
Gatchaman: The Shooting

The five who act as one - well, minus one character who doesn't appear in the
game - get their marching order from Dr. Nambu - get out there, infiltrate enemy
bases, defeat enemy mecha, and kick as much ass as is deemed necessary. In
practice, the game is exceedingly simple - advance upward through enemy
territory, take out as many of Berg Katse's masked men as possible, and live to
face a huge mechanical boss. Four missions of increasing difficulty are
included.
(Bandai, 2002 - for Playstation)

A nicely dressed-up scrolling shooter - think along the line of Taito's 1980s
coin-up Front Line - is at the
heart of Gatchaman: The Shooting, one of an almost infinite number of
similarly budget priced licensed-character shooters churned out by developers
D3 Publishers for the Japanese market in recent years. Aside from the game's
simple but nicely-drawn and animated 2-D characters, the only real
Gatchaman-specific content is a gallery of
character artwork and some non-animated intro screens which appear between
levels.
The game itself is amazingly simple - blast everything in sight, grab
power-ups, and do your best not to die. Each character has a unique weapon -
Ken and Joe (or Mark and Jason, as Stateside Battle Of The Planets viewers know them) fire
straight up only, while Jun's bladed yo-yo (I'm not kidding here) can take out
enemies to the side as well, so long as they're in range. Each level is divided
into two parts: infiltrate an enemy base on foot, and then take on an onslaught
of enemy forces in the character's unique vehicle (Ken flies a jet, Joe a race
car, Jun a motorcycle, and so on).
The bosses in Gatchaman: The Shooting are magnificent monsters, and
you shouldn't expect to survive the level 2 through 4 bosses on your first try
at all. (The first level's boss is deceptively easy.) Fortunately, there are
power-ups that come in very handy during boss fights - one power-up calls up
four holographic decoys around your character, each of which can fire its own
weapon as the same time as the actual character. Another power-up comes in very
handy from level 3 onward, calling in airborne reinforcements to bomb any
enemies on the screen back to the stone age (without harming you in the
process). Still, I have to hand it to the game designers here - the bosses are
true to the series' mechanical monstrosities in both appearance and behavior,
and they're not easy to beat. While some parts of the game seem easily
swappable with other elements depending on the characters licensed for an
individual title, the design of the game play itself wasn't phoned in. You'll
be spending some time with this one.
So, with all the hubbub around the comics revival of Battle Of The Planets
in the U.S., why hasn't anyone licensed this game and localized it for the
English-speaking market? Surely Casey Kasem could use the voice work.