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Since buzzing/grazing is so important, letting enemies live long enough is mandatory. A nice bonus is reserved at the end of the level based on destruction ratio and max buzz count. There's no power degrade when dying, but the buzz count is reset and you can't buzz immediately upon respawn. Speaking of which, there are no extends and no items of any kind in Psyvariar. Bomb stock is independent from life count, which means you'll always have your hard-earned bombs reserved for immediate use even in your last remaining life (max bomb reserve is 6). At key points when leveling up a bigger explosion occurs, the ship's sprites change with the boost in firepower and you also gain an extra bomb. Rolling is such an important part of the gameplay that it soon becomes second nature to shooting, and is of course much better done with a separate button than by wiggling the joystick. When rolling, ship speed is reduced, firepower is focused into a more powerful stream and buzz count increases faster. The rolling effect can be obtained by rapidly moving the joystick in opposite directions (just like in XII Stag / XII Zeal). Taking advantage of this brief invincibility window is the secret to level up faster, which brings the benefits of scoring higher (more scratched bullets), powering up faster (upgrades come at specific levels) and opening up new stage branches as you advance through the game (some will only be available if you reach a certain minimum level). Ascending to a higher level comes with a robotized LEVEL UP sound and approximately 2 seconds of invincibility, during which you can buzz more bullets and even collide against them for another subsequent LEVEL UP. Whenever the ship's hitbox passes closely by a bullet or an enemy a "buzz" is registered, which adds to the buzz counter and also to an experience gauge that measures the ship's current level (destroying enemies also contributes with some exp). It couldn’t be any different in a game where players must seek danger at all times if they want to succeed.Įven though you can play Psyvariar with only two buttons (shot and bomb), this port adds a third one for "rolling".
Psyvariar mame full#
All the flair seems to have been applied to the foreground action, which is always full of bullets and provide great contrast for perfect visibility. Background textures are minimalistic (not to say occasionally poor) and some even get reused in multiple stages. The sci-fi motif rules the design and restricts the enemy gallery to the flying kind only.

While a mixed bag in graphical merits, Psyvariar’s overall presentation is definitely a pleaser thanks to the slick, polished interface. In fact, the game is so geared towards the grazing mechanic that it falls in the same category of Radiant Silvergun with regards to survival: the more you ignore the scoring side of it the less likely you'll be able to make it to the end thanks to a weak ship and increasingly stronger bosses. On top of that it's one of those shmups that needs to be experienced live because seeing footage of it is more often than not confusing instead of explanatory. Psyvariar is quite a unique experience in that it belongs to the branch of danmaku with strong emphasis on bullet grazing (another famous representative is the Shikigami No Shiro series). Much later both games would also appear in Psyvariar Delta for the Playstation 4.
Psyvariar mame series#
It came out for the Playstation 2 in two versions: a stand-alone disc in the Superlite 2000 budget series (Japan-only) and in Psyvariar Complete Edition (Japan and Europe), a bundle that also includes its pseudo-sequel Psyvariar Revision. Unless you were aware of the developing trend that started to dominate the STG scene at the turn of the century, chances are you'll have missed their foray into bullet hell territory, a game stylishly called Psyvariar – or Psyvariar Medium Unit for completeness sake. Whenever people think of shooters designed by Success, Cotton is immediately what comes to mind especially for oldschoolers such as myself.
