Saturday, September 6, 2025

Super Nintendo look - Phalanx


It seems like for most gamers, any knowledge of Phalanx begins and ends with the Super Nintendo version's iconic box-art. Fair enough. There are practically an infinite number of shmups that are worth playing, and not everyone has time for them all. Still, I'd be deeply annoyed with myself if I didn't say something about this extremely interesting game. Zoom Inc. had a lot of ideas that they wanted to try, and I'd say they succeeded with all of them. Hm... normally I'd leave myself an out by saying "nearly all of them", but I'm willing to put my nonexistent credibility on the line. Phalanx is one of those games that you should give at least one playthrough. 

You'll be piloting the A/144 Phalanx. It's three times better than every other experimental spaceship because it can take three hits before blowing up. The weapon-system also operates via the rule of three. You can have up to three weapons equipped at a time, switching between them to suit the current situation. If you're in a narrow corridor, the ricochet shot is bound to be the most helpful. Lasers that cover both your front & rear are always handy. Skilled energizer users can quickly eliminate tough foes with charged blasts. There's also homing, because how could you ever go wrong with bullets that do the chasing for you. If need be, you can sacrifice your current weapon to perform a special attack. With the right timing, this will shred bosses or keep you alive. However, there is substantial risk, since if you mess up and die during or after a special attack, then you're out two weapons. A myriad of missiles round out your arsenal. 


The 8 stages you'll have to contend with all have different challenges. By stage 3, the realization will undoubtedly set in that you're never going to see the same thing twice. Sure, enemies fire tiny red bullets every which way no matter where you are, but their behaviors and sub-weapons will change. The same can be said about the environs you'll navigate. The first stage is the standard "fly through the clouds shooting everything down", but the second takes place inside of a water tunnel. This massive tube of H2O will constantly push the A/144 back. Bullets and baddies that dive through the water are also a bit harder to see. What was once predictable has gotten complicated. I probably should be yelling from the roof-tops about bullets that aren't clearly visible no matter what's happening, but I think it actually works in this specific scenario. Though I suppose the fact that the player-ship isn't immediately decimated and thrown back to square one the second it grazes a bullet plays an immense role here. The easy & normal difficulties are more than fair. Shield-replenishing power-ups are pretty common, and you're liable to be drowning in extends after a short time.

Stage 3 is one of those rare diagonally scrolling stages. It also leans heavier into the bio-horror themes, which is a real treat. I'm particularly fond of the closing walls that appear multiple times throughout. They add a nice amount of tension and storytelling, like the powers that be are trying to contain these abominations (or to simply ruin the player's day). The following stage is comprised of multiple fights with larger foes, almost like a mini-boss rush. Things take an unprecedented turn in stage 5. It's the obligatory fight with a battleship, but really what you're supposed to do is navigate its interior to find hatches that lead to bosses. The screen doesn't automatically scroll as per genre standards, which blew my "I've already seen everything" mind. 


The final three stages send the game off on a high note. Amusingly, stage 6 is packed with asteroids and advertisements. I'm glad to see that the alien menace hasn't stopped this universe from continuing to crank out Lagoon sequels. Stage 7 takes place in hyperspace. There's plenty of room for maneuvering, necessary to avoid the squadrons of enemy bioships attacking from both directions. The finale is a series of narrow maze-like corridors along with a wide array of nasties. If you couldn't already tell, this is one of those rare shmups where I don't mind describing all of its stages. There's always something new and exciting to look forward to, and all of the risks ZOOM Inc. took paid off.

I'm of two minds when it comes to the boss battles. Their variety in both shape and means of attack are impressive. However, I can't ignore how enjoyable it is to immediately destroy them with a special weapon. If you ever find yourself struggling and still have a laser weapon handy, go ahead and fire off the special, then fly directly into the boss's weak point to destroy them instantly. This tactic makes for a final boss that can be eliminated in seconds. Just, be mindful that you don't goof up here, because trying to fight the second form with no weapons isn't a lot of fun. 


On any difficulty level below Hard, it's pretty clear that the developer wanted players to see the entirety of the game without too much stress. Like I said, extends are easy to come by. Professionals are going to have a couple dozen extra ships by the time the credits roll. The A/144 isn't a complete pushover without weapons either, so recovering from a loss comes naturally. Hard is when the revenge bullets make their appearance. It doesn't take much for the screen to go from clear to a serious case of chickenpox. If you can clear Hard, then you should try Funny difficulty. This is no laughing matter because now you're the butt of every joke. The screen turns red with death pellets the second anything happens. Apparently, anyone who managed to clear this difficulty received a special code that they could send to Kemco to receive a prize. It would've been hilarious if the prize turned out to be a copy of Lagoon. 

(I think I already made it clear how much I hated the game earlier this year)

Complaint-wise, I suppose all of the slowdown might be annoying. It tends to occur when the laser weapon is being used. There's some pretty bad flickering during the stage 6 boss fight. That's about the extent of the game's issues. I'm just going to say it again: Phalanx is one of those games that you should give at least one playthrough. If you don't like that conclusion, then maybe I'll come back in a week or a century with a better one.

Later!

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