Tuesday, 8 September 2020

Alpha Mission II (Neo Geo)


I think i haven't review vertical shooter game with outer space theme. Space Bomber sounds like one due to word "Space" on the title but only penultimate and final stage that take place in space. The rest of the stages are on earth. Anyway, i play SNK's Alpha Mission II (1991) for now. 

The space fighter flies from that planet earth so we can assume that we will play as earth defenders who fight against evil aliens. Well, that premise isn't far from Space Bomber. There's no backstory in attraction mode so you have to take a look on internet. Here's the one that i find on Mobygames: "In the year 2525 [I reckon this is some lazy year number design], space is again threatened. Only the legendary Super Jet Plane SYD can defeat the invading armada and destroy the Fulvalence Groma [Nice naming design here]". Of course there's the prequel of this game but i just lazily assume that the prequel is more inferior that this one.  
When i start the game, i have to choose between these 2 control configuration. The first one map both air-to-air and air-to-ground attack on one button while the other uses separate button for those attacks. I'm lazy git so i choose the former type control, which is A type. 
Engineer_battlecry04.wav. The fighter jet SYD takes off from mothership and it's pretty glorious to see.
The gameplay is simple as it gets. You lineup with the enemies and shoot. Once your projectiles reach them, they will take damage and then either destroyed or not. If you use the other control setting, you will experience the Fighter & Attacker's gameplay of switching between two buttons to attack enemies or press them both simultaneously everytime which is quite tedious. The air-to-air weapon in this game is laser while the air-to-ground weapon one is missile. The power-up item can be found from destroyed ground structure . Its form is alphabet "L", "M", or "S" with spinning frame as you can see on right side of the screen. You can change the power up item by shooting it. After suffers some knock back, it will cycle to aforementioned order. "L" power up increases laser weapon's power. "M" power up increases missile weapon's power. "S" power up increases ship's speed. You can shoot it further to make "G" icon which increase G counter on left-bottom corner by 1. As the purpose of G counter, i will talk about it later. Note that i say the power up come up from ground structure? That means missile upgrade is very important.  
As for this "K" icon, i have no clue what's that for. But the game plays glorious chime when picked up so it must be good. On later levels, i discover that this “K” power up will save my upgrades. There’s this usual mechanic where your arsenal will return to initial level when your ship destroyed but with this “K” item your arsenal maintain its level. I think the effect of this “K” power up occur for one demise. It will be quite helpful if there’s counter of how many “K” that i manage to collect. As for what “K” stands for, my best guess is: Kontinue. :p
Sometime, i find purple icon with number on it and periodically change to some word like "Side" there. It's armor part that you can collect it to gain full armor. As you expect from vertical shooter game, AM II adapts the usual one-hit-destroyed on protagonist's fighter. If you equip the full armor, the fighter will be more durable and gains extra weapon. But you have to get the 3 armor parts consecutively. If you pick up other armor part with different name, your armor part collecting backs to square one. So make sure you get the armor part with the same name until finish before pick other.   

And this is not how you collect the armor part. I hastily get "HOME" armor part because i have been taught by Reimu Hakurei that homing weapon is mandatory. I mean, i grow likeness toward homing weapon from my experience with Touhou Project games because it gets the job done. What's the use of high damage projectiles if they don't hit enemies, right?

    
This chunky fellow is the first stage boss. It's not so tough because he's the first boss afterall. Plus i use the "Side" armor to decimate it faster. I get this armor for free at the start of the game. As you can see, the "Side" armor provides me with options that shoot at the enemy. Their aim have more angle but i don't think i can set their aim to my will. Or maybe their aim can be changed by moving left/right and i'm just not perceptive enough to see that.
There's the end level assessment in form of enemy elimination percentage. Usually i don't care about end level assessment on other game. But in AM II, i get additional "G" that scales with enemy elimination percentage. "G" is currency that you use to purchase full armor set in between stages. Thus "G" most likely stands for gold. Shotgun armor looks tempting but sadly the timer on shop menu doesn't stay long enough for me to purchase it. Heavy_jeers05.wav
I thought this giant ship is in the same plane [Medium Pun Intention] as me thus i have to move out of its way. Turns out, no. It's in lower altitude so that mean i have to hit it by using missiles instead of laser and i have to hit it in specific spot like for instance those 4 orbs on left and right separated part of the ship.
This level is 90% fighting this giant ship part by part on the sky of moon. Therefore i have to destroy each and every weak point of this ship with my missile which is quite tiring because the missile travels and fired slower than the laser, especially in initial power level as my fighter can only drops missiles one at a time. But there's some magnificent visual effect if you're so into graphic. When i shoot down the joint orb, the connected part will fall to moon surface with some rather beautiful scaling effect.   
This giant enemy that i keep fighting on entire level reminds me of other SNK's vertical shooter game: Ghost Pilots which can be reasonable as both game made by the same company plus they also on the same Neo-Geo board and release on same year too.
I thought that tedious section is the boss of this stage, but there's more than that as i fly inside of the flying behemoth through that hangar door.
My goodness, the inside of this thing is huge! Shield armor on my left sounds good but i choose to stick with this Nuke because it sounds more awesome.      
 
Here's the boss stage and it's harder than previous boss because those laser turrets assist the boss. Not really. You can evade their attack easily. The truth is: because it has weak point that only open once in a while and it's ground target.
With the boss destroyed, the flying behemoth also explodes but i escape just in time.
If you look it carefully i have less gold than 100 although i don't spend it on previous occasion. That's because everytime i use continue my gold revert back to 0 so my advice here is: Shop until you drop, don't try to save your gold for next shop. It takes lots of skill and memorization to pass the stage (especially in later where the difficulty level raise) without dropping your credit and gold...or use savestate diligently which i'm tempted to do that because i'm allured by that Phoenix armor which is one of the most expensive armor in the shop. It should be powerful weapon.
Here's another tip for collecting armor in stages: armor part that you get in earlier level will most likely doesn't spawn on next level. So you have to take anything on early  part of level and drop anything that you saved from previous level while also do your best to get the next part and don't switch it easily. Completing armor parts is top priority in this game. Summary: this Nuke part that i get before become waste here.
Sniper_mvm_loot_rare01.wav. I find the second part of Phoenix. Maybe i don't need to diligently savestate for gold but instead for another part of the armor.
Tough luck. I don't get the last part yet and i reach the sub-boss here. It's either spews bullets or rotates blue orbs in counter clockwise direction. This obviously reminds me of that fire-juggler tanks from Ghost Pilot and they also have another similarity: they're ground target. I have no problem with that in GP but here it's cumbersome because i mentioned before about how weak and tiresome my air-to-ground weapon in initial state.
 
Then i encounter these orb that will transform into ship that flies swiftly at me. They're most likely based on T-1000 from Terminator 2: Judgment Day. Engineer_autodejectedtie02.wav
The end of the stage boss launches balls with the same skin as it. It's much easier to dispatch than the sub-boss because it's air target and i upgrade my aerial weapon several times. Look, it's already torn apart like that!
This level 4 introduces you with this special type pickup. But it's downgrade pickup. Reversed "S" will reduce your ship's speed, reversed "M" (which will look like "W") will reduce your missile power, etc. Avoid this obnoxious pickup at all cost!
There's also this flying mirrors. You can't destroy them and they will speed up if you shoot them instead. There's one occasion in this level that they form a line along the screen. You must shoot some of them to create passable gap on their formation.   
Finally! I get another full armor set. It's Blackhole and you can guess that it has the power to create the legendary largest sink hole in whole universe. The mini version of it, mind you.
This level also has magnetic wall traps that forcefully pull your ship's to their direction. Thankfully, there's no collision with the wall in this game.  
Here's the boss stage and guess what? It's another ground-level enemy that can absorbs large damage also its weak point (which is that glowing green orb) exposed only briefly when that front large is released to reveal 6 cannons that shoot homing missiles. You can blast the missiles with your laser though so it's not big problem. You also keep in mind of those cannon on both corner. Sometime the wall springs a magnetic trap to interrupt your movement.
Finally i can purchase the Phoenix armor. Spy_positivevocalization02.wav.
I promise, i won't overly exploit savestate diligently on next stages.
Next stage takes place on sci-fi facility full of water and canals which reminds me of Dome of D'Sparil of Heretic somehow.
Oh the first boss is back. How nice! Heavy_domination08.wav
I get 2 armor parts of "Bubble" which is reasonable as i'm in this water facility, i guess. As opposed to the first boss, these large turrets are harder to deal with because -you guess it- they're ground target with big hitpoint. Because of that, i die a lot here. Demoman_jeers06.wav
You can probably guess that the stage boss is another ground boss and i think i know why. The armor weapon don't hit ground target! Not all of them but still. The example of armor that don't hit enemies on ground level is: Laser and Shotgun. This is quite shame because the armor arsenal is the real deal of this game and the main reason why i review this game. With that said, i should talk about the armor stuff in more detail. Pressing 3rd button will open the menu to choose the armor. You use left or right joystick to select between armor that you have and press the 1st button to equip it. There's little problem on that. You move the cursor and the ship at the same that may lead your ship to enemy's projectiles. Some armor's special weapon doesn't work simultaneously with your standard arsenal so you have to press 2nd button to activate it. As for the boss, it like to submerge under the water to avoid my (petty) bombardment. The cunning sod. Fortunately, this blackhole weapon inflicts damage to the bastard. Not the blackhole, though. It's the bullet (which later explodes into blackhole) that harms the boss. So it's 50% work, i guess. As for Phoenix armor, it does nothing! I try press every button but the bloody expensive armor won't work at all. Clearly, i miss something but for now it just terrible waste of money!
I used "Side" armor on previous occasion but i replace it with this "Shotgun" armor. My brain immediately plays "Shotgun" speech from Metal Slug.
Do note that using the armor's special weapon will decreases the energy bar on the left (or right if you play as the 2nd player). Getting hit also decreases it too. When it's entirely empty, your armor will be detached and leave you to petty initial form. The power up icon will be replaced with this "E" icon that replenishes the energy bar when picked. Be careful with the reversed "E" icon that will sap your energy bar instead.
You also have to keep an eye on this "R" icon that will make you fly backward few screens. Therefore any pickup icon with purple color is bad. That's kind of shame as i love purple color.
So you're the big brother of first boss? Not nice to meet you. Perish!
After i beat this stage boss a bit, it enters 2nd phase where it has the magnetic device on its own and a couple of flame boosters. Those thrusters need to charge up for quite some time before shooting stream of fire. You can only damage them with your missile while they're charging. Don't get greedy though or you will get burn!
In here’s its final form and it’s ugly mess. The main body shoots projectiles while its weak point (which is that circle part on left bottom corner) flies around and releases 8-way blue spirits once in awhile.
After sustaining enough damage, the stage boss falls down but the core flies into that pyramid. Heavy_specialcompleted08.wav
The core later emerges with this titanic robot and...it’s really awesome. It’s unusual for final boss of vertical shooter game in form of non-flying colossal figure. Well that giant robot with drill dong from Dimahoo isn’t final boss, mind you. Back to this titan, he has various attacks: he can conjure swirling and fast-moving energy ball by clenching his hand, turn one of his hands into cannon that shoots spread bullets, shift his head into a more grotesque form and later shoot medium-to-large bullets, and spawns alien ships. You probably think that his scrubs will drop power up to make your struggle against this schmuck easier but no. They will never produce you with any power up when destroyed. So the objective of destroying them only to make them go away temporarily and one of them is larger ship that can take forever to kill especially when your arsenal is back to square one and you probably in that condition if you play this game “properly”. Actually in all of the boss fight, you aren’t given a chance to upgrade your ship at all. So my strategy is: save the armor for the boss fight because you get ship power ups in the middle of level only. On other note, you don’t get chance to buy armor before this final battle.      
You can only harm the arm and head when he’s about to attack. If his head suffers enough damage, it will lose its cover and you can damage it at anytime. With more application of your weapon to his head, the final boss falls. R.I.P Fulvalence Groma. You have great name and visual design for vertical shmup game that i ever witness. Soldier_HatOverHeartTaunt05.wav
The game treats me with another explosive escape. Demoman_specialcompleted12.wav
Then credit rolls along with every armor flies between me and the 2nd SYD.
Then we return to mothership safe and sound. I like the massive detail on this carrier and the final boss as you expect from SNK’s chunky sprite art.
Well, I hope SNK makes the sequel of this game. Make it Alpha Mission III or Beta Mission or something like that.

SNK's Alpha Mission II (1991) is space shmup game with additional arsenal in place of screen-clearing bomb’s absence although “Blackhole” armor attack can be treated as one. Besides delivering great damage, the black hole can swallow enemy’s projectiles. Great stuff. The armor thing is the specialty of this game. The armor parts are difficult to collect because you have to get them in 3 sequences and there’s just little guarantee that the stage you’re in, will give you what parts you need. If you try to acquire part via intermission shop, you will have rough time because to keep a large amount of gold within a stage is nigh-impossible especially on later stages which take quite forever to finish and harder than previous ones even with grace of “you only lose gold when using continue”. But once you get any of the armor, your effort will be really paid off. As I mentioned before that missile’s power level is important. The armor collecting may add replay value of the game. I think you can do just fine with initial-level laser throughout the game. But your missile needs padding really bad. Besides the source of power up come from ground target only! I wish the pickup container also in the form of flying enemies instead of just ground enemies. Thus the gameplay’s main problem comes from ground enemies as opposed to Ghost Pilot where the main problem is aerial enemies that like to ram at you pretty often. The indestructible flying mirrors can be big problem but you can dodge them easily. Usually I don’t care for speed upgrade because i think it causes my ship to be uncontrollably fast and may lead to crash into enemy’s projectile or enemies themselves but in this game the speed upgrade doesn’t make the ship wildly fast and quite mandatory to dodge enemy’s bullets. I can’t remember the music but it’s kind of the same level with Ghost Pilot’s. The same thing also goes to visual department although the background isn’t as interesting as the one in Ghost Pilot.      
 
Alpha Mission II (1991) certainly get my approval of good arcade shooter game. Furthermore, i recommend this game more than Ghost Pilots despite screen-clearing bomb absence. Both games have the same gameplay’s length of (more or less one and half hour) but Alpha Mission II has the purpose behind it: to increase your chance to get armor part you need or like. There’s another reason that i prefer AM II more, Fulvalence Groma the gigantic mastermind robot is better antagonist than cheap knock off of Rugal Bernstein.

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