ZeroRanger | |
---|---|
Developer(s) | System Erasure |
Publisher(s) | System Erasure |
Designer(s) |
|
Programmer(s) | Eero Lahtinen |
Artist(s) | Antti Ukkola |
Composer(s) | Eero Lahtinen |
Engine | GameMaker Studio |
Platform(s) | Windows |
Release | 28 September 2018 [1] |
Genre(s) | Scrolling shooter |
Mode(s) | Single-player, 2-player cooperative |
ZeroRanger is a scrolling shooter developed by Finnish studio System Erasure and released for Microsoft Windows in September 2018. ZeroRanger is primarily a vertically scrolling shoot 'em up, with side scrolling in some levels. The player operates one of two spaceflight-capable fighter aircraft. Players unlock new weapons and abilities after defeating bosses, including the ability to transform into mechas. [2]
The most notable elements of ZeroRanger are its striking green and orange color scheme, and its decade-long development history.
ZeroRanger takes place on an Earth-like planet called Daikon, where aliens known as Green Orange have invaded with the intent of destroying all life. The aliens take control of Daikon's planetary defense force with the exception of two fighters. These two remaining fighters must combat their planet's possessed defense force before they can reach and destroy the main Green Orange vessel. [3]
The current version of ZeroRanger contains two game modes: Green Orange and White Vanilla. Green Orange is considered the main game mode, encompassing the majority of the game's story. White Vanilla is presented as a score-focused training simulation that takes place before the events of Green Orange, consisting of arranged segments of stages from Green Orange. The third and final mode, Black Onion, is still in development.
The game has a central theme of enlightenment that is communicated to the player through riddle-like interludes. [4]
Development of the game started with a piece of concept art in February 2008. The game was named FINAL BOSS and revealed in November 2009. The game was later given more unique names so that the game would be easier to search for on Google; the game was first renamed to FINALBOSS, and in April 2018 it was again renamed, to ZeroRanger. [5]
The first idea during development was to create a vertical scrolling shoot 'em up like Guxt by Studio Pixel. The idea later evolved to become a mash-up of elements from many different shoot 'em up games. Taking inspiration from the limited blue and white color scheme of Guxt, ZeroRanger has a limited green and orange color scheme. The weapon collection system was at first taken from Guxt, where players can collect weapons during stages, and through trial and error evolved to the current system where two weapons are dropped by defeated bosses and players choose one of them. In 2011, the developers were particularly inspired by the "pure energy and spirit of adventure" from Eschatos . Other influences cited by the developer include Cho Ren Sha 68K , Ikaruga , and Flame Zapper Kotsujin. From Cho Ren Sha 68K, the developers tried to incorporate its "feeling of intimidation before you're actually facing the danger". In Ikaruga, "every enemy pattern is distinct from one another"; feeling the impact of this, the ZeroRanger developers aimed to minimize repetition. The release of the role-playing video game Undertale reinforced the developer's desire to make a game with a good soundtrack. [5]
Accessibility was a big goal during the last few years of development. The developers became concerned about how beginners would think about the basic concepts of shoot 'em ups. Concepts such as "continues" were tailored for players new to shoot 'em ups; continues must be earned, and players using a continue must start at a checkpoint within the stage, ensuring that they are learning how to play that part of the game. The developers believed this system caused players to feel more invested in the game and more serious about completing it. The aim was for ZeroRanger to be a very approachable "pick up and play" game, where players would not need to read guides to understand how to play the game. [5]
Scoring was a secondary goal during development. The developers did not want players to feel that they had to plan everything perfectly in order to maintain the game's combo-based score multiplier, or that there is only one correct weapon to use in each situation. The developers intended to release patches if players were to discover any issues that "break" the scoring. [5]
ZeroRanger was developed using GameMaker Studio as the game engine. Development started with GameMaker 6, then moved to GameMaker 8, and later to GameMaker Studio. Switching between these versions caused thousands of compilation errors that were time-consuming to fix. Justifying the effort, the developer cited GameMaker Studio's performance improvements and its introduction of shaders that allowed colors to be easily changed during post-processing, letting the developer make color palettes for the game without having to create new sprites for each palette. Sprites were created using Microsoft Paint. [5] With the exception of two commissioned tracks, all of the game's music was composed by Eero Lahtinen. Sound effects were created using Sfxr, Bfxr and Audacity, as well as free sound libraries. [6]
Several music tracks and two game modes were not finished before the release of the game. [5] The soundtrack to an earlier version of the game was released in February 2017. [7] The soundtrack for the game's first two game modes was released in June 2020. [8] An arrange album, produced by Resonant Union in collaboration with System Erasure, was released on September 28, 2024. [9]
The third and final game mode, Black Onion, is still in development.
Publication | Score |
---|---|
Cubed3 | 9/10 [3] |
HonestGamers | 4/5 [10] |
MeriStation | 9/10 [11] |
V2.fi | 4.5/5 [12] |
Reviewers noted that ZeroRanger was densely packed with references to other shoot 'em ups while still having its own identity. [2] [3] [13] Dominic Tarason of Rock, Paper, Shotgun called ZeroRanger a "lovingly assembled mix-tape featuring the best bits across all of shmup history". [14] Marc Golding of HonestGamers called the game's green and orange color scheme a strange design choice that helped it stand out from other games in the genre; Golding also recognized the game's references to shoot 'em ups developed by Qute. [10]
ZeroRanger was praised for being relatively friendly to casual players, while still having the difficulty expected of arcade-style shoot 'em ups. [14] [10] According to Gabriel Jones of Cubed3, players are "sufficiently challenged, but never frustrated". Players may die often but are awarded extra lives often as well. Players can earn continues, and can start the game on any stage they have previously reached. Jones observed that the game has a dynamic difficulty "rank" system, ensuring that players are treated to gameplay appropriate for their skill level. Flawless controls and a lack of undeserved deaths further contribute to making the game frustration-free. [3] The response towards the game's difficulty was not universally favorable, as Miia Lyyra of V2.fi criticized ZeroRanger for not including selectable difficulty in the initial release. She warned that the difficulty is not attractive to beginner shoot 'em up players, and will leave experienced players thirsting for a greater challenge. Lyyra noted that the developers promised two more difficulty modes in a future update to the game, and suggested that beginners wait for that update. Lyyra felt that the game was otherwise perfect, and awarded it a high rating. [12]
Steven Wright of Variety placed ZeroRanger fourth on a list of the best indie games for 2018. [4]
Reviewers found themselves surprised by the deceptive length of the game. [11]
Zero Wing is a 1989 side-scrolling shooter arcade video game developed by Toaplan and originally published in Japan by Namco and in North America by Williams Electronics. Controlling the ZIG space fighter craft, players assume the role of protagonist Trent in a last-ditch effort to overthrow the alien space pirate organization CATS. It was the eighth shoot 'em up game from Toaplan, and their fourteenth video game overall.
Shoot 'em ups are a sub-genre of action games. There is no consensus as to which design elements compose a shoot 'em up; some restrict the definition to games featuring spacecraft and certain types of character movement, while others allow a broader definition including characters on foot and a variety of perspectives.
An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction time. The genre includes a large variety of sub-genres, such as fighting games, beat 'em ups, shooter games, rhythm games and platform games. Multiplayer online battle arena and some real-time strategy games are also considered action games.
Battle Garegga is a vertically scrolling shoot'em up arcade game developed by Raizing and published by Eighting in 1996. It was later ported to the Sega Saturn in 1998, and an updated version, Battle Garegga Rev.2016 was released in 2016.
Blazing Star is a shoot 'em up video game developed by Yumekobo and published by SNK in 1998 for the Neo Geo arcade and home systems. It is a follow-up to Pulstar (1995) and features side-scrolling action similar to its predecessor and different ships with varying characteristics. It was made less challenging than its predecessor, and the graphic quality was improved upon.
Progear is a 2001 horizontally scrolling bullet hell arcade video game developed by CAVE and published by Capcom for the CP System II board. Set in the fictional kingdom of Parts, players assume the role of children controlling a plane equipped with the titular propelling engine to overthrow the Metoruin sages and their new world order. It was the sixth shoot 'em up game from CAVE, their first horizontally oriented shooter, and their eighth video game overall.
ABA Games is a Japanese video game developer, composed solely of game designer Kenta Cho. ABA Games' works, available as open source, are predominantly shoot 'em up games often inspired by classic games in the genre. Its games feature stylised retro graphics, innovative gameplay features and modes and feature random rather than scripted events. These creations have been acclaimed as some of the best independent games available, though some commentators, including Cho himself, feel they are too simple for commercial release.
Dangun Feveron is a 1998 vertical-scrolling shooter arcade game developed by Cave and published by Nihon System in Japan. Players control a fighter craft and must destroy waves of enemies throughout a series of scrolling stages that increase in difficulty. The game's scoring system is designed to encourage players to destroy as many enemies possible, as points are subtracted based on how many enemies leave the screen. It is known for its elaborate disco-inspired presentation, soundtrack, and sassy voiceovers.
DonPachi is a 1995 vertical-scrolling shooter arcade game developed by Cave and published by Atlus in Japan. Players assume the role of a recruit selected to take part in a secret military program by assaulting enemy strongholds in order to become a member of the "DonPachi Squadron".
A side-scrolling video game is a video game viewed from a side-view camera angle where the screen follows the player as they move left or right. The jump from single-screen or flip-screen graphics to scrolling graphics during the golden age of arcade games was a pivotal leap in game design, comparable to the move to 3D graphics during the fifth generation.
DemonStar is a video game developed by Mountain King Studios and published in 1998. Considered an unofficial sequel to the studio's earlier Raptor: Call of the Shadows, it is a top-down vertically scrolling shooter set in outer space.
Crisis Force is a 1991 vertically scrolling shooting game released by Konami in Japan for the Family Computer. The player controls one of two fighter ships piloted by Asuka and Maya, a pair of twin siblings descended from the ancient civilizations of Mu, who must save the world from a breed of artificial monsters from the lost civilization of Atlantis. The main feature of the game system is the player's ability to transform its ship in one of three different forms, each with its unique attack method.
Star Parodier is a vertical-scrolling shoot 'em up video game developed by Kaneko and published by Hudson Soft for the PC Engine CD-ROM² in 1992. It is a spin-off of the Star Soldier series and was localized for North America as Fantasy Star Soldier, but this version was never released. The game was released for the Wii Virtual Console on March 7, 2008 in Japan, March 16 in Europe and later in North America on August 11. The title is also playable on the Turbografx-16/PC Engine Mini Console.
Truxton II is a 1992 vertically scrolling shooter arcade video game originally developed and published by Toaplan in Japan and Europe. It is the sequel to Truxton, which was released earlier on arcades in 1988 and later ported to various platforms.
Sturmwind is a scrolling shooter video game initially released in 2013 for the Dreamcast by German developer Duranik, with publishing handled by RedSpotGames. Despite being launched late in the Dreamcast.'s lifecycle, it became a notable independent commercial release, catering to fans of retro gaming. The game received re-releases in 2016 and 2017, which omitted the original RedSpotGames branding, ensuring its availability to a broader audience. A remastered version, titled Sturmwind EX, was later released for Microsoft Windows, Nintendo Switch and Xbox One, modernizing the experience for contemporary platforms.
Gundemonium Collection is a set of three shoot'em ups created by indie developer Platine Dispositif. English language versions were released on Steam and the PlayStation Network by publisher Rockin' Android on August 4, 2010. Destructoid explains "All the games have Trophies to collect and include a feature that allows uploading your play sessions to YouTube." According to Metro, "There is a back story that links all three games".
Cho Ren Sha 68K is a 1995 vertically scrolling dōjin shoot 'em up video game developed and originally published by Koichi "Famibe No Yosshin" Yoshida at Comiket for the X68000. Taking place in a ring structure, players take control of a space fighter craft to fight against an assortment of enemies and bosses.
Super Hydorah is a 2017 independent side-scrolling shoot 'em up video game developed by Locomalito and published by Abylight Studios. It features a 16-32 bit era look and feel as well as a CRT Monitor effect. The game was released for Microsoft Windows, Xbox One, PlayStation 4, and PlayStation Vita on September 20, 2017, and later, in 2018, ported to iOS on May 17 and Nintendo Switch on November 15, respectively. The game is an expanded and enhanced version of the developer's previous freeware game Hydorah.
Zero 5 is a shooter video game developed by Caspian Software and published by Telegames exclusively for the Atari Jaguar on September 29, 1997. It is a remake of the 1994 Atari STe title of the same name and one of the last licensed releases to be published for the Jaguar after being discontinued in 1996 by Atari Corporation, who merged with JT Storage in a reverse takeover prior to its eventual launch.
Void Stranger is a 2023 sokoban-style puzzle video game created by independent Finnish developer System Erasure. Players control a character descending to the bottom of a labyrinth while solving puzzles to progress. The game features layered secrets and mechanics that gradually change the gameplay.