
Batsugun
did away with the need to constantly upgrade or
change weapons with the collection of power-ups by
introducing an RPG-like 'experience point'
system. Basically the player is only given one weapon
from the start, and must gain 'experience' by
destroying enemies in order to fill a
level-up gauge. Once the gauge is filled the
players' firepower is upgraded a small degree, often
accompanied by an on-screen indicator in the shape of
the players ship sprite modifying to a new form. The
level-up guage then resets and the process is started
again. You can still collect power-ups, up to five
per stage, but the main mechanism of evolving your
weaponry is through simply killing as many enemies as
quickly as possible. Starting from a rather humble
laser or cannon, through the process of levelling up
you can end up with a ridiculous amount of firepower,
which at the maximum level can completely cover the
whole screen, an unprecedented feature for the time
the game was released. It's certainly the most
outlandish amount of firepower ever seen in any
Toaplan game, and rivals a lot of modern shooters
released to this day in its frankly depraved, but
whole-heartedly enjoyable spectacle of blatantly
over-the-top sprite-icide. This levelling up
philosophy was later to be seen in a number of games
including Takumi's Mars
Matrix.

Weapons at level 3.. it
actually gets
even more
powerful than this!

Until you finally
get this!

Unleashing
a smart bomb on two
unsuspecting now ex-bosses.

Beltiana's Level 3
firepower
hones in on a stage boss.

Incoming sky-stage
mini-boss ahoy

Parabolic and circular
bullet patterns.. the mainstay
of many a future Cave game, make what could well
be their arcade shooter debut.
Those wishing to play
Batsugun at home can do so with an excellent Sega
Saturn conversion
released in Japan by Banpresto
in 1996.This package contains both the original
and revised Special Version of
the game along with a bonus 'arrange'
soundtrack and of course a full 'Tate'
mode for authentic TV-on-side arcade
simulation. A fitting final chapter in
Toaplan's arcade legacy and the start of a
new one which would give rise to the birth of
the mighty Cave. Mike

|
|
|
Toaplan's final release and
the
archetype of the evolution of
firepower in the modern shooter.
Considered by many as the precursor to the modern 'manic'
bullet-storm shootemup (see DoDonPachi, Progear, Ibara or any other shooter by
Cave) Batsugun was designed by
producer and subsequent Cave co-founder Tsuneki Ikeda,
who had also previously worked on Truxton and Truxton 2. Graphical design on the project
was by one Junya "Joker Jun" Inoue, future
designer of Cave's ESPRade, who had only
recently joined the company and had just completed work
on his first game, Dogyuun. Inoue was
responsible for the game's anime-style character design,
one of the first instances in a shooter but a trend that
would continue through to latter day games.
Batsugun
was released at a time when the arcade vertical shooter
format had seemingly been pretty much nailed down
resulting in a lot of very similar shootemups such as the
Raiden games and Toaplan's
own Truxton and Flying
Shark.
All featured floating weapon power-up icons, often
allowing the selection of a limited number (usually
three) of different firepower types, with the player
usually aiming to upgrade their favoured weapon through
the repeated collection of the same corresponding weapon
icon. These games usually all featured some form of 'smart
bomb' which would wipe out all adversaries on
screen and grant temporary immunity to bullets and
usually allowed for simultaneous two player action.
Although it does indeed possess the latter two features,
Batsugun's power-up method turned out to be something
entirely different.

  
You can
choose from three different ships at the start of
the game. Jeene (Blue) has a standard spread shot
a la Raiden which can be levelled up to literally
cover the entire screen. Beltiana (Pink) has a
beam weapon which works in a similar manner to
the Raiden 'toothpaste' gun and Iceman (Black)
has a sort of green laser than can be made to fan
out and cover a large portion of the screen by
repeatedly tapping the fire button.
|
Given the totally overblown amount
of firepower you are able to develop in this game it may
come as some surprise to realise that the game is
actually beautifully balanced. Toaplan's programmers
countered the players' increasing barrage of fire by
gradually incrementing the amount of hits needed to
destroy enemies and bosses, and by increasing the
frequency and density of enemy bullet formations in such
a way that however much firepower you have you never
completely have the upper hand. Indeed if you fail
to level up quickly enough by missing the opportunity to
make enough kills or dying too frequently (which sends
you back down a part-level) you can find your weaponry
woefully inadequate on later stages of the game. This
only serves to add to the intensity as you are driven to
simply obliterate everything you can just to stay powered
up enough to survive. Enemies also seem more advanced in
intelligence than in other shooters of the era, directing
not only the odd aimed shot Raiden-style at your craft
but also in more complex swirling bullet spray patterns -
arcs, circular clusters and parabolic
curves similar to those that evolved into the 'bullet-storm
hell' seen in later Cave games. Bosses
too have a decidely Cave-esque style
about them, and a couple would not look out of place in a
modern game like DoDonPachi
III. Also present in Batsugun is fully fledged' bonus
medal' collecting, a trend which would become a
big feature of future Raizing shooters.
Batsugun also introduced the reduced 'hit-box' feature
which would become common in modern shooters, whereby the
player would only die from a direct hit to the cockpit
while 'scraping' a wing or tailplane would be fine. Yes
it made the game easier but hey.. it was a very difficult
game compared to rival titles of the era and anything to
improve playability was a neccessity.
The
downside to all this complexity is that the game is
markedly shorter than most shooters, ending after only
five levels, or looping round again in the remixed Special
Version. But
what you do get is of incredibly high quality, a game
with a much greater depth and replay appeal than most
other shooters of its era. Indeed Batsugun
high-score competitions are still very popular indeed
over at Shmups to this day!

Batsugun's colourfully lurid graphic style is very
similar to that of later Cave titles.

This boss, stage four I
think, is
very DoDonPachi.

Only part
of the enormous sky stage boss, a huge aerial
battleship teeming with onboard gun emplacements,
lasers and all manner of death-dealing hardware.
Good job that by now you should be powered-up
with the arsenal of a small country.
|
|