Status shinespark Sep 29, 2021
Spoilers for a 20-year-old shmup

Betrayal! I took down the Stage 6 boss on my next run (surprisingly, the trick was to spam grenades at its weak spot), only to find out that my COs on the moon were just using my combat data to train their automated drone warfare program. Which they'll now be field testing on me as …
Spoilers for a 20-year-old shmup

Betrayal! I took down the Stage 6 boss on my next run (surprisingly, the trick was to spam grenades at its weak spot), only to find out that my COs on the moon were just using my combat data to train their automated drone warfare program. Which they'll now be field testing on me as I've been deemed too dangerous to keep alive.

It's difficult to convey in screenshots, but during this final stage the game's 3D camera does a fantastically queasy job of selling the disorienting omnidirectionality of battle in deep space. Fighters rotate in and out of view from every angle, the final boss (a big gundam, basically) zooms around the foreground and background, and superfast homing missiles track you around the field relentlessly.
It's a uniquely frenetic and frankly somewhat nauseating fight that's full of the experimental enthusiasm for 3D that I love about so many PS1/N64 games, and I had a great time with it even though it'd probably be cut or toned down in the more refined game design climate of today. It was also the only spot in the game where I really felt myself needing the Einhander's ability to increase its speed in exchange for a larger hurtbox.

Eventually, my trusty grenades saw me through and I saw Einhander's credits roll for the very first time in over 20 years of attempts. I was worried at the outset that the reality of the experience might not live up to the mystery I'd built up in my head, but an incredible sense of style and an unusual focus on resource management over twitch skill make for a game that still feels fresh even today.
Glory with the moon, mercy on the earth!




