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          BORDER 
            DOWN 
          2002 
            G.REV 
           Reviewed 
            by Randorama 
          A 
            BRIEF INTRO:  
             OR, LET'S TALK ABOUT PROCO AND TIAT 
           
             
              Border 
                Down, in case you wonder, was produced by a bunch of ex-Taito 
                guys: the president of the company, Mr.Maruyama, was one of the 
                project leaders on G.Darius and started working at Taito on Metal 
                Black. Yack (Yasuhisa Watanabe) is an ex-Zuntata member and also 
                worked on Metal Black. This explains why the game, basically, 
                plays like a sequel of the two games, more or less. No,sorry, 
                no giant fishes, but many ships look like they were taken from 
                Rayforce, and in fact Mr.Katoh (the designer) worked on that series 
                too. 
              WE 
                ARE IN THE  AGE IN WHICH  THE UNIVERSE IS NO LONGER JUST " 
                A PROMISED LAND". 
              Mars, 
                325 years after the colonization and terraforming of the planet: 
                "The seed" have sown. Aside the funny engrish, the game 
                is set in the future, when Mars is a planet inhabited by millions 
                of human beings. One day, like in all good hard sci-fi shmups, 
                the bad aliens show up and try to kick in the ass the poor humans 
                without even talking ( too many games to quote here ;Q ). The 
                alien force is then named "F.A.", acronym for "First 
                Approach": the first encounter happens in the Vesta mining 
                camps, outside the asteroid belt between Mars and Jupiter.Thy 
                don't try to make any contact at all: just attack everything human-related. 
                To fight this new treat, the " S.D.F.", Solar Defense 
                Force, has been formed. The Solar Defense Force then uses the 
                new "R.A.I.N", Remote Artificial Intelligence Network, 
                force: a trio of ships controlled via virtual reality by a human 
                pilot. These three ships are the "Antares XX-Wasp", 
                whose insect name is like "Mosquito" from Mars Matrix, 
                another game set on a colonized Mars.  The story revolves around 
                those weird alien beings attacking Mars with some unknown weapon, 
                without any reason at all.So, S.D.F. sends their new weapon against 
                them... 
              The 
                three main characters are : 
             
            
              -  
                
Lt.Frank 
                  Boyd, the blonde hero; 
                   
                   
               
              -  
                
Maya 
                  Komarov, the mysterious girl  which seems to have some commander 
                  grade, but whose role isn't revealed during the game; 
                   
                   
               
              -  
                
Colonel 
                  Eiji  Bowman ,Frank's superior and mischievous schemer. 
               
             
             
              Now, 
                the stages are also integral to the plot: well, actually the first 
                three stages are a simulation, the last three are the real  (and 
                first ,for Frank) battle. Stage 1 and 2 are simulations based 
                on the first approach, while stage 3 is a simulation of  a space 
                fight between S.D.F. and F.A. fleets. At the end of this stage, 
                you basically fight your other vehicles: this is actually an hint 
                of things to come...I can't tell you more. Stages 4 and 5 are 
                actual fights against F.A., the first in an abandoned colony, 
                the second on the orbital elevator . Now, every of the four ending 
                stages add something to the plot, so i can't tell you more... 
              A 
                very interesting thing is that you get a different "game 
                over" screen based on the stage you died in, whereas the 
                four different endings seem to hint that (provided that you complete 
                them in the alphabetic order) they're actually connected...or 
                perhaps not. 
             
           
          GRAPHICS 
            OR:"SO,HOW SHEFFIELD LOOKS LIKE IN THE 325TH YEAR OF MARS COLONIZATION?" 
           
             
              Well...A 
                characteristic of Taito games that G.Rev make theirs is the lack 
                of very defined graphics. Starting from the first Darius, Most 
                of Taito games have always got a nice design but usually not excellent 
                graphics. Let me clarify this issue: the Darius series, and also 
                the  Rayforce series had a very cool design style, the former 
                with their fish-like enemies and the latter  with their retro 
                mechas and  Harlock-like ships. These games also had lots of nice 
                graphical effects, like rotations, scalings and stuff: still, 
                the basic drawings weren't the best you could find around. Now, 
                this bad habit continued in this title: While the graphics are 
                all polygon-based, in many points their quality isn't excellent. 
                Just one example: the first stage is set in Sheffield, the capital 
                of Mars Federation.  
              The 
                design is excellent, a nice city rendered with many details and 
                a a nice parallax effect. In the second section, you get down 
                in the sewers ( I think) to battle the mid-boss, then back in 
                the street level to fight the boss. If you change borders, you'll 
                get a yellowish sunset on yellow and a nice night view on red. 
                If you choose the remix version, you'll also get a nice snowing 
                effect on the border set at night (yellow one). Now, what you 
                will notice while playing the game is that the graphics aren't 
                ultra-smooth: here and there you'll get the sensation that they 
                (the gfx staff) could have worked a bit more on details, taking 
                out some pointy edges here and there. Second stage is set in the 
                said Vesta mining camps: this is where details seem scarce, especially 
                in the second section of the stage: nonetheless, the general design 
                is quite good, and heavily reeks of the 80's horzies, especially 
                of a little known series known as Thunderforce (eh, just kidding! 
                Actually source is so obvious, you should have lived in a black 
                hole not to know it ;) ) . 
              The 
                stage ends with a claustrophobic boss battle, where you fight 
                an alien-like thing which stands upside down and then falls on 
                the floor, where you should finish it off. After that, you go 
                in the third and final part of your fight simulation, a battle 
                against two enemy fleets (one of them probably are is yours, but 
                you may not be sure of it... );and the game finally starts to 
                shine. Backgrounds in this part rock ,either you have the cuiper 
                belt and its asteroids on the background, or the two fleets fighting 
                fiercely, with ships blowing while you blast up stuff (and having 
                some slowdown): in case you don't get the various homages, the 
                green border, in its first section, is basically an homage of 
                Vulcan Venture  and later Gradius chapter, obviously the ice blocks 
                stage (third one, in said Vulcan Venture).On yellow and red borders, 
                the battle pays homage to tons of anime and games with such themes, 
                but the closest reference is Raystorm, fourth stage. 
              By 
                this stage you should have noticed what's the problem with G.Rev: 
                they seem not to be able to do smooth bigger objects. All of the 
                bigger objects in the games seem to be a bit edgy and "squared", 
                making me think more of a late psx game than a Dreamcast game 
                (more on this later).Still, the rest of stage, especially the 
                boss battle, is excellent: during the boss battle you’ll either 
                have a breathtaking Mars rendition of nebulosae and ships moving 
                around you, while you have an intense fight with some ,uhm, weird 
                thing similar to your ship but with an helping pods and then some 
                gigantic rotating arms. Aside this weird boss, you move to your 
                first real mission (perhaps), where you move around the various 
                sections of an abandoned space station: first section is different, 
                and equally good, for all borders: in the second section, you'll 
                fight a huge space ship/rocket, which is actually very impressive, 
                graphically-wise: in the final part, you'll  see it exploding 
                and the boss coming out of it: highly dramatic cinematic sequence, 
                weird and cool boss, and...look at the circular panel on the background. 
                It isn't circular actually, but a figure with "n" 
                sides .I mean: the boss battle is beautiful, you fight a weird 
                disk-like thing while moving in the central toroid of the station, 
                you can see deep space and debris floating, and the details appear 
                rough in places...Bah.  
              Stage 
                5 is indeed beautiful, and problems are the same. First section 
                is a view of your ships going up the orbital elevator (the thing 
                you seeing covered by fog in the intro and in the first stage) 
                with a propulsor rock under their belly, like in Metal Black's 
                first stage and first bonus stage (NOTE: this isn't the only Metal 
                Black homage, but the only one quite obvious).In the second section 
                you have different routes to enter in the top part of elevator: 
                as always, you'll notice rough details and beautiful ideas (on 
                yellow border, you'll circle around the tower while battling a 
                Corona Coronet and seeing others of them moving in the background. 
                Boss battle is actually well done, even if the boss follows the 
                "weird ship" concept: if you figure out what it is, 
                let me know. Now, to avoid spoilers, some brief words about the 
                final stages: 6a and 6b, since they're set in the enemy's lair, 
                have a nice Side Arms homage, and a marvelous intro. 6c and 6d 
                have a beautiful setting for the final battle, and that's all 
                I can say. So... 
             
             
              SUMMARY 
                OF SUBSECTION: 
                 
                 
              The 
                game could have been better in the graphical department, in some 
                points it really shines, While in others it's a bit rough: same 
                thing can be said for design. Bottom point: it could have been 
                better, still it's very well done and solid. 
                 
                 
              PARTIAL 
                VOTE : 8. 
             
           
          AUDIO 
            OR: "SHEFFIELD SHUFFLE" 
           
             
              (NOTE: 
                Names are taken from the CD that comes with LE). 
              The 
                BGM is perhaps the most difficult and trickiest part to do in 
                a game - luckily G.Rev could count on one of the Zuntata founders, 
                its guitarist (unless I recall wrongly) Yasuhisa Watanabe, known 
                as Yack.  
              His 
                most famous works are Metal Black (91), Dan-ku-ga (95) and Elevator 
                Action Returns (96).Back in the '90s, Zuntata were famous enough 
                to launch their own discographic label and put their symbol on 
                Taito games as a trademark of good soundtracks. While the most 
                famous Zuntata guys are usually OGR (Hisayoshi Ogura, he did ninja 
                warriors(87) and all the Darius games, and Tamayo Kawamoto (she 
                did all the Rayforce games), Yack has been using the the most 
                diverse styles in his soundtracks. Border Down is probably the 
                best example: basically what this soundtrack misses is some hip-hop 
                and heavy metal, if we want to make a list of possible genres 
                for a BGM. Most of the soundtrack, so to speak, is basically a 
                light form of modern jazz and fusion, catchy and simple enough 
                to fit the game's atmosphere without being too complex and distracting. 
                 
              Stage 
                1 and 2 have nice Zuntata-like themes (what I would basically 
                define as " '80s j-pop with a strong arcade flavour": 
                sorry, if you're not a Taito fan from their early days, you may 
                not get what I mean),named "Upon the new raid" and " 
                Girl of Power". First boss theme, "Eyes", is also 
                in this style, and reeks heavily of earlier Zuntata works. The 
                second boss has instead a nice and hypnotic jungle/drum'n’bass 
                theme, "Blade action", that fits nicely with the cramped 
                fight you have with the said baddie. 
              On 
                stage 3, you have an excellent jazzy theme for green border,"Bye 
                Bye Mars":if you don't like it, you may border down to yellow 
                and red borders, where you get a trancey tune that sounds like 
                Underworld made it :then you have another dance tune for the boss, 
                which also sounds very Zuntata-ish. In stage 4 style changes to 
                suit the "space-themed tv series" setting, and thus 
                you get two different orchestral themes: "Lost temple" 
                and "Border Line".  
              The 
                boss theme ("Cage") is  something completely different: 
                it sounds like an Aphex Twin song, especially the children's voices 
                and other weird sounds popping up here and there, and it blends 
                perfectly with the "weird space thing" battle setting. 
                Stage 5 has an incredible fusion theme, "Snow fox": 
                easily the best song in the BGM, with its melancholic mood and 
                its splending refrain. Just to avoid other spoilers, let's say 
                that 6a and 6b have a nice and dramatic orchestral theme, whereas 
                6c and 6d have a lullaby-like theme and the reprise of one song 
                not related to any stage for the final battle. The Border Down 
                BGM is basically a collection of styles, very atmospheric and 
                original. While it's not by {insert name of fanboys' favourite 
                artist here}, it still manages to suit perfectly the various settings 
                present in the game, albeit it may be a bit too "dispersive" 
                if you don't like some of the genres. Some notes on the BGM CD 
                that comes with the Limited Edition: what the hell...couldn't 
                they have put the "remix versions" songs too? Bah...rest 
                is sweet, especially the rearranged tunes. If you want the said 
                missing songs, please let me know.   
             
             
              SUMMARY 
                OF SUBSECTION: 
                  
                 
              Perfect 
                soundtrack, it does flawlessly what every BGM should be: providing 
                an atmospheric and pleasant musical comment to action. You may 
                not like it if you're not into many of the genres used in it, 
                or you basically don't like Zuntata. 
                 
                 
              PARTIAL 
                VOTE: 10. 
             
            
           
          GAMEPLAY 
            OR:"CRUSHING 
            BLOW" 
           
             
              Ok, 
                everything you would like to know about the gameplay is explained 
                in detail in the ST 
                I wrote in the strategy section 
              At 
                any case, I'm writing a synthetic description of gameplay in this 
                section. You basically have two normal attacks (A button),one 
                special attack (B button) and a speed control (C button). Now, 
                all attacks depend from your power level, the nice yellow bar 
                at the bottom of the screen. This bar automatically refills with 
                time, and every time you shoot down an enemy with normal shots. 
                Its level ranges from level 1 (pea shooter) to level 5 (powerful 
                stream).You have two normal attacks: if you tap A button, you 
                will shoot a central laser and some homing lasers (1 and 2 for 
                levels 1 and 2, then 4,6 and 8 homing lasers for levels 3,4 and 
                5 of power).If you hold down the button, you will shoot a coherent 
                frontal stream. The closer you're to an enemy, the higher the 
                fire rate (like in Darius games!).If you use the B button, you 
                will use the special weapon, the Break Laser.  
              Break 
                Laser automatically consumes half a bar of energy per usage, plus 
                roughly another bar every 3 seconds.The first four seconds you 
                use it, you will be invincible, then you will be vulnerable again. 
                With the break laser, you can cancel bullets (see the ST to see 
                the advantages) and destroy enemies, and you can do a laser fight 
                with other enemies shooting laser (in a G.Darius alpha/beta beam 
                style, but creating a giant sphere of energy like in Metal Black).Using 
                the laser to cancel bullets is the key for big scores: you will 
                get a multiplier per every bullet cancelled, and it will go to 
                destroyed enemies' points. For instance, if you cancel 10 bullets 
                and destroy an enemy worth 300 points, it will be worth 300x10=3k 
                points. 
              Now, 
                the game is named "Border Down" because it has a new 
                approach to level design: you can choose, at the beginning, your 
                border to start the game on. Every stage has 3 borders: green, 
                yellow and red ("easy","middle class","maniac" 
                difficulty). 
              Every 
                time you get hit, you will move one border down, and thus go from 
                green to yellow border, then from yellow to red, then it's game 
                over if you get hit on red border. This doesn't mean that the 
                game becomes more difficult: this because it has a rank system, 
                which will increase difficulty the more time you're alive. Also, 
                you will have a "Norm clear" value, which is a way to 
                go up one border after a stage: it's basically a given score to 
                get on a single stage. One example: you start from yellow border 
                on stage 1. You clear the stage and do 12M points, enough to get 
                the Norm clear (which varies: red has always the highest score 
                for Norm Clear). At stage 2, you can choose to move up one border 
                (and start on green),remain on yellow or go down on red. It's 
                obvious that at the beginning you will like to stay on green as 
                much as possible, since it means you can die (border down) two 
                times before losing. Now, we said there's rank: the more you survive 
                on one life, the harder the game gets. Also, every time you get 
                a Norm Clear (you extend, basically), the rank will go up. The 
                more Norm Clears you get, the higher the increase: at the sixth 
                norm clear, you get a +60% (rank is a percentual ranking from 
                0 to 100%). At least, you get a x2 multiplier on everything on 
                yellow border, and a x3 on red. Also, the amount of time you spend 
                on a single border will determine what final stage you get: 
             
            
              -  
                
Less 
                  than 4 Norm Clears and/or less that 50% of the time of any border: 
                  6A. 
                   
                   
               
              -  
                
More 
                  than 4 Norm Clears and at least 50% of the time on green border:6B. 
                   
                   
               
              -  
                
More 
                  than 4 Norm Clears and at least 50% of the time on yellow border:6C. 
                   
                   
               
              -  
                
More 
                  than 4 Norm Clears and at least 50% of the time on red border:6D. 
               
             
             
              Since 
                every stage is divided into 3 sections (first half, second half, 
                boss), if you clear more than 75% of a section, you will border 
                down to the next section. Last but not least, you can choose your 
                own speed: speed one is raiden-like clumsiness, speed 2 is good, 
                speed three is usually the way to go. Be careful! you won't explode 
                immediately if you collide again a wall, but the faster you are, 
                the less time of collision you need to explode. Also, your hitbox 
                is the cockpit, regarding bullets. One thing: it's a one-player 
                matter, so no team shmuppin', sorry. 
             
             
              SUMMARY 
                OF SUBSECTION. 
                  
                 
              Gameplay 
                and scoring system are nicely intertwined and work smoothly, they're 
                easy to grasp and hard to master. The style is more like early 
                '90s games, where the "strategic" elements and original 
                mechanics played a more important role than huge chains. It's 
                basically a perfect mix of old and modern "skools", 
                so to speak, or perhaps a "modern classic". Highly recommended 
                for everyone, but be careful of boss battles, they  can be very 
                tricky and rewarding at the same time. 
                 
                 
              PARTIAL 
                VOTE: 10. 
             
           
          LONGEVITY: 
            THEY'RE 
            STILL FLYING...IF I "DOWNLOAD" IT NOW 
           
             
              Well: 
                I'll be honest. If you click with the game, you may it play for 
                ages. If you don't, it will collect dust after a few tries. In 
                between, it largely depends on your skills. Rank system and the 
                different paths basically can give you a constant and growing 
                challenge, but still...it depends on your skills. The game is 
                basically one giant boss battle with nice stages in between, and 
                this may also not be your cup of tea: of the half an hour you 
                should take to complete the game, at least 15 are spent taking 
                down the bosses (70+100+130+120+180+240/300 seconds=14/15 minutes 
                spent on battling big baddies!). 
              Now, 
                boss battles can be fun even if you just want to blow up stuff 
                quickly: you can go on practice mode and blast those baddies. 
                Speaking of practice mode, you can get exercise on single sections 
                by using this mode and choosing the proper rank level. There's 
                also an entire remix mode (the equivalent of "extra" 
                versions of the past),which works in a slightly different way...There 
                are cosmetic changes, most of the mid-bosses and bosses have different 
                attacks, there are no green carriers releasing energy, instead 
                all violet ones do this, also most of the enemies shoot more bullets, 
                and finally the true mission stages have borders "shuffled" 
                ( 4.1 G is 4.1 R of normal mode). 
              Now: 
                I would like to give a 10 to this section too, but an objective 
                consideration is this: if you're not a score whore and you can't 
                manage properly the intimidating rank system, chances are that 
                you won't get past a completion of the simplest route, 6a, if 
                you care of course. Boss Battles are what you'll play most if 
                you just want a quick blast, something akin to the psx port of 
                G-Darius. If you liked Zuntata and most of Yack's work, and you 
                didn't buy the L.E., you'll also play the game just to listen 
                to the music, every once in a while. 
             
             
              SUMMARY 
                OF SUBSECTION. 
                 
                 
              The 
                game has lots of replay value, but at some point ,if you're not 
                obsessed with score, you may be interested just in boss battles, 
                milking given sections and listening to the Soundtrack. The remix 
                version offers some more new challenges, but once you've done 
                with it, the same principles for normal version work. 
                 
                 
              PARTIAL 
                VOTE: 9. 
             
           
          FINAL 
            NOTES: 
            WE 
            DON'T KNOW...THE TRUTH OF THE MATTER YET. 
           
             
              Border 
                Down for Dreamcast is an excellent port: aside being arcade-perfect, 
                it has a lot of  "omake" (extras, but it's not the right 
                translation!), an extra version, a Limited Edition with a Soundtrack 
                CD. The game is an unofficial descendant of the glorious Taito 
                lineage, and it plays like a  modern version of some of the classic 
                shmups of early '90s, more of all of G.Darius. The game may not 
                appeal to people who diss horizontal shmups not based on memorization 
                (like the R-type school), or people that don't like rank (see 
                above).Anyone who liked the Taito shmups of the past will probably 
                like this one: also, the fact that G.Rev, its programmers, are 
                basically ex-Taito programmers is pretty obvious once you play. 
                Last but not least,the game offers lots of fun for those who like 
                epic boss battles. 
             
           
          FINAL 
            VOTE: 9+. 
          
            
            Not 
              perfect, but above the minimum threshold for a masterpiece, in my 
              book. Buy it now and have fun =) 
           
         
          
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