Dragoon En Regalia
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Since Camineet posted his second Thunder Force II-related thread ever quite recently, I figured we could have a definitive thread concerning the whole franchise for once (and because it's never been done). We're here to talk about Thundar Force, after all. Hold on to your butts.
—Thunder Force, while perhaps not the king-daddy franchise of amazing Japanese shooting games, represents both a very interesting Japanese soft-house (—in this case, the illustrious Technosoft—, and the gradual evolution of Japanese shooters over a very long time-frame. Ever since 1983, the tail end of the "Golden Age of Gaming", Thunder Force has been a constant presence in the hearts of many nostalgic gamers and eager shooting game fans, and every one has a different preference for certain titles in the franchise. The 30th anniversary of the franchise is nigh on the horizon, after all, and what better to celebrate such a long and well-regarded series of games than a mega-thread? From the traditional arcade action of Thunder Force the original to the fan-serving Thunder Force VI, Thunder Force fans have been through a lot. Since I am one of them, I feel that I have an obligation to honor and provide NeoGAF with something more interesting than on-disc DLC complaints and PS Vita doom-and-gloom stories. Let's talk about Thunder Force. And let's list some resources:
RedParsely's series coverage of Thunder Force, interestingly-enough, starts all the way from the original, going up to every version of Thunder Force III released. A well-recommended perspective on the earlier games, I'd say.
Hardcore Gaming 101's Paul Brownlee did a broad, but excellent series coverage feature on the franchise a while back.
PARTU WON
Thunder Force; Sharp X-1, Sharp MZ-1500, NEC PC-6001 mkII, NEC PC-8801 mkII, Fujitsu FM-7, NEC PC-9801; released 1983 on the Sharp X-1 by Technosoft, with variable release dates from 1983-4 for other versions
Screens from Sharp X-1 version of Thunder Force.
The first of the Thunder Force games has the dubious honor of being both very dated and very timely, influenced primarily by Xevious and Zaxxon, amongst other "Golden Age" Japanese shooting games. Nonetheless, it started the franchise off with an innovative take on the genre by providing free-roaming overhead shooting stages, giving the player the option to progress through a level in whatever direction desired and provided. With the ability to bomb ground targets and dogfight with pesky air-borne combatants, there's a lot of action to be found here.
Now: some footage of the original for the Sharp X-1 computer, graciously provided by someone on NicoNico Douga (link goes to NicoZon, so you can watch it outside of NND).
Stage structure for the original Thunder Force was rather unique for the time as well. Generally-speaking, each level, upon completion, led the player to a screen featuring a large section of the game's big baddy—the Dyradeizer, constructed by the malevolent ORN Empire to do battle, gain power, whatever. Destroy the portion of the big thing and you get sent to an entirely new level, with more enemy structures, bases, and enemies to shoot the shit out of. Rinse and repeat. Alongside the unique overhead stages and relatively-advanced visuals (for the time, considering how basic and clumsy old Japanese gaming computers were in the former half of the 80s), elements like the Dyradeizer made Thunder Force the original a real stand-out for its time.
PC-8801 screen from same game!
In a lot of ways, this game set the standard for future Thunder Force games very well. Both the setting and recurring opponents of the Thunder Force series were established here, continuing until Thunder Force V's change of scenario and feel. Technosoft's tradition of providing fantastic presentation and unique features also got off to a great start with this game, the first out of many obscure games they made for Japanese computers up until they began to publish for the SEGA Mega Drive. Nonetheless. other aspects found in the original soon got shafted in favor of market evolution. While Thunder Force II kept the overhead stages and maximized their design potential, the ground/air dichotomy present in the original was erased in favor of shooting everything, no bombs attached—and, in addition to overhead stages, horizontally-scrolling shooting areas were included in-between, providing a then-contemporary shooting game experience that focused on speedy action and clever level design that focused more on challenging the player's ability to move around than the player's ability to blow things up entirely. Thunder Force the original was also the only game to receive an expansion pack in the form of a map construction kit for certain platforms, allowing users to make their own levels for use in the corresponding version of the game for their platform. This, of course, was never seen in later games. And there are no special weapons to be found here, either! Thunder Force II, once more, introduced those.
Indeed, the original Thunder Force was as timely as the other Thunder Force games were. Filled to the brim with extremely-challenging levels, enemies, and technical accommodations of the time, going back and playing Thunder Force is both an ordeal for those using emulators, and a challenge for those accustomed to later Thunder Force games and more modern game design. But there's a lot to be said for the game, with its 32-straight levels, amazing digitized voiced opening (on the Sharp X-1, at least), and classic arcade-style shooting action. With none of the amazing music, amiable difficulty options, and definitely none of the series-defining weapon systems present in later installments, Thunder Force the original is the most notable black-sheep of the franchise. While later games became more refined, albeit more derivative in certain ways, this game stands out with its innovation and unique style of play.
Thunder Force II; Sharp X68000, SEGA Mega Drive; released in 1988 for X68000, 1989 for Mega Drive
Images from the original X68000 version of said game!
It's interesting to see just how much a developer's design philosophy and direction can change in just half a decade. Case in point: Thunder Force II, compared to its predecessor. By 1988, Technosoft had become a reputable, well-known Japanese PC game developer, working on games like Herzog (Eins) and Feedback for various PC platforms. However, Thunder Force had been out of commission for quite a while—somehow, somewhere, the decision was made to bring it back into the spotlight. As a result, Thunder Force II became the company's first big push into 16-bit game development, with the game being one of the initial power-pushers and representative titles for Sharp's monstrously-powerful X68000 gaming PC. And it became Technosoft's first big title for the Mega Drive a year later, when the company decided to give patronage to another up-and-coming underdog in the Nintendo-dominated Japanese gaming market. Suffice to say, Thunder Force II was the most important transitory point for both the company and the franchise, refining the original's overhead stages while introducing more-contemporary side-scrolling stages inspired by R-Type. And with the end result being augmented by stellar sound and music, brought to life by great pixel art and impressive hardware tricks, it's also a real representative of an exciting time in video gaming.
Here! Have some footage of the Sharp X68000 version, the original version and all.
Thunder Force II, upon release, was already quite more accomplished than its immediate predecessor. With more unique stage designs and visuals, an actual soundtrack and decent sound effects, and a more refined series of challenges and audiovisual polish, the game was much more successful than the original both due to the improvements found within and to the changing state of the Japanese gaming market. Surprisingly, though, Thunder Force II's level of challenge isn't that far below that of the original's, starting at a high difficulty and gradually increasing in intensity and rigor of play. The Mega Drive version, by contrast, had the same level of difficulty progression, but started out much easier than the original version did. Nonetheless, it was the Mega Drive version that propelled Technosoft to the forefront of third-party publishing for the Mega Drive overseas, and its financial success prompted the company to work exclusively on Mega Drive-based projects and reap the rewards of consumer loyalty. Thunder Force II would be Technosoft's first and last game for the all-powerful Japanese PC.
Mega Drive-version screenie.
Everything in Thunder Force II just worked. The overheard stages were more polished, unique, and stand-out than ever. From the very start of the game, with its notable voice-over intro and inklings of digitized voice samples throughout ("Shit!" being said upon losing a shield or life in-game), the game oozes with quality and care unlike the majority of Japanese PC games made around the same time. Importantly, the game added power-up weapons and the recognizable CLAW satellites to the player's arsenal, providing new ways to play through levels and new tactics to be used at the player's behest. Though the player could switch between different weapons at will, it was easy enough to lose them all if the player lost even one life in-game. Osamu Tsujikawa's excellent art also features prominently throughout, from the X68000-exclusive pre-game intro to the numerous maps and graphics found throughout the course of the game. And let's not forget about Tomomi Ohtani's harmonically-complex, hard-rock super-soundtrack driving the catharsis and pace of battle all the way to the end of the game! Even though the game is still considered unorthodox by many fans of the series, and by many shooting game fans in general, it feels more accommodating and modern than the original Thunder Force feels today. Keeping this in mind, it's hard not to see Thunder Force II as a very successful sequel to an already-great foundation.
Thunder Force III; SEGA Mega Drive; released 1990
Representing the further consolidation and transformation of the franchise from a more arcade-focused set of experiences to something more accessible to the average console gamer, Thunder Force III came out a year following TFII to much fanfare, as seen in previews from magazines like Mean Machines and EGM at the time. With it came many changes small and large—the most important change, however, was the exclusion of overhead stages entirely, with the focus now being placed on side-scrolling stages, with a new player-chosen stage structuring system that stayed with the games all the way through to Thunder Force VI. Also returning are the special armaments and CLAWs from TFII, now with new rules defining their usage (the most notable being that the player will only lose one weapon and all the CLAWs upon losing a single life on the default difficulty level, though not when playing on others). All of these additions and reductions made Thunder Force III more attractive to new players than any of its precursors, and an aging population of avid gamers overseas vied for more of the shooting action themselves. Today, Thunder Force III marks the high point for the franchise financially and in the media, with a lot of players avidly remembering and mentioning the game above all other installments in the same franchise. And, of course, there's a lot of myth and grandeur revolving around this game, whether people are talking about the heavy-metal soundtrack or the jaw-dropping visuals which, at the time, were impressive to both Nintendo and SEGA players alike (—no surprise, given Technosoft's technical excellence at the time was hard to match).
To be honest: I actually consider this game, alongside Thunder Force V, to be one of three low points in the history of the franchise. While it's very well-polished and designed overall—and while I love the ability to choose which stage to clear first, among other things—it's rather underwhelming and very easy to complete, especially compared to its immediate predecessor. And while the game plays fast, it doesn't play that much faster or slower than Thunder Force II either, which makes me pine for the mixed usage of overhead and side-scrolling stages ever-more. While the visuals are even better than TFII's (at least if we're comparing the MD versions of both games), the soundtrack is also weaker due to the divide in quality between newcomer Toshiharu Yamanishi's stage music and Tomomi Ohtani's impressive boss anthems. While Venus Fire is really fucking awesome to listen to no matter what, the majority of Toshiharu's tracks sound weak and lack depth compared to what Tomomi put out. Oh well—after all, Toshiharu quickly becomes the best composer and arranger ever known in Thunder Force history, going by his work on Thunder Force IV a couple of years later. Overall, TFIII felt rather weak compared to what had come before. Nevertheless, a lot of veteran gamers got their start with this game, and their love for it is something I'll always have trouble understanding on an intimate level.
TO BE CONTINUED IN PARTU TU