
A PIONEER OF THE BULLET HELL GENRE BY TOAPLAN IS BACK!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
About
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99−50% | 48reviews | 94% | — | $17.2K |
| $19.99 | 142ratings | 94% | — | not modelled | |
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
***There is a $7.99 arcade port of this game on Steam and is probably better Value then this.*** That being said, I actually like this port from Saturn and this is one of my favorites in my Shoot Em' Up collection. This is like the deluxe version if you get super into the cheaper version. It's just wildly over priced.
it's a very good port, don't trust the sad reviewer in youtube XD, sometimes people mix skill with input lag. It plays perfect.
✍️ A Theory of Shmup Evolution By: Joseph Salomonsen Gradius → R‑Type → Darius → Toaplan → Cave / Treasure / G.rev 🟨 Foundations — Designed Space Gradius (Konami, 1985) The origin of control: resource systems, checkpoints, and authored space. The player shapes their ship to survive the level. R‑Type (Irem, 1987) The Force system: space becomes weaponized. A slow, methodical philosophy—positioning over reflex. Darius (Taito, 1987) Branching structure and spectacle. The first step toward non-linear shmup identity. 🟥 Line 1 — Density → Pattern → Bullet Hell (Toaplan → Cave) Twin Cobra (Toaplan, 1987) The definitive military shooter. Discipline, routing, survival. (my personal fave) Truxton / Tatsujin (Toaplan, 1988) The birth of the “Mega-Bomb” aesthetic—power as expression. Batsugun (Toaplan, 1993) The bridge to Bullet Hell. Density begins to dominate space. DoDonPachi (Cave, 1997) The system is complete. Patterns become language. Mushihimesama (Cave, 2004) The organic extreme. Bullets form ecosystems, not just obstacles. Deathsmiles (Cave, 2007) A divergence: horizontal design fused with atmosphere. Bullet hell becomes mood, not just system. 🟩 Line 2 — Weight → Realism → Physicality (Seibu → G.rev) Raiden II / DX (Seibu, 1993) The peak of “Heavy Metal” sprite-work. Industrial, grounded, uncompromising. Under Defeat (G.rev, 2005) The final expression of the military shmup. Momentum, recoil, and battlefield physics replace abstraction. Here: space > bullets weight > pattern movement > memorization 🟦 Line 3 — Mechanics → Abstraction → Philosophy (Iuchi Lineage) Hiroshi Iuchi ❤️ Radiant Silvergun → Judgment Silversword → Ikaruga → Kokuga → Ubusuna Treasure → M‑KAI → G.rev → M2 Radiant Silvergun (Treasure, 1998) The maximalist foundation. A shmup with layered systems and narrative ambition rarely seen in arcades. Judgment Silversword (M‑KAI, 2004) The technical bridge. The “Silver” philosophy reduced to pure system and code. Ikaruga (Treasure, 2001) The minimalist apex. Seven weapons collapse into one binary system: Black or White. The “chess” of shmups. Kokuga (G.rev, 2012) The tactical pivot. The ship becomes a tank. Weight replaces speed. Strategy replaces reaction. Ubusuna (M2, 2025/2026) The philosophical return. A synthesis of polarity and modern standards—a reflection on the lineage itself. ✅ Synthesis Shmups do not evolve in a single line. They fragment into three competing philosophies: Toaplan → Cave = density / pattern / abstraction of space Seibu → G.rev = weight / realism / physical presence Treasure → Iuchi = system / reduction / philosophy All of them emerge from: Gradius = designed systems R‑Type = controlled space Darius = structural possibility ✅ Final statement From Gradius’ authored space to Cave’s infinite bullet fields, from Iuchi’s compression of systems to G.rev’s return to physicality— The shmup is not just reflex, but a philosophy of dynamic control.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 23 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese
| $9.99−50% |
| 89ratings |
| 92% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The remix boosted music tracks are amazing. I always appreciate when devs add the extra hud info to the left and right sides of the screen. There's lots of options to tinker with like difficulty, stage select, ships, power ups, save/load, rewind, original/arrange/remix boosted music, and even a slow motion mode, (unfortunately with that it caps the FPS to 36 for some reason, which is tough on the eyes). Wish that would get fixed somehow. I played on easy and its still challenging. The bullet speed is a touch too fast for my personal taste and unfortunately can't be changed though. Achievements are pretty good too, although I wish there were more.
大约一个月前,笔者体验过同样由CITY CONNECTION发行的,但是由G.rev公司开发的《[url=https://store.steampowered.com/app/2869510/UNDER_DEFEAT/?curator_clanid=45467420]天翔铁骑[/url]》,一款兼备硬核和金属质感的弹幕射击游戏,今天我们来聊聊由东亚企划开发的《疯狂枪支 土星版致敬精选辑 强化版》这部几经移植后诞生的作品。 https://steamcommunity.com/sharedfiles/filedetails/?id=3496697881 《疯狂枪支》是东亚企划(Toaplan)制作的最后几款游戏之一,可以称得上是这家公司弹幕射击游戏的绝唱之作,在疯狂枪支以后,东亚企划还推出了赫赫有名的经典作品——雪人兄弟2。本次的《土星版致敬精选辑》正如其名,和同系列其他作品一样,均移植自帕布雷斯特发行在世嘉土星机器上的版本,并且移植的还相当扎实。当然,这部作品的原版增强版本在蒸汽平台上也有贩售。 疯狂枪支的故事线在游戏过程中几乎没有体现,仅仅在每关结束和全篇通关以后才浮现片刻的人物对话,不过由于剧情没有汉化,所以不懂日语的同学大概需要使用翻译器,但无论如何,这是一部设定老套的作品:一个充满着压迫与反抗的世界。 虽然故事文本没有汉化,蒸汽的商店页面也提示该作没有中文支持,但进入游戏后显而易见,菜单文本有中文支持,因此还在观望的玩家无需担心,收藏党倒是可以直接入手。 这次移植的内容相当全面,说它是一部合集也不为过。打开游戏,首先进入一个启动器的界面,包含《疯狂枪支》原版和《疯狂枪支 特别版》两个版本。特别版调整了游戏整体的配色,比起原版的画面显得更加深邃且神秘,笔者体验完毕以后认为特别版的难度相对较低,这大概是判定框更小或平衡性调整的缘故。特别版和原版一样,拥有五个关卡和相同的BOSS。除此以外,特别版还拥有着多周目的设定,每一周目的游戏进程会愈加快速,难度也会随之攀升。除了关卡布局上的部分改动,特别版的秘密得分道具“奖励猪”也更多,所以相当适合想要娱乐休闲刷分或是挑战得分榜的玩家。 https://steamcommunity.com/sharedfiles/filedetails/?id=3496699172 说回原版,前面提到,特别版的判定框更小,也就是说,原版自机的判定框相当大,这就需要你在敌军机群中移动时更加谨慎,稍加不慎翻转可能就会连机带人一起暴毙。炸弹清屏仍是常态化操作,但不好意思,进入关卡后期,炸弹的作用微乎其微,那是因为关卡后期和后面的三关简直就是弹幕地狱了,炸弹的数量显然不足以支撑。到了第三关以后,原版的难度攀升了不止一个层级,相当棘手。尤其是第四关和第五关的关底BOSS,漫长的拉锯战中需要在躲避的同时连续击毁几个部件才能顺利通过,这非常考验玩家的技术水平。 本作三名可选角色拥有不同的射击方式,分别是常规的机关炮、散射炮和闪电光束。个人还是比较喜欢游玩闪电光束的,因为它带来的视觉效果最震撼。随着不断消灭敌人,场景中会掉落升级道具,在游戏画面左侧的状态栏中可以清晰看到升级所需要的经验,升级以后机体的射击形态大为增强,弹幕效果也会改变,从最初的几发炮弹,到最终的雷电光球等,甚至覆盖整个屏幕,那场面,简直震撼。不过,一定要小心谨慎,因为死亡以后会遭到火力惩罚,即使可以重拾道具,但在和BOSS缠斗时死亡还是有些不要太伤。 游戏菜单上只讲一处。本作拥有着快速存读档的倒带功能,这对于追求完美的玩家会特别实用。游戏也内置了“作弊系统”,可以无限续命,在特别版开启无尽模式吧,真正体验弹幕带来的快感,而不是去在闪躲中去寻找擦弹的快乐了。美术上,本作的像素画面的令笔者这样的像素爱好者大为赞叹,弹幕的特效那就再不用提了,酷炫奇幻的色彩充斥屏幕,地狱奇观之称。音乐在“强化版”中则提供了原版、改编版、“街机精准版”甚至还有2023年的混音版本,这或许照顾到了不同口味的人群,几个版本听起来都很棒,你也可以根据自己的喜好在菜单里面设置不同场景下使用不同的版本音乐。 https://steamcommunity.com/sharedfiles/filedetails/?id=3496699667 当然,这些都只是锦上添花。《疯狂枪支》本身就是一款极其出色的射击游戏,在几经移植后历久弥新,在如今的时代依然可以为我们带来曾经在街机厅打飞机时的欢声笑语。复刻移植版之像素美术精湛仿佛昨日新作,五个不同关卡的设计节奏紧凑,游玩至末梢高潮迭起,从一个宏大场景迅速过渡到下一个。从舰队气垫船、空中炮艇、到深藏山间的火炮阵地,[b]射程之内,皆为待摧毁的目标;弹幕所及,皆为齑粉之归宿。[/b] [code]欢迎关注[url=https://store.steampowered.com/curator/45467420/]琴音社[/url] 让我们听见游戏的每一个音符♪~[/code]
City Connection's Saturn Tribute line tends to get a bad rep, but honestly the three I own thus far, this one included, have been holding up on my setup much better than expected. That said, this is my absolute favorite due to very informative widgets (even if the placement might sometimes seem a tad weird), excellent mix-and-match music options including a killer Boosted Arrange of the entire soundtrack, and leaderboards that are properly configured and show a sense of learning from the mistakes made with Layer Section. This is what got me into Batsugun, and I'm very proud to say that it still holds up exceptionally well. You earned this one, City Connection.
The Port is fine, Considering the Saturn version is over 200 dollars, It is very close to the original. Which i am a fan of. Although, i would say this version is easier/neutered because the older versions doesn't have options. I would wish for more screen space. I'm not too much a fan of remixed music, but the good thing is that they provided the three versions so you don't have to have the remixed music on. It also seems that i'd complete what would be an achievement, the achievement wouldn't unlock. Some bug I guess? or is it version specific? im not really sure. Pick this up on a sale as well.
作为一个打飞机爱好者,这个游戏第一次玩大概是在99年左右,有这个游戏的游戏厅不多,由于能力有限也打不了几关,枪林弹雨却能很神奇地躲过子弹,当时也不明白是为什么,后来街机的回忆就全给了模拟器,再然后就是看到上Steam又买了正版,其实也就是官方模拟器。 Steam上这游戏有两个,本作是复刻土星上的版本(之前我甚至不知道这个版本),并且画面更好一些,设置选项更多一些,价钱也更高一些。 对于像我这种40岁以上的人来说,玩这游戏的意义更在于怀旧和补票,买来之后其实也不怎么玩,收藏的意义更多一些。
Sorti à l'origine en 1993, [b]Batsugun[/b] est le dernier shmup developpé par [b]Taoplan[/b], un studio mythique responsable de titres cultes comme [b]Zero Wing[/b] et [b]Tiger Heli[/b]. Batsugun est souvent considéré comme le précurseur du [i]"manic shooter"[/i], sous-genre très popularisé par le studio Cave (fondé par d'anciens employés de chez Taoplan après sa fermeture en 1994). Dans cette version Saturn Tribute, le jeu revient avec un mode rembobinage et une OST remasterisée - entre autres. L'émulation est globalement bonne et je suis très satisfait de le redécouvrir sur Steam, bien qu'il manque une galerie d'archives et autres bonus.
NB to potential Steam Deck players, especially dock users: after selecting a version and going through the intro text, my screen would go black yet audio was fine and the game responded to controls. This was new behavior and other Saturn Tributes presented no issues. I tried different compatibility layers, disabling cloud saves and reinstalling but what ultimately worked was playing the game handheld, where it appeared fine, making it to Screen Settings, and reverting them to default (if you're navigating blind, Screen Settings is 6 taps down on the root menu when you press Back, then tap up once to highlight Default). Changing all these values again afterwards hasn't broken anything so far. Anyway, as I dealt with that I considered asking for a refund and buying Bitwave's release instead but that's no longer necessary. I just have Bitwave's V-V (60 FPS mode on native Linux) to compare to, another Toaplan shooter from the same year, but City Connection's Batsugun on Steam feels only a hair laggier with V-Sync off and uncapped framerate on the Deck. That a basic human like me can perceive a difference at all may already alarm some. Everyone cites [url=https://twitter.com/kimagreGaming/status/1663741785154404352]Kimagre's test of this version[/url] which records an average of 5.5f latency on Windows 11 with a 1080p60Hz display, surprisingly faring worse than PS4's 4.91f and Switch's 5.28f in his setup. For perspective, that's 5.5*(1/60)=92ms. Example controller latency like an Xbox Series pad wired on Win11 adds a mean 6.25ms according to Gamepadla. For a hypothetical average consumer that's right under 1/10th of a second total. Decide for yourself what that means to you. My main controller runs GP2040 and doesn't even register 1ms of input lag so I'm sure that factors into my opinion. I'm not aware of any empirical lag tests for Bitwave's V-V or their Batsugun. As a final note, Sairyou honed his recent world first SDOJ Inbachi clear on the 360 port (4-5f delay) before accomplishing the feat on the more responsive PCB (2f) in two more weeks. The main merit to Boosted and what I suspect is a cost driver is the new soundtrack. This seems to be a little trend in contemporary rereleases that are fuller priced, such as TAKEx0FF's Deathsmiles I・II having the Gomaotsu Respect Arrange which can even be purchased separately. Why City Connection doesn't offer the same for Boosted is beyond me. Changing BGMs is a small way to keep new credits fresh which I realized playing Raiden III x Mikado. You can't assign any track to any stage like in Raiden III so I can't set Shinji Hosoe's Geo Frontier everywhere, however you can pick which arrangement a stage will play. A nice change I don't see mentioned much is the extended score in Special. Many great players have historically counterstopped the arcade 8 digits, so it's thoughtful to add room to distinguish themselves further. There's already a few scores above 100 billion in the rankings. I'm completely ignorant as to whether Bitwave Batsugun does the same as it's not mentioned in the promotional materials or reviews I found. A definite con is that the practice mode for Special only allows you to start on a loop which is, alongside a single save state, minimally adequate but also arbitrary and lazy. Even bomb count is static. Bitwave's V-V, on the other hand, is more granular to the point you can choose which checkpoint to spawn from to learn recoveries. Luckily, Batsugun is not that punishing. You respawn in place and loops get progressively shorter. For the uninitiated, vanilla Batsugun is a 5 stage 20 minute ALL clear. Building on that, Batsugun Special has 4 loops where loop X begins on stage X for a sum of 14 stages and about an hour in playtime depending on how much boss milking you do. If you read up on the level system and how to activate the secret purple pigs for EXP, you'll have a better time starting out. Either of Batsugun or Batsugun Special may not crack your personal top 10, but it's the last hurrah from a cool company that only dedicated shooter and retro fans seem to recognize despite how altogether influential their works and the people who worked on them came to be. So any way someone chooses to experience them, it's neat there's multiple viable and accessible options at all for anyone like me to get into Toaplan. Especially since the ShotTriggers port may not be out before the end of the decade, release in Japan only and won't be on PC anyway (unless...?).
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