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Blazing
Lazers
Easily
the first game I think of when someone mentions the TurboGrafx-16 is the
vertical space shooter, Blazing Lazers.
A little while after getting the system I decided to expand my
collection of games for it, and when looking at titles available at my
local game shop, there was something about this one in particular that I couldn’t
resist. There was lots of stuff happening on
screen, and it had some neat power-ups to boot.
One
of the first things to stand out when I first popped the game in the
console was the game’s music. It
was just so damn catchy. It
had an amazing mix of slow, atmospheric tunes, and fast-paced pieces,
all packed with so many hooks that it was hard not to get the game’s
music stuck in one’s head. There
were several times that I would blast through the game just to get to
the last level and enjoy the music for it.
I was absolutely amazed by that piece.
It was fast, intense, and perfectly matched the craziness
happening on the screen...though this sorta crapped out when the game
got hit by slowdown.
It was this high-intensity action that made me very happy that I had picked up the game. Things may have started out slow on the first few levels, but by the third level things really picked up. The only problem with the game in this regard, though, was the TG-16’s tendency to suffer from slowdown. If there were too many |
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enemies on-screen at once, things suddenly
went into slow motion. Nowadays,
I would complain like mad about this sort of stuff in a heartbeat.
However, being barely 13 at the time, I didn’t know much better, and
was willing to cut the game some slack.
The power-ups were pretty decent for the game too. There were lightening attacks that started with one stream and gradually increased to several that branched out, filling much of the |
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screen. There was a
standard spread shot that didn’t do a lot of damage, but shot all
around the ship. Probably my favorite weapon, though, was the wave attack.
It spread out into
a maximum of five waves, shooting in a v-shape, and it packed quite a
bit of punch. On top of
this, I would make sure to grab shield power-ups whenever possible.
There was also an option for having a couple of small ships add
firepower to your vessel, but these wound up being pretty useless, as
they’d disappear right quick when the main ship was taking damage.
One
of the things that slightly took away from the fun in Blazing Lazers
was
that its graphics just weren’t all that amazing.
The title really showcased how limited the TG-16’s technology
was. If one were to compare
the game to similar titles on something like the Sega Genesis (Thunderforce
III or Gaiares for instance), Blazing Lazers just didn’t stack up. Compounding the problem was the aforementioned slowdown the
game suffered from.
Back
in the 16-bit era, another thing that a lot of games were known for was
the one hit wonder approach to play, where it could take one hit and you
were dead. This wasn’t
really the case in Blazing Lazers.
There were shields that players could get, and as players were
hit, their weapons would become weaker, and their ship would only be
destroyed if their weapons were whittled down to their lowest level.
Despite this, the game was still no cakewalk.
There were many instances where there would be tons of lasers
blasting on screen, requiring nimble fingers in order to avoid the
gunfire. By the last level,
players really needed to be on their game in order to win.
Even
though Blazing Lazers wasn’t the prettiest game of its time, and had
quite a bit of slowdown, I still loved it.
It took a fair bit of time to finish from start to end, and I
absolutely loved the soundtrack. It
may not be a legendary space shooter, but it still deserves a nod for
providing some fun on NEC’s doomed console.
Mr.
Nash (April 10, 2005)
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