Reviews from

in the past


This feels like an improved version of something like Heavy Barrel. Solid visuals and soundtrack combined with decent, but repetitive gameplay.

Don't talk to me until I've had my save states

This one is interesting, has some Mega Man-esque elements including a stage select and new weapons as you beat bosses. Soundtrack is nice, particularly shining in stage 5. Gameplay itself can feel a bit finicky at times. I don't really like that there are separate buttons for firing forward and backward, but maybe that's just a personal thing. The last stage kinda sucks ass, it's a boss rush where every boss is given more health than originally. Really doesn't strike me as necessary. Aside from that, though, it's pretty fun overall. I think I'd recommend this one.

Another dud from Technosoft. Soulless shooting, ugly artstyle, lack of visual clarity, uninspired enemies, dull boss designs.

An overlooked solid SHMUP on the Genesis. The music is stellar in this game, perfectly complementing the bosses and the stages you go through. It's quite catchy as well. The artstyle isn't particularly unique in it's own right, but given the amount of Sci-Fi SHMUPs seemingly flooded the 4th gen, it is a very nice change. Enemies and their bullets are easy to recognise and avoid.

It is basically a better version of Phelios, that doesn't have it's speed locked behind power-ups and gimmick levels. This is is very much a standard affair, but the design of the first four stages are fun to traverse and avoid enemies in and an additional 4 you need to finish to beat the game. You're given a good amount of free space to experiment with your shots and the game promotes frantic movement with a barrage of enemies coming forwards and backwards. The story... is there. I didn't pay much attention to it but it wasn't very interesting. Granted, I don't play SHMUPs for their story but if you are interested I would reccomended reading the manuals or overviews as there is two twists that you'll miss if you just breeze thru the game.

Boss fights are probably the best parts of the game as there design directly compliment their patterns and are fun to fight as they don't pull any cheap tactics. However, the final boss can be a bit gruelling given how you have to beat each prior boss before beating him. It's not a unique thing to this genre, but i'd at-least prefer having the last boss on a separate stage.

Difficulty scaling however is all over the place, the inital 4 stages are moderately difficult (but I was able to 1CC on my first try), the next 4 stages are a different story, going from -easy-hard-easy-really hard. And within each of those stages that pacing is terrible as well. Sometimes there will be too much dead-space to even bother shooting enemies. You're better off just dodging them and charging your shot for whenever a difficult enemy appears.

I don't think it's good enough to 1CC, but if you want A) A better Phelios or B) A SHMUP from the early 90s that isn't Sci-Fi... Elemental Master is a solid pick and another fine addition to Technosofts library of SHMUPs.


Replayed for a Difficult Mode 1CC

Technosoft's project furthest from their comfort zone, eschewing their sci-fi horizontal setpieces for vertical on-foot fantasy shooting, with more traditional fleet-like swarms of enemies - and it has some of their tightest game design for it. The density of each level is very impressive. My favorite part of the game is the weapon system - the usual TF alternate shots are unlocked from the first four bosses, are permanent upgrades, and each have a screen-clearing charge shot. They're not equally balanced (you can get by mostly with the 3-way spread and its orbital bomb super), but all very fun to experiment with like any other Technosoft game.

My main critique is the difficulty: Pretty easy until around the stage 6 boss, and then those last couple fights are make-it-or-break-it. This also introduces the problem with its healthbar system; theres no incentive to practice earlier stages because unlike other shmups, there's no power ups or lives to carry with you to the later sections. The solution would be buffing the early-game stages in difficulty or replacing the healthbar with hearts or lives, maybe something like BM Daiginjou where all damage takes away lives but they're as plentiful as HP would be in other genres.

Aside from a difficulty balanced for fetuses, this game rocks

One of the best soundtracks on the Genesis by far.
I'm weird, and I like this more than Thunder Force IV. I would fight people on this.

Adding subtle platforming gimmicks to a shootemup is ingenious.

Fast paced, though not overly difficult, ground based vertical shoot em up where you play as a magic user that can unlock new elemental attacks to cycle through after you beat the first four stages which can be played in any order. Great stage design, looks good, excellent music.