Very solid rhythm game, if not a bit luxurious due to the high initial price tag. Once you get past that, you have over 260 songs available to you, with many more available via DLC.

This game is notable for its lack of unlock systems. Outside of one or two hidden songs, all songs are immediately available once you make the relevant purchases, on all difficulties. The only real unlocks are for the background videos for watching/listening, but beyond that, the game gives you absolute freedom in what songs you want to play. If you want to start by playing an 8-key level 20 SHD chart, go right ahead!

As far as the game mechanics go, they are quite vanilla. It's simple 4-, 5-, 6-, and 8-lane gameplay. No score multiplier gimmicks, just textbook yet challenging beatmania-style gameplay. There is a quirk of the scoring system where while it apperas to be entirely accuracy-based, you get a very small bonus based on your max combo. It shouldn't be anything too crippling though.

Songlist is good and quite varied, from EZ2DJ/AC classics to modern songs by artists that may be more familiar to present-day rhythm game players.

I simply haven't played this game in a while because my PC isn't up to snuff and I need a newer, more powerful one, and I don't have a particularly good keyboard with at least 1000 hz refresh rate.

I played this at Disneyland in 2006; I highly doubt they still have this cabinet.

I love the concept, being someone who's always been fascinated with passenger planes, I'm just terrible at the time.

I vaguely remember playing this in an arcade long ago. It's bascially "Point Blank at home", and the thing that bothers me greatly is that you have a finite magazine. Part of what makes Point Blank work is that you never have to reload, but here you have to! A casual party-style gun game where you have to shoot away from the screen every 6 bullets isn't exactly the brightest of ideas.

Old Point Blank clone I played about 20 years ago at the San Jose Flea Market. Aside from the novelty of having an egg theme, there's nothing really remarkable about it.

eggle

Played this for a time in the late 2000s. Was fun doing some online matches but they were hard to come by. I mostly played Hanafuda/Koi-Koi. Sadly no longer playable online (except maybe with third-party private-server tools?) due to Nintendo WFC end-of-service in 2014.

I think I finished stamp mode but I never got around to finishing mission mode. Mission mode was torture.

If not for the game having the obvious doujin graphics and audio, one might swear this game was made by CAVE employees or former employees thereof. Imagine the scoring mechanics of Ketsui but with the isometric horizontal perspective of Progear or Akai Katana. Solid game if you want something relatively conventional, it doesn't do much to stray from the usual arcade bullet hell tropes.

Also yes, the game is not on Steam. It has only been sold as a Japan-only physical and as a DLsite digital. If you have a little time to set up an account there, the game does not have any DRM to worry about nor do you need to install some launcher app (just run the game straight from the executable), so it's absolutely worth the extra legwork.

I sort of don't mind the rapid tapping mechanic, or at least I tolerate it enough to play through the game sometimes. Honestly the way the game was marketed, it looked as if one would only need to use it sometimes, but in practice about 80% of the game requires it.

Frankly this game needs a health warning.

Stellar soundtrack by HIROKKEY as always though.

Not a bad port of a great classic.
Features starting-rank options (the original arcade version alters the starting rank based on what part of the attract demo you insert coins) and the option to play the Japanese version with checkpoints or the international version without checkpoints.
But as usual with Arcade Archive releases, practice options are sorely limited by modern port standards (no stage select, only one savestate and it's meant as a suspend save rather than a state that can be reloaded multiple times) and input lag is horrendous if using a wireless controller in tabletop. If you have a PS4, I suggest getting that console's version of this release instead.

The first mobile shmup I can respect.

It's tailored specifically for mobile as opposed to being a port of an arcade or console game with all the issues that entail. Bullets are made large and bright for visiblity, controls are simplified (shoot automatically, slide to move, double-tap to bomb), and stages are played one at a time rather than making you do a full run that's 30 or so minutes long.

My only real issue is that the framerate is lacking, at 25-30. But it's still quite playable.

Excellent 90s-style shmup reminiscent of the Thunder Force series with its multiple weapons (the homing weapon is practically the TF Hunter weapon in all but name), with a dash of Gradius thrown in for the last few stages.

My only real complaints are that recovers can be painful due to how underpowered the ship is after death due to losing the Roll Units, and the relatively low difficulty might turn off advanced shmup players seeking an arcade-caliber challenge. But if you want an excellent and fun shmup to 1CC, this might be up your alley.

Also the ranking tables are a little spotty, as they include all scores from all versions. Version 2.0 revamped the Caravan stage and it is now low-scoring, and as a result a lot of the old version 1.0 records are untouchable now.

Smooth port of the Windows original, a little input lag but nothing that really stops me.

Do note, if you are playing Caravan mode, and you do two "new personal best" runs close to each other, the second of two might not update. It may be best to take a 5-10 minute break every time you set a new PB.

Criminally-underrated Gradius game.

Yes, most people complain that a loop takes just 20 minutes and has "only" 5 stages. So? Maybe that isn't for everyone, but that makes it good for a quick session, 30 minutes like many arcade shmups can wear me out sometimes. And most modern bullet hell shooters are 5 stages anyway.

In terms of graphics and level design it feels a lot like a miniature Gradius Gaiden. Lots of unique twists on familiar level formats, with my only real complaint being the indestructible bone debris in stage 4.

Soundtrack sounds like the best of Gradius soundtracks in a similar soundfont to Gradius II and III, all arranged by the legendary Manabu Namiki. I'm glad this game gave some love to the MSX Gradius games, giving some of those games' tracks some solid arrangements. And speaking of, the game being a prequel to the MSX Gradius 2 is icing on the cake -- Gradius lore is also a thing that's underrated.

I'm praying to the gods of video game preservation that K*nami, Nintendo, and M2 can come to a deal to bring the ReBirth games to modern platforms. The fact that these games are left to be unobtainable by legal means if you didn't buy them back in the day should be a federal offense on Nintendo's part lmao.

Better graphics than the PC original but has a little noticable input lag. YMMV on input lag, some don't notice it or just work around it, others find it disruptive enough.

Worse version of the game tbh, it de-emphasizes the iconic beam duels in favor of speed kills, and bombing no longer grants i-frames. It adds things to make the game more difficult but ultimately nothing that's enriching to both beginners and experts alike.

I enjoy the Toaplan influence and the wide variety of ships. However it takes a while for the game to pick up, so the first two stages feel like a loading screen.

The caravan-style score attack stages are a fun idea in theory but in practice I almost never complete a run because I end up having too many frustration restart moments.