

The title-screen
attract mode showing
the various bolt-on weapon kit
upgrades for your fighter.

Attractive bas-relief graphics
were
one of the game's stand-out features
There's an interesting
'hidden' cheat in the game. Survive long enough
to reach the first 'swimming-pool' ground feature
in the game without shooting and you'll be
awarded an extra life, a points bonus and some
nifty additional weaponry. Cheers Toaplan peeps!

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Fully powered-up and looking
for something to shoot at..

V-Five aka Grindstormer (1993)
Slap Fight's semi-sequel
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Toaplan's Slap Fight is an
underrated hybrid of Xevious and Gradius, and one of the
company's more forgiving shmups..
Reviewed
by Randorama
As a kid with a lot of time in my
hands I liked a lot shmups, as they allowed me to play
for hours on a credit. Slap Fight is one
of them. While graphically speaking there are better
games from that period, Slap Fight is an excellent title.
From a technical point of view though, it would have been
better if the designers had fixed a few things. Let's
cover the cons first: bullets are in the
"hard-to-see" range to exponential levels. Most
players will really need some time to get used to their
appearance, as they're basically small white balls
floating around the screen. However, practice can cure
this problem. Other issues of visibility cover the ship
itself when it's powered-up: when you trigger the side
pods (mmm.. side pods.. Mike),
their borders are a bit tricky to be clearly seen, and it
will be easy to quickly lose them. Finally, when you
trigger the invicibility feature, you have to ignore the
shining animation and mind only the specific sound
effect, as it will stop completely once you're again
vulnerable. Except for these flaws, the game is still
very nice, with a decent mix of design ideas and a funky
final boss. Special mention goes to the palette and the
overall "metallic effects", very cute.
1986 was the time of simple sound effects and beeps mixed
together to create music: in this regard, some games
where clearly ahead of their time, like Salamander or Side Arms (and their groovy OSTs), but Slap
Fight was just a 8-bit game, after all. However, it has
the much nice virtue of having good themes, well done
sound effects and being everything but "invasive to
the ear". There is nothing too detailed to say about
it, except that quality is overall good and tunes are
quite hummable
The key aspect of these early games, to be honest, is
gameplay. Slap Fight was basically a clone of Gradius in 'Tate' (vertical mode) with
some cool additions. For instance, you can choose between
bomb, missile and laser, aside from the main shot, and
have quite different attacks. Bomb and missile
don't shoot continuous streams of bullets but single
salvos, while the laser is meant to be
used in a semi-automatic way (i.e. tap and hold for one
stream). They also trigger different scoring
opportunities: bombs could destroy secret bonus pods (but
not reveal them), missiles also make them appear, while
laser could "grow up" flowers in key spots (an
homage is in DoDonPachi which features the same mechanic).
Also, Laser allows you to shoot the secret Invader enemy
at stage 4. Not only that, but some enemies are more
prone to some attacks than others.You also have a useful side
shot and pods which take the
fall for you when you get hit, saving your behind.
Finally, there is the invicibility feature, time-based
and with the aforementioned flaw. The gameplay was pretty
creative and score-centric (for the period), and aside
from the invisible bullets, the game is pretty well
balanced and well-paced
Many of Slap Fight's main
characteristics defined the Toaplan
style (minus score, sadly), and the difficulty level was
challlenging without being as hard-core as some of
Toaplan's other shooters of the era. Aside from the many
scoring tricks, involving weapon-switch in key areas, the
presence of a light rank system also warranted an
increased learning pace in the game. The game's single
loop is pretty short and can warrant about 20 minutes of
play, so it can be also played for quick blasts. It is
strange that score was more important in this early title
(maybe not, as it was officially Taito),
and thus it makes the game even more interesting.
Slap
Fight is probably one of the best titles of the
'old school' approach. It has some nice scoring elements
and a lot of possible approaches, not to mention a
hard-but-fair learning curve. Beside that, it is a really
nice-looking game, if seen in the proper context (and it
still holds well after 20 years). While some gameplay
issues are not top-notch, this is perfectly
understandable, as the game itself was a pioneer (and
those issues can be coped with some practice). If you
want to experience some classic shmupping, this is one of
the first titles you should play. Have a blast!
Randorama 
Slap Fight is one of those Toaplan games that's been
overshadowed in many people's memory by the likes of Truxton and Flying Shark but it's still a title I'm
extremely fond of. While the aforementioned games tended
to eat up my cash rather more quickly than I would have
preferred due to their extreme toughness, Slap Fight was
a gentler beast, and allowed time to savour the
Gradius-styled bolt-on weapon power-up system (similar to
Terra Cresta's) and the attractive Xevious-inspired bas-relief backgrounds. A
better designed game than its semi-sequel Grindstormer
aka V-Five , it's a shoot'emup most worthy of revisiting.
As home versions went of particular note was the rather
excellent C64 conversion by Ocean. Daft name though eh?
By the way try entering 'Slap Fight' in Google image
search for an amusing past-time ;) MikeB


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