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Chou Aniki (PC Engine/TurboGrafx CD) Playthrough

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Chou Aniki (PC Engine/TurboGrafx CD) Playthrough

663 просмотра · 2 дня назад
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6,31 тыс. подписчиков
663 просмотра · 2 дня назад
Chou Aniki on the PC Engine Super CD-ROM², released in 1992, is one of the strangest and most memorable shoot ’em ups of the 16-bit era. Developed by Masaya, it takes the familiar structure of a horizontal shooter and wraps it in an absurd universe of bodybuilding gods, bizarre biological machinery, floating musclemen and intentionally ridiculous imagery. The presentation is so distinctive that it would be easy to dismiss the game as a novelty, but underneath the madness is a surprisingly competent and enjoyable shooter. Rating: 8/10 The story is appropriately ridiculous. The bodybuilding-obsessed Bo Emperor has exhausted his own supply of protein and begins conquering other worlds to obtain more. Heaven responds by sending Idaten and Benten to stop him. The player can choose either character, while muscular companions Adon and Samson float nearby as support units, firing energy beams from the bald spots on their heads. It sets the tone immediately: Chou Aniki has absolutely no interest in behaving like a conventional science-fiction shooter. Mechanically, however, the game is fairly traditional. You fly from left to right through five stages filled with enemy formations, environmental hazards, mid-bosses and large end-of-stage encounters. Standard shots can be powered up, and the support characters provide additional firepower. Idaten and Benten also have different charged attacks, adding some variety depending on who you choose. Bombs provide a useful emergency attack when the screen becomes crowded. The controls are responsive and the difficulty is relatively approachable compared with many PC Engine shooters. Enemy patterns are generally readable, and the game focuses more on positioning and memorization than extreme bullet density. Death can still be costly because of checkpoints, but unlimited continues make the experience much less intimidating than something like R-Type. Visually, Chou Aniki is completely unlike almost anything else on the system. Muscular men fly through space, giant faces emerge from machinery, statues flex in the background and bosses frequently look like some combination of bodybuilding culture, classical sculpture and surreal biological technology. The imagery is deliberately exaggerated and often hilarious, but there is also genuine craftsmanship behind it. Large sprites, unusual animation and strong color choices make the game technically impressive as well as bizarre. The soundtrack is arguably the highlight. Koji Hayama’s CD audio mixes dramatic orchestration, synthesizers, chants and intentionally over-the-top melodies. It fits the game perfectly and gives every stage a personality that would have been difficult to achieve with ordinary HuCard audio. The combination of surreal visuals and theatrical music is what makes Chou Aniki feel so unique. Where the game falls short is depth. The weapon system is relatively simple, there are only five stages, and the core shooting mechanics are not as refined as the very best PC Engine titles. Games such as Gate of Thunder or Lords of Thunder offer stronger weapon systems and more consistently polished stage design. Chou Aniki relies heavily on its presentation to remain memorable. Fortunately, that presentation is unforgettable. Chou Aniki is a good shooter elevated by one of the most distinctive audiovisual identities of its generation. It may not be the deepest or most technically perfect shmup on the PC Engine, but very few games are this strange, confident and entertaining. For anyone interested in unusual Japanese games or cult shooters, it is absolutely worth experiencing.