u/iqfinal

Image 1 — My time with Alpha Mission II - Neo Geo's neglected & glistening shmup gem!
Image 2 — My time with Alpha Mission II - Neo Geo's neglected & glistening shmup gem!
Image 3 — My time with Alpha Mission II - Neo Geo's neglected & glistening shmup gem!
Image 4 — My time with Alpha Mission II - Neo Geo's neglected & glistening shmup gem!
Image 5 — My time with Alpha Mission II - Neo Geo's neglected & glistening shmup gem!
Image 6 — My time with Alpha Mission II - Neo Geo's neglected & glistening shmup gem!
▲ 44 r/neogeo

My time with Alpha Mission II - Neo Geo's neglected & glistening shmup gem!

>For context, I'm 42 years old and a lot more patient than I used to be with older games. But only if they don't waste my time; I've no desire to return to AAA gaming and resume 10-12-hour marathons late into the night. In lieu of such, I've found myself going back to my roots in arcade gaming, hence my hype for the upcoming AES+.

(Played in single-player MVS on PS4.)

One of the most flabbergasting realizations I've had when I search online, is that there's been a serious dearth of well-needed, in-depth reviews of Alpha Mission II. Mostly, this game has been covered and skimmed over, if not outright dismissed, by many Neo Geo gamers with no regard for the genre; some of the most embarrassing reviews have come from fighting-game enthusiasts, just looking to review everything on the Neo Geo in the most one-and-done manner possible. It's a shame, because they've been missing out on what I believe is the Neo Geo's most mechanically deep and rewarding shmup.

In this case, it's a two-layered shmup, divided into air enemies and ground enemies, with the ability to fire shots and drop missiles to deal with each, respectively. But, unlike the influential Xevious, your ship has no ground-attack reticle for you to guide; instead, ground shots automatically close the distance to an enemy up to about a third of the screen's height, allowing you to bring your ship right above a grounded enemy and blast away quickly. It's refreshing not having to worry about marking ground units to destroy them, considering how busy you'll be kept with everything happening on screen at once.

Standard power-ups come in the following forms:

  • 'S' for Speed, up to 5 levels.
  • 'L' for standard Laser, up to 5 levels.
  • 'M' for ground Missile, up to 5 levels.

Every item drone starts by dropping 'S,' but if you shoot the 'S,' it makes the item bounce upward and change to the next power-up, 'L,' and so on. The cool thing is how, once you've maxed out your three main items, item drones will start dropping inverted item letters, which will drop your max level in the given stat. It can be very useful if you've accidentally over-powered your ship's speed, for example, but also a danger by de-powering your weapon levels, so you have to be careful! You can also find the all-important 'K,' which retains all your ship's power-up levels after one death, and make sure to pick up as many 'G's as you can, which are different amounts of gold to be used in the post-stage shop between levels, as explained later.

AM II is also a 4:3 vertical shmup, usually a big no-no among genre fans, who make the argument that it places a bigger restriction on reaction time due to dealing with downward scrolling at the sacrifice of the screen's height. What makes this viewpoint work so well in AM II is for a couple of reasons. Firstly, the speed at which stages scroll: not too fast, but not too slow. It's even been designed with a bit of edge-scrolling freedom from side-to-side, which helps with dodging and item collecting. The coolest part? There's two items available to either warp you ahead of the Area by several screens ('W')... or reverse you ('R') back the same for more scoring opportunities! (That is such a cool addition for a shmup, even 35 years later!) And secondly, the balanced size of your ship and corresponding hitbox: just enough to thread the needle-volleys of enemy fire, but not so pea-sized as to breeze through without effort. It's a kind of bridge-gap between the later bullet-hells and former traditional shmups of old.

Speaking of the ship, AM II has some smartly-coded dynamics of behaviour between its power-ups and shields. Here, they are known as Armour, doubling as special weapons & protective plating, pre-loaded into a free-use menu (opened with the 'C' button) that can act as either and both during gameplay. You can even collect Armour pieces on the battlefield to equip in your menu, but only by collecting three pieces in a row--destroy the sequence, and you're back to square-one. What gives the Armour some risk-and-reward is that by attaching your selected Armour, it will increase your ship's size. So, you'll get some serious firepower and protection... but, like Slap Fight, you'll increase your ship's hitbox!

There are 11 Armour weapons available to you in AM II, each with their own uses. Some Armour is dedicated to air fire (Laser, Bubble), some dedicated to ground destruction (Homing, Shotgun), some will even do both (Fire, Nuclear) and others will absolutely decimate everything in their path (Phoenix, Thunder). All Armours require Energy to use, with a corresponding bar on the side to indicate how much you have left. Energy will deplete upon using Armour fire or taking enemy fire (which saves your ship from death), but the cool part is that when Armour is activated, item drones will drop nothing but 'E' items, which replenishes your energy by one gauge. There are even 'E's of different colour, which will replenish even more energy gauges at a time, one even to the max!

After every Area is complete, you'll receive a percentage of gold up to 100% depending on how much "air space" from the completed stage is "under control." (I haven't yet figured out what that means or how it works... is it akin to the boss destruction rate of Radiant Silvergun?) This will be added to the total of gold you have collected during the stage. Then, you'll have a brisk 10 seconds to quickly choose which Armour(s) you would like to buy for your in-game menu before diving into the next Area.

EDIT: Gl0wsquid helps clarify!

>["Air space under control"] refers to how many of the Xevious-style cores and radar dishes you've destroyed.

And there's more than meets the eye to both the controls (Type A and Type B) and the difficulty settings. Type A controls are beginner-friendly, where the 'A' button shares all firing duties of shots, missiles and Armour weapons. Type B, known as 'Advanced' controls, splits both shot & missile between 'A' and 'B' buttons with their common Armour counterparts, which helps you to save your active Armour energy against tougher foes when you have a dedicated one (air or ground) attached. It's incredibly dynamic, but it also takes practice to memorise which button fires what during play. Believe it or not, it's easy to forget differentiating between the two buttons, not to mention the lack of autofire. (I've always found that autofire, for all the complaints I've heard about sore hands & fingers, is a lazy way of concentrating too much on ship movement danmaku-style and not on the purpose of your firing, which looks ridiculous in so many playthrough videos online when they don't stop autofiring, even in unpopulated sections of the stage. Just hold down one button and "go.")

Unlike the majority of difficulty settings in shooters, where all that's done is an increase in enemy fire and call it a day, AM II's actually increases the amount of enemies, as well! So, where in Level-1 you would face several enemy ships sent at you piecemeal, in Level-4 they are entire enemy formations! And boy, do the enemies of this game love to swoop in from every angle and keep you on your toes. Even ground turrets have no compunction over firing on you from below! But, no matter which difficulty you select, the game's gradual ramp-up (aside from Area 4's easy boss) is an excellent reminder of how important difficulty balancing is. It's surprising how, even when Powerup Syndrome rears its head after death (without a 'K'), how possible it is to climb back in later Areas, given the open nature of its design. This isn't the kind of shmup that encourages destroying everything in sight with no escapees, but one where player smarts can outmanoeuvre swarms of formations and enemy fire to gradually power your ship up and give them back what you've been getting.

Visually, AM II is clean and uncluttered, even in its most challenging sections. Ship & enemy designs are distinctive and beautiful. The animations are no slouch, either; the light effects are cool (like on the surface of Area 2's monster ship), the after-burners firing off whenever you move your ship ahead, and even parallax scrolling makes a welcome appearance. But, the one thing that impressed me the most was how easy it is to tell between foreground and background enemies, unlike other shmups that dropped the ball hard in that respect (Sol Cresta). It cannot be overstated how important that visual distinction is in a two-layered shmup: to telegraph to the player the difference between air and ground in a multi-layered shooter. (And they did it all without yellow paint!) It's one of those small details easily taken for granted if you're just plowing through the game without any thought or care.

Sound-wise, the most impressive part is the music. A variable treat for the ears, from rockin' little melodies to ominous layers of foreboding, it could be easily argued that AM II has the best soundtrack of the early Neo Geo releases, fore-to-aft. The sounds suit the game's visuals well, from some nice explosions to wild lightning effects. Very pleasing.

Even amongst its peers, from overlong bore-fests like Zed Blade and Ghost Pilots, to hard-as-nails Pulstar and Viewpoint, to anime key-jingling in Twinkle Star Sprites and Blazing Star, nothing compares to Alpha Mission II, the little gem that could. I mean, can you name any other Neo Geo shmup that goes as far in offering the player more variety in their personal approach? Can you name any other Neo Geo shmup that is as flexible & variable in its scoring? Can you name any other Neo Geo shmup where difficulty makes a truly marked difference between levels, forcing the player to drastically change their tactics? Folks, the replay value here is off the charts!

Shockingly modern in its designs and pleasing in its aesthetics, Alpha Mission II wears its old-school influence proudly, but without falling into the pitfalls of its progenitors. Refreshing, mechanically diverse, challenging, and beautiful to hear & behold, it has enough of its own personality, mood and engaging gameplay to make it the Neo Geo's proto-answer to Taito's later masterpiece, Rayforce.

A fine-wine 9 out of 10. And a top-three Neo shmup, for me.

u/iqfinal — 16 hours ago
▲ 27 r/neogeo

"The Undisputed & The Underrated." c. 2026

For all those curious about what Pixelheart's AES repros look like.

Neo Drift Out never had an AES release, and the MVS goes for nearly the same price.

An original Andro Dunos AES cart is fairly expensive, so this makes financial sense.

My favourite Viscos. Bought to play, enjoy, share, and pass down when I, away.

My excitement is immeasurable!

u/iqfinal — 2 days ago
▲ 6 r/neogeo

I've heard online that you can boot MVS carts in "home" mode, and it'll behave like you've booted an AES cart.

But is it true? If so, how does that work? Do you need the Unibios for that?

Can any veterans chime in and, if confirmed to be true, explain how it works?

I'd love to know!

reddit.com
u/iqfinal — 3 days ago
▲ 11 r/neogeo

My time with Top Player's Golf, that *other* golf game.

>For context, I'm 42 years old and a lot more patient than I used to be with older games. But only if they don't waste my time; I've no desire to return to AAA gaming and resume 10-12-hour marathons late into the night. In lieu of such, I've found myself going back to my roots in arcade gaming, hence my hype for the upcoming AES+.

(Played for several hours in single-player MVS mode on PS4.)

TOP! PLAYER! GOLF!

Yeah, no kidding. You'll need to be one here!

Another SNK game that typically gets a bad rap, this time on account of its superior Nazca rival, Top Player's Golf is graphically & artistically simple, with some accompanying, whistlin' muzak and early SNK voice samples. And it's on the Neo Geo, so... why the upturned noses? Let's find out.

The first option is your standard Stroke Play, where you can play/practice a full 18 holes on your choice of two courses. You can pick your favourite one of four golfers, none of which play any different from each other. You've got a cute caddie to give you a primer on each hole, with an overview map and the usual details. There's two vs. modes against a local player or CPU: a Match Play (obvious) and a Nassau Game, the latter of which spices things up with contests for bonus points, like Longest Drive or Closest-to-Pin.

The built-in difficulty will make your shot meter rise and fall faster or slower, depending on the Level, but you'll wanna begin on Level-1 to get your bearings, then increase as needed. As far as I was able to tell, your difficulty Level will not affect anything else in the game; not wind speed, not CPU difficulty, nothing. (Although I never played higher than Level-4, so correct me, if needed.)

The shot meter starts with a simple up-to-100 shot, then a small max-shot bar wedged between hook & slice bars for challenge. If you want to get the maximum shot, you have to time your button press just right to make sure the meter stops dead center of your preferred approach. One single bar above or below, and the ball won't go the distance of your club. It makes your shots feel more tense and purposeful.

And let me tell you, the wind is brutal in this game. It necessitates not only left/right alignment to compensate, but most often times an increase (or two!) in club distance, even on angled winds! And when you combine that with the pressure to time your button press just where you need the meter to stop, it lends the game that true golf feel, making only baby steps of progress through frustration after frustration, every tiny improvement feeling like a major accomplishment.

There's two full golf courses for you to get your game on here and, although it seems on surface to pale in light of BTG's gargantuan five-course meal, I would argue that all 36 hole designs are TPG's greatest strength here. They can get pretty wild in some cases, requiring some real thoughtfulness on how to approach them. And even when you come back to the same Hole 1 on either course, you always find yourself with the feeling of being ready to do it better this time... and maybe even pulling it off! It's pure, concentrated golf goodness.

The CPU is where the game shows its hand in early arcade AI. In both Match & Nassau plays, it'll shoot what feels like a volley of pre-determined perfect shots, then follow with one that's obviously been programmed to mess up on purpose, so it doesn't become obviously cheap. (Reminder that the difficulty Level doesn't affect this.) It stands out like a sore thumb, and it feels like a constant uphill battle to even keep up with the damn thing. The kicker is that by demonstrating its great shots, the CPU is, inadvertently, helping teach you how the game's mechanics work in specific situations, so it's not all cheap!

It's a weird split feeling. On the one hand, you can feel the way the game has been deliberately coded to behave and react to your inputs... and yet, its stubborn insistence on leaning into its uncompromising code lends a challenge that's more than just mere golf. The additional challenge comes in besting the game's quarter-munching against all the odds & chips stacked against you. It's so obvious what it's doing... still, in a weird way, it lends to the challenge of golf itself. The drive to get better and do better remains!

And it's all done in a slow, deliberate fashion. In my opinion, I think the big mistake with Top Player's Golf was that it was released on MVS, yet it feels like it belongs on AES. The game positively shines in a quiet, home setting. I cannot picture this game going over well in arcades, unless the Big Red was in a small laundromat or long-term care facility. I mean, this isn't a boisterous crowd-wowing, arcade banger like Big Tournament Golf, all flashy and fast-paced, where you're nailing birdie after birdie on a quarter of all the courses in the game like nobody's business. When you get a birdie in TPG, you'll truly feel like you've earned it after careful planning and control. Heck, most of the time, you'll feel grateful if you can even stay par!

When it comes to graphics, artwork, sound and music, it's easy to believe the majority of those 62 megs were dedicated to the voice samples. 'Cause, Bigger-Badder-Better, this is not. Picture yourself in 1990 coming off of NAM-1975, Magician Lord, or even The Super Spy... those games could hold their own in any of those four categories as examples of the Neo's slogan.

But TPG is comparably dull. Like my skill, when it first hits par, it'll be sure to bogey after. The graphics are clean & serviceable, but very simple. You'll watch the animation of your character swing the first stroke, ball up in the air... then when he putts, you notice the ball doesn't move on his animation at all. You'll hear the strokes, the ball bounces, the crowds and the announcers... and it comes off plain and straightforward, nothing enthusiastic. You'll vibe on a jingle or two during gameplay... then realise there's only four jingles on rotation for all 36 holes.

Basically, in every aesthetic department, you'll find yourself wanting something more Neo Geo. But, then it can be argued that these factors don't get in the way of the gameplay, either, which requires a lot more concentration than you'd think. Being bigger, badder & better might've worked against it in that regard!

Unfortunately, even allowing for where it came from and the impact of its day, both time and audiences have been unfair and unkind to Top Player's Golf. Of course, it's easy to say this isn't the best golf game on the Neo Geo; the genre's Neo redemptor has forever stolen what little thunder it had. But, even now, it's no slouch for its genre. There's a great game here, alright, and its challenge and fantastic course designs will keep you engaged in its gameplay and laboured in your breathing, like a good golf game should.

The question isn't: "Is it good enough?" The real question is: are you good enough for it?

A fair 7 out of 10. Recommended to genre fans!

reddit.com
u/iqfinal — 5 days ago
▲ 25 r/neogeo

My first time with Over Top, the least anticipated game in Wave 1.

Alright, since I got a good gauge for which game is the least anticipated for Wave 1, I decided to pick this up on GOG last night and find out for myself if Over Top is good or bad or what. (And yes, I'm aware this Code Mystics port is kind of half-assed, with missing music tracks and dropped framerates.)

For context, I'm 42 years old and a lot more patient than I used to be with older games. But only if they don't waste my time; I've no desire to return to AAA gaming and resume 10-12-hour marathons late into the night. In lieu of such, I've found myself going back to my roots in arcade gaming, hence my hype for the upcoming AES+. I'm also a big fan of Neo Drift Out, one of my very favorite racing games, so I've got something to work with in comparison.

First off, this game is no pushover. Sure, you can watch full playthroughs on YouTube with a total length of 8 minutes. Looks boring at first glance, right? But, the kicker is what you're not seeing: all the replays and practice necessary to even pass the finish line without the timer running out on you, let alone place 1st. (It took me an hour with the same vehicle to even make it in last place with 0 seconds to go!) Every missed turn, every bungled drift, every time you see and hear your vehicle knock into a fence or a wall or a barrier, you can feel it shave precious seconds off your timer, which puts pressure on you to perform better. It's classic arcade design!

It doesn't bother me that this game had the guts to go with a one-track, multi-stage approach. Matter of fact, I found it made for some interesting dynamics of how weather, surfaces and vehicle characteristics affect your drive. Makes it much more intriguing knowing you're about to approach a section you'll struggle with after breezing through the last with confidence, three other vehicles now on your tail and ready to overtake you!

One thing I like is how purposeful the controls are and how necessary the brakes are for drifting in Over Top. In comparison, I find I never have to utilize the brakes in Neo Drift Out, which makes it feel like a pushover when it comes to control; not even Mario Kart felt so effortless to drift in. But the controls are top-notch in Over Top. When you turn, the game isn't designed to safety-catch your mistakes; you can oversteer, you can understeer, you can get yourself stuck in places you thought was a shortcut (like in Desert) and find yourself having to reverse out. It's all in your hands, and that's the best kind of control! Much better than Drift Out, in my opinion.

Of course, what makes this game stand out from its two brethren on the Neo is the 8 different vehicles, all with their own behaviors that come with strengths and weaknesses. And I don't mean 8 different brands, I mean 8 different vehicles. The PLOT car is a good all-rounder for beginners; the speedy F Project zooms across tarmac, but struggles in sand; the heavy Falcon dominates on snow, but drags on pavement; the Craftwork does well in sand and water, but is a slippery drifter with low speed; the Drei-Stern coasts over rock like nobody's business, but a bloody tank; the Honma bike is amazing on corners & speed, but a bit squirrely in control, etc. etc. So much variety, so much satisfaction.

I like discovering the shortcuts in every stage after the first, getting a feel for them and which one works for what vehicle and which one doesn't. For example, when I jumped the ramp and hit the hidden water path in Lakeside with the PLOT, I felt the struggle it took to get through that water to dry land, making a mental note never to do that again the next time! Unless I'm driving the Craftwork, of course, and then it becomes a necessary shortcut if I hope to make it in time!

There's some really nice artwork and animation detail that ADK put into this one. The changes of weather from cloud to rain to snow, the birds flying overhead, making a haybale POOF! when you drive through it, the pylons that you knock over on oversteered corners and the barrels that explode on impact, the way your vehicle flips 360° on a head-on collision with a wall, the way your driver juts his leg out on corners & drifts when you pilot the bike. It makes the game feel more alive and helps engross the player.

The music has a fair amount of variety, enough to land a favorite or two for every player. It varies depending on the color of the vehicle you've chosen, so it's easy to remember which song you enjoy the most by choosing the corresponding paint job. Some are dated (rave, anyone?), some are cheesy... but, in the end, there's enough variety to please. It's just not as consistently good as Thrash Rally or Neo Drift Out. (On the whole, I'd say OT has the weakest OST of the Neo racing three.) The sound effects are on par, nothing more, nothing less. They do the job fine.

If I've got one serious criticism to levy at Over Top, it's that the recorded Lap Times are universal and not vehicle-specific; I would've preferred to have kept my top times recorded with every vehicle, so that way I know where I'm improving and when I'm not. One thing I know I'm gonna love about the AES+ is that my high scores will be kept recorded on the in-game rankings. It's gonna be super satisfying coming back to better my times!

In the end, Over Top ended up impressing me with its attention to detail and care in the little things that all add up to a satisfying experience when you dig your heels in and give it more than 5 minutes.

In that sense, I'd say it does for drifting racers the way Top Player's Golf does for its respective sport: it may not have that crowd-pleasing wow-factor that the superior games have... but neither can it be denied there's something really special below the surface of these lesser-played titles that's ready to reward those with the patience to let their strengths shine.

It's a solid 8 out of 10. And yeah, I think I'd like it on my shelf come November. I'm glad I chanced it. It's good stuff!

reddit.com
u/iqfinal — 8 days ago
▲ 22 r/neogeo

Lmao, these AES prices, man....

Also, Art of Fighting 2 for 435 GBP and The Super Spy for 445 Euros. King of the Monsters CiB has been selling for 500 USD on average, and an uncensored copy of NAM 1975 sold for 825 USD. Ridiculous.

This market is so cooked.

EDIT: my point is that now games are selling online for double what they were merely a month ago, all because of AES+ hype. No, we're not "poor" or "can't afford it" when the price is doubled. What we are, though, is not stupid. We can see through these thieving sellers BS, hiking prices beyond the breaking point, and my post highlights that. Anyone who applauds/approves these practices is just as bad.

ebay.com
u/iqfinal — 9 days ago
▲ 7 r/neogeo

Which games in Wave 1 are you NOT interested in owning?

I'm in this to play and enjoy a curated selection of my favourites on a local Neo Geo console, not collect "investments" to sell later on.

So, for me, my no-go pick is Twinkle Star Sprites. I could be convinced of KoF 2002 and Over Top, but I don't jive with the kawaii vibes of TSS. Everything else is a must-buy.

Name yours!

reddit.com
u/iqfinal — 9 days ago
▲ 1 r/neogeo

What top-rated, highly acclaimed Neo Geo game have you gave multiple chances, yet always disappoints you every time you play it?

Is there anything more disappointing than trying your best to get into a widely beloved game... only to find yourself shrugging after yet another attempted play? The kind of experience that frustrates more than it entertains or engages no matter how many times you've tried, and makes you feel like something's wrong with you and not the game?

I've got one of those, and it aggravates and bewilders me that this game is considered the best of its kind on the Neo Geo.

And it's not like I'm impossible to please, or I lack experience, or I'm impatient for that moment when it 'clicks' and I finally get it. I'm a big fan of games like that, no matter how high the barrier for entry is, and I'll play the stuffing out of them if it means that moment comes. (And when it does... man, does it feel rewarding. Like putting time into Viewpoint or Alpha Mission II.)

And I want to add that I got back into shmups hard for the past few years and discovered a treasure trove of missed classics. From CAVE to Toaplan, Seibu Kaihatsu to Psikyo, Raizing to Taito and all the gems inbetween, so many classic shooters have rightfully deserved their reputations to this day.

But no matter how many times I try, no matter how many new reviews I read, no matter how old I get and how much my love for arcade gaming and Neo Geo action increases... I can't, for the life of me, understand why nothing has clicked for me when I keep trying Blazing Star.

And it's not that I haven't enjoyed or even adored the other Neo Geo games developed by the same devs behind Pulstar, Viewpoint and Prehistoric Isle 2.

But I can't believe I'm playing the same game everyone online argues is peak Neo shmup. Not a single memorable song or level, and whatever's left an impression on me has been in poor taste--the constant, repetitive shouts of "BONUS!" all stage long, the anime girl leaning forward with her tits hanging out for no reason in the intro, the stupid design of the final boss fetus. It all just rubs me the wrong way. And when I see the enthusiastic discussion over this game online, I feel alone in this impression.

Do you have a Neo Geo game like this that sticks in your craw for all the wrong reasons... one you'd rather just not even bother with anymore 'cause it feels like fighting a losing battle?

Tell us yours.

reddit.com
u/iqfinal — 9 days ago