I expanded out that post I made here about how hard the last couple levels of this game are in Expert mode into a full review. Enjoy!
Platform: TurboGrafx-16 / PC Engine (Japan Only Release)
Year: 1990
Publisher/Developer: Naxat Soft
Single Player Only
The cover art is pretty nice.
IntroductionW-Ring is a great shmup for the Turbografx from Naxat Soft, one of the stronger third-party supporters of the platform on both card and CD. I've liked this game since the first time I played it, but I went back to the game recently and finished it this time (pretty much) on the highest difficulty setting. As I will explain, this was quite a task; Normal is quite easy to beat once you've learned the game, but Hard is an entirely different story.
This game is a horizontal scrolling shmup released during that genre's peak which lasted from the mid '80s to early '90s. The game was clearly inspired by Gradius, but isn't just a straight clone of that series. W-Ring has normal weapon pickups, instead of the Gradius powerup system, and has a narrow shield ring around your ship that can protect you from some hits from above and below. You also can, as in many TG16 shmups, change your ship's speed with the press of a button between three speeds, instead of needing to use powerups for that as you do in Gradius. Also unlike classic Gradius games, you have infinite continues in W-Ring, which definitely makes the game a bit more approachable. Dodging bullets is much less predictable here than in Gradius or R-Type, though, an issue which is my biggest problem with the game, particularly in Expert mode; the lower difficulty settings are fairly easy and disguise how frustrating the shield and bullet-dodging mechanics can be when the game gets hard. This means the game should be playable by players of almost any skill level; just choose the appropriate difficulty setting for you.
For the plot, I'm not sure what the story is in this game, there isn't really one in the game itself and while I don't have the case or manual for this game, only the HuCard, even if I did it'd be in Japanese so it probably wouldn't be too helpful. I can say that the game is set in the Solar System. I presume that you are defending the Earth from evil aliens who have set up camp in the outer solar system. The game does have an English-language name for each stage -- Stage one is Saturn, 2 is Uranus, 3 Neptune, 4 Pluto, 5 Main Gate, 6 Death Hole, and 7 (if you count it as a level) Stage X. If not for those names you'd never guess where the stages are set, though -- they don't have much of anything in common with their supposed settings. They are just fairly standard stage settings for shmups of the day. I'm fine with that, though. Each of the seven stages looks different, and there is a good degree of variety in the game as well, with nice gameplay variety from stage to stage, great graphics and music, lots of enemy types, interesting bosses, secret alternate versions of most or all stages for you to try to find, and more. The game does have some issues, which I will cover below, but for the most part it's a pretty good game.
Flying through level 1. Note the ring around your ship and the rocky green and brown visage of ... Jupiter?
Basic Design - Weapons and Your ShieldFor weapons in this game, your basic gun shoots a gun ahead and bombs angle down. One enemy type drops weapon powerups which replace your default armament. The powerups alternate between five colored weapons. If you collect several of the same color powerup in a row without getting hit, you will power it up several times. However, it's important to note that if you get hit you lose your weapon powerup and go back to the normal gun, so don't get hit if you want to stay powered up. Getting hit without a weapon powerup will kill you of course. And just like in Gradius (well, the '80s Gradius games at least) or R-Type, when you die you go back to the last checkpoint, you don't continue right where you died. There are infinite continues as I said, but only from the beginnings of levels 1 through 6, not from the last checkpoint in a stage. The final stage isn't a continue point either, it sends you back to the start of level 6, but much more on that later.
There are also alternate versions of those weapons if you are in a stage with a hidden "?" weapon-modifier item to find. The five weapons are colored blue, green (both straight lasers), pink (spread shot), red (shield-orbs), and orange (missiles). Each weapon is potentially useful in different situations, though some are maybe a bit too similar --I'm not sure why the game really needs both blue and green. Still, there is nice variety here, particularly with those hidden "?"-mark alternate weapon variations. These secret powerups will appear if you shoot in the right places. One of the most interesting weapons is the alternate version of the red shield-orbs weapon. Normally, this 'weapon' just gives you the normal gun but with a trail of round shields which follow your ship, ship protecting you from enemies and doing some damage if you maneuver them onto an enemy. It's too close-range to be useful most of the time. But with a secret "?" powerup, this weapon is great! Now it shoots out a constant stream of balls which bounce off of any walls in the stage, taking out bullets and enemies along the way! This is very useful in stage 6, particularly.
A key mechanic surely inspired by R-Type is that shield-ring. Bullets which hit it will bounce off and can hurt enemies. Bullets are very small, fast, and can blend in to the backgrounds, however. Trying to bounce bullets off of your shield ring can be a 50/50 thing sometimes -- the shield-ring is very narrow, it's not large like in R-Type or R-Type Leo, and you NEED to deflect bullets with it at times, particularly in stage 6 of Expert mode, the games' hard mode. W-Ring does have good, accurate controls, but it's not as consistently predictable as those other games are and that is an issue. This game can feel unfair at times. In Gradius or R-Type, with tight controls and clear graphics, when you die it is your fault. To beat those games, next time learn the levels better and don't mess up. In W-Ring, though, sometimes it feels like I did nothing wrong, but just got unlucky. Even so, with only seven levels, infinite continues, and forgiving lower difficulty levels, W-Ring isn't anywhere near as hard as Gradius or R-Type. It's only in Expert difficulty where the issues I just discussed help make the game a serious challenge, and even there Gradius and R-Type are probably even harder, but also more innovative and more fun. Overall, while it is pretty good, W-Ring isn't quite as great as the Gradius games are. Gradius is my favorite shmup series, though, so that is a very high standard. W-Ring is a very good game that I like a lot.
Game over already? Whoever played this on Gamefaqs for these shots wasn’t very good. Do note the ship in the upper right, though — that’s the type of ship that drops powerups.
Graphics and MusicIn addition to playing great, W-Ring also looks and sounds great. This game is one of the better-looking, and better-sounding, HuCard shmups for the TG16/PCE! Every stage looks good, and the background environments are very well animated for a 4th-gen console game. While the actual background behind the playable space only animates in some levels, there are often animated elements on the platforms and other areas you can't fly over on the screen. From the flowing water in stage 3 to the giant spinning mechanical wheels and moving lights in stage 6, every stage background is interesting. The game looks better than you might expect a HuCard shmup would look, and that animation is cool. Those two levels probably are the two best-looking ones in the game, but every stage looks very good. The game also can throw lots of enemies and bullets on screen with no slowdown to speak of, which is reasonably impressive. Sometimes, particularly in Expert mode, the screen can be loaded with stuff. The lack of slowdown does make the game harder, and the bullets sometimes are too hard to see versus the background colors, but still, it's a nice technical accomplishment to see so much stuff on screen running so well. The game doesn't have any parallax scrolling, as usual on the console, but the animated water on stage 3 has a slightly fake-parallax look to it. The graphics in this game are good enough, though, that for once I don't mind the absence of parallax.
Aurally, W-Ring has a really fantastic soundtrack! This game sounds very, very good. I'm very far from an audiophile so I can't really explain why in detail, but I love chiptune and early CD console game music, and the electronic music soundtrack here is richer than usual on this platform. Every level has different music of course, and each boss as well, but all of the hidden special stages (see below) have unique music too, surprisingly enough. It's very cool, and encourages exploration to find all of them and hear all of the great music! The normal stage 3 theme might be my favorite track, but there are lots of good music tracks as you go through the game. The good graphics and sound definitely add something to this game. This game really sounds fantastic. If you want to hear all the music watch both videos at the end of this post, one for the regular stages and one for the special stages.
The boss of level 3, the water level. The moving blue 'waves' along the platform edges look very cool. (Image from Youtube.)
Level Designs - Graphics and GameplayThe level themes are not original, though., just well designed and interesting. I like the designs, and the game has a great and very well thought out difficulty curve, but there's noting too original in the level settings and such. Stage 1, Jupiter, has grassy rock platforms with alien ships scattered around. The stage is several screens high and is a good starting point for the game. Stage 2, Uranus, is a brown stage that looks like something straight out of the movie Alien, with the usual alien heads, dripping fluids, and such. Again the stage is two screens tall. Alien clearly made a huge impression on games, seeing how everything from Contra to W-Ring copy its style. Stage 3, Neptune, is the water level, because Neptune is blue so it's got water on it, right? :p As I said that water looks great. Stage 4, Pluto, is another base, this time a research lab with biological cell and robot enemies and a green circuit-board-like background. There is some animation on the circuits on the platforms. Stage 5, Main Gate, is the fast stage, so you have to set the speed to max and try to learn the layout. This stage is another all-metal base.
Stage 6, Death Hole, has a similar theme to the last stage, but with some pretty cool machinery around the stage as I said earlier, and some animation in the main background behind your ship as well. I love the large spinning wheels of lights, they look pretty cool. Also, things have slowed down; you are now nearing the final stretch, and have a narrow pathway to make your way through, the titular 'Death Hole' I guess. While earlier stages often give you a screen or two of vertical space to move up and down, this level varies between half a screen and very narrow passages, so you are very constrained and there often isn't much room to avoid the enemies. This level is tough! And last, Stage X plays over an animating wavy red screen. The background looks great, but it can be very distracting. This stage is short but the enemies are tough, the background crazy, and the boss hard. And if you get a game over here, you learn one of this games' crueler tricks: if you get a game over on stage 7, you go back all the way to the beginning of stage 6; Stage X doesn't count for continues. This makes the game so much more difficult than it needed to be, when you try to play the game in Hard mode! I wish Stage X was a continue point. Ah well. What's here is mostly quite good.
There is one last thing to mention here, those alternate stages. As with the ?-mark alternate weapon powerups, alternate stages are accessed with hidden "EX" icons which you have to shoot to see. If you touch the secret warp point, you'll go into an alternate version of the level in question. These levels are generally shorter than the regular stages, but can be harder -- the speed stage is even faster for example, in alternate mode. Interestingly, the color palette changes in the alternate version of each level, so the water level has red water instead of blue if you're in the secret variant version. It's cool stuff. It's more fun to try to find them for yourself, but if you want to be spoiled watch the video at the end of this post which shows ways to get into all the special stages. Many do have multiple entry points so there are other ways to enter some special stages, but still it might be handy. I found almost all of them myself without that video, only perhaps missing the one in, oddly, stage 1. That explains why I never have been able to can't find a special stage in level 6 -- there apparently isn't one. Too bad. Stage X doesn't have one either, but I never thought it would with its short length and focused design.
The level 4 boss, from the computer/bio-research stage. (Screenshot from Youtube.)