You can change the difficulty, but otherwise your options are extremely limited. Initially, the game offers a fair challenge: you’re given five credits to try and beat all six stages. Mercifully, the Saturn game has some added replay value thanks to various extras that unlock over time. It would’ve been great to have just one or two more levels, especially since they’re all so short. My only criticism of the game is its brevity, and I only say that because I enjoy it so much. This stage perfectly showcases Soukyugurentai’s ambition, and I would encourage everyone to check it out in action. Between the sense of motion and the pumping music, the sheer spectacle of this stage is unlike anything I’ve experienced in another shooter. A few moments later and you’re literally eating those same tanks’ dust, with gritty sand and dirt flying all around you. (Incidentally, this stage offers more evidence of Soukyugurentai’s debt to Layer Section, which has its own Earth descent-themed level.) I especially love when, near the end of the stage, you emerge from the clouds and see tiny tanks in the distance. Having travelled through space in the second stage, the third stage sees your ship descending through the clouds to Earth’s surface. The main game is set over six levels, with stage three being perhaps the most impressive. This particular ship/web combination is my favourite, shooting powerful missiles at enemies in front of the ship. There are three ships in the game, all with their own weapon types and webs. Missiles target enemies caught in a 3D targeting web. Thanks to the way the score system works in Soukyugurentai, the game strongly encourages you to rely on missiles rather than the standard shot. Fundamentally there’s a constant risk-reward element in play, with a trade-off between a weak but speedy pea-shooter, and more powerful but slow missiles with a wider range. Unlike Layer Section, you’re continually forced to choose between a rapid-fire gun which only hits enemies on your own level or to fire homing missiles at targets underneath, above or on the same plain as you. Soukyugurentai takes away the ability to use both guns at once, a simple touch that forces the player to play strategically. In Layer Section, that usually meant mashing on the missile and fire buttons to hit enemies on the different “layers”. Soukyugurentai’s core gameplay stands out for its refinement of a concept introduced in Layer Section, wherein your ship can target enemies on a 3D plain – either in the background or foreground – separately to your standard gunfire. Soukyugurentai can be summed up in just one word: awesome.
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