deliberate vs expressive movement, restrictive design to encourage thoughtful play vs free design to encourage unorthodox solutions; this dichotomy not only allows us to quickly convey the mechanical aims of a game but also is a fundamental litmus test for any gamer's preferences. this made strider a particularly interesting game to me on my first blind playthrough, as through the relatively painful gotcha moments and frequent shifts between setpieces it was undeniable that the game drew deeply from both sides of the spectrum of restriction with regards to its movement and handling. main character hiryu's moving jump arc is a graceful (if not captured well by the choppy animation) parabola befitting the fixed movement of something like castlevania, yet it interfaces with the rest of hiryu's kit elegantly thanks to its lack of endlag and gentle buffering. hiryu can leap backwards to cancel his ground slide, instantly flip off of poles and ledges that he grabs, and rotate mid-jump to slash foes behind him with minimal effort. learning the ins and outs of how all of these moves interact with each other takes effort thanks to both natural and unnatural restrictions set in place: the inability to jump out of a crouch given that the input makes hiryu slide makes sense, while some curved ceilings being traversable forward via climbing monkey-bars style while instantly making hiryu fall off if he goes backwards is less intuitive. however, practice learning these interactions can lead to extremely fluid platforming that skirts the need for precise routing.

becoming comfortable with the interactions of hiryu's toolkit was evidently on the mind of the developers as well. one of the simplest examples that showcases their understanding of the stiff horizontal jump is an early-game boss that reappears in the boss rush that uses a dome ceiling to ricochet lasers at hiryu. the goal, while simplistic, requires leaping over the lasers as they descend to land on the other side of the boss and continue attacking it. on the opposite end of the complexity spectrum is the jungle level's middle section, which presents a variety of routes through a set of trees laden with vines. here the player can navigate up in any way they desire: from running to the end of each section and wall-jumping up to higher branches, to using hiryu's high vertical jump to skip certain problematic platforms, to grabbing upon the sloping vines that can toss strider off if not treated with care.

in between these are a vast variety of setpieces that veer between demanding careful routing and allowing the player to devise their own unique approach. areas such as the upside-down portion of the fifth level provide choices between hectic series of moving spike towers riddled with enemies on the bottom or precise platforming challenges on the top, but the density of your options unfortunately chokes out hiryu's ability to move given his large sprite and hitbox. this section, among others, features a slope on which hiryu can gain momentum for a large jump, a tool that may as well be completely scripted and often is a pace-killer once the location of these sections is memorized. certain sections require nigh mandatory use of a powerup that increases the length of hiryu's sword, and while they consistently do drop said powerup in each area, the fact that the alternatives generally boil down to pixel-perfect attack positioning or damage boosting feels like a major oversight (the portion before the gorilla refight is a perfect example of this). however, otherwise uninteresting ideas turn into gold when they utilize hiryu's unique moveset. for example, the power grid area with electric arcs on a timed cycle could potentially result in tedious stop-and-go gameplay in a lesser game, but thanks to the intricate lattice of platforms available and strategic enemy placement, routing one's way through this section is engaging and potentially very speedy (if you don't want to grab the 1UP that is).

the weaker sections undoubtedly necessitate memorization, but I can stomach a 20 minute game with some heavy memo, which I think is what kept me afloat for a solid five runs of this one. it helps that while the bosses are undercooked, finding speedkill strats is simple, keeping them from dragging the experience down (especially important with a brief game with ~10 bosses total). I also enjoy the odd little shmup touches, such as swooping enemies with powerups such as options that orbit around you. having options in general is a bit of a game-breaker, and I really wish I had gotten the special animal version of it once. I may try the genesis version down the line, but the playstation port of the arcade original felt very well-polished: large options menu, autoslash and roll buttons, better collision handling, and supposedly a small speed bump.

Reviewed on Aug 01, 2023


4 Comments


9 months ago

just found out that this PS1 version exists and I'm feeling stupid, played the SEGA Genesis ver. bc I was too lazy to emulate the Arcade ver. and ended up very frustrated, it simply destroys the flow of the game. will immediately replay through this version

9 months ago

@totolecc I was watching a longplay for the genesis version while I wrote this and while it's incredibly admirable for the time it also seems cramped, with an odd sense of scale compared to the original. the playstation version may not completely change your mind, but it's definitely very accessible and smooth to get into. just be prepared for loading times between each stage

9 months ago

It ended up changing my view a lot! in fact, from the first time it's a game that fascinates me in many ways but the problems of the Genesis port made it difficult to enjoy the beautiful things I saw in it. not just the hardware issues alone but the whole new tone they give to the game which as you said feels weirdly much more claustrophobic and 50/50. the PS1 version better matched the expectations I had ! !

9 months ago

@totolecc glad I could serve as a catalyst for you to give it another try! many have mentioned the rash of negative reviews that dropped for this game last year, and I'm curious how many people would soften their stance on it if they ditched the genesis version