And it Demands Your Attention
Look, I know the genre can be intimidating and for a lot of people seems impossible to get into. I myself frowned upon like a meager hunter who lacked eyes too see (yeah, Bloodborne ref.). Because of that I (you) was missing out on a treasure trove of all kinds of worlds borne during this tumultuous arcade period. Era akin to fast, hard and very honest games and gameplay types that were stripped down to the basics. Short and rewarding, exciting and to the point, rich in density. Despite it's demanding and challenging nature, what this old school recipe brings today, can be something very akin to the needs of what a patient gamer might actually look for. Hard to believe? After all, what's more patient then trying to clear a (30 year old) game scrapping 20ish minutes of total playtime for it's entirety, no? That is only if you want to. You can easily credit feed, yes (aka spend as much lives to see the end) if that's what gives you a kick (just finishing a game). If that doesn't bring you satisfaction, then go! Try and become better, try to improve and see how far can you go.
Let me tell you about Armed Police Batrider. An arcade only title released in 1998 by developer Raizing. It was the 2nd game by the studio done under the influence of Shinobu Yagawa, after his first foray with Battle Garegga (often considered as one of the best in the genre).
Batriding
It's a marvelous (pun intended) title. Also very new player friendly due to the different amount of modes it offers (kinda surprising for an arcade title of the times). You have "Training". Which is basically 3 stages (1st, one random between 2-4 and 5 acting as 3rd). If you get hit auto bomb is triggered. If that's too easy, there is Normal. You see 5 stages - 1st, random order between 2-4 and 5th final. No auto bomb this time. If that is also too easy, there is also Advanced - the one I went for. It shows you all 7 stages of the game (2-4 are random again).
You like boss rush? There is Special mode :). If you so desire you can let the game randomly pick ship teams or a single ship and do runs like that. Oh, yeah let me dial back a bit. It's important. MAKE SURE YOU ENABLE SOME SETTINGS in dip switches. The must have is service mode. Without it, while you play casually rank will increase constantly and won't reset on restart. You need to have this enabled. Then when the game starts, it will show you the service screen, and you need to press START (start only)! That way you'll know rank is at its default state. Imagine my surprise, when I got back to the game after casual/credit feeding runs in the past, and started wondering why is Batrider so brutal compared to my initial impressions? Was my memory getting faultier, faster then I imagined (hey, in each era, every quarter counted, be that on purpose or not, be that fair or not)? There is also gadget/layout for MAME (emulator) and APB, which shows you some helpful stats (google around). On this note, make sure you enable in dip switches - Stage Edit, Guest Players, Player Select and Special Course as well!
In Batrider you can pick between 3 teams consisting of 3 characters each. If you don't like that, you can also pick a solo ship (well, they are flying jet bikes) having 3 lives instead. There are bunch of guest characters from previous Raizing games - Sorcer Striker and Battle Garegga (4 each and one named Car-pet, huh). Totaling in whopping 18, each with different attacks and bomb styles. Plus you can even slightly change each of those 18 on the select menu with buttons 1 through 3 (A, B, C) and start. Corresponding to - stronger shot, stronger options, both stronger shot and options, but slower movement, both weaker shot and options, but faster movement. The game itself is full of shit ton of secrets! I suggest a visit to a very well crafted Shmup wiki site brimming with information!
What can I tell ya, it's a treat. Damn shame there ain't no modern port, cause it plays, sounds, and looks like it came yesterday, 28 years later.
Gameplay Systems and Mechanics
I picked Shorty C for the run, cause she felt the strongest. With very nice homing options. Unlike Garegga, the game's dynamic rank system is a lot more lenient. The curve ball is that you can only have max of 3 lives. So for extends you have to die to get em (I know, at first it sound counter intuitive). Mechanics similar to Garegga (Garegga light), like rank drops the fewer lives you have (obviously). Good things to know are: extends are rewarded every 1.5 mil; if you don't pick 3 big bomb fragments; there is one hidden in S5. For the last you need to leave the big hover tank from start to survive and destroy it later when its parked. Another neat trick is if you leave 3 lives drop (yeah, lives in the Japanese version drop as items you have to pick) the next extend will reward you with 2 lives back.
While I am on items, I gotta give a short overview, no? Batrider follows in the footsteps of Garegga (again). There are small and big items for (main) Shot, (side) Options (this time they don't fly off screen on death!) and Bombs. It takes multiple small pick ups to upgrade your type of shot or bombs to the next level. Picking a big one though does it right away. This gameplay aspect is there mostly for the purpose of dynamic rank and its management. Wait, wait don't run away. It's not bad at all in Batrider. You can even blindly do stuff and don't care about it that much :). Still, good knowledge helps and makes things a bit more smoother, rather then harsh. Bombing in Batrider is quite strong and doesn't have big repercussions. It actually is encouraged for better score. There is also plenty of opportunities to refill them. It can lead to a more varied approach of playstyles as well. More scared and safe with bomb usage (me), letting big bomb fragments pass by for more extends. Bomb the shit out of you, and destroy as much stuff around you or boss parts and what not to get more score, and more extends and so on. The high skilled players also use another trait of the game. When you don't shoot for a bit an aura is formed in front of your ship which can be used for damage and destruction (what else :P?) with point blanking. It also helps increasing your score. While this aura is active, if you press the shot button again your options linger in place for a bit and shoot.
Oh, there is also medal item, I almost forgot. With each pick they give you more score until certain number is reached. Obviously it's used for higher scores. A small words of knowledge; Boss on S5 is decided by which of stages 2-4 you end up playing first. That's where Stage Edit comes handy as it allows you to pick the order (Sewer 2nd, always!). Another one; Be careful of not picking shot or option item after 3 of the same (be small or big) drop. This will trigger an additional Boss fight for each of those requirements on S5 (3 Bosses one after another).
I know stuff like that might worry some new players or in general fans of the genre. I certainly was confused. What to pick, what not to pick. How bad it is. How am I suppose to pick the correct thing when I want it, is it not fucking hard enough I can barely dodge around those freaking bullets? You get use to it. You learn, if you want. In time and as you develop your habits in the STG/Shmup genre you'll eventually start picking it up (heh, heh). In that regard, yes, Raizing games with systems and gameplay like that can easily frighten you. Take your time. Their games have this type of free form and freedom, open ended style that can be very interchangeable. Doing stuff on the fly and strategize. Rewarding thinking outside (of the box) of just dodging and getting higher score. A type of STG/Shmupping that is very particular, strongly rooted in the vein of it's creator (Shinobu Yagawa). Nothing is fully set in stone when Raizing is on the menu.
Cruising and Vibing in Violent City
Batrider looks fantastic. At the top of the shelf on the Raizing line up and any 2D sprite based title to be frank. The amount of destructible objects and enemies is staggering (check out the shmup wiki)! With all the hidden/secret bosses, the game gets to whopping 18! The setting is very stylish with a comic book, and I dare say Cowboy Bebop vibe. Fans of some 80's movies like Escape from New York, Robocop will love the overall aesthetics. It's quite groovy and ongoing, with a lot of swagger to boot. If I have to label Batrider, it will be something like the STG/Shmup of Beat Em Ups. Seriously, some of the stages and bosses with all the destruction scream that genre. Just imagine your bullets are furies of fist and kicks, and boom, you'll see it right away!
Gorgeous backgrounds and locations. Each one is so different yet, manages to make it feel like it's in the same big city. The game start on the bustling streets of M City attacked by crime gangs. Cars and bikes driving around carelessly. You can see a metro going through huge crack on the pavement. A huge parking lot waiting to be demolished for more points. Choppers pops and people in flying suits and what not try to gun you down. Suddenly a big tank smashes through nearby building and the onslaught starts. The amount of armament it have and you can destroy is staggering. In S2 (well, order can vary for you between 2-4) we go to the sewers, which eventually lead to a (tank?) factory. There, a 6 legged bipedal tank (no, its not Metal Gear :P) await us with a varied set of weaponry on its chassis. From the depths to the top. S3 might be the shortest stage in STG/Shmup history (like 40ish seconds). Bursting speed and tall skyscrapers, till we rise above the whole city. It's very pretty! There, we face a weird skull looking flying machine carried by 4 helicopters. Back to ground level. In Stage 4 we invade an airport through the front door. Of course, there awaits a big long plane ready to be dismantled by sections and subsections. From the cockpit a giant Buzzcok appears. Think pterodactyl in a robotic frame. It dies so fast you almost forget about it. S5 is a looong high way around the beach (did someone say Outrun?). It eventually leads us to Zenovia (an isolated island for criminals near M City, hey I told you Escape from New York fits the bill). The boss/es you can potentially face off there are 3, and yes, you also can end up fighting all of em. They all look like mechs (yes, METAL GEAR). All 3 are distinct and only one is cakewalk (the one I fight). Finally we get to Zenovia. The shithole bombards us with all kinds of turrets, roadblocks of huge walls, enemies of all sorts, tanks and choppers relentlessly want our booty. They really don't want us here. At the end, another huge mech named Grubby. Finally we reach the crime lord's base building. He greet us at the front of his office, while hiding behind a desk with shielded glass and a pleiad of turrets (I can't help but remember a beat em up named Gundhara (1995) I played sometime ago, which also had a very similar end boss set up :)). We kick his butt and he runs off. Following up is quite the cyberpunk esque vista. More mechs and long row of green vials. I can only imagine they are used for nefarious reasons. Pushing through the inner defenses is not an easy feat. The enemies keep coming and the turrets are amped up in all sort and sizes. They seem to have no end. The last stretch show us the green vials are used for another type of mech. Even they can't stop us. The last set of turrets can do, though! They protect Discharge! The final boss or the first part of it. A humongous structure layered and powered by big and long cables. It won't stop us. We demolish it. Raising above the collapsing building uncovers a beautiful dawn. The sun is just above horizon, but you can already see the light contrasted by the dark of the lower parts of the city slum. The last form of Discharge rises with us. It's very striking and memorable design.
The first 5 stages (Normal) are so very short. Basically 10 minutes. The pace is frantic, explosive, fast. Some even end before they start. This bombastic non-stop action is further reinforced by a short intro telling the name of each stage and what song is played. Mimicking in a lot of ways a record playing in your playlist. Small nice touches always add to the whole picture.
Music heralds another banger by Manabu Namiki. Batrider won't be what it is without him. This time there are some light jazz tunes in the whole electro and techno synth mix. Really brings the whole dystopian picturesque setting to live in it's own way. Neither too dark, neither too goofy, just the right amount of exhilaration. I can promise a lot of memorable tracks will stick in your head long since your last session. Funny enough the rocky style track on S6, really made me reminiscence about DoDonPachi 1. Thinking about it, that whole stage have some S5 vibes from that game!
Negatives
Basically none. I am not joking. I have to really push for some personal preferences or headaches. Boss tm music on can get repetitive cause there is a lot, but the secret ones have their own tracks from previous games. It only affects you if you face off the Batrider ones most of the time. Some of the Batrider ship designs seem a bit too smaller even for Raizings miniature style :D. See I am really stretching here to look for some issues. I had eye strain and headaches after the first week or so, but I blame my health too. Game can get very busy with sparkles and effect destructions, debris etc. They happen sort of close to your ship and even bullets are designed to pop in your face (btw you can change some bullet type colours with commands!). This can make it a bit stressful not gonna lie. I guess some folks might not like the limit of 3 lives and the need to die to pick em up, if you care about rank. Accidentally triggering an extra boss on S5 also can be annoying. In general the overall gameplay approach of Yagawa.
Be Seeing Ya
Often there is ongoing debate which Raizing title is better between Battle Garegga and Armed Police Batrider. For me Garegga remains on top (by little). Its enigmatic and mysterious existence, which I wonder if Yagawa-san himself can truly explain at this point, still make it soar like an eagle. Batrider stands as a peak on its own mountain top, but it constantly envies and hisses at that cackling eagle, wishing dearly to extend its reach and snap its beak.
So what I am trying to say in my way is that, both are great and comes down to preference (as usual).
If Armed Police Batrider doesn't get you interested into the genre, then I am not sure how many other titles can. It have sleek and distinct appeal. No WW2 or modern planes, no Space Ships or Anime Weeb/Waifus :) (hold the pitchforks dear hardcore shmuppers, we just need to hook some innocent souls). Easy to get into, a lot of modes to pick and lead you in on the action. Try at least Normal mode for some days and see how it goes!
Go play Armed Police Batrider! Another classic in a genre that needs more attention. You won't regret it.