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Z-Warp Analysis - high frequency

EastasiaSoft seems to be specializing in publishing tiny games, with reduced prices and a surprisingly high frequency; If they do not take out a game a week, nearby andan. This rhythm of releases sometimes involves opening the swallows and getting a little whatever, but from time to time there are also surprises and joys. Z-Warp is one of them.

Developed by Panda Indie Studio (the brand behind which is the prolific developer responsible for Project Starship X or Red Death, among others), Z-Warp is a Shmup simple but forceful: over five levels, you open it Bullet defeating enemies while trying no bullet touch. I have written about a few shmups in recent months, and I think it is useful to focus on the "strong idea" of each game to highlight what makes these shooting games, superficially so similar to each other, are unique and different from each other in How much do you put the snout a bit in its mechanics and systems. In the case of Z-Warp, the strong idea is in the pumps: while some games want pumps to be a last need (or even discourage their use, giving extra points for each pump you have in the inventory at the end A level: Do not use pumps is _the better than using them), here the pumps are an essential resource to move forward, not only to score high.

Each of the levels (set, it seems, in different parts of the human body, although the overdose of skulls of Colors and Macarradas of all kinds can be confused) presents a fairly defined and compact challenge, with enemies and well-differentiated designs; They are very short and their "tricks" are very simple to understand and dominate, but they have a portable console aroma of the very seductive 90. Undrase the way you have to navigate these small levels is not what interests more in Z-Warp, but your interest reminds further to another type of action games. The merit is from the pump: The main weight of the offensive capabilities of your ship is taken by the normal shot, which can be normal or concentrated, while the pump plays a surprisingly versatile, more defensive than offensive role. Your radius of action is more limited than in other shmups (it only affects what is inside the circle surrounding your ship) and recharges automatically after each use; A first charge allows you to use a normal pump, while if you wait a little longer the second load gives you access to an killer, which automatically eliminates any enemy that between your reach, except the bosses. It is a very powerful resource but it demands to measure the times very well: the waves of enemies are designed to dat way enough to use the bombs before they are loaded at all being very appetizing (in addition to damaging the enemies, all the Bullets inside the pump area becomes objects that give extra points), so a part of the challenge is in knowing when it is worth charging the killer and when it goes better to use normal pumps.

In the heads, this idea of the pump that is recharged in two phases charges a new meaning: there, especially in the latter, sometimes dodging is simply not an option, by extremely dense bullets that combine projectiles of different sizes that They seem designed Ex profesa to make it difficult to make the visibility and encourage the pump almost like a kind of parry, a block with which to make the bullets that block you the step and create holes by the tucked labyrinths that, come the time, form the Shooting that throw you the BOSSES. They are more or less simple heads, again, in line with the rest of the game, but that they allow the luxury of trying very different things and putting yourself in tightening that they notice very different from those of other games, although it is not impossible to recognize some influences on their patterns (I have believed to see touhou sparkles very grateful, for more or less unusual); Facing them is mostly very fun, because of the dynamism that this double role of the pump provides as a shield or blockade, which facilitates things without trivial and that always gives you reasons to risk a little more, holding the load until it is completed for Get a few more points or even clean a little more screen.

Discrete control #6: z-plane warping and the bilinear transform It is a decidedly to use and shoot game, which does not seek to have the journey of others of the genre and that it can actually be completed in a few days; In return, his tone explosively macarra and the good ideas he spits in such a short time leave good memory, a much more complicated achievement. It is cheap, it is short, it is intense; With a hot pride, and investing the body metaphor that forms the structure of the game, Z-Warp drinks fast and me to me soon, and something else.

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