The lush pre-rendered visuals of Donkey Kong Country certainly impressed in 1994, so it seemed inevitable that other companies would employ the technique in an attempt to draw admiring glances. So it was that Aicom released Pulstar the following year on Neo Geo. The end results was both visually impressive and lots of fun to play, as well as providing a tough challenge to boot.
Pulstar takes place across eight stages, offering you the rather empowering ability to choose which order you tackle the first four - although this does reduce the opportunity to acquire upgrades going into each consecutive level. If playing two-player, you can even start from different stages as you take alternating turns rather than team up to defeat the enemy menace. Co-operative play would be more enjoyable, but it’s difficult to see how that would work with the level design; often you are forced along a set path and thread your way through gaps that are tight for one ship, never mind two.
Gameplay-wise, there's a real R-Type vibe to some of its enemies. There’s only so many ways something can move in a shmup, so similarities to Irem's classic - which include some familiar-looking backgrounds - in that regard are not particularly surprising. One stage even features a battle with a huge ship. Actually, it's more of a large armoured creature, but much like R-Type you’ll find yourself avoiding fire as you blast bits off and try to avoid being crushed against the scenery.
Your ship has plenty of instantly recognisable abilities too, tapping away to fire quickly or charge up a powerful shot to unleash. Power-ups provide the likes of zinging angled lasers and rockets, while a pod can be collected to provide additional fire power - although here it stays fixed to the front of your ship which limits your options. One feature it does have is the ability to damage enemies en mass when surrounded, which would be useful if it didn't leave your ship vulnerable until you’ve replaced it.
Something else you'll notice as you play Pulstar is just how tough it is. Swarms of enemies fly in from different directions and bullets come at you from all angles, requiring careful maneuvering to avoid and sometimes criss-crossing into a net of death should you wait too long to begin evasive action. You need to stay alert for dangers as your ship moves quite slowly, which in itself can be challenging until you’ve settled into the rhythm of the game.
Some additional difficulty comes from the visuals. Bullets are brightly coloured and easy to follow, but sometimes enemies and objects can blend into the background, with you either noticing them just before you burst into flames or the exact nature of your destruction being unclear. Generally, the art style works well, with a good range of enemies that feature plenty of detail. It’s not particularly noticeable on smaller craft (or your own ship), but the larger hostiles you encounter are very impressive. The game does suffer slowdown should a lot of activity be occurring on screen (and there’s a noticeable pause before your ship explodes), but it’s not particularly off-putting.
Special mention should be made of the superb music that uses a mix of instruments and sounds to provide a memorable little soundtrack. Often adventurous and upbeat, the tracklisting will detour into chilled or mysterious sounding pieces before heading into more otherworldly and ominous ones. The music enhances the onscreen events and a sound test option would have been a welcome inclusion to experience the tracks without having to concentrate on blasting away at things.
As a ACA Neo Geo release, you have unlimited continues to try and clear the game, but this just serves as a way to replay levels until you’ve cracked them. Memorisation is key as you learn which enemies to shoot and when to take then down, the moment to charge up an attack and which dangers are best avoided. Positioning is also important as lines of ships can streak onto screen suddenly, but learning and exploiting these attack patterns offers an exciting if challenging setup.
The mix of attacks and avoidance tactics used makes for enjoyable gameplay, but for many sections of the game there’s little room for improvisation and you’ll find only one way through that pattern of fire as you line up to slip through a tiny passageway. The difficulty can be adjusted in the options menu, but should you have made a wrong move this often just delays the inevitable as encircled attackers slowly close in on you. In a way the boss battles are simpler than the route to them. Though not easy, the dangers (and their patterns) can be seen onscreen and while deaths occur they're often avoiding through a little trial and error.
HAMSTER’s usual Hi Score mode is also included, giving you just the one credit to try and clear the game as well as the five minute Caravan mode. As always these provide enjoyable alternative challenges as you focus on pushing up your score to improve your placing on new online leaderboards.
Conclusion
Slower paced than many shmups, Pulstar is still fun to play through as you avoid enemy attacks, take shots at your attackers and look for an opportunity to unleash a charged attack. Despite some elements blending into the background on occasion and moments of slowdown, the visuals in the game are well done. The music is great and enhances the experience greatly. A detachable pod would be a good option to add some choice to how you tackle the challenge and too often you must rely on memorisation to get through the dangers, but nevertheless Pulstar remains an tough yet enjoyable retro offering.
Comments 27
Nice shooter for those who have never played....and for those who have but just been a long time!
Kinda sucks that you have to restart at checkpoints when die. It’s pretty tough, but I really enjoy this game. Glad I picked it up.
Just started playing it last night,really enjoyed it. I don't mind restarting from check points as they're fairly frequent and it gives you some power ups straight away instead of leaving you feeling puny. It is tough going but with infinite continues it can be done.
I love prerendered graphics. They just have a cool animated look not unlike stop motion stuff. My favorite prerendered game is the Crystal of Kings and I hope SNK puts it Hamster’s way for rerelease
Another one for me to pick up.
@NinChocolate I have never heard of Crystal of Kings before. Just watched some gameplay, looks really good. Considering it was released in 2003 it's surprising to see it use pre-rendered graphics.
I was a huge fan of R Type and can still usually clear the first 4 levels on a quarter.
Sadly, the days of having time to play and replay games to clear through the tough areas are in the past for me, so I don't figure to pick this up though I'm tempted.
@Fuz What's wrong with DKC? Over 20 years later, it still looks (and most importantly,) plays, fantastically! While not quite as pretty as DKC2, I never would have thought to put DKC in the category of games that didn't age well. In the N64 and early PS1 era...many of those games did not age well. But DKC? Awww.
Added to the exceedingly long wish list. The Switch has rekindled my love of retro shooters.
I’d love to see a editorial piece in all these shooters too!
@lillith yeah I think DKC1's graphics has aged pretty badly too, doesn't make it a bad game, of course.
@Fuz This game has aged well but so has DKC.
Thinking I'll give it a try...and long live Donkey Kong Country!
SNK should stop releasing these games and make some new ones for once.
@OorWullie ya an odd late era release but so cool
What was more horrible was when they took the pre-rendered sprites of Donkey Kong Country and converted them for Donkey Kong Land on the original Gameboy. Dear God, that was ugly AF.
The best looking Gameboy games were the ones like Megaman and Mario Land 2, that used sprites made specifically for the system.
That is why AAA ports are generally not a good idea for the Switch: you have to compromise everything because often the game was built for a more powerful machine. You're taking effects/textures and reducing their existing quality, rather than creating a new asset that's built to look great on the limited hardware.
The Switch is perfectly capable of displaying beautiful games, but sometimes it has to be pulled off with some smoke and mirrors. If certain textures or effects can't be done properly, Nintendo gets creative with their games to find another way to make them look good, like using cel shading for example, or simpler textures like yarn, paper, etc.
@lillith
yeah, n64/ps1/saturn games look awful now. early 3d was trash and we're now only getting in the ballpark with high end PCs. it'll still take generations of hardware to get 3d up to snuff.
give me solid 2d any day of the week. botw looks ok but i'll take lttp any day over it. or something even better like the old guilty gear games.
no one does big time 2d with great animation anymore. it's all that odd flash looking stuff now. i'll give props to the wonder boy release as well as shante. both of those look nice as well as the trine series.
this game looks like a straight up Rtype ripoff. or maybe this one was before rtype?
@sword_9mm Some of the developers of R-Type also worked on this. So the similarities probably aren’t a coincidence.
Really nice shooter. Wanted this for a loooooong time before ACA on Switch came along.
@Darlinfan Going by how they have handled KOF of late i'm not that excited at the prospect.
@KIRO @OorWullie @shonenjump86 and others interested in shmups/shooters/'Shoo-ting Games'. There's this channel I've been following for a while called STG Weekly, or Shooting Games Weekly (though they sometimes skip weeks), where they go way in-depth about a particular game, from basic rules, scoring, strats, etc. while watching a 1CC, counterstop, specific modes or character runs and so on. Just last week they did the Pulstar episode, edit: where Pulstar was 1CC'ed with no deaths, which is insane! They go live on Sundays on Twitch and upload the VoD to YouTube a day or two later. Real good stuff if you want to explore more of the shmup genre.
warning: infrequent foul language@Prizm I noticed Nintendo getting creative in Splatoon 2 with fake ambient color reflections, from ink, where the wall meets the floor. The easiest way to see this is in the testing range at Ammo Knights. Shoot a little ink on the floor next to the wall, but not the wall itself. You'll see the color of the ink reflect onto the wall. It may be a big or small reflection (and added ink is never precise, it reflects 'chunks' of color) and it looks the same no matter what angle you look at it. It's a neat little trick that makes the whole scene look more believeable for relatively little cost of resources.
@masterLEON Thanks for posting, I check that out when I get time.
@Darlinfan Reading is for nerds, white boi.
@masterLEON I’ll have to check that out, thanks
At this point the Switch eshop just needs and Neo-Geo tab...
Finally, Neo Geo game that isn't a fighting game or Metal Slug. I don't think i've played this one and I love me some R-type.
A very interesting comparison article....
https://www.neogeokult.com/versus-us/pulstar-vs-r-type-us/
This game is terrific, very rewarding in terms of memorisation and navigation of the intricate levels. For those worried about the difficultly curve, that can be mitigated as desired using Hamster's usual settings or repeated use of the save data option (returning to title screen and 'reloading' the game upon dying). The score, oh man, just phenomenal. One of the best I've heard on the Neo-Geo. Anyone who ever enjoyed R-TYPE will get a lot out of PULSTAR. Really grateful to Hamster for affording me the opportunity to unearth this game and try it for myself.
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