Pulstar (video game)

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Pulstar
Pulstar box cover.
Developer(s) Aicom Co. Ltd
Publisher(s) SNK
Designer(s) SNK
Release date(s) Japan 1995
United States of America Canada 1995
European Union 1995
China 1995 (iQue)
Genre(s) Shoot 'em up
Mode(s) Single player
Rating(s) ESRB: K-A (Kids to Adults)
Platform(s) Neo Geo, Neo Geo CD, arcade
Media 384Mb (48MB) cartridge
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Pulstar is a shoot 'em up developed by now defunct Aicom Co. Ltd and published by SNK for the Neo Geo, Neo Geo CD and arcade. It is the prequel of Blazing Star, and spiritual sequel of R-Type.

The CD version may go for 70 - 90 dollars on Ebay [1] while the cartridge sells for twice that amount; it is, along with its sequel, usually regarded as one of the best-looking games of its genre for the Neo Geo.

The basic gameplay is simple: progress through the levels in your spacecraft, collecting powerups and protecting your spacecraft from destruction. The game has very obvious similarities in gameplay to R-Type, which is no coincidence: Aicom, which was later bought by SNK, was founded by the original R-Type team.

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Despite the familiarities, Pulstar is not without innovations. There is the option of using the weapon power bar, which consists of two halves. The right-hand side of the bar turns blue when you depress the fire button, when fully charged your ship delivers a devastating emission of energy. Meanwhile the left-hand side turns red when it is continually pressed, shooting out a barrage of smaller, rapid blasts.

The in-game visuals are mostly pre-rendered 3D graphics, which gives the interactive elements a far more realistic appearance. Great care was taken to really place the player into the world of the game, with cinematic style cut scenes and pre-rendered movies.

There is a hefty reliance on strategy and not just blasting everything in sight. Using the charged weapon is key, and requires careful precision. Also, once you obtain a power up, a small orb appears at the posterior end of your ship. This can be used to your advantage by deflecting/absorbing oncoming enemy fire and taking out small enemies that run into it. The game play is also helped by the speed of the background and maneuverability of the ship. The balance of the two creates a nice rhythm.

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