The past few nights, as a basic cooldown before heading to bed, I have started doing a tiny ritual of early STG games. This started thanks to Rudie birthday-gifting me the M2 Tiger-Heli release (the first part of their Toaplan Garage subseries of the ShotTriGgers series, why not) and me being somewhat perplexed by the two games there (Tiger-Heli and Kyuukyoku Tiger (which was sorta localized/bastardized as Twin Cobra* in the US)). Like, every one of the M2 STG series I have played has had a lot to think about, but these just seemed slow and brutal and and everything I did made me suck at them. Bullet dodging seemed impossible. I couldn’t even clear the first stage of either game.
So knowing Xevious is a thing for Japanese arcades, I went to get that, because I never really got Xevious. I bought the Hamster Arcade Archives version, because I realized I had only ever really played the NES version, and it turns out, that makes a big difference. I feel like now I get Xevious a bit more, even if I am still not good at Xevious. But I am doing that thing of feeding a few credits in a day, and I figure it out a little more each time. I have figured out some of the rank management, for example, but also that rank never seems to go down that much, which makes the game feel like a slowly escalating crisis that I am just trying to keep from getting too bad. It rules.
After playing Xevious for a while, Tiger-Heli and its sequel make a whole lot more sense. You think you are slow in Tiger-Heli? Xevious is musch slower to move, but the field is so much bigger. Suddenly Tiger-Heli felt a little fast, but zoomed in. Tighter space, more demand for focus on early dodging. Xevious’s first waves introduce the idea of just drifting back and forth, L-to-R, to take out the enemies. Eventually it becomes a smooth flow, only broken up by either a new large enemy or that part where the plates start falling at you and you just dodge them. Turns out, a variant of this LR drift works in Tiger-Heli too. It’s not perfect, but it’s there.
There are differences, specifically in how much you learn to outsmart enemies. You don’t outsmart shit in Xevious; ground enemies are either stationary or moving on set paths, air enemies are fast and stupid. You manage the game, not the individual enemies. Tiger-Heli (and its sequel) do have some of this management, but what has helped me get better in both of those is learning to read the enemies as having simple thought processes. Tanks in Tiger-Heli fire at a set rate, and you can tell they are going to fire when their turret turns. They also do not give a shit about how close you are to them. With this, the general slow sweeps work really well, though if someone is shooting from your side, you gotta switch to vertical movement. Ineterestingly, Kyuukyoku Tiger enemies do give a shit about how close you are to them, and you can use that to your advantage to keep them from shooting at you. The sequel also starts out with a really neat pattern of helicopters that teach you the movement speed of your chopper just like the ships and the beginning of Xevious teach you to sweep. It’s great.
So anyhow, back to my ritual, I spend about a half hour, just drop a couple credits into Xevious, then to Tiger-Heli, then Kyuukyoku Tiger. It’s great. I slowly improve at each, and my mind just focuses in on that. I quit before any frustration gets in. Last night I cleared the first stage of Tiger-Heli without dying. I cleared the first stage of Kyuukyoku Tiger for the first time. It feels like progress. It also just relaxes me so much, which I wouldn’t think such futile efforts would, but whatever.
*: It's hilarious the obvious contempt that M2 has for Twin Cobra.The arcade version is included in the collection, but without any of the bells and whistles. It's just there. Also, it sucks. It changes up the respawning system, which in TH and KT is set up to force you into specfic situations when you die. When replaced with just an instant respawn, the game gets way less balanced and you are somehow even more punished for death. Huh.