Developed by Manufacture 43
Released in 2019
In 1987 Sensible Software released ‘Shoot 'Em Up Construction Kit’ for the Commodore 64. With it, aspiring programmes could create a vertically scrolling shooting game with relative ease. It was the programme’s release on the Amiga though that ultimately frustrated game reviewers though. The software allowed the ability for creations to be exported as self-booting games and as a result PD libraries quickly became flooded with near identical games. Bedroom coders desperate for acclaim meant games magazines were inundated with floppy discs for review.
The problem was that because ‘Shoot 'Em Up Construction Kit’ was simple to use, unless you deliberately tried to exploit the quirks of the engine all the games it created were practically identical. “If you’re not going to do one thing different, don’t bother sending us a SEUCK game!” Wrote an Amiga Power reviewer. “We’ve played them all, we are bored! One star”.
Today the
vertical scrolling Shoot ‘Em Up genre is not quite so saturated, but even a
quick glance at the eShop shows there’s dozens to choose from. With the
exception of FuturLab’s ‘Velocity 2X’, most seem to pride themselves on being
brutally hard. eShop descriptions include “Bullet storms”, “horrifying
challenge”, “insane high intensity” and “one man army”. Since
‘Ikaruga’ the genre has really become associated with extreme difficulty and most
new additions to the genre are “bullet hell shooters”. Here success in the game
seems to be largely down to your ability to find somewhere to fide in a screens
full of enemy bullets. They’re deliberately masochistic games where survival is
the sole aim and victory only comes from memorising attack patterns. Clearly
it’s a very niche audience.
‘Pawarumi’
actually sees you playing as three different coloured ships, although only one
is on screen. The ship you’re controlling will depend on which fire button
you’re holding and each fires a different coloured weapon, red, blue or
green. The majority of enemies,
including the bosses, have a dominant colour, but it’s not simply a case of
matching the foe with the right coloured projectile. Doing this will in fact
cause minimal damage, although it will restore your shield. Using the opposite
colour on the spectrum will cause most damage and using the remaining colour
will charge up your super weapon. According to programmer Daniel Borges, “it
gives players quite a refreshing and very tactic feeling in this classic genre.
Shoot wisely to either do double damage, heal yourself or charge your Super
Attack!”
It’s during the end of stage battles that the colour changing mechanic is the most fun, as you gauge if it’s worth going in hard with the strongest firepower, or playing it safe with a weaker weapon but restoring your health as you do. Unlike other vertical shooters there are no pickups in ‘Pawarumi’ and no upgrades. All your weapons are available at the start and the only super weapon is the one you charge, which can be upgraded three times.
As each
level is started, they’ll be unlocked in a practice mode. Obviously this offers
the opportunity to perfect your skills in a stage before taking it on in arcade
mode. It does avoid the repetition of having to continually replay the first
stage, but you, of course, can’t progress to unlocked later levels unless you
finish the levels sequentially and in order.
True to
generic traditions, ‘Pawarumi’ becomes insanely hard even on normal mode. Hard
difficulty is unmistakably “bullet hell” and something I can only last minutes
playing. Of course my inability to progress too far in later difficulties means
I can’t see how the story plays out. While the game may reward you with
narrative segments for playing on increasingly harder modes, this design
decision does backfire if it means you’re left unable to see the story
conclusion. Not that I followed much of the story to be honest. “The background
story is quite dark” admits the developers.
“It’s about how Axo – you – the pilot of Chukaru, destroyed every Earth defence while being controlled by an alien entity. The first four levels of the game are actually flashbacks; the last level is your revenge!” The game is set in a retro futuristic sci-fi pre-Columbian universe, that’s inspired by Mayan and Aztec architecture. It’s a story told quite elegantly in Visual Novel style intermissions, with 2.5D images surrounded by smoke or similar particle effects. In fact the whole game is visually impressive. Although the gameplay is viewed from above the entire stages are 3D rendered landscapes. As you progress through them occasionally the camera will sweep to a lower angle to see your ship nimbly pass through a canyon or under an obstruction. Although few, these little moments give ‘Pawarumi’ a cinematic feel; reminiscent of pre-rendered CDi Shoot ‘Em ups like ‘Tetsuo Gaiden’.
“It’s about how Axo – you – the pilot of Chukaru, destroyed every Earth defence while being controlled by an alien entity. The first four levels of the game are actually flashbacks; the last level is your revenge!” The game is set in a retro futuristic sci-fi pre-Columbian universe, that’s inspired by Mayan and Aztec architecture. It’s a story told quite elegantly in Visual Novel style intermissions, with 2.5D images surrounded by smoke or similar particle effects. In fact the whole game is visually impressive. Although the gameplay is viewed from above the entire stages are 3D rendered landscapes. As you progress through them occasionally the camera will sweep to a lower angle to see your ship nimbly pass through a canyon or under an obstruction. Although few, these little moments give ‘Pawarumi’ a cinematic feel; reminiscent of pre-rendered CDi Shoot ‘Em ups like ‘Tetsuo Gaiden’.
Of course it
would be impossible to talk about the visuals of a vertical shooter without
mentioning explosions and ‘Pawarumi’ certainly doesn’t disappoint. The demise
of an enemy is celebrated by a huge shower of fire and debris, and your three
weapons dance across the screen with an awesome sense of power and destruction.
The most spectacular is of course a fully charged super weapon, with its
multi-coloured showers of destruction prompting a chain reaction of explosions
and chaos.
‘Pawarumi’
is a game you’ll either play for twenty minutes or twenty hours - there’s
really no middle ground. Those happy to take time to memories which coloured
weapon to use in every given situation, will probably also appreciate the
rushes of adrenalin and joy you get when you finally finish a level on hard
mode. Those who get frustrated that they are facing a seemingly impossible
challenge won’t enjoy the game for long. Evidently first impressions count when
it comes to a game like this, and that’s as true today as it was when people
dabbled with ‘Shoot ‘Em Up Construction Kit’.
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A copy of this game was provided for free to review. The content of this post has not been seen or edited by anyone prior to publication.
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