Showing posts with label Andro Dunos. Show all posts
Showing posts with label Andro Dunos. Show all posts

Review: Andro Dunos II

Ok, let's get this clear from the off. Any developer that has the gumption to produce a shoot-em-up for the Dreamcast has their work cut out. The console was blessed with such a phenomenal array of shmups, from the seminal Ikaruga (2002) to the idiosyncratic Radirgy (2006), that creating something that will stand out is a gargantuan undertaking. 

Around a dozen indie contenders have attempted this feat over the preceding two decades, and, although each has its charms, in my eyes there have only been a couple that truly cut the mustard. Fortunately, with Andro Dunos II, it seems we may have another indie shmup that can go toe-to-toe with the big-hitting NAOMI-based official releases (or, at the very least, put up a commendable fight).

Developed by Picorinne Soft and published by JoshProd/PixelHeart, this side-scrolling shmup is a contemporary sequel to Visco's 1992 Neo-Geo arcade game - a title which also appeared on the Dreamcast last year (our review of which is available here). In terms of fundamental game design, there is nothing revolutionary present. The task assigned to players is the same as it has been for decades: direct your ship through a succession of stages, shoot enemies, dodge incoming fire and rack up as high a score as possible. And of course, each of the seven stages closes out with a mammoth boss fight. A simple formula then, but one which Andro Dunos II executes very well in a number of respects.

Screenshot of Andro Dunos II

Firstly, the fundamental gameplay mechanics are solid. When using the regular Dreamcast controller, the controls are intuitive, responsive, and your ship glides around the screen at an ideal pace: not so fast to make things uncontrollably twitchy, and not so slow that dodging incoming fire seems unreasonably hard. Just as important is the fact that enemy projectiles are easily distinguishable, and your hit box, while a little chunky, is perfectly serviceable. These may seem like pretty mundane basics but are prerequisites for a fun shmup experience. In essence, you need to be able to feel that defeat is down to user-error rather than poor game design, which is thankfully the case here.

Secondly, while the core activity of guiding a ship through levels filled with enemies is par for the course, Andro Dunos II does feature several elements that give it some depth and replayability. For starters, there are four weapon types with distinct characteristics at your disposal. Flitting between these quickly to suit your surroundings, combined with choosing how to allocate upgrades between levels, brings a problem-solving element into play and means that you can attempt different strategies over numerous runs. The varied designs of the levels, and in particular the presence of impermeable terrain that periodically encroaches onto your screen, as well as enemies that move and attack in a wide range of ways, only amplifies this. Dexterity and accuracy of movement within the immediate field of fire remain vital of course, but your choice of weapon, tactical deployment of the 'super shot' and overall ship placement are also important here. When you manage to master these aspects, Andro Dunos II is highly rewarding. The wide variability in difficulty settings should offer something suitable for most players too, and the unlockable boss rush mode offers a decent reward for those who make it through the seven regular stages.

Screenshot from Andro Dunos II

Thirdly (is that even a word!?!), the game's aesthetics and audio pull together nicely to forge a vibrant up-beat atmosphere. The graphics are certainly not pushing the limits of the Dreamcast's hardware, but the Neo-Geo-style sprites and layered backgrounds are superbly drawn and take you on a journey through a broad range of scenarios without the game losing its cohesiveness. The synth-heavy electro-rock soundtrack complements the gameplay well too without becoming repetitive.

Of course, all of these positives would count for naught if the game didn't run well. Slowdown and frame-rate drops, amongst many other types of bugs, aren't unknown drawbacks for shmups on the Dreamcast, but thankfully they are nowhere to be seen here. In my experience, Andro Dunos II was buttery smooth and looked gorgeous over a VGA output. Videophiles may well have some gripes, but I imagine average players (like myself) will be satisfied with the presentation. The extensive two minute loading time before the game's main menu seemed foreboding at first, but, if intentional, is actually a clever move as it means that loading is brief between levels. The trade off is well worth it, and in any case, gives you just enough time to brew a cuppa (or scroll the DCJY Discord channels).

Although the Dreamcast version has arrived a year later than its initial outings on more contemporary platforms like the Nintendo Switch and the PlayStation 4, Andro Dunos II immediately piqued my interest more than some other recent Dreamcast releases as it is actually something new.

Sadly the same can't be said of the game's clichéd premise: saving the earth from an alien race. I wasn't exactly expecting Franz Kafka, but surely it wouldn't hurt to open our horizons up a little wider here? Just as there are heaps of gifted programmers in the Dreamcast scene, I'd bet there are also plenty of creative writers who could contribute something a little more stimulating. 

Review: Andro Dunos

I did consider labelling this post as a 'retrospective' as opposed to a 'review,' and that's because Andro Dunos is not a new game for the Dreamcast. It's not a new game, period. Indeed, this latest release physical for the venerable old console represents something of an enigma in that it's an officially sanctioned release of a game that was previously released a long time ago in an unofficial guise. Are you confused yet? I know I am. But allow me to attempt to unpack this little conundrum.

See, Andro Dunos is a Visco developed side (and occasionally vertical) scrolling shooter that was originally released for the Neo-Geo AES and MVS platforms back in 1992, and which was subsequently made available for the Dreamcast using the Neo4All emulator in the mid 2000s. Indeed, you may have even seen (or possibly own) a copy of the lesser-spotted physical release of Andro Dunos that was previously available, which was essentially a printed CD-R containing Neo4All and an Andro Dunos rom file, presented in a rather nice folded cardboard sleeve. There was a similar Neo Drift Out release too, if memory serves (found them!)...but I digress.

As far as I can tell, this latest iteration of Andro Dunos for Dreamcast is almost identical to the aforementioned (it even displays the Neo4All icon on the VMU screen), albeit with a few subtle differences; the main one being that this is an officially sanctioned physical release with full license from Visco Games and limited to just 2000 copies, all of which come with a rather nice certificate of authenticity and a choice of PAL or NTSC jewel cases, professionally printed manual and case inlays, and the same type of top quality printed CD that you would expect from veteran Dreamcast publishers JoshProd and PixelHeart.

Just taking a moment to appreciate the physical presentation of Andro Dunos (I went for the PAL cased version as the NTSC flavours are not yet - at the time of writing - available), it's really quite hard to fault the level of care that has gone into the package. As mentioned above, you get a nice (if slightly threadbare) instruction manual, some excellent original box art, a little holographic sticker on the back of the box denoting which of the 2000 numbered copies you have acquired (mine is 0332 - what's yours?), and then there's a signed cardboard insert vouching for the authenticity of the copy in your possession. It's a nice touch, I must admit.

But what of the game Andro Dunos itself? Well, it's a pretty bare bones affair in all truth. Set against the backdrop of an alien invasion of Earth, players are thrust into the cockpit of the Yellow Cherry fighter ship and tasked with battling through 8 levels of increasingly more difficult enemies, many of whom seemingly only exist to waft onto the screen, fire a shot and then either exit or propel themselves at your ship, kamikaze style. Naturally, you are armed with a complement of weapons systems which are actually quite similar to those seen in Sturmwind, and these are used to blast your way through the unending swarms of baddies and the numerous multi-staged end of level bosses.

I never played the original Andro Dunos back in 1992, simply because I didn't own a Neo-Geo. I did have a school friend who professed to own one of SNK's mythical systems, but when I went to his house to see/play on it, he claimed his mother had thrown it in the bin because - and I quote - "she didn't know what it was." Because that's something that happens in reality, Chris. You know who you are. 

The upshot of these blatant school boy lies, is that the Dreamcast release of Andro Dunos is my first real experience playing it, and when compared to the other shooters available on the platform, it leaves me a little cold.