If you're anything like me, your first few meetings with the final boss of Black Bird's "True" mode won't end in success.
Oh, hell, who am I kidding? If you're anything like me, your first, I don't know, 30 meetings with it won't end in success.
In fact, I put around 25 hours into this Onion Games release before I saw the credit roll in this mode. What changed? To be honest, I found and watched video footage of someone else fighting this shape-changing baddie that clued me into a few mistakes I was making.
If you're having a similarly difficult time toppling this Black Bird adversary and you're not sure why, the following tips should help.
1. Try your best to reach the boss while in the bird-ship's fully powered-up form. (It should look like mine does in the screenshot above. Also, it should shoot large, circular bullets straight ahead and launch homing missiles that look like little crows from the side.) Believe me when I say this will make the task ahead a lot easier than it'll be if you arrive on the scene without enough ammo.
2. If possible, don't use any bombs during the first two portions of the fight. Should that not be an option for you at this point, at least save a couple of them for the battle's third phase. (Need some specific advice here? Let me know in the comments section below and I'll do my best to help.)
3. Speaking of which, I pretty much always drop a couple of bombs during this brawl's third segment. You'll know you've reached it when feathers--or whatever they're supposed to be--begin to rain down from the top of the screen. It's possible to avoid even the ones this multi-faceted foe launches at you, of course, but doing so takes more skill than I currently possess. At any rate, unleashing a bomb just as this iteration of Black Bird's final boss attempts to pelt you with projectiles not only keeps you from being hit, but it also keeps you from losing your precious homing missiles. (Assuming you're still fully powered-up.)
4. Those of you who are used to Black Bird's "Normal" mode, or those of you who've yet to get past this portion of the "True" mode's last fight, are in for a bit of a surprise now. Not only isn't the scuffle over (as it would be if you were playing the game's easier setting), but it's got two more phases. Thankfully, the first is a breeze. All you need to do during it is avoid the green prisms that surround and then try to squeeze you. The only advice I can give you here is to stay still until the objects lock into position, then move in whatever direction is needed to avoid being pinched. Rinse and repeat until just one of those little buggers remains.
5. Enjoy that rather calm segment of Black Bird's final fight while it lasts, by the way. The fifth and final portion of this clash is the toughest and most chaotic one yet. Or it is until you realize it's not nearly as nightmarish as the game wants you to believe it is. Basically, you've got to deal with two different attack patterns this time around. During the first, the boss inhales a bunch of asteroids from the edges of the screen. Your focus here needs to be on avoiding those rotating, damage-dealing boulders. The only time you should change that tactic is when you lose your homing missiles. If you ever find yourself in that situation, go ahead and drop a bomb--assuming you have any in your arsenal. That should return you to fully powered-up status. And if you don't have any of those explosives? Shoot the green planetoids. They'll drop gems that will produce the same result.
6. The second attack pattern of this phase is the polar opposite of the first. Instead of inhaling objects from the edge of the screen, the boss spews them outward from the center of it. This is where most people freak a bit. I know I did early on. Don't follow in my footsteps. Instead, stick to one side of this many-staged adversary. When she unleashes her fury (you'll know it when you see it), stay close to the line of red "bullets" while shooting the other projectiles she sends your way. Oh, and only use bombs here if you absolutely need to do so. They won't help you power up, so save them for the first segment of the fight.
7. You'll cycle through these patterns until you've died or you've defeated the boss, so get comfortable. And make sure you aim at least some of your bullets at Black Bird's biggest baddie during this Groundhog Day-esque segment of the final battle. This is why it's so important to start the fight fully powered-up. The homing missile-bird thingies that come along with that allow you to pick away at the game's antagonist even when you're not facing her.
8. Fill "Amoris Nova" (apparently that's the name of this iteration of the last boss) with enough ammo and she'll finally explode--and in a fairly satisfying way, if I do say so myself. What's next? Why, the game's score-tally screen and credit roll-cum-ending sequence, of course. Congratulations!
9. One last thing: should you wind up with fewer than 25 million points, you won't see the game's true ending.
If you're struggling with that task, check out my post full of Black Bird tips, tricks, and tactics.
See also: 'Onion Games' Black Bird is the dark Fantasy Zone clone I didn't know I wanted or needed'
Showing posts with label bullet-hell. Show all posts
Showing posts with label bullet-hell. Show all posts
Saturday, December 08, 2018
Thursday, November 08, 2018
Ten Black Bird tips, tricks, and tactics
As my last post here hopefully makes clear, I like Onion Games' homage to Fantasy Zone, Black Bird, a whole heck of a lot.
I like this Switch shoot 'em up (though it's also available via Steam) so much, in fact, that I've put more than 16 hours into it since I bought it a few weeks ago.
That means I'm a bona fide Black Bird pro, right? I wouldn't go that far. My high score at the moment is a smidgen above 15 million, which puts me around 265th on the worldwide leaderboard. (This is just among Switch players, by the way. The Switch and PC leaderboards are separate.)
Still, I'd say I know my way around the game pretty well at this point.
That's what prompted me to publish the write-up you're reading now. Well, that and the fact that I've yet to come across a single English article or blog post or FAQ that shares tips, tricks, or tactics with players who are struggling to wrap their brains (and thumbs) around Black Bird's many gameplay elements.
So, that's what you're getting here: every hint, tip, trick, and tactic I could think of after obsessively playing Black Bird for the last 15 or so days.
1. First and foremost, never forget that only the black bird's eye is vulnerable to attack--This is part bullet-hell shmup, after all. And that kind of thing (making just a small portion of your "ship" assailable) is par for the course for the sub-genre. Keeping that in mind should make Black Bird's boss battles, in particular, a lot easier--or at least a little less stressful.
2. Don't bother hammering the shoot button--Save your thumb a lot of discomfort and even some cramping and just hold it down. Believe me, doing so won't make playing Black Bird a bore. You and your other thumb will have plenty to do--and plenty to worry about--even if your right one remains static. (Well, except for when it shifts positions to hit the "X" button and unleash an enemy-obliterating bomb.)
3. The key to combos is to keep shooting enemies (and to not get shot yourself while doing so)--You've heard this game has combos, right? Well, they're one of the keys to getting the highest of high scores. Actually, they may be the key to getting the highest of high scores. At any rate, starting a combo is easy: just shoot and kill one of Black Bird's many enemies. (Yes, even though they're cute.) To keep a combo going, though, you have to continue shooting and killing them.
But don't dawdle. You see that yellow gauge sitting just below the score in the upper-right corner of the screen? If that empties, your combo comes to an abrupt end. The same happens if even one of your foes' bullets hits your precious plumage mid-combo, by the way. So do your best to keep those projectiles at, uh, wing's length as you go about your murderous business.
4. And the key to upgrading your weapon is to keep grabbing gems--Sadly, I can't tell you how many of these gems, dropped by felled baddies, you need to grab to successfully upgrade your weapon. So grab as many as you can as you zigzag your way through Black Bird's wrap-around stages.
5. Try to balance the number of enemies you kill with the amount of time you spend on a level--Down enough baddies during a stage and you'll be awarded a ton of bonus points. How many is "enough"? It depends on the stage. You'll know you've succeeded in that regard, though, when the game offers up a "superb!" while tallying your results. You also want to shoot for "superb!" when it comes to your level-completion time. Achieve that and the bonus points you netted for your enemy kills are tripled. (They're doubled if you get a "great!")
6. Use your bombs wisely--During my first handful of Black Bird playthroughs, I saved these eye-popping and often ear-splitting explosives for the final boss, mostly to make its last form a little easier. I still hold on to a few for that purpose, but now I use some within the levels that precede the climactic battle, too. Anyway, to get the most bang for your buck, don't drop one of these weapons of mass destruction until you've maxed out your combo meter. (You'll know this has happened when its text turns purple.) Also, I'd recommend against wasting any bombs on the first three bosses--even while tackling the game's "True" mode. With a bit of practice and patience, you should be able to beat them using regular bullets--or whatever shoots out of the eponymous fowl's beak.
7. Speaking of bombs, you can't have more than six in your inventory--And you can't have more than eight life bars at any one time. Keep that in mind as you collect the power-ups that pop out of Black Bird's grinning "curse pots." (They're the little brown bowl-shaped objects that tend to be hidden beneath the dirt, behind doors, and among tree branches.) You only get a handful of points for collecting another after hitting those limits, so aim for a different power-up instead.
8. Patience really is a virtue, especially during Black Bird's boss fights--All of this game's bosses do their best to tease you into being more aggressive than maybe you should be. The third one, Paladon, is a good example. If you go into that tussle with all guns blazing, your life meter is sure to suffer for it. A much better tactic is to stay calm and to time your moves and shots with the openings it eventually offers up. In other words, don't rush these battles.
9. Don't ignore practice mode--It's a good place to come to grips with the game's many components and to practice strategies without committing to a full playthrough. Sure, you can do the same in Black Bird's "normal" and "true" modes if you want, but why waste your time with that when there's a far more efficient option?
10. If you see something sticking out of the ground, shoot it!--Why? For starters, it may be a curse pot that's just waiting to provide you with a power-up. On the other hand, it could be "Aspara-san," the wonderfully strange character that's part asparagus stalk and part rocket. Simply unearthing this guy will net you 10,000 points, but that's not the reason I'm suggesting you go out of your way to free him from the dirt. So what is? If you can manage to expose the tips of one or more Aspara-sans and then use a bomb to pull them the rest of the way out--and into a swarm of enemies, preferably--you'll be rewarded with a ton of points. (Thank you to @topherocious for bringing this tip to my attention!)
Have any of you played Black Bird? If so, share any of the hints, tips, tricks, or tactics you've amassed thus far in the comments section of this post.
I like this Switch shoot 'em up (though it's also available via Steam) so much, in fact, that I've put more than 16 hours into it since I bought it a few weeks ago.
That means I'm a bona fide Black Bird pro, right? I wouldn't go that far. My high score at the moment is a smidgen above 15 million, which puts me around 265th on the worldwide leaderboard. (This is just among Switch players, by the way. The Switch and PC leaderboards are separate.)
Still, I'd say I know my way around the game pretty well at this point.
Black Bird fan art by @karinto_angrm |
That's what prompted me to publish the write-up you're reading now. Well, that and the fact that I've yet to come across a single English article or blog post or FAQ that shares tips, tricks, or tactics with players who are struggling to wrap their brains (and thumbs) around Black Bird's many gameplay elements.
So, that's what you're getting here: every hint, tip, trick, and tactic I could think of after obsessively playing Black Bird for the last 15 or so days.
1. First and foremost, never forget that only the black bird's eye is vulnerable to attack--This is part bullet-hell shmup, after all. And that kind of thing (making just a small portion of your "ship" assailable) is par for the course for the sub-genre. Keeping that in mind should make Black Bird's boss battles, in particular, a lot easier--or at least a little less stressful.
2. Don't bother hammering the shoot button--Save your thumb a lot of discomfort and even some cramping and just hold it down. Believe me, doing so won't make playing Black Bird a bore. You and your other thumb will have plenty to do--and plenty to worry about--even if your right one remains static. (Well, except for when it shifts positions to hit the "X" button and unleash an enemy-obliterating bomb.)
3. The key to combos is to keep shooting enemies (and to not get shot yourself while doing so)--You've heard this game has combos, right? Well, they're one of the keys to getting the highest of high scores. Actually, they may be the key to getting the highest of high scores. At any rate, starting a combo is easy: just shoot and kill one of Black Bird's many enemies. (Yes, even though they're cute.) To keep a combo going, though, you have to continue shooting and killing them.
Black Bird fan art by @Taite283 |
4. And the key to upgrading your weapon is to keep grabbing gems--Sadly, I can't tell you how many of these gems, dropped by felled baddies, you need to grab to successfully upgrade your weapon. So grab as many as you can as you zigzag your way through Black Bird's wrap-around stages.
5. Try to balance the number of enemies you kill with the amount of time you spend on a level--Down enough baddies during a stage and you'll be awarded a ton of bonus points. How many is "enough"? It depends on the stage. You'll know you've succeeded in that regard, though, when the game offers up a "superb!" while tallying your results. You also want to shoot for "superb!" when it comes to your level-completion time. Achieve that and the bonus points you netted for your enemy kills are tripled. (They're doubled if you get a "great!")
6. Use your bombs wisely--During my first handful of Black Bird playthroughs, I saved these eye-popping and often ear-splitting explosives for the final boss, mostly to make its last form a little easier. I still hold on to a few for that purpose, but now I use some within the levels that precede the climactic battle, too. Anyway, to get the most bang for your buck, don't drop one of these weapons of mass destruction until you've maxed out your combo meter. (You'll know this has happened when its text turns purple.) Also, I'd recommend against wasting any bombs on the first three bosses--even while tackling the game's "True" mode. With a bit of practice and patience, you should be able to beat them using regular bullets--or whatever shoots out of the eponymous fowl's beak.
7. Speaking of bombs, you can't have more than six in your inventory--And you can't have more than eight life bars at any one time. Keep that in mind as you collect the power-ups that pop out of Black Bird's grinning "curse pots." (They're the little brown bowl-shaped objects that tend to be hidden beneath the dirt, behind doors, and among tree branches.) You only get a handful of points for collecting another after hitting those limits, so aim for a different power-up instead.
8. Patience really is a virtue, especially during Black Bird's boss fights--All of this game's bosses do their best to tease you into being more aggressive than maybe you should be. The third one, Paladon, is a good example. If you go into that tussle with all guns blazing, your life meter is sure to suffer for it. A much better tactic is to stay calm and to time your moves and shots with the openings it eventually offers up. In other words, don't rush these battles.
Black Bird fan art by @r_stk |
9. Don't ignore practice mode--It's a good place to come to grips with the game's many components and to practice strategies without committing to a full playthrough. Sure, you can do the same in Black Bird's "normal" and "true" modes if you want, but why waste your time with that when there's a far more efficient option?
10. If you see something sticking out of the ground, shoot it!--Why? For starters, it may be a curse pot that's just waiting to provide you with a power-up. On the other hand, it could be "Aspara-san," the wonderfully strange character that's part asparagus stalk and part rocket. Simply unearthing this guy will net you 10,000 points, but that's not the reason I'm suggesting you go out of your way to free him from the dirt. So what is? If you can manage to expose the tips of one or more Aspara-sans and then use a bomb to pull them the rest of the way out--and into a swarm of enemies, preferably--you'll be rewarded with a ton of points. (Thank you to @topherocious for bringing this tip to my attention!)
Have any of you played Black Bird? If so, share any of the hints, tips, tricks, or tactics you've amassed thus far in the comments section of this post.
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Yoshiro Kimura
Wednesday, October 31, 2018
Onion Games' Black Bird is the dark Fantasy Zone clone I didn't know I wanted or needed
When Onion Games announced earlier this year that its next release--after the pair of mobile curiosities known as Dandy Dungeon and Million Onion Hotel--would be a PC and Switch shoot 'em up called Black Bird, I was nearly beside myself with excitement.
Not only did I thoroughly enjoy the time I spent with the aforementioned Dandy Dungeon in 2017, but I had similarly thrilling experiences with many of company founder Yoshiro Kimura's previous offerings--Chulip for PS2 and Little King's Story for Wii chief among them.
My enthusiasm for Black Bird waned a bit after seeing the game's first real trailer a few weeks ago. Not only did it look a little too close to Sega's Fantasy Zone for my liking, but it also looked a little too much like a bullet-hell shmup. (The only bullet-hell shmup that's tripped my trigger to date is the gay, smutty Sugar Shooter.)
So, I didn't buy the Switch version of Black Bird upon release as planned. And at that point, I wasn't sure I'd ever pick it up. A few days later, though, I apprehensively plopped down $20 on it anyway. Why? For starters, I'd been looking forward to it for so long that ignoring it seemed wrong. Plus, I felt like both Onion Games and Kimura deserved the benefit of the doubt. Neither has done me wrong yet, so why start second-guessing them now?
Boy, am I glad I went ahead with the purchase. In the 10 days since I bought Black Bird, I've put more than nine hours into it. That's quite an accomplishment when you consider the game has just four stages and its normal mode can be finished in about 20 minutes.
So why do I keep returning to it over and over again? Here are five reasons I'd say are as relevant as any:
Black Bird may be short, but it has a lot of depth--This game may not have a lot of raw content, but it makes up for that by having a lot of components. There are weapon upgrades. Combos. Collectible gems. Bombs. End-of-level bonuses. And they're all intertwined in a way that takes some time to understand. (Hell, I still haven't wrapped my head around a few of them--and I've played Black Bird for nearly 10 hours.) Given that, I actually think this game's brevity is a plus. It allows you to come to grips with its many elements without asking for too much of a commitment.
When everything "clicks," it feels like you've entered another plane of existence--OK, so maybe that's overstating things a bit. I don't think saying it's easy to "get into a zone" while playing Black Bird is hyperbolic, though. I often feel like I'm on autopilot--and I mean that in a good way--whenever I make another run at a high score. (And let there be no doubt: moving up the online leaderboard, and not reaching the end credits, is the focus here.) Is that due to its entrancing soundtrack? Maybe, but I think there's more to it than that, too--like all of the mesmerizing details that are crammed into each level and the sheer number of enemies and projectiles that careen around the screen at any given moment.
Black Bird's amazing soundtrack is like an extension of its gameplay--Don't take that the wrong way; the music here isn't interactive like it is in, say, ASCII's Otocky for the Famicom. Still, Black Bird's gameplay and soundtrack feel intertwined in a way that's unique and unusual for the medium. Even if that weren't the case, though, the tunes here would be well worth trumpeting. Besides the poppy, Beatles-esque theme song, they're so otherworldly vaudevillian they'd surely make Danny Elfman proud.
Some of the enemy designs in this game are so cute I almost feel bad shooting them to smithereens--The key word here is "almost." After all, they'll gleefully gun you down if given the chance. Still, there's no denying most of them are downright adorable. I especially like the ones that bob around the screen with colorful balloons tied around their waists. (I'm also pretty fond of "Aspara-san," who is part asparagus, part rocket, and mumbles "let's kill something" as he launches himself into the air.)
I appreciate that Black Bird's story is bleak--Or at least it seems to be bleak. You see, Black Bird's story is told through painfully short between-stage vignettes that feature no words or voices. (Aside from the occasional exclamation or guffaw, that is.) Still, those bits and pieces make it clear this is no childish fairy tale. A case in point: the game begins with a little girl falling over dead on the street as people pass by without missing a step. After an old man pokes her corpse with a cane, she transforms into the eponymous fowl.
Clearly I'm in love with this peculiar, pint-sized shoot 'em up. That doesn't mean I think everybody will feel the same way about it. If you're not a big fan of the genre, you may not get your money's worth from Black Bird--especially given its $20 price tag. Those of you who fall head over heels for shmups, though, should download it to your system of choice (PC or Switch) as soon as you have the funds.
Not only did I thoroughly enjoy the time I spent with the aforementioned Dandy Dungeon in 2017, but I had similarly thrilling experiences with many of company founder Yoshiro Kimura's previous offerings--Chulip for PS2 and Little King's Story for Wii chief among them.
My enthusiasm for Black Bird waned a bit after seeing the game's first real trailer a few weeks ago. Not only did it look a little too close to Sega's Fantasy Zone for my liking, but it also looked a little too much like a bullet-hell shmup. (The only bullet-hell shmup that's tripped my trigger to date is the gay, smutty Sugar Shooter.)
So, I didn't buy the Switch version of Black Bird upon release as planned. And at that point, I wasn't sure I'd ever pick it up. A few days later, though, I apprehensively plopped down $20 on it anyway. Why? For starters, I'd been looking forward to it for so long that ignoring it seemed wrong. Plus, I felt like both Onion Games and Kimura deserved the benefit of the doubt. Neither has done me wrong yet, so why start second-guessing them now?
Boy, am I glad I went ahead with the purchase. In the 10 days since I bought Black Bird, I've put more than nine hours into it. That's quite an accomplishment when you consider the game has just four stages and its normal mode can be finished in about 20 minutes.
So why do I keep returning to it over and over again? Here are five reasons I'd say are as relevant as any:
Black Bird may be short, but it has a lot of depth--This game may not have a lot of raw content, but it makes up for that by having a lot of components. There are weapon upgrades. Combos. Collectible gems. Bombs. End-of-level bonuses. And they're all intertwined in a way that takes some time to understand. (Hell, I still haven't wrapped my head around a few of them--and I've played Black Bird for nearly 10 hours.) Given that, I actually think this game's brevity is a plus. It allows you to come to grips with its many elements without asking for too much of a commitment.
When everything "clicks," it feels like you've entered another plane of existence--OK, so maybe that's overstating things a bit. I don't think saying it's easy to "get into a zone" while playing Black Bird is hyperbolic, though. I often feel like I'm on autopilot--and I mean that in a good way--whenever I make another run at a high score. (And let there be no doubt: moving up the online leaderboard, and not reaching the end credits, is the focus here.) Is that due to its entrancing soundtrack? Maybe, but I think there's more to it than that, too--like all of the mesmerizing details that are crammed into each level and the sheer number of enemies and projectiles that careen around the screen at any given moment.
Black Bird's amazing soundtrack is like an extension of its gameplay--Don't take that the wrong way; the music here isn't interactive like it is in, say, ASCII's Otocky for the Famicom. Still, Black Bird's gameplay and soundtrack feel intertwined in a way that's unique and unusual for the medium. Even if that weren't the case, though, the tunes here would be well worth trumpeting. Besides the poppy, Beatles-esque theme song, they're so otherworldly vaudevillian they'd surely make Danny Elfman proud.
Some of the enemy designs in this game are so cute I almost feel bad shooting them to smithereens--The key word here is "almost." After all, they'll gleefully gun you down if given the chance. Still, there's no denying most of them are downright adorable. I especially like the ones that bob around the screen with colorful balloons tied around their waists. (I'm also pretty fond of "Aspara-san," who is part asparagus, part rocket, and mumbles "let's kill something" as he launches himself into the air.)
I appreciate that Black Bird's story is bleak--Or at least it seems to be bleak. You see, Black Bird's story is told through painfully short between-stage vignettes that feature no words or voices. (Aside from the occasional exclamation or guffaw, that is.) Still, those bits and pieces make it clear this is no childish fairy tale. A case in point: the game begins with a little girl falling over dead on the street as people pass by without missing a step. After an old man pokes her corpse with a cane, she transforms into the eponymous fowl.
Clearly I'm in love with this peculiar, pint-sized shoot 'em up. That doesn't mean I think everybody will feel the same way about it. If you're not a big fan of the genre, you may not get your money's worth from Black Bird--especially given its $20 price tag. Those of you who fall head over heels for shmups, though, should download it to your system of choice (PC or Switch) as soon as you have the funds.
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Monday, February 13, 2012
Another day, another Sugar Shooter 2 demo
Did you download the Sugar Shooter 2 demo that I mentioned in this post early last week? If so, you may want to head back to the Dudedle Studio blog shortly, as a brand spanking new demo of this upcoming, bara-tastic, bullet-hell shmup was added to the site on Friday.
Said demo not only includes a number of bug fixes and other improvements, but it also includes (as far as I can tell) a second stage. So, download away--especially if you're at all interested in shooting the clothes off of a bevy of cartoonish bodybuilders.
Said demo not only includes a number of bug fixes and other improvements, but it also includes (as far as I can tell) a second stage. So, download away--especially if you're at all interested in shooting the clothes off of a bevy of cartoonish bodybuilders.
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Sugar Shooter 2
Thursday, November 10, 2011
Ten questions with one of the main dudes at Dudedle Studio
I had such a blast playing through Dudedle Studio's Sugar Shooter a few months back that shortly after I finished my review of it I reached out to Punipen, the studio's chief designer, programmer and scenario writer, in an attempt to get to know the guys behind this boss-rush, bullet-hell shmup that's aimed at the bara-loving set a bit better.
Thankfully, he wasn't at all turned off by my (completely honorable, I assure you) advances and graciously agreed to answer a handful of questions--I know only nine appear below, despite the promises of the headline above, but the first one originally was split into two--about the company's background, what prompted him and his colleagues to create the sexy Sugar Shooter and why they make gay games in general.
The Gay Gamer: Can you tell me a bit about Dudedle Studio's back- ground? When was the company founded, for instance? Also, why was it founded? What were your goals for the company?
Punipen: First of all, I think we're more of a studio or group of indie developers than a company. We started making games as a hobby, just for fun. And since we're all gay, we [decided we] would develop erotic games for gay people.
If you know about H-games, you'll see that there are literally tons of them on the market in Japan. Many of them are very good and were turned into animation afterwards, such as Air, Kanon, To Heart, etc.
Sadly, the gay audience is neglected [by the makers of these games]. If you're talking about gay games that feature manly men, they hardly exist. The only company that stands out [for making such games] in Japan right now is Underground Campaign, which is led by Senga Migiri-san.
When we checked [the availability of these kinds of games] outside of Japan, we found that the scenario wasn't so different. While there are Flash games that target gay people who prefer manly men, none of these are big games like the ones Underground Campaign has made. Also, there are many people who wish these kinds of games were available for English speakers.
So, you could say that we've been toying with the idea of making a gay game [for a worldwide audience] for a while.
We didn't actually start making one, though, until Takezamurai-san, the main artist for Sugar Shooter, tweeted me saying that he wished he could make a game. He's a great artist, and I've always been a big fan of his, so I was like, 'Why not?' I got in touch with him and that's when we started working on Sugar Shooter.
So, you could say that our group was founded on November 14, 2010--which is when Sugar Shooter was first released in Japan.
Thankfully, he wasn't at all turned off by my (completely honorable, I assure you) advances and graciously agreed to answer a handful of questions--I know only nine appear below, despite the promises of the headline above, but the first one originally was split into two--about the company's background, what prompted him and his colleagues to create the sexy Sugar Shooter and why they make gay games in general.
The Gay Gamer: Can you tell me a bit about Dudedle Studio's back- ground? When was the company founded, for instance? Also, why was it founded? What were your goals for the company?
Punipen: First of all, I think we're more of a studio or group of indie developers than a company. We started making games as a hobby, just for fun. And since we're all gay, we [decided we] would develop erotic games for gay people.
If you know about H-games, you'll see that there are literally tons of them on the market in Japan. Many of them are very good and were turned into animation afterwards, such as Air, Kanon, To Heart, etc.
Sadly, the gay audience is neglected [by the makers of these games]. If you're talking about gay games that feature manly men, they hardly exist. The only company that stands out [for making such games] in Japan right now is Underground Campaign, which is led by Senga Migiri-san.
When we checked [the availability of these kinds of games] outside of Japan, we found that the scenario wasn't so different. While there are Flash games that target gay people who prefer manly men, none of these are big games like the ones Underground Campaign has made. Also, there are many people who wish these kinds of games were available for English speakers.
So, you could say that we've been toying with the idea of making a gay game [for a worldwide audience] for a while.
We didn't actually start making one, though, until Takezamurai-san, the main artist for Sugar Shooter, tweeted me saying that he wished he could make a game. He's a great artist, and I've always been a big fan of his, so I was like, 'Why not?' I got in touch with him and that's when we started working on Sugar Shooter.
So, you could say that our group was founded on November 14, 2010--which is when Sugar Shooter was first released in Japan.
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Monday, September 19, 2011
The question is: Will I enjoy blowing the underwear off of the bosses in the second Sugar Shooter as much as I enjoyed doing so in the first?
Yep, that's right: Everybody's favorite--or at least it was my favorite--bara-flavored, boss-rush, bullet-hell shmup, Sugar Shooter, will soon get a sequel. Rejoice!
Here's a brief glimpse of a still-in-the-works version of Sugar Shooter II, for those of you who are interested:
Well, that certainly looks like Sugar Shooter, doesn't it--sans the first game's buff (and in-the-buff) baddies, of course. I'm guessing the guys at Dudedle Studio will be adding them shortly.
See also: 'A somewhat gay review of Sugar Shooter (PC)'
Here's a brief glimpse of a still-in-the-works version of Sugar Shooter II, for those of you who are interested:
Well, that certainly looks like Sugar Shooter, doesn't it--sans the first game's buff (and in-the-buff) baddies, of course. I'm guessing the guys at Dudedle Studio will be adding them shortly.
See also: 'A somewhat gay review of Sugar Shooter (PC)'
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Thursday, August 25, 2011
A somewhat gay review of Sugar Shooter (PC)
This downloadable (for Windows-enabled PCs) title, developed by the folks at Dudedle Studio, is/was my first run-in with a bullet-hell shoot 'em up, and you know what? I enjoyed it so much that I'm eagerly awaiting my second such experience. Granted, Sugar Shooter isn't a run-of-the-mill bullet-hell shoot 'em up (or shmup, as they're often called)--rather, it's a boss-rush, bullet-hell shmup that's squarely aimed at the bara-loving set.
To those of you scratching your heads at any or all of the aforementioned "b" words (bara, boss-rush and bullet-hell), hopefully the following infor- mation will straighten things out: Sugar Shooter stars a beefy, gay prince named Satan (hmmm), who is tasked with protecting his precious Sugar Kingdom from a quartet of similarly studly baddies. (They're where the bara, or "Men's Love," aspect of the game comes into play, by the way.)
One by one, these baddies--backed by a bombastic, guitar-laden soundtrack and led by a bloke named Lord Sugarless--assault Satan with wave after wave of beautiful bullets. (Hence the genre's name: bullet-hell.) Satan isn't powerless against said bullets thanks to his "Dessert Ring" (hmmm again), which transforms oncoming projectiles into candy and increases the prince's "Sugar Level." Increasing the prince's Sugar Level accomplishes two things: 1) It enhances his base attack and 2) It allows him to perform a "Sugar Burst," which not only destroys everything within a certain distance of the prince but destroys his opponent's armor, too. That's important because you have to destroy an opponent's armor before defeat- ing them in order to see the best (i.e., most X-rated) ending scenes.
All of this is controlled with the left button on your mouse, by the way. Click it once to unleash Satan's auto-firing "Chocolate Gun" (hmmm for a third time) and click it again to stop attacking and start using his "Dessert Ring." You also click, hold and then release your mouse's left button to enter "Sugar Rush" mode, and then click it one last time to use Satan's "Sugar Burst." It feels a little odd at first if you're used to playing shoot 'em ups with a directional pad and buttons, but it quickly becomes second nature.
Don't worry if all of the above sounds annoyingly confusing or convoluted; in action, it's surprisingly simple to understand. It's not so simple to master, though--as evidenced by the fact that it took me a good 20 tries to topple the fourth and final boss (Lord Sugarless) on the game's easiest setting.
I don't share that fairly embarrassing tidbit to scare folks away from giving Sugar Shooter a try. On the contrary, I think gaymers who enjoy shoot 'em ups--bullet-hell or otherwise--and have $14.99 to blow will get a kick out of this Dudedle Studio-developed title.
See also: Other 'somewhat gay' reviews
To those of you scratching your heads at any or all of the aforementioned "b" words (bara, boss-rush and bullet-hell), hopefully the following infor- mation will straighten things out: Sugar Shooter stars a beefy, gay prince named Satan (hmmm), who is tasked with protecting his precious Sugar Kingdom from a quartet of similarly studly baddies. (They're where the bara, or "Men's Love," aspect of the game comes into play, by the way.)
One by one, these baddies--backed by a bombastic, guitar-laden soundtrack and led by a bloke named Lord Sugarless--assault Satan with wave after wave of beautiful bullets. (Hence the genre's name: bullet-hell.) Satan isn't powerless against said bullets thanks to his "Dessert Ring" (hmmm again), which transforms oncoming projectiles into candy and increases the prince's "Sugar Level." Increasing the prince's Sugar Level accomplishes two things: 1) It enhances his base attack and 2) It allows him to perform a "Sugar Burst," which not only destroys everything within a certain distance of the prince but destroys his opponent's armor, too. That's important because you have to destroy an opponent's armor before defeat- ing them in order to see the best (i.e., most X-rated) ending scenes.
All of this is controlled with the left button on your mouse, by the way. Click it once to unleash Satan's auto-firing "Chocolate Gun" (hmmm for a third time) and click it again to stop attacking and start using his "Dessert Ring." You also click, hold and then release your mouse's left button to enter "Sugar Rush" mode, and then click it one last time to use Satan's "Sugar Burst." It feels a little odd at first if you're used to playing shoot 'em ups with a directional pad and buttons, but it quickly becomes second nature.
Don't worry if all of the above sounds annoyingly confusing or convoluted; in action, it's surprisingly simple to understand. It's not so simple to master, though--as evidenced by the fact that it took me a good 20 tries to topple the fourth and final boss (Lord Sugarless) on the game's easiest setting.
I don't share that fairly embarrassing tidbit to scare folks away from giving Sugar Shooter a try. On the contrary, I think gaymers who enjoy shoot 'em ups--bullet-hell or otherwise--and have $14.99 to blow will get a kick out of this Dudedle Studio-developed title.
See also: Other 'somewhat gay' reviews
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