is for.... forward to
 





1988
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(Above) Sub-bosses in Truxton liked
to gang up on you in groups,
spraying you with bullets
from point-blank range

(Below) Intricately detailed , if
occasionally rather purple scrolling
backgrounds were a notable
feature of the game.





The Japanese release of the Sega
Megadrive conversion







1992

'Be the king rather than Expert!!' shouted
the arcade poster for Truxton 2.. I've
no idea what they meant either..






Side pods are cool.






Also from Tsuneki Ikeda, designer of
Truxton/Tatsujin 1&2 is
Batsugun

 Truxton aka Tatsujin 1 & 2: Infamously unforgiving, these two Toaplan space shooters set a design template for future vertical shmups like the Raiden series and a distinctive visual style that would carry on through from their late 80's origins into the era of the modern shooter..

Truxton was the game in which Toaplan's graphic designers first developed their colourful, intricate backgrounds and characteristic visual style along with the use of large 'set-piece' bosses which would carry on through titles like Outzone, V-Five (aka Grindstormer) and Batsugun, and into later shooters by ex-Toaplan staff at Cave. It also featured game mechanics which would, along with its forebears Twin Cobra and Flying Shark, influence Seibu, the designers of the Raiden series, particularly its 3-weapon incremental power up system. In ways not dissimilar from other early Toaplan shoot'emups (Flying Shark does indeed spring to mind) Truxton was notorious for its difficulty. Featuring an incredibly harsh restart-point system which put you back several screens if you died, less-competent players could potentially find themselves going backwards through the game substantially should they be killed several times in a row.



Beautiful hand-drawn textured backgrounds in Truxton,
a definite improvement over Toaplan's earlier games.

Part of the reason that Truxton is so radically different visually from previous Toaplan games was the desire of the designers to use larger sprites on-screen for the player, enemies and bullets. However, this did tend to mean that conversely the play-field was effectively reduced in size giving you less scope to avoid destruction. Truxton often tended to throw several fairly large enemy ships on screen at once which then proceeded to pepper you with large numbers of fast-moving bullets at 45 and 90 degree angles from point blank range.. survival becoming a matter of whether you could hammer the fire button quickly enough to destroy them before falling foul to the inevitable killer barrage.



I think these may be the only Truxton bosses I'm familiar with to any degree, the one on
the right is a particular bastard and likes nothing more than decend down the screen
and proceed to shoot you from a distance of about half an inch. Note the
smart bomb (left) which has a nice skull graphic effect at the end
of its animation..unhelpfully not shown here.

Truxton's power-up system gave you the option to speed up your ship, change or increase your weapon/firepower and add to your smart bomb stock via collection of floating icons. There were three available weapons in the game, useable only one at a time. However due to the slow pace of powering up (requiring the collection of five 'P' icons for each weapon power increment) two of the three weapons were less useable than the default 'spreadshot' one. The blue 'lightning weapon' was practically impossible to use when not powered up due to its intermittent and unreliable fire rate and the green beam laser wasn't much cop as its field of fire was so limited. Seibu later took Truxton's weapon/power-up system almost part and parcel and implemented it in their own first shooter Raiden, where the spreadshot became the favoured 'vulcan' cannon, the lightning weapon became the infamous 'toothpaste' laser and the green beam weapon became the high damage inducing 'piercing laser', versions which worked much more nicely than in the game that had inspired them.

Probably because of its insane difficulty, the original Truxton was not a game that I got to know very well at the arcades, but I do remember seeing the Sega Megadrive (Genesis) version for the first time at a local branch of Dixons and being blown away by the graphics. Being a humble Commodore 64 owner, I'd never seen such incredible visuals in a home shoot'emup before. The conversion by Sega was top-notch and captured the arcade original very well indeed. So I suppose if anything Truxton's role in introducing me to the 16-bit console generation was an important one. It's still a solid game, though you have to be in the right frame of mind (or masochistic) to play too much of it in one sitting, if only because as well as that ridiculous difficulty the lack of auto-fire and extremely long stages of up to ten minutes duration are incredibly punishing on your poor trigger-finger.

However.. after a break of four years Toaplan released what is arguably their masterpiece in the vertical shooter genre.. Truxton 2(Oh). Truxton 2 does everything right that the original did wrong and is a hell of a lot more fun to boot. Your ship is smaller and no longer such a bullet magnet, and starts off at a decent speed instead of the snail-like pace of the original. Auto-fire has been added (no more feeling like your hand is about to explode after boss encounters) and the three in-game weapons actually work properly and now fire from little side pods subsidising your main shot weapon, which is the only one that most people ever wanted to use in the original Truxton anyway.

Enemies no longer constantly assault you from point-blank range (unless you are daft enough to just sit there underneath them) and the breezy pace of the levels means that reaching each boss no longer feels like you've run the shoot'emup equivalent of a marathon.

Two players can now play simultaneously, and indeed this is a good way to play as it cuts down restart point frustration, however restarts here are a hell of a lot fairer than in the first game.. none of that going backwards malarkey here. Now bosses don't pummel you into submission (or death) in about 6 seconds flat but are actually beatable with one life (and maybe a bomb or two). And the graphics.. did I mention those? They are just flat out gorgeous. I mean.. take a look at some of these bosses. The art direction and painstaking graphical detail in Truxton 2 is second to none among Toaplan games with the possible exception of Outzone. Huge, intricately designed multi-part bosses are the order of the day and it's enormous fun trying to take them out piece by piece.



Here we have in six screenshots an array of nefarious boss types from Truxton 2
ranging from huge mechanical creations to the Giger-esque final boss

Ultimately though it's the sheer playability of the game that shines through and it's a shame we never got any home versions here in the West (the Japanese FM Towns Marty had a conversion apparently but who ever managed to get hold of one of those?) Luckiliy I now have the arcade PCB and it's one game which I can see myself playing for a long time. Mike


Some nice little extra snippets of info on Truxton were pointed out to me by DEL

The arcade Truxton has a glitch that can be exploited (a bit). Switching from green bullet firepower to the blue laser spread will cause the instant death of a Boss (even the Last Boss), as long as the green firepower hits the Boss first. In reverse, this glitch is a nightmare. If you switch from Blue Laser Spread to Green bullets having touched the Boss with Blue, the Boss cannot be harmed.....at all!! So you end up having to commit suicide.

Please note that this glitch will not guarantee or even assist multi-looping of Truxton. It can help with the quick despatch of the Last Boss though.

The arcade Truxton increases in difficulty until it top-ends on the third loop. From then on it remains at third loop difficulty, with insanely fast bullets.

The insane difficulty that you mention on Truxton isn't so bad. Its simply about learning how to recover from each re-start point. Plus mind-mapping the game. It is a game that must be learnt. Its not a pick up and blast game, at least not until you work it out .

There is a rare as Hell prototype Truxton board out there. It has RED Lasers. Much prettier! I really don't know why they dulled it down to Blue Lasers for the full release. I used to play this version at London's Casino Arcade. The only other difference is that the death bullets coming out of destroyed ground targets on the 2nd loop onwards are 3 Way and not 1 Way as with the Blue Laser version.

Tatsujin 2/Oh

One thing to mention is the HUGE difference between the Japanese and International versions of this game. The Japanese version is much much harder, cram packed with enemies. Whereas the International version is almost empty. I guess its the largest difference between JAP and Intl versions of a game I have ever seen.

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