Last time I played Ghosts n Goblins. Today, I play another Capcom game because I’m fans of Capcom. This time, I play Capcom’s horizontal shoot em up: U.N. Squadron (1989/1991) on SNES.
I just assume UN stands for United Nation so we’re more likely the good guy fighting for peace so on and so forth. I’m not sure what is the meaning of the Unicorn with flame hair. I heard that the game is based on manga. Maybe I know the meaning of the cool symbol if I read dozens of chapters in manga first. Got me thinking why there’s no more manga about airplane combat. That be very cool. I want to read that kind of manga. All I know is the icon pointer in the main menu is that robot from another Capcom’s game: Hyper Dyne Sidearms. Anyway, let’s get started.
Then, we’re on the pilot selection screen. There are 3 pilots that you can choose. In arcade version, the trio pilots are the usual trinity of: balanced, fast but weak, and strong but slow. The traits belong to Shin Kazama, Mickey Scymon, and Greg Gates respectively. Each with their own aircraft.
Meanwhile in SNES version, the pilot’s trait is vague with puzzling description. Shin Kazama: “A specialist by nature, Shin quickly masters most normal weapon”. I’m guessing he can level up Vulcan/machine gun better than anyone else. Also, he has the most anime Japanese hair. As for the level up system, we will talk about it later. Mickey Scymon: “Having incredible dexterity. Mickey is known for his ability to use many weapons simultaneously”. I’m guessing he can carry more variety of special weapon. If that’s true then he probably the best pilot to choose. Greg Gates: “Able to fly even the most damaged plane, Greg has been the sole survivor of many dangerous mission”. I always pick Greg when I played both version of U.N. Squadron so I know the deal with Greg’s trait well. Basically, aircraft that he piloted, has better durability. We will talk about Greg’s trait in more detail later. For this playthrough I will stick with Greg because I’m stubborn. Just like that.
Then we’re on the briefing screen. There’s no other mission to choose. So, we have to deal with this enemy front line base.
Next is shop screen. I like the old man he looks calm and charismatic but I still like that bastard shopkeeper from Legend. Anyway, I only have F8E “Crusader” as my plane because I’m too poor to buy other plane on display.
After choosing the plane, I move on to special weapon section. Each plane can be equipped with specific special weapon. Except Mega Crush on 2nd to the right on bottom row, which is basically screen clearing bomb. All of the plane can be equipped with Mega Crush. Because I only have $3000, I can only by cluster weapon and can’t afford Mega Crush at all. But cluster weapon is pretty useful too.
The gameplay is as basic as you can get. Destroy lesser enemies on your way, dodge bullets, and eventually encounter boss of the level. The control is d-pad to move your aircraft around. Y button to fire Vulcan (a.k.a machine gun). X button to switch special weapon. B button to use the selected special weapon. You can change this control setting in option if you feel that this default control not to your liking.
Your aircraft doesn’t get destroyed when get hit once which is nice but there’s some caveat. If your plane get hit, the health bar will flash danger. After some time, the health bar will recover but with some damage depends on how big the damage is. If your plane gets hit when the health bar in danger state, it will be immediately destroyed. In term of survivability, Greg is excellent at. His plane take damage the least or he can recover the lost health the most. In my observation, either way is true.
I get surrounded by anti-air guns. But never mind that, I want you to see this orange item right in front of me. It’s power up item that I need to get to level up my Vulcan/machine gun. It won’t instantly upgrade my firepower immediately once I obtain it. You see Pow and Total on upper right HUD? If I pick up the power up item number on pow will decrease and conversely the number on total will increase. I realize these numbers work on my playthrough in this exact time. Consider the pow number as power up you need to gain before the firepower get upgrade. Kind like the number of experience points needed for level up in most RPG. As for total number, that’s the total number of power upgrades you got so far. Kind of useless information. But it’s bit helpful once you know that the firepower level is transferable between aircraft and some aircraft have different maximum firepower level.
I’m heavily surrounded by anti-air guns. I must use the special weapon: cluster which unleash explosion around my plane. Kind of like desperation attack from any beat em up game. It’s pretty useful and powerful.
The boss of the first level is this massive armored vehicle with missile launchers. In addition to launch missile from the main launcher, the boss also launches 2 small homing missiles that relentlessly moves to you. These small missiles can be destroyed or rather you have to destroy them immediately because they can keep piling up over time. The weak point of this boss is that small shiny bulb. Its color is blue but it will turn to red if it takes lots damage. I can attack the weak point with the straight machine gun but it would be easier if I had air-to-ground weapon that I can fire constantly like in Airwolf or…
…the arcade version of the same damn game! Though only Greg that has this diagonal machine gun and not his friends. There’s a number of difference that I found in this game compared to SNES version besides Greg the one and only get the diagonal machine gun from the start. First, the missiles from the main launcher in this boss has 2 different patterns and with more spread in pattern. Whereas in SNES version, the boss main missiles only have straight but tight pattern not leaving any gap to dodge between the missiles. Second, there’s no shopping for new airplane. Third, you can only have 1 special weapon. Additionally, there’s no Mega Crush to help you clear entire screen from overwhelming enemies. Fourth, there’s shield and health upgrade in shop as contrary in SNES version which has none!
Now that I beat the first level, our territory expands thus we have more selection on the mission. 88 icon means the level I completed. 3 triangles icon means ground mission. While pink plane means air mission. I forget which one from these 4 missions that easiest to tackle. I remember that for this air mission I need to upgrade my firepower at least once more. So that leaves 3 ground missions. Maybe the ground carrier is the easiest?
Since my main target is on the ground, I purchased drop bomb that sadly very weak. Can you see, enemies that have color red? Those enemies will release the power up item when destroyed. In case of 4 aircrafts with red color, you need to destroy all of those 4 then the last one that destroyed yields the power up item.
That big helicopter will unleash barrage of rockets. I can destroy them but not all of them along with the helicopter itself because my firepower still too weak. Luckily, I find this sidearms icon that will instantly destroy enemies on the screen when I pick it up. This screen-clearing bomb item can only be obtained after you shoot specific spot on the level.
I can’t defeat 1 big helicopter. Let alone 2 of them! Clearly, I shouldn’t go here yet.
I load state before the desert mission. This time, I go with destroying jungle fortress. This probably not good choice because I get immediately surrounded by ICBM and planes come out from behind. Besides that, enemies both turrets and plane hide under cover of trees! Heavy_negativevocalization03.wav
Now, I’m above the jungle fortress. You expect lots of turrets here. The laser turret tower behind me is quite ridiculous. It can bop up and down to trick you from avoiding the lasers. Then there’s this part of the fortress that can launches bunch of micro missiles though you can destroy them.
There’s cool feature where your plane will turn around back to the jungle fortress. During the animation of turning back, you’re completely invincible, thankfully. I accidentally discover Yashici item that restore health completely! That was very lucky as my health is really low.
Turns out that micro missile launcher part of the fortress is the fortress’ core. I’m supposed to prioritize destroying that thing to complete the mission. But destroying the cannons certainly help to secure the situation. It’s about the time too because my health is low.
I think my best bet right now is the air mission. I may not upgrade my firepower yet, but I’m sure I get the required power up to level up in the mission.
The mission takes place in stormy cloud which is not ideal condition to have dogfighting. But it makes the dogfighting very dramatic, I guess. You probably get used to see enemies come from behind. There’s so little I can do it. I mean I can use the cluster weapon but I can only have 3 of it. Plus, there’s no telegraph that they will come from behind, which makes the game feels more unfair.
Sweet! I have level 3 firepower that I need to destroy that big plane along with its weird projectile: hook missiles that fly backward. I think I don’t need the level 3 firepower that urgently. At least not as urgent as in the desert level that I need to defeat those helicopter that shoot rocket barrage, that I think more aggressive than this big plane.
The boss comes out from behind. Right there! On the left bottom corner. Fortunately, I find the health restore item in this spot.
The boss is kindly enough to be in front of me so I can fill its backside with bullets. However, it can suddenly fire bullets from the part that supposed to be jet exhaust, which is super unrealistic. Engine’s exhaustion should come out from there, you know. The boss also constantly launches bombs that explodes into shrapnel that flies into 8 directions. My tip is: you have to be on top of the boss most of the time and destroy the bombs with your drop bomb. That way, you can dodge its attack easier. But when the boss is too high, bait it to lower height by placing yourself slightly on the bottom part pf the screen. Not only I envy that the boss can shoot backward but also, it’s F-117A Nighthawk which is my favorite plane and I don’t get to pilot it.
I decide I must get new plane. My choice is A10A-Thunderbolt or Warthog, my favorite plane besides the aforementioned F-117A Nighthawk. A10A costs $350,000. There’s cheaper one F20 for the price of $250,000, cheaper by $100,000. I hope my faith is not misplaced.
Since I use different plane, the special weapon selection is slightly changed. The old man describes the A-10A has lots of ground weapon, so I get access to Falcon (for $9,000) which is drop bomb that can skim along the ground and Napalm bomb (for $5,000) which is drop bomb that create flame on the ground. I’m Pyro and I like this Napalm bomb, naturally.
I figure that I can go with the desert mission this time. A-10 has maximum firepower level of 3 but I can shoot diagonally down! Oh, duh! This is Greg’s plane in the arcade version. I realize it quite late. The target here is aircraft carrier on land. Strangely, it launches missiles more often than the actual planes. You should destroy the hatches of either missile or plane to make your life easier. Doing that will be significantly easier if you have this plane which has diagonal machine gun and various ground weapon.
This big part that shoots missile upward and to the right is the weak point. It can’t hit you if you park yourself to the right corner however the planes that the carrier dispatches will get to you. Another note that the weak point will hide into the carrier once in a while so you have to be patient.
Next mission that I take is destroying submarine that capable of firing long-range missile. The target is pretty tricky one because it likes submerge underwater, making it untargetable. Once again, A-10 proves its worth here. I can shoot him up here without risk of getting hit by the submarine itself or its sudden cannon on its front. The sub can also fire missiles upward that burst into shrapnel. You can trigger the shrapnel earlier with the air-to-ground machine gun so you can dodge them easier. I though napalm bomb is good for this mission but alas it doesn’t make contact with the sub at all and just dive through water harmlessly. Pyro_jeers01.wav
There’s mini mission where you have to destroy enemy’s supply convoy but they aren’t completely unguarded. There are 2 anti-air rocket launchers guard these supply trucks. Naturally, A-10 Thunderbolt excels at this. In fact, I only drop 3 or 4 napalm bombs to complete this mission. The money reward is not much considering you can repeat this mission over and over again. There’s not much side earning because there’s no other enemy except those 2 anti-air emplacements. If you use other aircraft, you will have a bad time because there’s tall rock on each side of the convoy’s location and it’s pretty hard to use forward machine gun with satisfying result because you have to mind get hit by either the launched rocket or the convoy itself.
Before I take on battleship Minks, I feel like I want to tackle this air mission where I fight another aircraft mercenaries called “Wolfpack”! As far as I know “Wolfpack” is code for group of World War 2 submarines. At least that’s what U-81 told me. For this mission, I’m going back to use the crusader plane. I can buy new aircraft but I’m stingy yet lazy to do so.
As per usual, lots of enemies appear from behind. If they’re left unchecked, the amounts of enemy will be snowballing and you will get hit more often. Once there are too many of them in screen, that’s the right moment to use Mega Crush bomb. It will launch bomb to far right top then rain of laser pouring down. During the process of Mega Crush, your plane is invulnerable. Demoman_taunts12.wav
The boss of this level is this smaller F-117A that either release bunch of air mines backward or shoot missile forward that will explode after travel shortly. Once again, I’m envy to these bastards with same reason in that first air mission. They make up their rather stiff attack’s direction, with bigger quantity, and being smaller yet faster target than the giant F-117A.
Whenever you complete a mission, there’s this intermission where the plane does some maneuver (to show off what Mode 7 can do) and pilot say some quote. I like this particular one because Greg seems very confident that he’s “right” on his line of job.
I could harass another supply convoy but we have to move on to sea mission: destroying battleship Minks. The mission briefer says I should be careful or I’ll become human torch. Hey! I want to be human torch and be a part of Fantastic Four which sounds cool. No, I mean hot. Although my figure is far from athletic body of Chris Evans’. Is that not what you mean, chief? Ok. *sigh*
Good thing I didn’t pick this mission before having A-10 Thunderbolt because the battleship has way more firepower than the desert carrier or jungle fortress. Suddenly, I realize that I have shield! I accidentally discovered the hidden shield power-up item while I’m panicking under heavy fire here.
Like in jungle mission, your plane will automatically turn around if you pass the target. This time I also discover extra ammo item which also important item to pick up besides healing item. Anyway, the weak point of the battleship is the main bridge. Naturally.
I have $ 536,600 I can buy another plane. My choice is F20 (with $ 250,000 price), F14D (with $ 300,000 price) or YF23 (with $ 500,000 price). Me being cheapskate, pick the cheapest one: F20 Tiger Shark that apparently Shin Kazama’s plane in arcade version. But cheapest price is not the only reason that I choose F20. The old man describes F20 as good to fight air and land target so it’s the most versatile between those 3 planes. F14D described as having great forward weapons which immediately make me frown. Because that makes the plane not so special, considering I’m fed up with most planes only able to shoot machine gun forward. The most expensive among the 3 choices: YF23 described as plane that have variety of weapon that shoots up. Sounds weird but maybe useful later on.
This mission takes place in Canyon. According to Mr. Mission briefer, this mission is land and air based so I use the tiger shark even though I feel sad ditching the A-10 Thunderbolt. In this part, there are lots of ground enemies, including turrets on tall rock. Of course, there will always be enemy planes appear from behind.
After some aerial battle, here comes the boss plane which -I believe- is Lockheed SR-71 “Blackbird”. So, the Tiger Shark supposed to be better here than Thunderbolt. Tiger Shark can be equipped with Bullpup which is array of missile in conical form. I assume it’s pretty devastating forward weapon. As for the blackbird, it launches flying bomb like that big Nighthawk. It can also fire downward machinegun but why would you want to be under him even to dodge the bomb’s shrapnel? You can’t shoot upward anyway unless you pilot that YF23 plane with weird weapons. Plus, it can fire mini missiles quite often thus making you hard to dodge the shrapnel that come out from the bomb. I find some trick for this boss fight. If you park your planes near its jet exhaust, the boss will fire jet thrust from it and making the boss leave the screen temporarily so you can dodge the bomb’s shrapnel and mini missiles easier. Plus, you reset the Blackbird’s position and making it open to attack temporarily.
I think we’re almost there. Those convoy that spawn endlessly, are tempting but no. We must go this mission inside a cave.
This cave is house for natural obstacles. Stalactite, Stalagmite, and flame thrower. Wait! What?
Things get worse with unfair terrain and the usual problem of overwhelming enemies especially the enemy planes behind me. It’s like Planet Haides in Thunder Force III but I can’t shoot backward this time.
This is super malarkey. The boss is this ceiling train or whatever the heck is this, can only be hit in that bulb and it’s hard to hit. Those steel panel on the left and right is unnecessary handicap for the player. It’s very hard to hit the weak point with machine gun without getting collision by the orb itself! The train itself only has 1 attack which is flame thrower on left and right side. However, there are flame thrower and missile launcher on the conveyor in the bottom, appear at random. Clearly, Thunderbolt is not a good pick for this mission.
I retry the mission with F14 Tomcat which is Mickey’s plane in arcade version. I remember watching someone fight this boss with F14 because it can equip more amount of cluster weapon which is 8 compared to Crusader that can only carry 3. I try dump every special weapon on this boss and it refuses to die! At least I learn that this Thunder Laser weapon is awesome. It fires 3-way thunder that can through any enemies and obstacles. It reminds me of wind armor in Lords of Thunder.
You may notice word “extinct” in my health bar. It means that my health bar has finished recovery and soon resume the usual health bar. Perhaps the word should be “extinguished” but it lacks the space to put it. Then it should be “Recover” or something.
*sigh* I must purchase the YF-23 Stealth Ray, for this boss only. Much to my surprise, it’s based on real plane: The Northrop/McDonnell Douglas YF-23. This plane can equip ceiling rocket which is the opposite of the drop bomb and sadly also has the same pitiful power. Then there’s this Gunpod that continuously shoot diagonally upward for quite long duration per instance use. Surprisingly, 2 use of this gunpod can make the bulb turns yellow and 2 or 3 more use to destroy the boss completely. Heavy_specialweapon04.wav
So far, I have no problem with bosses so far. But this particular one is annoying me the most because there’s one particular solution to defeat it: using YF-23 Stealth Ray. I’m guessing the design for this boss fight is particularly to sell YF-23. This boss fight becomes better if it’s reversed: The boss on bottom and the minions on top. Or if the panels don’t exist. Or why not both of the solutions implemented? The boss fight becomes way better.
This is it, folks! The last mission. I don’t know what the heck is project 4 is all about. I hope it’s evil and it’s deserved to be destroyed. Otherwise, Greg broke his word about us having “right” on our side.
The mission briefer said that we go in through ventilation system. I don’t think this crude hole can be considered as ventilation system. But what do I know, I’m not underground structure designer.
I picked Thunderbolt but I have bad feeling so I pick F20 which is more versatile. I don’t want to get caught surprise with “Boss fight that hard to deal when I pick A-10” twist again. Although F20 can shoot downward, I can deal with enemies that come out from behind within this narrow corridor, quite safely. Fly just a bit above them and the level 5 machine gun is wide enough to reach them.
I encounter missile on ceiling and rocks with jet thruster. No idea why they put jet thruster along with jet engine on the rock. Seems not good idea to me.
We move on to hi-technology part of the level which guarded by lots of turret that move on the rail. They’re quite cute. By the way, you can discover health item on the spot in front of me.
I accidentally got the shield item again. But this time I saw what the item looks like. It’s cute white phony, reminds me of horse power up in Gun.Smoke. Anyway, there’s this sub-boss. It looks ridiculously fat but I think it’s based on real military cargo plane. Though I’m not sure what’s the plane. If you know, please let me know. The sub-boss has 3 attacks: 1) continuously launches missiles upward to prevent you bombing on top of it. 2) Diagonal downward machine gun. 3) It constantly drops missile launcher on the ground. Falcon bomb is pretty good at destroying the ground missile launcher preemptively. Overall, the sub-boss is not hard to beat but it can soak giant amount of damage.
Not far from the sub-boss, I encounter the final boss. It looks very big.
The camera forces me to move around the final boss. It’s like Cerberus in Thunder Force III! The difference is I face the front first and not the jet thruster. Also, it’s smaller in size. This final boss armed with various cannons, jet thruster on the bottom part, and hatches that spawn planes.
After destroying parts of the final boss, I can see the core but this is ridiculous! Do you see piston rods around the bulb core? They move back and forth to protect the core. I can destroy them on outer array with machine gun. But for the rest and the core itself, I have to use appropriate special weapon because they’re located too deep within the final boss’ body. If you pick YF-23 Stealth Ray, you should work your way upward. Destroy the jet thruster on the bottom, then the piston rods, and finally the bulb core. My bad feeling was wrong. A-10 Thunderbolt actually works very well here. I can even trivialize the sub-boss quite easily with A-10. So, as A-10 you do the opposite of YF-23. You work your way downward. Destroy the big cannon turret on top, then the piston rods, and finally the bulb core. You can try attack the core with machine gun in safe way, once you clear the piston rods and when the core is retracted.
At least this final boss offers you 2 solutions to defeat it unlike that ceiling train boss.
Once I defeat the final boss, the game treats me with this cutscene battle that feels like insult for me more than anything else. The reason why I said that because it shows Greg has no problem fighting enemy planes that appear from behind, by moving gracefully between the planes and the bullets then shoot them from behind. This cinematic battle’s message is “You have problem with enemies from behind and urgently want weapon that shoot backward. But look at Greg can deal with them no problem”. That should not be good justification to the lacks of backward weapon because this thing is 100% scripted! Screw you, U.N. Squadron!
Those two pilots that you don’t pick, come out from the underground fortress. Where are they when I need them to help fighting the final boss? I could use some help from fellow mercenary back then.
Obviously, Greg just in time escapes from exploding underground. That was unnecessary plot twist but almost makes me worry. Greg’s saying with going to afterlife as bought the farm back there. Kind of don’t make sense to me. Anyway, let’s end this.
First thing that I must say is: Capcom‘s U.N. Squadron (1989/1991) has same problem with Ghosts n Goblins that I played the other day, which is how stiff the attack’s direction that the player has. Your standard machine gun can only shoot straight right whereas enemies can shoot projectile from anywhere and the most despicable to me is enemy airplanes often appear from behind. The difference with GnG is: Arthur can instantly turn around anytime, U.N. Squadron’s plane can’t. I’m aware that I have to use special weapons to cover the lack of backward attack but they have limited use. One thing that you should know about me that I’m stingy even in video game especially regarding weapon with limited ammo and also desperation attack that cost sliver of health to execute. Another problem is how weak the drop bomb and ceiling rocket. Why not just make them coupled with the Vulcan/machine gun? That sure helps a lot for me. It takes more than feeble drop bomb to convince me to move my finger from Vulcan gun button to special weapon button. Then there’s Mega Crush that you have to manually select it first before use it immediately when the moment is right. Don’t say that I’m spoiled with many many shmup game that implement screen clearing bomb is just at the press of button, please! I more imply to how Capcom back then doesn’t fully utilize buttons on SNES joystick. There’s one more face button that free or use one of 2 shoulder buttons. Also, I want to carry more than 1 Mega Crush weapon. 2 will be fine. I feel like the level up mechanism still rough. I mean sure your Vulcan/machine gun get powered up once collected enough power up item. But the effect feels too weak. It only makes the bullets deal more damage and bigger on the its end. I want more projectile from other angle as I level up. Add more bullets that travel homing, vertical, backward, or anything! Not just bullets in forward direction that get stronger. Another problem is why they hide extra ammo and health restore item. I can understand if screen clearing bomb item (A.K.A the sidearms icon) is hidden because it’s too overpowered. The shield power up also understandable to be hidden. But extra ammo and health restore item are mandatory! They shouldn’t be hidden. Have them appear from distinctive container like the power up item and we’re all good. Next problem is there’s no checkpoint in level at all which is contrary to arcade version where you continue at the point where you get destroyed. Lastly, the autofire feature is too short. You can hold down the Vulcan/Machine gun button for continuous bullet barrage but only for 2 seconds or so. After that you have to repress the button again for more firing.
Then the plane’s difference also feels rough. Do the planes have different defense power? No idea. I think Crusader is the most fragile but don’t quote me on that one. With how often enemy aircraft come out from behind, I feel like every plane should have access to Cluster weapon but that doesn’t happen. F20, A10 and YF23 don’t get access to it for no reason. As for the most expensive plane F200 with price of $ 1,000,000. The old man describes it as plane that has access to all special weapon. It may sound useful but I think the benefit is beyond point of diminishing returns. You have more trouble selecting the appropriate special weapon with the situation at hand. Also, remember that using Mega Crush is not separated button as use other special weapon. Besides the prize is too damn high! F200 may be based on Focke-Wulf FW 200 Condor. I notice that YF-23 Stealth Ray has maximum firepower at level 6 but once again it’s debatably useful if the Vulcan/machine gun just fire forward. My conclusion is: A10 is a must because the most mission involved ground or sea target and that additional machine gun that fire diagonally downward is very useful even at the cost of forward machine gun has lower level. YF-23 only mandatory for the cave mission. The rest is optional.
On to brighter side, the core gameplay is serviceable. The economy is not that hard except for buying the most expensive plane which is deemed unnecessary. I like that I get reasonable amount of money by destroying enemies alone. Thus, the game encourages me to destroy lesser enemies as many as I can. If you die, you keep the power up you obtained and also the money. That’s generous but I feel like to success in this game you have to go through trial and error. Burn your live reserve to amass enough money to buy or necessary firepower upgrade. To facilitate that there’s 3 continues and you get extra life if your score reaches certain value. Though I could be wrong and the game can be finished if you pick right mission and skillful enough. Except for bomb and ceiling rocket, all of special weapons are useful and strong. Cluster weapon is felt like very useful at anytime and should be mandatory to have. Falcon slightly more useful than drop bomb but sadly has smaller stock amount. There’s homing missile called Phoenix. It launches 2 homing missiles per use. They’re fast, accurate, and ignore terrain. Very useful. Bullpup probably more powerful than Thunder Laser but I like latter because it looks cooler and pass terrain and shield plate. Compared to arcade version, the shop felt like two steps forward and one step backward. Sure, you get more selection of special weapon (though limited to plane you pick) compared to just 2 in arcade version. But you don’t get to buy health upgrade or shield. Speaking of shield, it’s also interesting because it doesn’t block attack in certain amount. It has cooldown after getting hit which indicated with the color change from blue to red. If the shield gets 2 hits consecutively, it will vanish immediately. But if you wait for the shield to turn blue again, you can use it to block more hits. Though you have to be skillful at dodging enemy’s attack. The sound is pretty good. I reckon one of explosion sound resembles magic in Super Ghouls n Ghosts. The graphic is quite great but I think overall things on the game could be slightly bigger for player's convenience. The music is fairly good though not so memorable except in the shop section.
I feel like that U.N. Squadron (1989/1991) on SNES still rough. But the core gameplay quite solid for remake or something. Use left shoulder button to shoot machine gun left and use right shoulder button to shoot machine gun right. I’m quite sold to that idea. If nowadays FPS game using shoulder button to shoot, why shmup game can’t? I like to see this game get modern remake with experience point and money grinding element. Spend experience point at combat school to add perk to the pilot and spend money at shop to buy special weapons, upgrade plane or buy new ones. I’m aware that there’s spiritual successor of this game which is: Carrier Air Wing. I may check on that in future. For now. Goodbye, U.N. Squadron!


























































