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BlaZeon [Model SHVC-BL]
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BlaZeon (c) 1992 Atlus Company, Limited. BlaZeon is a horizontally scrolling shoot-'em-up that stands out for its ambitious attempt to blend traditional shmup mechanics with a unique "capture" system. Unlike many space shooters of the time where you rely solely on power-ups, BlaZeon allows the player to pilot various enemy ships and bosses by "hooking" into them. Set in a futuristic conflict against the "Bioroid" army, the game offers a distinct, grittier aesthetic that moves away from the bright, colorful shooters common on the console. - TECHNICAL - GAME ID: SHVC-BL - TRIVIA - Released on July 24, 1992 (Friday) in Japan at a retail price of 8,500 JPY. The "Hooking" Mechanic: The gameâs defining feature is the capture system. By using a grappling-hook-like mechanism, the player can hijack different enemy units, effectively changing their shipâs hitbox, speed, and attack patterns on the fly. This forces the player to adapt their strategy constantly, as some ships are better suited for boss fights, while others are superior for navigating complex terrain. Atlusâs Early Experimental Phase: Before Atlus became the powerhouse known for the Persona and Shin Megami Tensei series, they were deeply involved in experimental arcade and console titles. BlaZeon is a prime example of their "try anything" approach in the early 90s, where they were willing to iterate on established arcade genres to see what could be achieved on the Super Famicomâs hardware. Technical Ambition: BlaZeon pushed the system hard. The game features multi-jointed bosses and dense, scrolling backgrounds that required significant optimization to run smoothly. While it doesn't always maintain a perfect frame rate, the ambition behind the designâtrying to bring an arcade-style experience with complex sprite manipulation homeâis highly evident. A "Darker" Aesthetic: While titles like Gradius or Parodius focused on bright colors and whimsical themes, BlaZeon opted for a more industrial, mechanical look. The dark blues, metallic greys, and bio-mechanical alien designs give it a serious, "space-war" atmosphere that appealed to fans of harder sci-fi. Arcade Origins: Originally an arcade title, the Super Famicom port was handled with care, though it naturally had to make concessions due to the hardware limitations. For collectors, comparing the arcade original to this home version is a classic exercise in 16-bit history, showcasing how developers managed to squeeze a "big" game into a cartridge. Collectorâs Status: BlaZeon is a polarizing title among shmup enthusiasts. Some criticize its occasionally inconsistent pacing and difficulty spikes, while others praise it as a hidden gem for its unique capture mechanic. This reputation makes it a staple for any collector focused on building a comprehensive "Super Famicom Shmup" library. - STAFF - Game Designer: Harumagedon In Programmer: Hacyan, A!! Kumada, Ogacyan Graphic Designer: Harumagedon Nori, Janet Hattage Music Composer: Macco Special Thanks: Annen, Ma. Lika Sueyoshi, Aino, S. Fujiki, Angila, Oh! Kubo, Tom, Juncyan, Babala Directer: Harumagedon In Original Writer: Ethiopan Taro Assistant Writer: Matu Original Graphic: Ta~Go, Hakase - SOURCES - ROM dump (MAME).
Your Changes (editable)
BlaZeon (c) 1992 Atlus Company, Limited. BlaZeon is a horizontally scrolling shoot-'em-up that stands out for its ambitious attempt to blend traditional shmup mechanics with a unique "capture" system. Unlike many space shooters of the time where you rely solely on power-ups, BlaZeon allows the player to pilot various enemy ships and bosses by "hooking" into them. Set in a futuristic conflict against the "Bioroid" army, the game offers a distinct, grittier aesthetic that moves away from the bright, colorful shooters common on the console. - TECHNICAL - GAME ID: SHVC-BL - TRIVIA - Released on July 24, 1992 (Friday) in Japan at a retail price of 8,500 JPY. The "Hooking" Mechanic: The gameâs defining feature is the capture system. By using a grappling-hook-like mechanism, the player can hijack different enemy units, effectively changing their shipâs hitbox, speed, and attack patterns on the fly. This forces the player to adapt their strategy constantly, as some ships are better suited for boss fights, while others are superior for navigating complex terrain. Atlusâs Early Experimental Phase: Before Atlus became the powerhouse known for the Persona and Shin Megami Tensei series, they were deeply involved in experimental arcade and console titles. BlaZeon is a prime example of their "try anything" approach in the early 90s, where they were willing to iterate on established arcade genres to see what could be achieved on the Super Famicomâs hardware. Technical Ambition: BlaZeon pushed the system hard. The game features multi-jointed bosses and dense, scrolling backgrounds that required significant optimization to run smoothly. While it doesn't always maintain a perfect frame rate, the ambition behind the designâtrying to bring an arcade-style experience with complex sprite manipulation homeâis highly evident. A "Darker" Aesthetic: While titles like Gradius or Parodius focused on bright colors and whimsical themes, BlaZeon opted for a more industrial, mechanical look. The dark blues, metallic greys, and bio-mechanical alien designs give it a serious, "space-war" atmosphere that appealed to fans of harder sci-fi. Arcade Origins: Originally an arcade title, the Super Famicom port was handled with care, though it naturally had to make concessions due to the hardware limitations. For collectors, comparing the arcade original to this home version is a classic exercise in 16-bit history, showcasing how developers managed to squeeze a "big" game into a cartridge. Collectorâs Status: BlaZeon is a polarizing title among shmup enthusiasts. Some criticize its occasionally inconsistent pacing and difficulty spikes, while others praise it as a hidden gem for its unique capture mechanic. This reputation makes it a staple for any collector focused on building a comprehensive "Super Famicom Shmup" library. - STAFF - Game Designer: Harumagedon In Programmer: Hacyan, A!! Kumada, Ogacyan Graphic Designer: Harumagedon Nori, Janet Hattage Music Composer: Macco Special Thanks: Annen, Ma. Lika Sueyoshi, Aino, S. Fujiki, Angila, Oh! Kubo, Tom, Juncyan, Babala Directer: Harumagedon In Original Writer: Ethiopan Taro Assistant Writer: Matu Original Graphic: Ta~Go, Hakase - SOURCES - ROM dump (MAME).
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