie for the award of “weirdest name ever” in all of shmup-dom. Atuja of the little-known Varia Metal never escaped obscurity even in her game’s prime, but sky pirate Ruby and fighting nun Isha of Takumi’s Giga Wing made enough of a splash to earn a home port, and were followed in the sequel by twins Limi and Romi along with the cybernetic Chery. The “cute-em-up” subset was also unquestionably in its prime – by now Konami’s emblematic Parodius series had hit its stride, and once all was said and done around ten females were playable throughout the series. It’s fair to note that some may understandably object to Hikaru and Akane’s missile-riding antics and other less-then-forward-thinking imagery found in these games (especially the last one, ever-so-subtly titled Sexy Parodius), though on the male end Koitsu and Aitsu had to put up with condom-shaped shields too. Jaleco’s own Game Tengoku spoofs brought back Selia of Plus Alpha, and also invited several of the company’s non-shooter female protagonists (most notably the titular star of Momoko 120%) over for some fun – the Saturn port of the first game even brings in two total newcomers, Miki and Misato, to pilot the UFO/tank craft from Field Combat. On other cute-em-up fronts, the girls (five of six of whom were all-new) outnumbered the boys in the gloriously goofy send-up Space Invaders ‘95 (aka Akkanvader) - perhaps the most fondly-remembered title of all, however, is ADK’s versus-puzzle shmup Twinkle Star Sprites, which features over a dozen playable females, from the evil-cake-summoning Memory to the raccoon-tossing Mikoto, across two games.



Women also continued to earn more up-front time in the latest batch of console-exclusive releases, even after the all-girl space pilot quartet of Ginga Fukei Densetsu Sapphire (a graphical marvel then, and an oft-pirated collection piece now) more or less closed out the Turbo CD’s long tradition of inclusion. While Sega’s Saturn received few shmups that weren’t arcade ports, Technosoft’s Blast Wind, and its 2P lady pilot, Forn, made it into that exclusive club. The original Playstation was the recipient of more unique offerings, such as the bizarre flying-vacuum-cleaner shmup (yes, you read that right) Kyuiin, whose 2P Hoover jockey is the first player’s little sister – another obscure (and personal favorite) title, Harmful Park, sends a pair of teenage gals out to reclaim a corrupted amusement park with the help of ice cream lasers and homing jelly beans. While it’s debatable whether or not the AI piloting system “Chronos” of GaiaSeed is technically female or not, despite its decidedly feminine tone, for many PS1 shmuppers the most memorable name of the era is Captain Nikola Michaux of Philosoma – while her face is never seen (at least until the non-shooter sequel, Phase Paradox), her voice narrates one of the most memorable opening sequences ever to grace the genre. Finally, Cenes Crawford, pilot of the “Gauntlet” craft from Thunder Force V, holds the distinction of being the only console-exclusive woman protagonist of the era to appear on both competing systems (or at least the only one I could find).



While there were plenty of high points to celebrate as far as women’s presence within the genre was concerned, it unfortunately can’t be overlooked that this period was when shmups as a whole began to fall out of favor with the gaming mainstream – sadly, some of the female characters who had waited so long for their chance to shine couldn’t help but be swept up in a tide of mediocre-at-best releases and ripoffs which put the old-school shooter into a rut that it’s yet to climb out of. Kranichi of Stahlfeder as well as Reny and Vel of followup AirGrave on the PS1 are remembered by next to no one, though their fate is still preferable to that of the cast of Planet Joker on the Saturn, regularly cited as the system’s worst shooter and one of the lousiest shmups ever made. In the arcades Polette and Mary of Eight Forces fared no better, as did the 2P heroine of the painfully-generic-despite-the-name Hotdog Storm; of course, that’s not even taking into account semi-pirated games like Rapid Hero and Sen Jin: Guardian Storm, which openly stole assets from other games (usually Psikyo’s) and plastered them over a (usually hackneyed) game underneath. Perhaps the single lowest depth that a playable female character was subjected to, at least in an “official” title, existed in the hentai (pornographic) title Steam Hearts – Fallandia, the 2P catgirl, assisted her brother in the rape of each and every defeated boss in the game with the help of a…er…well, if you really want to know any more you can look it up yourself.

The writing was, needless to say, on the wall for the era of shmup prosperity…and many of the women who had worked so hard to keep it afloat.

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The Lean Years (1999-2003)

If video games had existed back in Wagner’s times, we might well be attending performances of the Shmupperdammerung at the opera today: even the tragic Norse gods of old have trouble holding a candle to the twilight of the classic scrolling shooter, brought on with stinging suddenness by a perfect storm of shifting consumer tastes and a deepening dearth of applicable talent among developers. Anyone familiar with those old myths, however, knows that even the end of the world doesn’t mean the end of everything, and that a handful of hardy survivors soon claw their way to the surface after the flames have subsided. In similar fashion, while the raw amount of shooters released around the dawn of the 21st century is somewhat depressing compared to more bountiful times, by now a vast majority of the subpar output responsible for the genre’s downfall had been mercifully weeded out. In any event, as the once-mighty shmup struggled to keep its balance whilst the very earth crumbled beneath its feet, a new generation of heroines, once again limited in number but undaunted as ever, rushed forth to help it find its footing.

The saddest occurrences of this era, by far, were the premature demises of several former powerhouses who either henceforth ceased to develop shooters or shut their doors completely. Compile, a mainstay from the beginning, put out its last shmup, Zanac Neo, as part of a late-released PS1 compilation in 2001 – Noa Cronbit, pilot of the game’s “Scar-Face” fighter, was its last leading lady. Of course, by that point both Raizing and Psikyo were already long gone, having both released their final shooters the previous year – the pair put women in the forefront up to the end, though, with Rosita and Kana helping to close out Brave Blade and Sonia ushering Dragon Blaze to its final rest. The one exception to this general trend was Cave, which quickly moved to fill the gap left by its withering competition, and was now packing plenty of feminine presence to boot: Kosame of the excellent Guwange is many players’ favorite character, and while the pilots in Progear are boys, all three of the selectable “gunners” are girls. While the red-haired female pilot of the IGS-developed DoDonPachi II: Bee Storm is seldom remembered, the trio of robotic “doll” assistants (Shotia, Leinyan, and Exy, with a fourth, Piper, added for the 360 port) of the “official” series followup, Dai-Ou-Jou, have received far more attention. While in this case the “loli” stylings added to these characters can be at least partially excused, as their presence in most of the game’s desolate, dreary concept art is more macabre than titillating, this sudden shift in tone would hint at a less-desirable aesthetic approach to be taken in many of the company’s later titles.



Meanwhile, even during these difficult times for the genre, a few smaller developers still strove to break into what remained of the scene, and frequently put a lady of their own in the spotlight: the super-niche Warashi, amazingly, managed to weather the storm, and subsequently put out Shienryu Explosion (aka Steel Dragon EX), which features several selectable women. Visco also refused to give up on the shmup and released the two samurai-flavored Vasara titles within a year of each other; both include a female character (Magoichi and Sandayu, respectively) who bears each game’s widest-coverage melee attack, which has made them runaway favorites for many modern shooter fans. Treasure, naturally, also continued to show its support with the iconic Ikaruga, whose 2P ship, the Ginkei, and its pilot, former mercenary Kagari, have wowed viewers of double-play videos the world over. One entirely new participant that rose to the occasion during this time period was Korean developer Skonec, which introduced gamers to the bullet-scratching Psyvariar games: the first two titles starred a loner, Sakura Diesell, while the most recent entry allows players to select mech jockey Kei (interestingly, she’s actually the more “blow stuff up-centric” character, as opposed to her more technical male parter, Yuhei). Another fresh face to the scene was Taito offshoot Alfa System, whose Shikigami no Shiro trilogy, also built around a “grazing” mechanic, boasts five original playable women, two feminine spirit helpers, and even a pair of lovely “guests” from the non-shmup scene, specifically Tagami of Elemental Gearbolt and Reika Kirashima of FMV chestnut Time Gal, who actually gets to dress a bit more practically this time around.

As the new millennium progressed it became increasingly clear that the old-school shooter was not quite dead yet – battered and torn, yes, but still very much alive, even if most gamers (especially outside of Japan) had failed to notice. Moreover, the genre was still, against all odds, a good place for a woman to land a primary role – the question lingered, however, as to just how far the suddenly-humbled shmup was willing to go in pursuit of a hoped-for return to prominence. It wouldn’t be long before both anxious gamers and their onscreen avatars would find out.

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The Hard Road Ahead (2004-Present)

Finally we arrive at the modern gaming scene as most of us have come to know it – arcades, once the shooter’s perennial stronghold, are an increasingly elusive rarity even in the East, largely supplanted by ever-more-powerful consumer systems, and the high-score board competitions of yore upended by the more immediate gratification of online deathmatches. More reliably than ever, the few shmups still able to make it to market are slapped with reviewers’ knee-jerk label of “outdated”, no matter how many unique and finely-tweaked features they have to offer: what’s a desperate developer to do? As in ages past, the women are once again being called upon to serve their genre: unfortunately for them, as well as the long-suffering fans of their illustrious ancestors, the job description isn’t quite what it used to be, and in many ways depictions of females in shooters have taken a decided step backwards in recent years.

The chief offender here, in many regards, is Cave – of course, seeing as the company is arguably the only “major” developmental force still going relatively strong in this area, it couldn’t really be any other way. Its earliest release along this stretch, ESPGaluda, isn’t as skeezy as some later titles, but does get a bit weird – while technically you’ve got one male (Ageha) and one female (Tateha) to play as, plus a second female (Asagi) in the sequel, all three characters’ bodies switch to the opposite sex when they use a certain special ability, so it’s kind of tough, if nothing else, to say just what the gender breakdown is here. Anyway, soon afterwards came Mushihime-sama, which stars Reko, a teenage girl who rides atop a giant beetle, Nausicaa-style: while it’s not very noticeable in-game, Cave’s character designers still made sure to heavily hype the fact that they didn’t give her any underpants (what’s a gal have to do to get a decent wardrobe manager?), right on through to the series’ first sequel and puzzle game offshoot. The bottom really started to drop out, however, with Ibara – while both playable pilots are men, each of the game’s six stages concludes with an impractically-dressed lady boss (they’re still infamously tough opponents, mind you). However one may feel about this marketing ploy, you can’t argue with what rakes in the cash – these lingerie-clad adversaries became so popular that a pseudo-followup, Pink Sweets, was released soon afterwards, and this time the vixens were selectable (and the bosses are…wait for it…a different group of scantily-clad women. Oh, and one guy…in a pimp-esque fur coat.) Before long the company was in pursuit of ever more fringe demographics with Muchi Muchi Pork (“muchi muchi” is a Japanese term meaning “sexily plump”, so you can probably guess what’s in store here…including sow’s ears and curly pink tails) and the goth-lolita-heavy Death Smiles, the sequel to which even throws in a “trap” character for good measure. While Cave’s fanbase praises most of these games in terms of how they play, even some of them are starting to tire of the increasingly fetishy mindset at work in the art department.



Things look rather glum in several other sectors, as well – Warashi finally gave in to the allure of the mecha-leotard with Trigger Heart Exelica, while Konami has arguably sunk even lower with Otomedius (“otome” = “young woman”) – as you might expect, seven of the eight playable characters are nubile young lasses, and all of them are scarcely developed as characters beyond their demeaning closet choices. More than that, unlike its spiritual predecessors, the Parodius games, this title doesn’t offer the player any manner of humor or bizarreness to take the edge off its personalities’ low-rung appeal; it almost comes off as an open admission that T&A is all that the developers have left to turn to at this point. As if to drive the sentiment home, a more innocently childlike girl named Mei Mei finally made a recent appearance…in the disposable Shin Chuuka Taisen (aka The Monkey King) for the Wii. Not all of the word on the street these days is bad, however – one relatively bright spot for the women of contemporary shmupdom is new developer Milestone, who have not only featured playable female characters across several solid games but have kept them at least relatively non-objectified, from Chaos Field’s Ifumi to Radirgy’s Shizuru to the eponymous Karous. G.Rev also came through with its World War II-styled helicopter shooter Under Defeat – heroines Wilhelmine and Adele are all business, and moreover look the part.

So where are shooters, and the fictional women who live them, headed from here? Obviously it’s a bit hard to say, as the only major release with a confirmed feminine presence on the horizon at this point is fighting game spinoff King of Fighters Sky Stage, which puts Athena and Kula into a different set of circumstances than usual – might we be seeing more outside licenses like this staking claims, and moreover will they be franchises which know how to treat a lady? Or are shmuppers fated to endure more and more of the recent “bottom of the barrel” trend, as the remaining vestiges of the industry become less and less able to resist the easy-money allure of the raised hemline? Dare we hope for an eventual return to the days when scrolling shooters, once considered an indispensable part of gaming itself, provided a standard-setting opportunity for female characters to endear themselves to the gaming public at large?

Whatever ends up happening, even the lengthy history depicted above doesn’t quite tell the entire story.

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Bonus Stage 1: Borderliners

In case you’re not familiar with the term, “borderliner” is a word used by shmuppers to describe “shooting” games that don’t quite qualify as “shmups” – while exact definitions vary, tube shooters, run-n-guns, rail shooters, and others like them generally fall under this broad classification. While I’m not planning to go into as much depth here as above, I’d be remiss not to call some attention to at least a few of the “other” shooters that have maintained their own storied traditions of equal-opportunity employment.

Actually, if you go back far enough, borderliners actually comprise some of the oldest examples of female appearances in shooting games – one of the most illustrious is Namco’s “jetpack shooter” Baraduke, in which your character (either 1P Kissy or 2P Takky) ditches the space helmet at the end to reveal her face (a little ways before Samus first did so, actually). While the accompanying Engrish text sort of spoils the moment by telling the player “YOU ARE A BRAVE MAN”, Kissy (later renamed Toby Masuyo) made a high-profile reappearance years later when she was ret-conned into the Mr. Driller storyline. Sega’s arcade title Ninja Princess also put a fighting female on the front lines back in 1985, though unfortunately she was replaced by a “generic” ninja in the Master System port that most have played. Other early examples are Hiromi Tengenji of Burning Force, Eve (and later Elfie) of the Blaster Master series, and Sayo-chan (aka Pocky) of the Kiki Kaikai - Pocky and Rocky games, who was joined by Shinobi (Little Ninja) and Miki (Becky) farther down the road (the unofficial sequel, Heavenly Guardian, stars two snow spirit sisters, Sayuki and Koyuki). Konami’s Devil World (aka Dark Adventure) put the crossbow-wielding Labryna in the 1P spot in 1987; the company also made sure to include its own lady ninja (Yuri by name) in the Sunset Riders-esque Mystic Warriors by the time the early 90’s rolled around. Little-known Genesis overhead shooter Twinkle Tale, meanwhile, gives players control of an apprentice witch named Saria, while cult favorite Alisia Dragoon took care of business in the system’s side-scrolling department; across the border, the SNES’s Wild Guns allows comers to select the sharp-shooting Annie. Both systems also played host to Julie in Zombies Ate My Neighbors, though only the latter platform ended up showcasing her encore in Ghoul Patrol.



Several series now regarded as classics took some time to diversify their workforce, but eventually came around – Contra first added Sheena to the roster in Hard Corps, as well as Lucia and Tasha later on, while Metal Slug favorites Eri and Fio have been part of the crew since the second installment (with Nadia standing in for one game), with Red Eye, Tyra, and one or two others holding down the portable fort. Gunstar Super Heroes’ Red, in turn, made her own mark on the GBA (a series copycat, Gunner’s Heaven for PS1, also included a girl named Ruka), Elevator Action recruited Edie and Sarah in its more recent titles, Leona finally made it into Ikari Warriors proper once it hit cell phones, and Orta not only shattered Panzer Dragoon’s glass ceiling but brought Azel from Saga along for the ride. Others had the right idea from the start, such as Treasure’s Bangai-O, which welcomed Mami and Ruri in the first and second game respectively; the company also gives Airan Jo and Kachi their due in its Sin and Punishment series, not to mention Shyna’s starring role in Silhouette Mirage. SNK also redeemed itself further with its pair of overhead Shock Troopers games, which include at least two selectable female characters apiece. Of course, Gauntlet’s Valkyrie (and later the Elf as well) is one of gaming’s more iconic figures, though for my money Erin and Diana of Arcus Odyssey (whose plot, as it happens, revolves around a world-rending conflict between two super-powerful women) are equally noteworthy.



Naturally, plenty of more obscure borderliners were moving things forward as well – Toaplan helped out on this front with Fixeight, two of whose selectable soldiers were female, and ADK offered players yet another kunoichi named Rayar in Ninja Commando. Momoco and Hanna donned cyber-suits in Final Zone II for the Turbo CD, while Mizuki Makimura was half of your team in Fortified Zone for the humble Game Boy. A little farther down the road a small group of Capcom’s more famous ladies, most notably Street Fighter’s Cammy, crashed the party in Psikyo’s Cannon Spike; meanwhile, Clara of the decidedly non-famous Power Instinct series starred in an isometric shooter, Prikura Daisakusen, with younger sister Kirara in tow. Even more recently, three of the five playable characters in G. Rev’s Mamoru-kun is Cursed! are girls, and if you count both primary and assistant pilots in its Senko no Ronde series you’ve got another dozen playable women. If you’re really into the obscure, PS1 puzzle/shooters Calcolo! and Finger Flashing also fit the bill; if you want to go even further you can sniff out the scattered remains of two unreleased borderliners, namely Treasure’s arcade racing hybrid Gunbeat and Data West’s PS1 overhead shooter Bounty Arms.

And again, those are just the ones we dug up without trying particularly hard.



Bonus Stage 2: Doujins

I was a bit hesitant to even include a section on “homebrew” shooters in here, but not for the reasons you might think – as one of my forum fellows put it, “you’re gonna get absolutely swamped. It’s hard to even find a male pilot.” He certainly wasn’t kidding – for whatever reason, “unofficial” shmup developers, if they include a human character at all, will almost without exception make it a female. If you don’t mind reaching a bit, you might consider this to be the genre finally coming full circle, in a way – while women made a notable amount of appearances during the shooter’s heyday, even in the aftermath the modern-day shmup stronghold of doujin development has given them a more prominent (“dominant” might be the better word, actually) place in the spotlight than ever. Of course, how many of them could be considered “strong leads” or “role models” or what have you is still debatable, but it’s still a phenomenon that outpaces similar trends just about anyplace else – thus, while attempting to chronicle every applicable game here is a fool’s errand, there’s no way I could avoid mentioning at least a handful of the home-made shooters that continue to bring females to the fore.

At the top of the list is one of the few examples that some of you might have heard of, namely the long-running “Touhou” series (aka the “Shanghai Alice” games), developed by a solo programmer known as ZUN and featuring a huge cast consisting almost entirely of (minimally-fetishized, thankfully) magically-powered young girls blasting the heck out of each other (but never getting hurt too much, it seems). Who is available to play and who appears as an NPC varies from game to game, but regardless of casting specifics you’re going to find yourself weaving through elaborate, screen-filling bullet patterns (and sending out a few of them yourself) that redefine “girl power” – the series is so popular that other homebrewers have concocted their own tributes to it, from fighting games to platformers to rail shooters and beyond. Another high-profile doujin shmup developer, Platine Dispotif (aka Murasame) has featured at least one female protagonist in just about every shooter on its roster, from Gundeadligne to Hitogata Happa to Royal Edoma Engine, plus several others.



Some other homebrew shooters worth mentioning are the Cave-esque titles from x.x gameroom – everything he’s done so far except the (gender-neutral) Blue Wish games has featured a female protagonist. Studio Siesta’s cute-em-up Trouble Witches, for its part, was well-received enough to earn an official arcade release - Ohbado’s Angeraze games have also seen their share of popularity, while French Bread’s Bike Banditz (another personal favorite), welcomes its own pair of feisty females to its futuristic hover-bike gang. For a few final recommendations, check out Buster’s unusual “mermaid shmup” Vacant Ark, Tennen Sozai’s eXceed series (one of which is an Ikaruga tribute), Amusement Makers’ Giga Wing-esque Samidare, any of Orange_Juice’s Suguri games, and any of Eikyuu Loop’s twin-centric TWilight games. Again, this is nowhere near a complete list, but it doesn’t take much effort to discover a whole lot more if you’re interested.

You’ll also have to excuse me, of course, for not even mentioning the various doujin-developed “borderliner” games, along with a handful of other various semi-applicable categories. If you go in search of these specimens yourself, just make sure not to overload your hard drive TOO much.
--------



True Last Boss: Men Blow Up Mars, Women Vaporize Venus

So, we’ve now journeyed through most of the history of the shmup in an effort to better understand the place that female characters have occupied therein over the years – at this point the question becomes “what have we managed to find out about how this relates to women in gaming overall?” Of course, it’s a bit tough to state anything “for certain” when speaking from an industry outsider’s perspective, but a few general trends do stand out. For one thing, it seems safe to surmise that shmups possess their relatively diverse gender record largely because, in most cases, the sex of the human characters affects the onscreen goings-on less than pretty much anyplace else. Even considering the vast amount of characters out there, shooter players have undeniably spent the vast majority of their time looking at a jet or spaceship, getting only fleeting glimpses (if that, even) of the personalities at the helm, and moreover don’t have much time or inclination to mull over plot points whilst stumbling through a screenful of enemy bullets. Some might cite this superficially “neutral” nature of most shmup avatars as a “screen” of sorts that limits the scrutiny of normally-more-discriminatory players, though as Elsa herself has pointed out, the physical differences between male and female aren’t nearly as pronounced even in a more “traditional” combat setting, assuming that both sides bother to suit up properly. Of course, this does nothing to explain just why a shmup developer might be more likely to choose to include a woman instead of a man – just being given an opportunity, after all, doesn’t mean one has to take it – and after all, aren’t both genres, like every other, always trying to increase their intrinsic appeal to fans, whether via genuine inclusive outreach to female players or shallow fan service to the guys? Why, then, does one of them still seem to do it so much more often than the other?



To that end, one might guess that the “sci-fi” setting most commonly found in old-school shooters is more palatable to some when it comes to women stepping in (c’mon, who doesn’t love Ellen Ripley?), at least compared to “realistic” warfare backdrops (c’mon, who actually paid money to see G.I. Jane?), but while there is indeed some general disparity between, say, shmups and FPSes, there’s also plenty of overlap – after all, scrolling shooters have frequently tackled “actual” war, in some capacity, going back at least to Capcom’s 1942, and moreover one of the most popular first-person series currently in existence is the futuristic Halo. It’s also possible, of course, to analyze the most common geographical origins of each genre, as shmups have traditionally been a Japan-developed property while the FPS is among Western studios’ most prolific output, but I can’t see this route as anything but a red herring – to be blunt, there are many admirable things about Japan and its culture, but forward-thinking attitudes toward women are decidedly not among them (granted, pretty much every nation on Earth, to some degree, undeniably has its own issues in this area). Maybe all of that doesn’t even matter – could more female developers have worked on shmups than other genres over the years, and thus skewed those games closer to equal representation than most? I personally have no idea, though if I had to guess off the cuff I’d say “no”. Alright then, perhaps it’s something to do more with the players than the developers – might more girls intrinsically prefer to play shmups than FPSes, and the marketing department merely followed suit? Again, I’m officially clueless on this, but in like manner I very much doubt that this was ever the case. Of course, if anyone out there can decisively prove me wrong, I’ll be the first to listen to what you have to say.



In the end, the concrete factors behind the relative prevalence of females in the shmups of old versus the prevalent shooting games of the present are likely to remain largely a mystery – of course, one doesn’t need a documented reason for their existence to be glad to have them around, just as they are. While my deepest id’s inner chauvinist pig (all guys have one, even if they won’t admit it) scoffs at the notion, I have to say that all the chest-thumping among certain self-important gamers about how “manly” this game or that one is has long worn out its welcome – this unfortunately underscores the fact that shooters, like most types of video games, haven’t always treated the female demographic with the respect it deserves. The genre’s long history undeniably holds out hope for the future, however – even with things as they are now, I’m willing to bet that if gender equality ever does become a true-blue reality for gamers, the humble shmup will be the one leading the way once more: if some of the more recently-popular “shooter” factions decide to follow in its footsteps, so much the better. To Elsa and any other somewhat frustrated girl gamers out there, while I must apologize for this article’s lack of concrete “answers” to what ails you, hopefully it’s a little bit of reassurance that even this ancient genre, at its best, has been a driving force in advancing the cause of women onscreen. There’s still plenty of work to be done, but there is encouragement to be found in gaming’s past as well as its future.

To the fictional females of yore, meanwhile, who have helped to make this hallowed, historically-rich corner of gaming what it is, I hope to be seeing you again, someday soon.

---------

Allow me to offer one last word of thanks to my compadres at the shmups.com forum, who helped make this article as wide-ranging as it is. Always glad to know that you folks have my back!

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 about me

Hello and thank you for stopping by. A few basic stats for your perusal -

Systems Currently Owned - Super Nintendo, Saturn, PS1, N64, Dreamcast, PS2, Gamecube(w/GBA player), XBox, PSP, DS, X360

Preferred Genres - Nearly anything apart from FPS, Racing, MMO and Sports, though there are always exceptions

Favorite Developers - Cave, SNK, Arc, Clover, KaZe, Nippon Ichi, Vannillaware, Atlus, Sting, Gust, etc.

Other Interests - Art, Singing, Acting...pretty much anything I'll never gain employment from

Anything else you might be interested to know...well, I have no idea what that might include, so feel free to ask. Of course, if you're looking to hire a paid writing position someplace feel free to contact me on that too.

--------------

A handful of recaps, in case you're interested - asterisks mark promoted articles.

Reviews/Impressions/Rants/etc.

King of Fighters: Orochi Saga
Ar Tonelico II - Part 1 and Part 2
Prinny and Street Fighter IV
King of Fighters '98 Ultimate Match
Nintendo DS
*King of Fighters XII
How-To: Atelier Annie


The Forgotten Essentials

Part 1: RPGs
Part 2: Shmups
Part 3: Fighters


The Obscurer Tribune

Latest Issue - # 21

Monthly Musings

The Fear: The End
*A Time to Destroy: I Cast Thee Out
*Expanded Universes: Triple Triad X
*Those About to Die: Nocturne's Demons
*Untapped Potential: The Second Dimension
*I Suck at Games: and I'm Here to Help
*The Forgotten: Real Life

Assorted Ramblings

Why Am I Here? (intro)
Non-Portable Portable Gaming
Hating the Unhateable
*Soul Bubbles, Mickey Mouse, Journey of the Self
One-Year Anniversary Reflections
Shmups: Gaming's EOE

Non-DT Writing

Unofficial Shmup Glossary (shmups.com)
Saturn Shooter Rundown (racketboy.com)
PS1 Shooter Rundown (racketboy.com)

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Thanks again for stopping in, comments are always much appreciated.

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