It's funny that not many of the actual Genesis games grabbed
my attention on Sonic's Ultimate Genesis Collection. I got more into
the arcade games that are included as a bonus. Fantasy Zone grabbed
me right from the start.
It is a 2d space ship shmup, but
you'll almost immediately notice that you can turn around and fly to
the left at any time a la Defender (at least I think it is Defender that does this too). You'll also almost immediately notice the
game's atypically colorful and even cutsey graphic design. In fact,
if you look the game up on Wikipedia, you'll even see that it is
considered one of the first “cute'em-up” games.
Before we go any further, I want to
warn you that just like Alien Syndrome you need to change all
the arcade options to their easiest settings before playing the game.
Seriously.
In each level, you fly around from the
left to right or right to left trying to take out 10 enemy bases. You
can move left or right by pressing the direction button you want to
go. The screen will then start scrolling in that direction. You can
change direction at any time and the screen will start scrolling in
the other direction. Each level is a loop, so if you go all the way
to the right, you will be back at the beginning again. You fire your
main gun with square (and you have to mash on it to make it fire
quickly) and you drop bombs with X. Once you take out the enemy
bases, you will fight a boss. During the boss fights, you will lock
into the traditional left to right orientation. This really
highlights the difference between a traditional shmup and what
Fantasy Zone has going on. Dodging enemy fire is actually a lot
easier when you are in traditional mode. When you are in the level
before the boss fight, you can't move backward because you will just
change direction. This makes many traditional shmup tactics unusable.
You can't continuously dodge fire while firing yourself because when
you move backward you turn around and are now firing in the other
direction. This leads to you developing tactics that will work in
Fantasy Zone's environment, such as hanging at the back of the screen
and trying hard not to turn around, doing attack runs on enemy bases
and then turning around to attack them again from the other
direction, or buying weapons that can help you have enough attack power to run through the level without turning around or needing to dodge. These tactics give Fantasy Zone a great unique feel in a
genre whose games can be pretty samey.
Many enemies in Fantasy Zone (especially bases and bosses) drop money. At certain times in a level
(usually at the beginning and when you collect a certain amount of
money) a balloon that says shop will float by. If you touch it, time
freezes and you go to the shop, where you can spend the money on
power-ups. You can get new engines that make you go faster, powerful
main weapons, and powerful one-time use bombs. It is basically
required that you buy a better engine asap, as you are really slow by
default. It's weird though, because two of the engines you can buy
make you so insanely fast that you are impossible to control, so you
pretty much always want the middle engine. If you're anything like
me, you will need to buy a powerful main weapon to help you through
most of the levels. There is a laser that blasts through bases really
quickly that became my mainstay, although the seven way shot is great
for taking on levels with lots of enemies. These weapons are on a
timer, and when it runs out, you are back to your basic shot. The
bombs you can buy are powerful, but expensive and very limited in
usage. And like all of the powerups, you lose them if you die. I
barely used bombs except in a few key places where they helped a lot.
Lastly, you can buy lives. These increase in price dramatically each
time you buy one. I was usually able to buy a few on my playthroughs.
This is the only way to get extra lives. You can't continue by
putting in another quarter or using free-play mode. The shop is
great, but occasionally it won't show up when it usually would for
some reason. This can leave you woefully under powered in a tough
area, leading to a chain of deaths, which is very frustrating. But
usually it appears right on cue to let you power yourself up.
The bosses in Fantasy Zone are great.
Some of them fire a well-balanced bullet curtain at you that you have
to dodge. Some need to be shot in very specific places. One of them
is almost exactly like one of the final bosses in Soldner X.
And there are several that are really unique and do things I haven't
seen in a shmup before. This includes the final boss, who has a
really unique and interesting attack pattern. Most of the bosses are
really well-balanced and smart fights that give you a challenge even
if you've played them many times. The bosses all have really cool
visual designs too. I was totally sold on the game when I saw that
the boss of level 1 was a giant stump of wood. You'll also fight an
angry plant, snowmen, and a bunch of other stuff (always with a face
on it!).
Actually, everything in Fantasy Zone
has great visual design. The backgrounds of each level are colorful
and feature great landscape... features and flora. There are strange
lakes and weird forests and all kinds of stuff. Normal enemies are
all pretty adorable or quite weird. There are little guys with faces,
orbs with legs, spaceships, formations of drills and UFOs and more.
The enemy bases you have to take out are often living creatures with
eyes or wings or hands. The ship you play with is also apparently a
living creature. His name is Opa-Opa, and his default engine is
wings. If you are too far down on the screen he pops out some legs and
runs along the ground, which is endlessly amusing.
The music is also great. The levels
are usually very cheery and catchy in a good way. The pinnacle is
probably the ice level. Hearing that level's music makes me want to
run outside into the snow and sled down a hill. It's really great, as
is most of the other music. When you fight a boss, however, the music
gets pretty serious and intense. It's a nice dichotomy that works
well, especially since boss fights play a little different than the
main game too.
The game actually has a little story
that is worth mentioning. It is explained through some text scrolls
you can read at the beginning. It seems pretty generic at first
glance, but it is kind of cool. And the ending of the game is
actually pretty excellent, and probably not what you are expecting at
all.
This is an arcade game and a shmup, so
it is very difficult and punishing. One hit kills, no continues,
limited lives, then you start over from the beginning. I played it
without save scumming for 2-3 weeks and was making a lot of progress
and having a lot of fun. Then the progress really slowed to a halt for me,
and I started to get antsy, so I decided to save-scum to beat the
game. Well, let me tell you, I'm glad I did, because beating it
legitimately would probably have taken another 1-2 months more of
pretty regular play. It gets very hard at the end, and you have to
learn by doing how to beat the bosses and levels.
Ports of arcade games are always a
weird thing. How do you reconcile the quarter-feeding nature of these
games with home play? Ikaruga handled it by letting you earn more
continues until you were in free play mode. But that feels cheap
because once you are in free play mode you can endlessly continue
your way to the end. Fantasy Zone on SUGC let's you save at any
point, which can lead to frustration if you haven't gotten good at
the game first. Fantasy Zone also doesn't have a continue system, so
there is no free play option, which makes sense since it allows you
to buy lives. I recommend playing it a lot regularly, getting good,
and then save-scumming to see the end. The last few levels were still
fun and interesting to me this way, and it's the only way a lot of
people will be able to see the end of the game without a really,
really big time commitment. Perhaps the best method of dealing with
porting an arcade game for home play is what was done in the Metal
Slug Anthology I played on PSP. In that collection you could set the
difficulty and based on that you got a number of continues (aka
quarters). So the normal setting gave you a realistic amount of
virtual quarters that you could use to beat the game once you got
somewhat good at it (which for a Metal Slug game, is like 15 or so!).
Anyways, Fantasy Zone is 28 year old
game that excels in its design, music, and gameplay. It's different.
It almost feels like a modern indie game putting a few interesting
spins on shmup gameplay. It's a real good time. I wish it had a
better resolution of the arcade-game-ported-to-home conundrum, but
that 's a tough one, especially for a game without continues. I guess
the real solution to that is to man up and play it for a really,
really long time. I don't think it quite merits that much attention
though. But it does merit a few weeks of play to learn how to play it
well, and then go ahead and save-scum to check out the last few great
encounters in its endgame. It's a Great Game, Tier 3.
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