The Switch has become something of a treasure trove of retro goodness, with companies like Hamster and Zerodiv bringing a host of old-school classics to the eShop on a weekly basis. For shooter fans, Nintendo's console is a real goldmine, with Blazing Star, Pulstar, Strikers 1945 and Gunbird already available for download. Now, Zerodiv has taken things to the next technological level with Psikyo's Zero Gunner 2, which – instead of being a 2D blaster – uses turn-of-the-millennium 3D visuals. Originally an arcade shooter, Zero Gunner 2 was ported to the Sega Dreamcast in Japan and today copies exchange hands for astonishing sums of cash, making the incredibly modest asking price for this eShop port all the more remarkable.
eBay value aside, Zero Gunner 2 was a pretty unique shooter on Dreamcast and that has naturally translated to the Switch version. The hook is that instead of piloting a plane or space ship, you're in the cockpit of one of three helicopters, all of which are capable of turning a full 360 degrees. Hold down the Y or A button and a circular cross-hair will appear directly in front of your craft – pushing left or right on the controller makes your heli pivot around this point. That means that unlike most shooters, you're not confined to firing in one direction, and similarly, your enemies can come from all four points of the compass, too.
Getting your head around this unique control system takes a while, but you soon realise it really open things up when it comes to gameplay. You need to watch every corner of the screen to spot incoming threats as well as constantly adjust your position to control as much of the playing area as possible. It feels at times like a twin-stick shooter and you may wonder why Zerodiv didn't add such a control configuration to the game, seeing as the Switch is equipped with two analogue sticks. However, we're glad it didn't, as it would rob Zero Gunner 2 of some of its uniqueness; mastering the unorthodox control setup is all part of the challenge and once you know what you're doing it feels brilliant.
360-degree aiming aside, Zero Gunner 2 is pretty conventional elsewhere. Your craft has a standard shot which can be powered-up by collecting 'P' items; these are dropped by red enemies and can be 'sucked' towards you ship by lifting your finger off the trigger briefly (an act which naturally means you're leaving yourself open to incoming attacks). You also have a special 'option' weapon which is best saved for the many boss encounters in the game; this can be topped up by collecting 'E' items, which are more common than 'P' power-ups. The catch is that you have to pick up a massive amount of them to gain another special weapon.
The seven levels in Zero Gunner 2 cover a wide range of locations, including an oil rig, submerged city and railroad. The stages aren't all that long but they're quite challenging, especially the later ones; bullets fly in all directions and the fact that death can come from behind as well as in front keeps you on your toes. On the plus side you can collide and actually damage smaller enemies with your rotor blades and it's also possible to shoot down certain projectiles, but the game still presents a pretty stern task – and that's on the default 'Normal' difficulty level. You can, if you so wish, drop it down for an easier ride or bump it up for a sadistic test of your reactions. It's also possible to tinker with the number of lives you have per continue, the number of continues available before it's game over and your stock of special 'option' attacks. We'd recommend you avoid doing this however, and focus on beating the game with the default settings.
Perhaps the biggest highlight of each stage is the end-of-level boss, which first takes the form of a vehicle before transforming into a fearsome mech halfway through the battle. Psikyo's previous games feature similar morphing enemies, but here they're presented in 3D and are true marvels of polygon engineering. A highlight is a submarine that fires missiles at you initially but then turns into a four-armed monster which climbs up between two submerged tower blocks to continue the fight. There's some fantastic mechanical design on display and despite the passage of time, Zero Gunner 2 still looks great. Sure, some effects are a little lame – the water splashes which accompany the submarine boss' initial appearance look more like clouds – but this is a game from 2001 after all. To its credit, Zerodiv has boosted the resolution and improved the textures so everything looks a lot sharper than it did before. If for some reason you want the game to look exactly as it did on your Japanese Dreamcast, you can apply a CRT filter which adds scanlines and makes everything appear a little fuzzy.
Zero Gunner 2's biggest weakness is its brevity; like so many games of this type, it doesn't take long to see all it has to offer once you become adept enough; if you get a clean run then you can finish all seven levels in well under 30 minutes. The three helicopter types offer some replay value – so does the excellent local two-player mode – and the local high score table gives you the opportunity to better your personal best, but the lack of an online leaderboard does diminish the game's long-term appeal somewhat.
Conclusion
When you consider how much the Dreamcast version of Zero Gunner 2 changes hands for on the secondary market these days, the fact that you can download a superior version on your Switch for a tiny fraction of that cost is worth celebrating; in that regard, you might want to purchase the game purely to feel smug about the amount of (hypothetical) cash you're saving. Perceived value aside, this is a refreshingly unique take on the shmup genre which has some neat ideas but also builds on Psikyo's other good work – the amazing transforming bosses the company is famous for reach their pinnacle here. The biggest problem is that Zero Gunner 2 lacks longevity, even when you take the two-player mode, multiple difficulty levels and (offline) high score table into account. With that said, it's still an essential download for shooter fans and is creative enough to be recommended to those who have a passing interest in the genre but want something a little different.
Comments 63
Oh yeah, I’ll be downloading this the very second it releases!
Superb! I can't wait to finally play this. I keep checking the Eshop as the UK one says it releases on the 24th but other Eshop's say the 25th.Maybe it's just an error?
Excellent. Love these games as a break from more involved titles
Some twitter user reported it's a port with issues, like invisible bullets, worse animations, much easier bosses and bonuses spawning in the wrong places - there was nothing about it in this review??
I hope this guy is wrong then: https://twitter.com/dwrkoa/status/953818566628818945
I will be downloading this like a Nervous twitch.
@Mr_Horizon Hm, that is worrisome. Especially those invisible bullets which sounds like they didn't spawn correctly or their actual position is offset by a lot. It sounds like some things broke when they went into the code.
I may need to hold off for now, and that's excruciating since I've been really looking forward to it.
@Mr_Horizon I imagine this game is @Damo's thing, I'd trust his review.
@Mr_Horizon Yep I read that too but between this review and a couple of others I've read,plus one on YouTube there is no mention of any of these supposed issues. If they were as bad as that Twitter guy said they were then Damo would have noticed them.
The game has apparently been totally remade from scratch as Zerodiv didn't have enough source materials. It's actually called Zero Gunner 2- , notice the minus.
I have this on the DC and it’s amazing, in the review it mentions about the game being short but it’s not a problem especially if you wanna better yourself each time you play, I still play this every week or so and I’m definitely getting it for the switch
I’m not sure about getting this at all, reading about the bugs puts me off, plus the fact it’s been re-written. I will wait and see.
Spectacular game. My only slight gripe is the vibration in the joycons needs to be toned back a bit, it's seemingly set to high and is a bit of a distraction rather than nice addition. Being able to adjust the intensity or simply turn it off in game (rather than in system settings) would be a welcome update.
I don't mind that the game is short. It's good to have a variety of games on my Switch that I can do quick playthroughs. Just like "Spin Master", short but sweet
Looks great. Happy to get any of those classic Arcade/Saturn/Dreamcast shmups on Switch.
Sounds great. I have enjoyed what I have played of Strikers:1945, but this sounds really intriguing in terms of visuals and controls. I should be all over this...
Will be getting this one I think as I pretty much missed out on all the Dreamcast games.
Looking forward to this one, but there are still some other potential schmups to bring to the Switch, ranging from Zaxxon to SNK's Viewpoint. And somewhere out there lurking have to be Sega's incredible catalog of arcade titles from yesteryear.
Not so sure now as its not like the original. Noticed pre owned copies of the Dreamcast game going for £150 now. I have that and never realised it was worth so much.
I really want to give this one a try and have been anticipating its release. However, the criticism of this remade version I've read in regards bugs and glitches is very discouraging. I am hoping some other users on here who do pick up the game Day 1 can confirm or refute that these glitches and bugs are in the UK version? The Japanese version has been cited as the one played by folk encountering errors but I can only assume that these problems with the game - if they exist - will also be present in the European and other region releases?
As far as I’m concerned, the Shmup genre has been revived on the Switch. And this is a great thing. I’ll definitaly pick this up.
@Lroy It seem to be a universal game as it supports both Japanese and English, so our version will be identical to the Japanese one.
I'm hoping that for some reason there was a day 1 patch or something and that person on Twitter somehow played the unpatched version, but that's probably a bit of a stretch.
I'll be getting it anyway and see for myself how it holds up next to my Dreamcast version.
Bit worried now though.
Warts and all 7 quid is nowt for this fine game and I've got the original. Zerodiv are becoming my heroes!
@meppi Ah thanks man. If you own the Dreamcast version (outside of playing the game on an actual arcade cabinet) then you're ideally placed to tell it there are issues present or not. Will look out for your impressions here buddy. If I don't cave and just buy the game anyhow. Ha! Ha!
Definitely buying this. Thanks Zerodiv! Keep up the good work!
Two other ports: Boarder Down and Underdefeat and the world will be the perfect place.
@Axlroselm great point two superb shooters, here's hoping for the treasure greats radiant silvergun and ikaruga as well or any of caves back catalogue!!
Is Zero Gunner 1 there too?
@Mr_Horizon Thanks for linking - those were some of the disheartening comments I'd seen. Also via that stream of tweets I also saw that another user who can read Japanese had translated a quote from Zerodiv president on the company blog. Apparently they have been honest that they had to remake Zero Gunner 2 from scratch. So this is not emulation of the original game but a port made from the ground up. As such the game supposedly has significant differences from the arcade original and some of these are being cited as glitches or bugs. So perhaps some things can be forgiven in light of the fact this Zero Gunner 2 (Minus) is not claiming to be an exact emulation of the original?! That said, deaths from invisible bullets as reported by some does seem endemic of a broken game? Here's hoping the game gets a patch to fix such issues.
From what I read, the Zerodiv shooters are not emulated ports, but seem to be ported via the source code. Are those game impossible to emulate or something? - https://shmups.system11.org/viewtopic.php?f=1&t=60886&start=90
Too bad as this game was a "strong maybe", not buying if its an inaccurate port. Same with Gunbird now. Wonder why those issues were not in review? Will give benefit of doubt and hoping JPN got some bad version.
It amazes me that even in 2018 that we still have reviews for shooters claiming that the length of the games are short (ie:30 minutes, etc.). These games are meant for 1-credit completions and high score gathering, not credit feeding, mindless action.
With that being said, I'm not sure if I'm buying this one based on the port issues. On one hand, I've never played the original but on the other hand, I don't want some abomination of the original game. I'll be picking up Strikers tomorrow though, for sure. I was excited for this until I heard about the port issues.
I love ZG2, but I'm also concerned about the glitchiness that's been reported. This review is certainly comforting, but I'd love to hear from others how the game fares.
The best of the best shumps are produced with Cave inc. After playing their games like Dodonpachi, Espgaluda, Bug Princess end some others, I can’t even take serious all other shumps. They are all dull and simple. Cave games are so deep and complex, yet so satisfying. Music is top notch in every game especially Dodonpachi. They are not available anymore on Croatian apple store and I miss them so much.
God knows what’s with that company these days but their games would be perfect on Switch.
Just bought this. Need to get used to the controls...
Sounds both neat, but not very intuitive to control.
adds to his wish list
I'm loving that shmups are being "revived" on switch. Just waiting getting the bullet hells too. Especially any shmups or danmaku made by Cave.
@Lroy I agree, I just saw the developer note too... too bad they couldn't use more of the original game. As a piece of semi-good news, the "invisible bullets" appear to only happen on the 2nd of two consecutive playthroughs. So you won't encounter them a lot - anyway, here's hoping we'll get a patch?
@Mr_Horizon Issues or not, I think I'm likely to still go ahead and buy ZERO GUNNER 2 - (minus) and STRIKERS 1945 II to show support as I want more arcade games on Switch. However, I really hope ZeroDiv can look into fixing stuff with a patch.
Also on the note of STRIKERS 1945 II. That game was actually on the Neo-Geo hardware correct? So would that mean Hamster could still release a version of this game based off their MVS or AES release? Or was STRIKERS 1945 II also on different arcade hardware back in the day (I think the game was ported to other consoles other than Neo-Geo too)? Presumably then the ZeroDiv version may be a port of another home system release, I've heard people say the other ZeroDiv Switch releaseses such as GUNBIRD are in fact ports based on Sega Saturn, PS1 or Dreamcast versions and not the original arcade games? All gets a little confusing, lol!
@Lroy You're thinking of Strikers 1945 Plus there.

Strikers 1945 II was on the second generation of Psykio's own arcade hardware.
Plus was on the NeoGeo MVS hardware.
Took this picture a while ago:
I had specific AES versions made of these games (with original parts) since they never were released at home.
Really hope we'll one day see actual home ports of all of these as they are brilliant.
oh that top one is Money Idol Exchanger. Plays a little like Magical Drop.
@meppi Thanks so much for the clarification buddy and man, that pic is awesome. I hadn't realised these games were MVS only and not brought to AES or Neo-Geo CD. Very impressive you got actual home carts made from the arcade versions. Dedication buddy!
@Lroy Puzzle de Pon was a game that I only ever played at the beach in one of the many arcades there during a long summer vacation in the 90s.
I already have a PSone and played tons of Puzzle Bobble 2 Time Attack with a friend so when we came across something similar, I fell in love with the game and we returned pretty much every day to play it over and over.
Over the years I forgot about the game as it never came out for any home system, till I got my very own AES in 2003.
I went looking at all the games that were released for it and came across Puzzle de Pon and it's sequel.
To my disappointment it only got an arcade MVS release. Another 4 years went by and I came across someone doing on-request conversions, all with original parts. And he had a policy to not throw anything away, so the sacrificial carts were modded with the AES game of the game as well. Pretty much swapping out the innards and printing quality labels for them.
Even though they are very simple games, I'm so glad to have them both, yet I'd love to see them get an official release on Switch.
My 20 year old self would have gone crazy at the thought of having these games on the go in perfect condition.
@meppi I've very briefly tried Puzzle De Pon via emulation but never spent any real time with it. Lovely to hear your story and your personal connection with the game. I have a same fondness for many arcade games and it is amazing to be able to play them via official releases on Switch. I've said it before, the arcade games for Switch are the system's 'killer app' for me.
@Lroy Oh, same here.
The Switch's library could consist of only arcade ports, tons of pinball table and Picross games and I'd still play it all the time.
@meppi Ha! Ha! I thought you must really like Stern Pinball Arcade as it is listed twice (?) in your most recently played activity log on Switch, lol! What happened there? Can you even have two copies of the same game installed? 😉
@Lroy Hehe, yeah things got messed up a bit there, didn't it?
I bought my physical copy of Stern about 2 weeks before the digital version went live.
So I've been playing that a bunch.
Heard there was an update that incorporated online leaderboards, but somehow the physical EU version didn't get that update last time I checked.
I also read that 2 new download packs went live for Limited Edition version of Ghostbusters and AC/DC. as well as Star Trek and Mustang.
But again, you can't seem to grab these for the physical edition.
So I bought those LE tables and then the system told me I needed to download the free Pinball Arcade game on the eshop....
I did that and so I had 2 versions of the same game on my home screen.
With possible future expansions of Stern Pinball Arcade as well as the regular Pinball Arcade coming to Switch in the coming months, I decided that I could just as well buy the other two packs to get everything digital since these are games that I love to always have with me no matter what game is in the card slot.
So yeah. Ended up buying everything twice... lol
That being said, if they decide to releases separate seasons of the regular Pinball Arcade as physical copies, I'll do the same thing as I love having a game in my hands like the old days.
@Heavyarms55 For what it’s worth, I think the reviewer is on point when he said the controls are unusual, but it doesn’t take long to get acclimated. At least that was my experience with the Dreamcast version years ago - the controls became second nature before too long.
Haven’t tried the Switch version yet, probably will do so soon.
@Lroy I've been going back and forth between the Switch version and the Dreamcast version for the past two hours now.
And I'm sad to say that in this state, I can not recommend the game to anyone looking for an arcade perfect port, or anything that comes near it.
There's quite a few problems here in fact.
Starting with a minor one. The controls are too direct.
I know what many will be thinking, how can controls be too good? lol
Well, I'll try to explain. In the original the feeling of turning your helicopter has a bit of swing to it, or a bit of lag for lack of a better word. Not in controlling your helicopter though, only in the axis turning, which gives it a unique feel.
The Switch version has none of this and turns on a dime, which feels a bit off if you're used to the original and strangely, doesn't feel as satisfying even though it's more direct.
But that isn't where it stops. In my 5th play for whatever reason all power up items disappeared. They didn't even seem to spawn when shooting down red enemies. A bit later the E-chips started doing the same thing, even though I could hear my chopper picking them up, and seeing the gauge fill up as well. So they were there, just invisible.
Probably the same thing that happens with bullets in certain situations.
Closing the games completely and restarting it fixed it, but it's bound to come back.
One main problem with the port is that the bullets are not on the top layer of the screen like in the original.
The original seems to have sprites for bullets (for the most part), or at least that appear as sprites, could be flat shaded polygons or something. But they are always visible, no matter what happens on screen. Explosions, effects, power up items, enemies, you name it. They don't obfuscate the bullets.
The ones that are clearly polygons are one that can be shot down, but even those are easy to see at pretty much any time.
Not so in the Switch version.
Power up items as well as E-chips float on top of what's on the screen, including bullets. So you'll die several times going for power ups while not realising there was a bullet hidden underneath a cluster of them. That's one of the main problems here.
Also even the bosses themselves can make bullets impossible to see due to certain effects if they are taking damage and such. Until the bullets pass over them, you might not see them and by then it might be too late.
I've played both versions at arcade difficulty (level 5) and there's a clear difference in the amount of bullets that enemies shoot.
In the Switch version, there are way too few whenever you're fighting a larger enemy. Making the game even easier than it already was, and it's not a very tough shoot em up to begin with.
Putting it on a higher difficulty remedies this a little, but that makes everything harder, not just bullet patterns...
And lastly, enemies do die too quickly.
This might be a little hard to notice on some since the difficulty scales depending on which level comes first like with many Psykio games, but it's very clear on others and makes those encounters fall flat.
It's not like bosses lasted ages in the original version. But due to this, making these brief encounters even shorter makes it stand out even moreso.
I don't think this game is beyond saving at this point and I certainly have a ton of respect for the people that worked on this port.
With such a tiny team and no original code to work with, having to do everything from scratch, this would be quite a task for anyone.
But it does need quite a bit of work to get everything working like it should.
Most of the big stuff is already in place, so with some serious polish, this could be a top arcade game on the system.
Even though it would still be more like a ported game to a home console like we saw during the 90's, with quirks and all, compared to an emulated version which is virtually identical to the original.
Still fun to play, but know what you're getting into if you do grab it.
Weirdly, I don't really regret picking it up on Switch after all this, even though I'm disappointed that it isn't better.
@meppi Ah I see, I'd forgotten Stern Pinball Arcade had a physical release. That's interesting to note then. If you have both the physical and digital versions of a game they appear as separate game icons, presumably separate save data too?
@meppi Thank you for such detailed and invaluable first hand experience with this game in its original and 'altered minus' state on Switch. Your comments and pointers have been nothing short of a public service for the community and I can't thank you enough for taking the trouble of clearing up a lot of the confusion surrounding this game. None of the written reviews I have read seem aware or qualified enough to go into this depth and are a lot less useful as guidance when considering to buy the game or not as a result.
With your technical breakdown and honest evaluation, I now feel far more informed about what I will be getting once I decide to hit 'buy' on the eShop.
Top man. Cheers 🍻
@Lroy Yeah, sadly they are separate games as far as the system is concerned.
I think this might have to do with the publisher as the games have a different splash screen when they boot up.
The digital version has a Farsight one and is probable the same as the US one. I think they self publish on the eshop.
But the European physical version is published by System 3 and has a different startup with their logo and everything.
No idea how the US physical edition works in this case or who published it there though, so I can't say if that one would be identical to the digital version or not.
An update might change the EU physical copy to bring it in line with the digital version though. At least, it should be possible to do so in principle. Not sure if it would be too hard to do this realistically at this point since we already have two separate versions out now.
@Lroy
You're welcome on the Zero Gunner post.
I think Damo was going by his memory of how the original used to play back in the day, and human memory and recollection is a strange beast and rather fluid. I sure have found that out the hard way a couple of times.
If I didn't put the two versions side by side, I would have missed most of these things at first as well and only would have noticed the invisible glitch as well as a feel that something might have been a little off with the controls and enemy health, but that would be it.
@meppi Aware we've kind of derailed this thread but one more thing whilst I have your ear. Regarding the Hori arcade stick you have. I'm curious as to your set-up when using it. I read in a review it needs to be plugged into the dock itself for use? How long is the cable as I'd worry that would mean needing to sit far closer to the dock than would be ideal in terms of my living room set-up. I'd like to use the stick whilst sitting comfortably on the sofa rather than have to bring a chair into the middle of the room and hunch over (NES Mini style), lol!
@Lroy I don't think anyone minds really as these kinds of topics are mostly quiet anyway.
The cord on the stick is 2 meters and 80 centimeter and does indeed plug into the side of the dock. It's generally good enough for most setups, but I use a USB extraction cord so I don't have to constantly plug and unplug it into the dock. It also helps to get the cord out of the line of sight as you can tuck it behind your TV cabinet and to the side instead of draping it over it.
I really like the joystick as well. It has a good feel and so do the buttons.
Compared to Sanwa buttons and sticks, you will feel a difference however as those are way more sensitive than stock buttons.
But so far I haven't felt the need to mod this stick like I do with all my others.
I might in the future though.
Already popped it open to switch around a couple of button placements so it makes more sense for arcade and Neo Geo games.
I made it so that they go:
ZL ZR L R
A B Y X
instead of
Y X R L
B A ZR ZL
like they originally do.
It seems like a very easy stick to mod with new parts as well.
If you want to change the buttons around, you'll need to extend the cables to 2 of them though as they are cut to size and when putting X and Y from one side to the other, those cords are just a couple centimetres too short.
@meppi Thanks for the info. Cable length sounds longer than I expected which is a relief. I'd not be too keen to mod the stick myself in case I balls it up but I'd not completely rule it out if the benefits were there. Still not likely to get one just yet, hoping price goes to less than £100. Think it was £115 last time I checked and £150 at launch last year.
So finally had time to play this. Jeez, I can only assume the reviewer has never played this on DC. This game is a mess. I'm saddened like an unwanted kitten at Christmas.
@meppi - Thanks a lot for your review and warning everybody this ZG 2 is not a faithful port. Will be letting this ship pass by me. Too bad as was strongly considering a download. Hope Strikers 1945 II is a faithful port.
Wonder why this review didn't mention issues, at least audio glitchs (others complaining of dropped sound effects and music not playing properly at times)
@YamAsereht no problem.
I haven't noticed sound issues so far besides perhaps a couple of frames where the game seems to hickup at times like it's loading in things, even though that doesn't make much sense. Then again, I was focussing mostly on gameplay and graphical issues as those stood out to me personally.
Been playing Strikers 1945 II for a bit now and I'm glad to say that so far everything has been absolutely perfect as far as I have seen.
Looks and sounds just as it should and still plays like an absolute dream.
I decided to bite the invisible bullet and try ZG2, and I'm sad to say all the issues I've heard and others have reported here are true. Here's a Twitter thread of my thoughts on the "port." I wouldn't say it's unplayable, but the issues are signficant. I hope Zerodiv can fix this, but I'm not sure they have the resources.
https://twitter.com/Bestorb/status/957098135427436544
Yes, there's finally an awesome SHMUP with an easy difficulty level to alleviate the brutal "bullet-h***" difficulty that most of them have. They also did us the favor of not forcing a lame dual stick control scheme on us. Add to future Wishlist...
Well some good news for sure. They are working on a patch to fix most problems.
https://twitter.com/shmups/status/957904094252875781
@meppi Hooray! 👍
This is probably old news but just loaded game and it's got an update to download. Kept their word!
@Sakura7 Thanks for the news! It seems to be back on EU eShop also.
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