Author Topic: Review: Zero Wing (TCD) - A Very Good Shmup (even without CATS)  (Read 521 times)

A Black Falcon

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Review: Zero Wing (TurboGrafx-16 CD)
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(Note: See the video and links sections at the bottom for screenshots and footage of the game.)

Zero Wing is an infamous game thanks to how amazingly entertaining the badly translated introduction to the European Sega Genesis (Megadrive) version of the game is. The game isn't just "All Your Base", though, it is also a horizontal-scrolling shmup from Toaplan, one of the masters of the genre, the company which Cave would descend from after its collapse in the mid '90s. I did not buy the European Megadrive version of Zero Wing, though. Instead, a few months ago I got a good deal on the Japanese Turbo CD (PC Engine CD) version, if a bit under $40 is a good deal (it seems to be!). The infamous European MD version costs a bit more. I like shmups, particularly horizontal ones, so I was hoping that the game would be as good as it seemed to be from my playing bits of the Genesis version here and there. It did not disappoint; as a shmup, Zero Wing is somewhat under-rated. It's actually a good to great game, no question. This is a good version of the game, too. CATS is missing, but it does have two added levels, one a full stage and one a new final bossfight, and a fantastic CD audio soundtrack as well. They are nice additions.

STORY

So, what is Zero Wing? First of course, it's a cutscene, the intro to that Genesis version of the game. There are three versions of Zero Wing, though, each with a somewhat different story. There's the original arcade version by Toaplan, released in 1989, where you fight the evil CATS in your Zig fighter; Toaplan's Genesis (MD) version, released in 1991, of the infamous intro where CATS, now seen in person on screen (unlike the arcade game, as far as I know, where I think it's just text), threatens and destroys your base just as the Zig launches; and this version, Naxat Soft's 1992 Turbo CD version of the game. Brace yourselves, CATS fans -- CATS is not in this game. Naxat Soft replaced the original story with a new one. The levels are the same (with some additions); you still pilot a Zig fighter, which looks the same as before; but the story and characters are different. There's a big more story now. It's a bit like what was done to the Turbo CD version of Hellfire, Hellfire S, except without as disastrously, insultingly bad a story as the Turbo CD version of that game has, but I'll discuss that another time.

You play as a guy, off to save the day in your Zig fighter.  The villain is a bishounen-looking blond guy.  I dxon't know his motivations, I can't understand much Japanese.  His name seems to be Ludavig-sama or something like that, though that's probably wrong; the name is Luda-something, anyway.  In the intro, he talks with some cohorts of his while a woman who is spying for your side listens in.  She appears in most of the cutscenes, and is either the hero's relative or love interest, I'm not sure.  Near the end of the game, naturally, because she's female in a game with a male hero, she gets found out and you have to rescue her.  [spoiler]In the end you save her, this game has a happy ending (unlike stupid Hellfire S).  You don't kill the main villain in the end, but he is clearly defeated.[/spoiler]  After learning the mission, the hero is off in his Zig with a nice classic launch animation.  No attack is shown, but as in the other versions of the game your base ship is exploding as the Zig launches from it; maybe this is explained in the script somewhere, though the attack wasn't shown on screen?  That was a bit weird. 

In addition to the intro and ending, there are also short scenes between most levels.  They are thankfully short, so they won't interrupt the action for long at all.  Shmups should be about the shooting, not the story; I find the cutscenes in Macross 2036 for Turbo CD too long, for example.  Overall, the game has a very cliche but okay story.  I wish it had CATS from the Genesis version, but this new story is fine.  It is unfortunate that they added in a girl to rescue, but at least she has an active role in the story through most of the game, before getting captured late.  That's a little better than just a basic "rescue the kidnapped girl" plot.  I would like to see a translation of the game to know the details of what they're saying; the basics are easy to understand, but I'm sure there are things I'm missing.

GRAPHICS

Graphically this is a fairly nice-looking game.  When comparing this version to the Genesis version, each one has some plusses and minuses, but I might prefer this game despite its drawbacks.  The more colorful art on the Turbografx looks a bit better than the somewhat drab Genesis visuals.  It would have been nice to see Turbo versions of Toaplan's three Genesis-only shmups that generation, Slap Fight MD, Grind Stormer, and Fire Shark; I think the Turbo or Turbo CD versions of most of their other five shmups, the five that are on both platforms (Hellfire, Zero Wing, Kyuukyoku Tiger/Twin Cobra, Truxton/Tatsujin, Daisenpuu) look better.  More CD versions of the games would have been nice too, the three there are all have great CD audio soundtracks! Ah well.  Anyway, Zero Wing is a good but not great-looking game.  Interestingly, for a 1992 game, this game does not use the Super System Card for additional RAM: instead, it only uses the usual basic 64KB of RAM built in to the Turbo CD.  For a regular-CD title, this game looks nice.  It's not the best looking regular-CD title, but does have good visuals and a good amount of graphical variety.  The sprite work is good, better than Genesis as I said.

The game does have one graphical downside, though, and that is, as usual for TG16 games, lacking parallax scrolling.  As with the Genesis and colors or the SNES and CPU speed, the Turbo has a design problem, no hardware parallax scrolling support.  It's very noticeable when you compare the Genesis and TCD versions of this game, the Genesis version has at least one more scrolling layer at pretty much all times than this one does.  All foreground parallax objects from the arcade and Genesis versions, which they have some of, are also entirely gone on the Turbo CD.  However, Naxat Soft did put in parallax where they could.  They managed a nice scrolling starfield effect that appears on several levels, and there is some use of horizontal-strip parallax as well.  Most levels have at least a bit of parallax, which is more than you can say for plenty of shmups on this system.  It's great to see.  Still, seeing the ground you can hit and first background layer always scrolling together is unfortunate, I wish Hudson had realized parallax was needed in their system.

MUSIC

As expected from a CD game, Zero Wing for Turbo CD has a great CD-audio soundtrack.  The soundtrack is better than the soundtracks of either the arcade or Genesis versions for sure.  All three versions have great soundtracks, but the CD quality makes this one a bit better than the other two.  I love the sound of early CD system music, it's a distinctive style you don't hear anymore.  This game is a great example of good early game CD music.  Each level has a unique music track, which is good.  I don't know if any of the songs are truly memorable, though, and they might get old if you get stuck on a level for a few hours as I was in one level in this game.  I never wanted to mute the audio though, so the music held up well enough.  Zero Wing has very good music, and I will definitely be listening to it more in the future.

GAMEPLAY SYSTEM

Finally, we get to the most important thing about any game, the gameplay!  Zero Wing is often accused of being a very, or perhaps overly, average shooter, but that's unfair; it's a good, above-average game with some unique design elements.  It is quite hard, but it's a doable hard, if you are willing to learn the game.  It isn't the most original game, but it is better than most.  In the game, you control the stubby Zig fighter.  The controls are good, and ship movement is precise and accurate.  When you die, it's usually because you missed a bullet, not because of the controls.  The only issue is your ship's hitbox (where you can get hit to die), it seems like it might be slightly bigger than the ship, but you do get used to it; just stay away from bullets! Certain ship types drop powerups; all powerups will come from these ships.  The first powerup will give you two invincible helper drones above and below your ship, then after that the other powerups will appear in order, as you destroy the powerup ships.  The helper drones are a bit smaller than you, though, so expect them to regularly fail to protect you from bullets you're counting on them to protect you from; I died many times because of this, and when you die in this game you go back to the last checkpoint, or the beginning of the level if it was a game over.  Also, they can damage some enemy types by bumping into them, but not others.  Generally enemies attached to the ground, such as turrets or such, seem to take damage, but not most flying ships.  I really wish they could hurt everyone, it'd be a huge help.  The other items are a quite useful speed-up item, and a very powerful single-use bomb that can attach to the front of your ship.

On that note, the most unique thing about Zero Wing is the tractor beam.  One button shoots in this game, and the other uses the tractor beam.  This beam will grab smaller enemies and hold them in front of your ship as a shield.  By hitting the button again, you can throw the enemy at other enemies, to do more damage than basic shots.  A bomb works similarly, if you have one -- hit the button to toss it at the enemies and watch the explosion unfold.  The grapple beam is nice, but not as central to the game as the enemy-takeover mechanics in BlaZeon (Arcade/SNES) or Zaxxon's Motherbase 2000 (Sega 32X), for example, and you can only have one enemy at a time, unlike the later PC/Wii title Tumiki Fighters (aka Blast Works: Build & Destroy, on Wii).  Still, for its time this might have been a new idea, those other games are newer than this one.  It is a good idea which works to give you a bit more protection.  You'll need the help!

You have three weapons in this game, with three power levels each.  There is a spread shot, a straight laser, and a homing shot.  It's a serviceable arsenal, but feels a bit under-powered without enough powerups.  Later levels have enemies and obstacles that are nearly impossible to get past without a certain level of firepower, so particularly in level 9 I found myself almost always having to suicide multiple times to get game over just so I could get another chance at the game, because progress from the checkpoint was completely impossible without powerups the game doesn't give you.  Yeah, it's cruelly designed.  Fortunately, you have infinite continues, which is great!  I much prefer games to allow infinite continues and saving, it makes games better.  Zero Wing doesn't save, but at least you can keep trying until you either win or give up.   There are no difficulty level settings, though, typically for the Turbografx, and unlike the Genesis version.  There also are no additional loops, unlike the arcade and Genesis versions -- finish it once and it's over.  Having at least one additional loop would have been nice, but it's not really needed; this is a plenty hard game as it is.

THE LEVELS

As in most horizontal shmups, Zero Wing has both enemies and walls to contend with.  If you touch anything, you die instantly.  Your two helper bits are invulnerable, but you need to be careful or bullets will slip past them.  Most areas are fairly open, but you will have to navigate some narrower spaces here and there, and contend with waves of bullets to attempt to avoid as well.  Some bullets home in on you, others fly straight.  I love horizontal shmups, so I think this game plays great!  It's a bit like Gradius or R-Type but not quite as good and with a more conventional powerup system.  Even if it doesn't match those all-time classics, though, this is still a great, and very well-designed, game.  Each level looks and plays quite differently, and has unique enemies to face as well.  The variety is a strength of the game.  Zero Wing has a great difficulty curve; almost every level is harder than the one before it, which is how things should be but not always are. 

There is a big difficulty cliff in level 9, though -- it is significantly more difficult than any other stage in the game, appropriately for the last full level.  I made steady progress up to level 9, but that level is HARD and took me hours of frustrating replay to finally get past. It was very satisfying when I finally got through the level, though!  It would have been nice had the checkpoint locations not been impossible to progress past more often than not in level 9, as I said earlier, but the level isn't so long that getting through is impossible; it just requires a lot of practice.  This is a hard, hard game, but the infinite continues really help take the sting off of it.  I hate having to replay parts of games I've beaten repeatedly, and you don't have to do that here.  It's too bad more Toaplan 4th-gen shmups don't have this option.  Even without the continues this game isn't as hard as Truxton or Twin Cobra, either.  It's a tough game, with challenging levels to learn and tough bosses, but not one of Toaplan's hardest games.  In those encounters, a lot of classically Toaplan enemy patterns appear.  Anyone who has played Truxton will definitely recognize some of the ways enemies attack you, but it's slightly easier here than there.  Each level has a miniboss and a full boss, and they are all huge and threatening.  The final level, level 10, is just a bossfight, but it's a hard one!  Fortunately it dies fairly quickly, but it shoots a lot of fast bullets.  It's a good addition to the game, the ending feels more complete with it than on the arcade or Genesis version where it ends with the last boss of what here is level 9 (there 8).  The new level is good too.  It's not the games' best, but it does have weird, creepy graphics and solid design.

For flaws, other than the difficulty for those who dislike hard games, there aren't many.  Most notably, this game has some weird bugs, if that's what they are, about progression in bossfights.  Sometimes, if you die in a bossfight, you will go to the next level, instead of being sent back to where you should be!  I read about this happening in the Genesis version in a GameFAQs review, and the same thing happened to me in the Turbo CD version.  So, I'm not sure if it's some bug with the arcade game they intentionally kept or what, but it is real.  In one of the later stages (7 or 8), I died after killing 2 of the 3 big enemies that made up the final boss that level... and I was sent to the next level, not back!  That was odd.  Then in the final stage, level 10, I died moments after killing the final boss, but it counted as a win anyway, something most games would not do.  I don't know if these two issues are bugs or features, but they do happen.  I also wish the game saved your scores and a level select.  That's about it for flaws, though.  This is a great game, I like it a lot!

OVERALL

In conclusion, Zero Wing for the Turbo CD is a very good shmup. One of only two horizontal shmups from Toaplan, it shows that they could do a great job with this type of shooter. Zero Wing is a nice-looking game with good, interesting art design and a great soundtrack. It's not the best-looking regular-CD shmup on the Turbo CD, but it definitely is an above-average game visually, and well above average in terms of gameplay. This is a really fun game to play, with highly polished controls and level designs. Sure, it was tough and took some time to beat, but it was a fun experience beginning to end. I definitely recommend Zero Wing to anyone who has an interest in horizontal shmups. This Turbo CD version of the game may be obscure and may not have CATS or hilarious Engrish in it, and it's not cheap either (though the EU MD version costs at least as much or more), but it's very well worth searching for, because it's the longest version of a classic shooter. Zero Wing's gameplay shouldn't be nearly as under-rated as it is. Recommended! Score: A-.

VIDEOS

PC Engine CD Longplay:


Genesis Longplay:


Arcade Longplay (loops 1 and 2):


LINKS

PCEngine.co.uk Page: http://www.pcengine.co.uk/HTML_Games/Zero_Wing.htm  -This page has screenshots and some nice version-comparison images between the three versions.

http://www.thebrothersduomazov.com/2009/05/zero-wing.html - The Brothers Duomazov review.  They're a bit harder on the game than I am.  The review has more screenshots.
« Last Edit: July 26, 2015, 08:18:50 AM by A Black Falcon »

esteban

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Review: Zero Wing (TCD) - A Very Good Shmup (even without CATS)
« Reply #1 on: July 26, 2015, 12:05:48 AM »
I concur: fans of old-skool shooters should definitely play Zero Wing.

I am not sure if I still own this game. I think I traded it, foolishly, years ago.

I had played/beaten the MegaDrive version of Zero Wing before I even knew that a PCE version existed!

I am least familiar with the arcade version.

AT SOME POINT, this is what I would love to do:
(1) Play the arcade version and (2) compare it to the PCE port.

I always have fun when I compare stuff, it helps me appreciate both games more.
  |    | 

A Black Falcon

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Re: Review: Zero Wing (TCD) - A Very Good Shmup (even without CATS)
« Reply #2 on: July 26, 2015, 06:52:09 AM »
Yeah, I linked videos of all three versions because it's interesting to compare them.  They're all the same game, but the music and graphics are different in more than a few ways.  Of course the TCD version also has those two added levels.

Gredler

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Re: Review: Zero Wing (TCD) - A Very Good Shmup (even without CATS)
« Reply #3 on: July 27, 2015, 08:42:42 AM »
I have the MD version and love its addictively encouraging retry/continue system. I've not been able to beat it but I have a great time trying. Being able to continuesly retry stages makes it difficult to put down and walk away from but have never been able to get past the aformentioned lvl 9 cliff. I love getting there, and trying to get past it but have had my gameplay time cut short each time I try and have not been able to get to the end. I only recently heard of the Obey port, and am considering trying on my Duo next time I attempt to beat it

Bardoly

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Re: Review: Zero Wing (TCD) - A Very Good Shmup (even without CATS)
« Reply #4 on: July 27, 2015, 01:38:57 PM »
Nice review!  Here is my reaction/review to this game when I sat down and tried to beat it.

Did you actually beat the game?  I'm guessing that you did, but I don't think that I read that you did or didn't specifically.  If you did, I must ask how you actually got past level 9.  In your review, it sounds like you're more of a slog-through-the-game-using-as-many-continues-as-needed kind of player (like I am) rather than a beat-the-game-with-one-life/credit-only kind of player.  I just don't see how an unpowered-up ship can get past the beginning of level 9, which my above reaction/review addresses.

A Black Falcon

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Re: Review: Zero Wing (TCD) - A Very Good Shmup (even without CATS)
« Reply #5 on: July 27, 2015, 07:23:35 PM »
Nice review!  Here is my reaction/review to this game when I sat down and tried to beat it.

Did you actually beat the game?  I'm guessing that you did, but I don't think that I read that you did or didn't specifically.  If you did, I must ask how you actually got past level 9.  In your review, it sounds like you're more of a slog-through-the-game-using-as-many-continues-as-needed kind of player (like I am) rather than a beat-the-game-with-one-life/credit-only kind of player.

Yes, I beat the game.  I mentioned this several times in the review, actually.  I mention that you save the girl in the end, and I talk about how the game let me beat the final boss (level 10) even though the guy killed me a second after I killed him... I wouldn't formally review games I haven't finished; my Game Impression Summaries lists are mostly games I haven't finished, but actual reviews with scores are for games I've beaten.

And yeah, I'm definitely the 'use as many continues as possible' type of player.  I am much more likely to stick with a game I like that lets me save or continue infinitely than one that wants me to start over from the beginning every time.  I'm not the greatest at games I'm sure, I just love them, so I'm not going to be able to easily beat this kind of game without continuing or something like that.  This game took me probably 5 or 8 (maybe as much as 10, but probably less than that) hours to beat over those two days, the majority of that hours of replaying level 9. I left it paused overnight and picked it up again the next day, couldn't get it done in one day.  It wasn't the first time I played the game though, I have played it other times since getting the game a few months ago, but it was the first time I'd gotten past level 3 or 4.

Quote
  I just don't see how an unpowered-up ship can get past the beginning of level 9, which my above reaction/review addresses.

Warning: Spoilers below!

Level 9 is possible so long as you don't die before the final bit before the boss.  That's the key, stay alive through the level and get powerups.  You MUST get the laser, and the speed powerup is really good to have too, and the bomb makes the boss easier so that's key (unless you're really good at this kind of game).  For the start, the most important thing for the beginning of the stage is to get both of the first two powerups (so you get the blue laser) BEFORE hitting the first of those flamethrower enemies, because the flamethrower enemies are, as far as I can manage, impossible to beat with just the machine gun, I died every single time I tried to get past one of the sets of flamethrowers without the laser.  This is the main reason I complain about the checkpoints in level 9 being unfair -- many set you too close to flamethrower sets to be able to get past them, because there often aren't two powerups between where you start and the flamethrowers.  I spent quite a bit of time just killing myself, so as to get game over and one more try at the level from the beginning, because of the impossible checkpoints.  Fortunately game over starts you back from the beginning of the stage.

The key to the flamethrower sections is that you need to start shooting them with the laser pretty much as soon as they appear, because you do NOT want them to start moving, you're probably doomed.  As for the rest of the level, just kill or avoid all the enemies.  One wave comes from behind you, that one is tricky and requires memorization to avoid.  (The level 9 mid-boss is actually fairly easy.  Just dodge the shots and fire.)

Oh, and at the end, if you died at the level 9 boss and only have the basic gun (with the helpers, because there is one powerup between the last checkpoint and the boss), do NOT try to kill those last two engine things, before the last gate; the peashooter takes a long time to kill the gate, so go around them over the top and start shooting that gate the first moment you can.  When I tried to take it out after killing the two engine things, I always died, the gate would not be destroyed before I ran into it as the screen scrolled.  At first I thought getting past that gate was impossible, but then I thought to try to go over the things... and it worked.  Under is a bad idea though, there's a floor down there that will kill you. :p

As for the level 9 boss, that guy is really hard.  The hardest thing is avoiding the giant shuttle things it shoots at you -- those things killed me the first time they launched, like, at least the first five times I reached the boss.  Finally I watched a gameplay video, but it wasn't too helpful, that guy had all the speed powerups so he could just avoid it in a way you can't do without speed powerups.  The time I beat level 9 is when I finally managed to get to the boss with the bomb.  That was the key, having the bomb!  With the bomb I took out the lower cannons quickly, then was able to get in close, because those shuttle things can't easily hit you if you stay very close to the boss.  Then just circle around them while shooting the top part.

The level 10 boss is just as hard as the level 9 boss or harder, but there is no level in that stage, just a bossfight, so it shouldn't be too hard to get past; I beat it in only a couple of tries, after learning to try to NOT shoot the mines because I can't dodge that many bullets (the mines create several bullets when shot).  Of course my dying after the boss not counting helped as well, but I'm sure I'd have won soon even without that.

I have the MD version and love its addictively encouraging retry/continue system. I've not been able to beat it but I have a great time trying. Being able to continuesly retry stages makes it difficult to put down and walk away from but have never been able to get past the aformentioned lvl 9 cliff. I love getting there, and trying to get past it but have had my gameplay time cut short each time I try and have not been able to get to the end. I only recently heard of the Obey port, and am considering trying on my Duo next time I attempt to beat it

I just checked the continue system on the EU MD version, and you have infinite continues on Easy, 10 continues on Normal, and 15 continues on Hard.  So yeah, only free play on Easy, and the odd' more continues on Hard than Normal' thing reminds me of the Genesis version of another Toaplan game, Twin Cobra, which is like that -- you have the most continues on Hard, mid on Normal, and the least on Easy, one of several things about that game which make little sense.  The PCE version (Kyuukyoku Tiger) may not give you many continues, but it's the easier game because you can actually see things coming at you... but anyway, for Zero Wing, on the TCD there are no difficulty settings and you have infinite continues.  (Oh, and you mean level 8 cliff, for the MD version, since it has fewer levels.)
« Last Edit: July 27, 2015, 07:55:09 PM by A Black Falcon »

MrBroadway

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Re: Review: Zero Wing (TCD) - A Very Good Shmup (even without CATS)
« Reply #6 on: July 27, 2015, 08:44:39 PM »
AT SOME POINT, this is what I would love to do:
(1) Play the arcade version and (2) compare it to the PCE port.
I played the Genesis and arcade versions. There's not a whole lot in the arcade as far as I remember that the Genesis couldn't handle. I didn't get very far in either though, as honestly, I don't find it very fun of a shooter. I liked some of the mechanics, but I found the game too boring. I'm almost tempted to give it another shot, but the then I look at some gameplay, and I'm still not impressed. Hm...

A Black Falcon

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Re: Review: Zero Wing (TCD) - A Very Good Shmup (even without CATS)
« Reply #7 on: July 27, 2015, 10:17:08 PM »
AT SOME POINT, this is what I would love to do:
(1) Play the arcade version and (2) compare it to the PCE port.
I played the Genesis and arcade versions. There's not a whole lot in the arcade as far as I remember that the Genesis couldn't handle. I didn't get very far in either though, as honestly, I don't find it very fun of a shooter. I liked some of the mechanics, but I found the game too boring. I'm almost tempted to give it another shot, but the then I look at some gameplay, and I'm still not impressed. Hm...

Bah, it's a great game, but regardless, the Genesis version definitely has graphical cuts versus the arcade orgiginal.  For one of the more obvious things I see, look at how the cool multi-layered parallax background in stage 6 (see minutes 21 to 25 in the arcade video link in my review), with its two parallax backgrounds moving in opposite directions, is simplified down into just one single basic parallax layer on the Genesis (see minutes 27 to 32 of the Genesis video linked).  Could the Genesis do something like what the arcade game does?

Dicer

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Re: Review: Zero Wing (TCD) - A Very Good Shmup (even without CATS)
« Reply #8 on: July 29, 2015, 03:29:56 AM »
Saw this review on the Neogaf first, very well written and good stuff overall.

It's a great game, even with being CATSless and all...


Gredler

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Re: Review: Zero Wing (TCD) - A Very Good Shmup (even without CATS)
« Reply #9 on: July 29, 2015, 08:10:48 AM »
I just checked the continue system on the EU MD version, and you have infinite continues on Easy, 10 continues on Normal, and 15 continues on Hard.  So yeah, only free play on Easy, and the odd' more continues on Hard than Normal' thing reminds me of the Genesis version of another Toaplan game, Twin Cobra, which is like that -- you have the most continues on Hard, mid on Normal, and the least on Easy, one of several things about that game which make little sense.  The PCE version (Kyuukyoku Tiger) may not give you many continues, but it's the easier game because you can actually see things coming at you... but anyway, for Zero Wing, on the TCD there are no difficulty settings and you have infinite continues.  (Oh, and you mean level 8 cliff, for the MD version, since it has fewer levels.)

Yeah most all shooters I play I crank the difficulty all the way down and try to give my self as many lives and continues as the game will allow. If it's too easy I'll crank it up, but extremely rarely are shooters too easy for me.

I am also very certain you are right that it was a level 8 cliff, I don't remember getting to a ninth stage, so if the difficulty increases I may never beat this game hahah.

The EU MD version I got was a gift from a house guest that was visiting from England, and is the only EU game I own. It has a lot of sentimental value, and I really enjoy blasting the tunes through the stereo while I work around the house - great music.

I'm not sure I mentioned this, but thanks for the excellent review, it made for some enjoyable reading!

A Black Falcon

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Re: Review: Zero Wing (TCD) - A Very Good Shmup (even without CATS)
« Reply #10 on: July 29, 2015, 05:19:59 PM »
Just a correction from my last post in the thread, actually arcade Zero Wing has one background layer moving really slowly (in front) and another behind it that moves very fast; it's not actually going in opposite directions, it just kind of looks like it.

Also, I expanded on the levels 9 & 10 strategy post above into an article about the same subject, still only for levels 9 & 10, on my site: http://www.blackfalcongames.net/?p=222

I just checked the continue system on the EU MD version, and you have infinite continues on Easy, 10 continues on Normal, and 15 continues on Hard.  So yeah, only free play on Easy, and the odd' more continues on Hard than Normal' thing reminds me of the Genesis version of another Toaplan game, Twin Cobra, which is like that -- you have the most continues on Hard, mid on Normal, and the least on Easy, one of several things about that game which make little sense.  The PCE version (Kyuukyoku Tiger) may not give you many continues, but it's the easier game because you can actually see things coming at you... but anyway, for Zero Wing, on the TCD there are no difficulty settings and you have infinite continues.  (Oh, and you mean level 8 cliff, for the MD version, since it has fewer levels.)


Yeah most all shooters I play I crank the difficulty all the way down and try to give my self as many lives and continues as the game will allow. If it's too easy I'll crank it up, but extremely rarely are shooters too easy for me.

I am also very certain you are right that it was a level 8 cliff, I don't remember getting to a ninth stage, so if the difficulty increases I may never beat this game hahah.

The other versions (arcade/Genesis) only have 8 levels, so you couldn't be stuck on level 9 there, that's all I meant.  But yeah, it's a very hard level.  I definitely thought about giving up more than a few times...

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The EU MD version I got was a gift from a house guest that was visiting from England, and is the only EU game I own. It has a lot of sentimental value, and I really enjoy blasting the tunes through the stereo while I work around the house - great music.

You're lucky to have gotten the MD version back then, that's a very cool gift...

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I'm not sure I mentioned this, but thanks for the excellent review, it made for some enjoyable reading!

Thanks.