Toaplan, a shooting game developer that flew high in the '80s with titles like Twin Cobra and Truxton, possesses a formidable resume. Batsugun, the company's swan-song shooter, and one of its most historically significant works, spearheaded an evolution of the genre that remains prevalent today.
Programmer Tsuneki Ikeda joined Toaplan late in its life cycle. His first project, 1992’s Grind Stormer, acts as a bridge between traditional shooting game motifs and an emergent ‘manic’ gameplay structure. A year later, Batsugun cemented the concept and established the ‘bullet hell’ style — a formula that would underpin everything Ikeda and several other ex-Toaplan staff would go on to achieve at Cave Co. Ltd.
Junya Inoue, who would later become a resident Cave artist on projects like DoDonpachi and Deathsmiles, was drafted for the creation of Batsugun’s Skull Hornets, a team of crack pilots fighting for liberation against a despotic king. The backstory was so elaborately conceived that Inoue created an entire manga graphic novel — its first printing now absurdly rare — to fill in the backstory, although very little of it actually features in-game.
This being a Japanese release (there's no date on a Western release at the time of writing), there’s no translation for the amusingly corny character quips than footnote each stage, which is a shame. What you do get, though, is English-language everything else, including menus and complete option configurations. Being another entry in City Connection’s S-Tribute series, it’s again a port of the Sega Saturn release rather than the arcade PCB, using their proprietary emulation software. And, all things considered, it’s a solid port of a port that was already recognised for its excellence. While minor latency issues have been noted, it’s certainly no dealbreaker, running snappily enough on Switch to be unnoticeable to the untrained eye.
Although the package’s title screen is somewhat uneventful compared to what could have been, especially with the wealth of fantastic Inoue promotional art available, the content is at least comprehensive. On board are both the original Batsugun and Batsugun Special. Special, featuring a tweaked colour palette, is easier owing to a smaller ship hit-box and balancing adjustments. It also has multiple loops instead of ending after five stages, but these loops begin at the stage according to the loop number; for example, loop three begins at stage three, and so on, meaning each round is progressively quicker, and, thanks to suicide bullets, progressively tougher.
Options-wise, there are configurable scanline filters, the ability to adjust the screen by cropping, scrolling or rotating, granular difficulty adjustments, slow and rewind functions, and several soundtrack variations. The beauty of these features is the ability to mix and match, meaning you can choose a preferred soundtrack and hit-box type across both versions of the game. Notably, there’s an all-new arranged soundtrack to enjoy, with Shinji Hosoe and crew remixing the audio for a thicker, more cinematic sound.
Other tweaks include the raising of the online scoring ceiling beyond the 100 million mark, a critically smart alteration that gives hardcore players more to think about in terms of accruing points. The ability to save and load is also present, as well as a practice function that lets you choose a stage and select a powered-up state for your craft. A selection of bordering wallpaper backs an adjustable heads-up display, with point breakdowns and music information.
Of course, this is all just icing. More importantly, Batsugun remains an astoundingly fresh and altogether superb shooting game experience. Tsuneki Ikeda’s programming algorithms for fast bullets, small hit-boxes, and mammoth firepower still flows like it was launched yesterday. The pixel art is superb, with plenty of detail in its mechanised enemies and giant, screen-filling bosses. Unlike the epic stage lengths of Toaplan’s earlier games, where Tatsujin-Oh’s opening gambit would seemingly go on forever, Batsugun’s five stages are short, engaging beats that hop from one big set piece to the next. Naval armadas and their futuristic hovercraft, airborne gunships, and deep-set mountain artillery are all ripe for destruction, and carving through them is beautifully satisfying. Like all of Ikeda’s work, enemy attack patterns are created in such a way that they define the feel of each section, forcing you to regularly adopt different manoeuvres and strategies.
Since Batsugun was something of an experimental blueprint, increasing the action while reducing the threat, it’s far easier than many bullet hell titles that followed. In fact — and even with its fairly aggressive rank system — Batsugun Special remains one of the softest one-credit clears in Ikeda’s programming catalogue. This makes it a fantastic opportunity for newcomers looking to dip their feet in the genre.
There are six pilots to choose from, although three are assigned to the second player. Each ship has different shot types, with Type-A featuring broad spread fire, B pulsing out a crackling, central lightning beam, and C offering a variant depending on whether you hold down the shot button or tap away at it. Additionally, the game doles out bombs like there’s no tomorrow and life extensions at various point thresholds. Interestingly, Batsugun’s mountain of power-ups are coupled with a levelling meter that can be filled several times. With each new level up, the ship’s shot type transforms in a thrilling break, changing its colour and form to eventually dwarf the entire screen. Learning to hold onto this power is a real rush, and a death thankfully only knocks it down a notch rather than back to square one.
It’s also laden with scoring tricks and secrets, whether dissecting boss armaments or blowing planes off of runways at precision moments. Seeking out all of the myriad concealed secrets, and learning how to maximise them, is a big part of Batsugun's deeper layer. Revealing a drove of cartoony pigs might seem at odds with the tone of things, but when you have them pop out of the landscape only to milk them like crazy for score boosts, it adds a lump sum of strategic variety. And yes, that's milking pigs. More enjoyable than you would ever have guessed.
In our opinion, though, this Switch release seems a touch tougher than the arcade original. This is likely because it's a port of the Saturn version, which was faster owing to its reduced slowdown. It doesn’t impact the enjoyability of the game at all and certainly isn’t overtly obvious, but it’s worth mentioning as it makes those later loops that bit more challenging.
Conclusion
Batsugun remains a thrill ride: a barnstorming, explosive affair that holds a pivotal position in the history of the shooting game and its evolution. Its systems are not as in-depth as most Cave titles, and it’s also comparatively short if you discount all the looping, but it remains a superbly entertaining and surprisingly accessible piece of gaming history. It’s a shame the arcade originals aren’t present, but, with all its very welcome bells and whistles, it’s certainly the best home release yet.
Comments 30
Switch killing it with the STG/SHMUP scene. good to see
@Tom-Massey
You said there are options for cropping and rotating the screen. So we could use the Flip Grip if we want to?
Excited to play this and All the other TATE mode shmups with my little Espgaluda arcade stand from limited run (whenever they ship it out). I have a profile set up for all tate mode games so it’s easier to jump into those games with my flip grip.
Just waiting for preorders to go live at Limited Run.
Yet another quality SHMUP on the Switch. May download this further down the line as I am busy with othet games ATM. I also need to clear some of my other backlog SHMUP games too. Cheers for the review.
"a few frames of lag"? Considering that this is the same publication that gave a glowing review to the Cowabunga Collection, a collection where each game has 5-6 frames of input lag, "a few fames of lag" sounds like a big deal. I know shmup enthusiasts will consider this a dealbreaker.
But hey, it's about what I expected from City Connection's bad track record with this series.
I'm amazed they even bothered emulating the Saturn version rather than the arcade ver. Considering that Saturn emulation is still iffy...(at least to me). But I'll be glad to be proven wrong though.
Most of the time, when shmups get ported to consoles & PC, most companies just go for the arcade versions to make things easier.
Now if we can get a modern Parodius compilation from Konami, that'll be nice.
This is an excellent shmup. Definitely give it a go if you enjoy the genre.
Also important to note, that unlike the Saturn, in non-rotated mode this does have an arcade screen mode - the Saturn was cropped at all times.
@DanijoEX
I think the M2 Shotriggers series has the licence to port the coin-op.
Looks really cool, hope it makes it to North America.
I would really like to see what M2 would do with this. This version has very noticeable lag. I tested the original rom on a CRT. It's just day and night. Problem is: For normal coin munchers it doesn't matter. They are only asking themselves: Why do I suck at shmups?
I was hoping it would be an arcade port but hey. Batsugun was in an awkward position for me really as it was part of one of my shopping binges in Tokyo, and I picked up Dodonpachi at the same time which is vastly superior so I hardly touched it. On the plus side I got good money selling my Saturn copy.
Looking forward to more Toaplan conversions though!
A big shoutout to the scammers at LRG for causing the digital release to be delayed at the last minute to match the unknown physical release date, which includes the Xbox version that isn't even getting a physical release to begin with. Creating FOMO and now screwing with the majority of people who purchase it digitally, everything wrong with the gaming industry today.
@BenoitRen I’m a shmup enthusiast and I don’t consider it a dealbreaker. A few frames of lag is barely perceptible and if you have a decent setup (low latency TV and game mode, wired or decent Bluetooth controller) you’ll have no problem with it. Even original arcade games don’t have zero lag in many respects, and the notion that a CRT has “zero” lag is not necessarily true.
Here is a list of shmup arcade games tested from PCBs with lag readings:
https://docs.google.com/spreadsheets/u/0/d/1geRt-WqJa3LBAftHNTpKGbvosnHDynEryOIQMaWKnfc/htmlview
@WaveBoy I’d actually say shmups and fighting games are the most important of all 2D genres for low latency, because they’re harder to predict than platform games. I know massive lag will cripple all serious competitive games though, 2D and 3D alike.
@dr-gorgo What is your setup there? I also ran the arcade original side by side which is why the review points out that this release is a touch faster and a bit harder, but the lag here isn’t day and night on the setup used for testing (Bravia Game Mode, arcade stick wired/& with 2.4mhz dongle). A TV with poor latency for games or an under par bluetooth pad can add to response time considerably.
@Thomystic Yes, you can use the flip grip no problem. There are actual a few more screen ‘styles’ here than in many shmup releases. The scroll option is an interesting one.
@LEGEND_MARIOID You’re very welcome as ever, thank you for reading!
Great review and history lesson. Cheers!
@gingerbeardman My pleasure, thanks so much for reading.
In the Shmups Forum's latest annual poll, users voted Batsugun the #11 best shmup of all-time.
At least they mentioned the lag lol. I think if they could actually tell us how much lag we could decide if it was a dealreaker ourselves. Pacman collection was barely playable because of the lag and i would have avoided it had it been mentioned. If you want to play a shooter properly its important info. Still im glad that they included something in the review, at least shows thst the issue is at least being considered now.
More than 6 frames of lag is not a “minor latency issue” by any means. Especially since the game can run with 2 frames of lag on modded Switch with Retroarch. Considering this release’s asking price, we shouldn’t settle for the bare minimum.
@Tom-Massey You didn't understand what I was saying. A few frames of lag is indeed not perceptible. To reiterate:
The conclusion that you missed is that, with this information in mind, the reality is that there's probably more than "a few" frames of lag.
@WaveBoy sorry but you have it totally backwards. If there is ONE genre where every frame of lag counts, it’s shmups. This is not even an opinion, it’s a fact.
@BenoitRen 6 frames of lag are absolutely perceptible, even by casual players (they’ll just say the game controls “ weird/wrong”). Batsugun Saturn Tribute is confirmed to have 6.5 frames of lag on Switch. While lag is always bad, it impacts a shmup way more than, say, a beat ‘em up like some of TMNT collection. This is a genre where reflexes, hitbox, and reaction are the definying aspects of the gameplay controls-wise: you’re going to perform much worse and frustrate you with countless avoidable deaths that are happening only because there’s too much delay (lag) between your input and the moment your ship or character moves, meaning the bullets you’d have avoided are going to kill you instead. It feels awful and frustrating, no matter how casually you play and if you’re aware of what’s happening and why.
And for reference, up to 4 frames of lag is fine. Even 5 can be “ok”. When you start to go to 6 and beyond things are messy, and 8 is unplayable.
Obviously if someone’s way to play these games is to just credit feed to beat them and never touch ‘em again… who cares about that.
Is there a demo available please?
@BenoitRen I see. You’re correct, no tools were available for measurement of lag, so it was a guesstimate. I’m quite surprised the official measurement is 6.5 frames, it certainly doesn’t come across that way during play.
@DashKappei I remember telling someone about the 5/6 frames of lag in the Cowabunga Collection, and he said he didn't notice it, and that it was fine. I tried telling him that it's good for him, but that it was there and inexcusable. He kept saying it was fine. sigh
By the way, where did you get that "official measurement"?
@BenoitRen I see. Anyway, Electric Underground review on YT for Batsugun S-Tribute on Switch has the lag tests shown, and they pretty much match with Kimagre’s (6.25) https://twitter.com/kimagreGaming/status/1663741785154404352
5.28 frames avg docked. Add a frame if using a USB arcade stick. You would assume that a wired stick would be better, but it connects to the dock which adds a frame. You're better off with a pro controller or a Bluetooth arcade stick.
https://twitter.com/kimagreGaming/status/1663741785154404352/photo/1
@SpringDivorce It's strange, though, because those releases usually include domestic ports, all of them when there are several. Well, I'll keep an eye on the Japanese physical release of S-Tribute, as usual, too.
The game was temporarily removed from the eshop and now has been re-released and I don't notice any lag issues in the new version, although I never owned the laggy version. I think it's 10% off still for the re-release discount and well worth it for a fantastic shmup. I'm pretty sure people that bought the version with lag will just need to do an update to get the fixed version.
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