Friday, 8 May 2026

Angelian Trigger (Switch)


 Space Harrier is obviously an excellent game, but since the hard of thinking like to assume that there's no place for sprite scaling in a world with polygons, and that there's no place for rail shooters when free roaming flight sim-style shooters exist, there hasn't been a lot of iteration on its principles over the years, not by SEGA nor by anyone else. But Pixel, who made a name for themselves with Flame Dragon Fist Master Xiaomei, a game in another genre considered dead and obsolete by the ill-informed, the single plane beat em up, took on the task a couple of years ago with Angelian Trigger.

 


Just looking at screenshots, you can see one thing that this game has going for it: it looks amazing. Most of the graphics are made up of high resolution sprites, with those used for the player characters also being lavishly animated. There's some enemies (mainly robotic ones) that are represented by polgyonal models, but most of the enemies, as well as the stages themseves are super-sharp sprites. That aside, most of the other things the game does to build upon the basic concept put forth by Space Harrier are apparently attempt to "modernise" the genre, for better and worse.

 


There are two playable characters to choose from whenever you play, and they are actually different to each other: one can fly around the screen like the Harrier of lore and legend, while the other runs along the ground, but can double jump to evade ground hazards and shoot at airbound enemies, and does all these things a lot more quickly. There are also two modes in which to play: arcade and story. The game's clearly been designed with story mode in mind, though, with arcade put in as a concession to those who prefer purely skill-based play in their shooting games.

 


Arcade mode is what you'd expect: you pick a character and then you play through all of the stages in order, until you complete the game or get killed. However, there are twenty-four stages spread across six planets, and each stage is about five minutes long. So playing through arcade mode means concentrating on shooting and avoiding stuff for two solid hours! By contrast, story mode lets you start from any planet you've previously reached (even if you reached it in arcade mode!), and it also has unlockable permanent upgrades. It also has lots of cutscenes between stages, though they are mercifully skippable.

 


The big gameplay gimmick the game has to offer is the HDCPC meter, and its various uses. It slowly charges over time, and when it's full, you can press a button to spend it in one of three ways: projecting a shield over yourself to pretect you from a single hit, summoning a robot buddy to fly around and shoot enemies until you take damage, or shooting a load of homing beams at every enemy currently onscreen. The shield is he most important one, and it feels like success in the game hinges upon keeping it up as much as possible. There's also times when the homing beams are very useful, too, of course. The kindest thing to do regarding the robot buddy is to move on without mentioning its relative usefulness.

 


Angelian Trigger isn't a perfect successor to Space Harrier and the neglected genre it represents, but it is a game that's decently fun enough to play, and the more I've played it, the more I've grown to like it. It's definitely worth your time, I think. What's weird about it, though, is that in a bizarre circumstance from days gone by, it's a Japan-only release, on Switch at least (I think there's an international release on PC). Did you even know that that kind of nonsense still happened, outside of tie-ins to gameshows and the like? There's obviously no language barrier though, unless you really want to know what's being said in the cutscenes.

Sunday, 3 May 2026

Undercover Cops Gaiden - Hakaishin Garumaa (Game Boy)


 It never really became a mainstream hit like Streets of Rage or Final Fight, but for a short time after its original arcade release and subsequent Super Famicom port, Undercover Cops had at least built up a sizable cult following in Japan. Which makes sense, it's a fun game, with great-looking, unique, and stylish graphics. Its popularity didn't last long enough for it to get a sequel unfortunately, but it did get this: a Game Boy exclusive spin-off that's a kind of board game/RPG thing.

 


So, you pick one of the characters from the original game (but let's be honest: everyone's going to pick Rosa. Can you even remember the names of the other two guys without looking them up?), and you traverse a board game world with branching paths and differently-coloured squares and a few special squares here and there. Movement takes place in the same manner that would be used in Sonic Shuffle years later: you have a hand of cards bearing different numbers. You pick a card, and then there's a roulette that can land on a number up to that of the card you picked, telling you how many spaces you'll move. White squares do nothing, grey squares give you a little money, and black squares result in a battle (or occasionally a whack-a-mole minigame).

 


The battles are turn-based, and a little more complex than you might expect from a 1993 Game Boy game. First, you and your opponent will pick a card, with the highest number determining who is the attacker for the current turn. If that's you, you pick a body part, then pick another card from your hand, and you might do some damage, or maybe nothing will happen. If you're the defender, you only have to pick the top or bottom half of your body to defend, and again, you pick another card. Then you might take damage or you might not. This carries on until someone runs out of hit points, which can take ages, since it seems to be completely randomly determined whether or not damage is dealt each turn. It doesn't take much strategy to ensure that you're almost always the attacker, at least. Especially as you level up, which puts higher-numbered cards in your deck.

 


There is a kind of mindless compulsion that can keep you playing this game. Like it's mostly luck-based, but there's also a lot of really nice pixel art in here, and there is even a plot running through the game. But that's all there is, and if you're going to play on real hardware, you won't have access to save states or a fast forward button, which will also really dampen the game's appeal. What really killed my enthusiasm for it, though is the fact that the branching paths don't lead to different routes or even alternate storylines. What they lead to is dead ends. You can't scroll ahead, so if you do end up going down the wrong path, you have no choice but to go back and then go down the right path. 

 


The problem here is that the process of moving is incredibly slow. As described above, you pick a card and then you spin the roulette and then you move. And then if you land on a grey square, you've got long seconds of reading the line of text telling you about the tiny amount of money you've picked up. And the black squares don't go away after you've landed on them, so the incredibly slow and random number generator-based battles are something you'll be enduring again and again. 

 


The pixel art in the battles and cutscenes is really nice, and near-miraculous when you consider this is only a couple of years into the lifespan of the original Game Boy. But unfortuantely, that's really all this game has going for it, and the mountains of tedious timewasting through which it puts the player is unforgivable. I'm glad it got a translation patch, because it was a game that had caught my attention and my cuiosity a long time ago. But I don't recommend actually playing it.