ESP Ra.De.

ESP Ra.De.

Promotional artwork
Developer(s) Cave
Publisher(s) Atlus
Designer(s) Junya "JOKER" Inoue
Composer(s) Masahiro Kusunoki
Platform(s) Arcade, i-mode, EzWeb, Yahoo Mobile
Release date(s) Arcade[1][2]
Genre(s) Manic shooter
Mode(s) Single player, 2 player Co-op
Cabinet Upright
Arcade system CAVE 68000
CPU Motorola 68000 @ 16 MHz
Sound Yamaha YMZ280B @ 16.9344 MHz
Display Raster, vertical orientation, 240 x 320 pixels, 32768 colors, 57.55 Hz refresh rate

ESP Ra.De. (エスプレイド Esupureido), also known as Esprade, is a vertically scrolling manic shooter arcade game developed by Cave and published by Atlus in 1998.[1][2] This is the first of Cave's manic shooters not part of the DonPachi series as well as the first manic shooter in which the player is a flying person instead of a fighter.[1] Unlike most other shmups, ESP Ra. De. has a somewhat involved story and setting. The game received 2 spin-offs in the form of Espgaluda and Espgaluda II.[1]

Gameplay

Controls
Barrier system (ESP Drive)

When using barrier, the barrier forms beginning with an arc in front of the character, then it wraps around the character and grows until it changes colour. At minimum, the barrier is formed before barrier shot is fired. When guard barrier is active, the character briefly becomes invulnerable at the expense of guard barrier gauge, visible at the bottom of the screen. Furthermore, the barrier itself damages enemy units and convert enemy bullets into power up item (score up item if power level is already full) at the expense of barrier stock. Guard barrier stock can be restored by death or picking up E item.

After collecting sufficient Yen item (red cube), the item stock grows yellow. Whenever barrier stock is drained, the item stock goes down. Destroying enemy at this phase causes E item to appear until Yen stock reaches 0. In boss battle, Yen stock is not drained, and any ongoing drainage is stopped when entering boss battle. After drainage is completed, Yen item stock can once again be filled. The maximum amount of score needed for E item to appear starts with 200, and increases by 100 every time Yen stock drainage is completed. If player continues, the value is reset to 200.

Life system

The game uses life point system, which causes a hit character to stay in place instead of being destroyed until all life points are lost. Whenever character loses life point, it drops the number of large P item equal to the number of boosted power levels, and its boosted level is decreased to 0. The character loses 1 point whenever it is hit. Life point can be increased by obtaining sufficiently high score (adjustable in configuration screen), with the maximum of 7.

Multiplier system

After hitting an enemy unit with power shot without being destroyed, destroying an enemy with main shot or barrier triggers a multiplier. The multiplier depends on number of ongoing powerful shots received by the unit, which starts with x1 (no hit) and increases by 1 for every additional ongoing hit. After receiving a multiplier, the multiplier timer can be recovered by collecting cubes, which can be found by destroying large enemy units. The multiplier timer has maximum duration of 2 seconds. If playing gains a multiplier, destroying item-dropping enemies causes items dropped by the destroyed enemies to move down the screen faster, except for bosses. The active multiplier and timer can be viewed by holding B button at title screen before pressing Start button.

Stages

The game has five (plus one) stages, each one divided by a sub-boss fight and culminating when facing a storyline enemy. Mechanical foes have a single power bar, whereas human/ESPer enemies have various smaller sub-bars, whose number increases according to the player's progression through the game. After the character's predefined stage is completed, the remaining two can be chosen depending on the button pressed when selecting character:

CharacterButton AButton BButton C
YusukeRandomShopping Mall At Night, Bay AreaBay Area, Shopping Mall At Night
J-B 5thRandomBay Area, Houoh High SchoolHouoh High School, Bay Area
IroriRandomHouoh High School, Shopping Mall At NightShopping Mall At Night, Houoh High School
Sub-Boss: Arachnitank
A mechanical walker tank. Its attacks are mainly unguided, although their intensity increases the later he's fought.
Boss: Satoru Oumi
An ESPer clone, responsible for the Hoōh High School Massacre. Protected by five, weaker clones, he's the first antagonist during Yusuke's storyline. The number of life bars it possesses depends on how early the stage is played, with the bar count increases by 1 for every successive stage (begins with 3 and ends with 5). The boss's difficulty increases for every destroyed life bar. After 4th life bar is destroyed, he creates a doppelganger of himself. If either unit is hit, the life bar is damaged.
Sub-Boss: Yaksa Armored Ships
A couple of heavily armored ships, the latter carrying a large anti-aerial cannon.
Boss: Hoverboard Assault Chopper
A large chopper. Two large rotors are responsible for the vehicle's propulsion. Its attacks are unguided but sometimes inescapable, forcing the player to constantly move across the screen.
Sub-Boss: Aerial Bombers
A large number of enemies with greater resilience to the player's attacks, but with no peculiarity whatsoever.
Boss: "Izuna" Assault Tank
A conventional (albeit futuristic) battle tank, which reveals additional gun turrets mounted on the four tracks and a large cannon on the main body once the armor is destroyed. The majority of its attacks are aimed at the player's last position.
Screenshot of ESP Ra.De.
Sub-Boss: Armored Trains
Two heavily armed trains enter the right portion of the screen, while various enemies walk along the carriages of the train on the left, providing distraction.
Boss: "Line-Rider" Security Mecha
A gigantic mechanized security guard riding the tracks: as damage is dealt, parts of its armor and systems are destroyed, increasing the fierceness of its attacks. Its third form shows two laser cannons hidden within its frame, protecting the main core.
Sub-Boss: Yaksa Tank mk. II
A variation of the standard enemy tank seen during the previous stages: yellow in color, fires a continuous stream aimed at the player, while a second curtain of bullets on the said further limits movement. Two of them are fought.
Boss: Main Gate Defense System
The player is faced with the Fortress' main gate, where a continuous stream of land vehicles are spawned to attack the character. In addition, snipers line the roof, and two turrets provide additional firepower. The target is the shield projected by two ESPer clones, whose support attacks grow increasingly strong as the life bar is depleted.

The early part of the mansion is filled with Alice clones, continuously firing at the player and creating a dynamic curtain of bullets; later on, smaller units and tanks appear.

Boss 1: Ares' Head
The large head of an Ares statue is psychically torn from the body and revealed to be a complex war machine, with six different weapons. Two different bullet patterns are used at a time, increasing to three after half of the life bar has been depleted.
Boss 2: Garra Ono
The player is faced with Ms. Garra herself. After a brief, easier skirmish, she evolves into a winged form, increasing her firepower as damage is dealt, until actually attacking with tightly knit bullet curtains.

Plot

Synopsis

By 2018, Tokyo has reached its maximum extension, therefore falling prey of common problems such as overpopulation and criminality. For this reason, an artificial island, aptly named Tokyo-2, is created just offshore, thanks to the support of the shady "Yaksa" corporation, led by elusive billionaire Garra Ono, whose ties with the modern incarnation of Yakuza have not been proved. Another source of instability is given by the rising number of humans exhibiting extrasensory perception, the so-called ESPers, who are constantly hunted down by the Japanese Police force.

Unknown to everyone, Garra herself is an extremely powerful ESPer, bent on using her influence over the government and military to replace every living being in the city with clones (disturbingly enough, these ESPers take the form of a 10-year-old girl, named "Alice" and implied to originate from Garra's own DNA). Just as her plans begin to unfold, three children are forced to take action, each one for his or her own personal motives.

Characters

At the beginning of each stage, a philosophical sentence related to the overall plot is given. The characters have near to the same speed of movement.

The story takes place in December, during a 24-hour arc: each character has a specific stage which initiates his/her storyline, then culminating with the final encounter. After completing Stage 5 a character's specific ending is shown if only 1 player is active. If the character is Irori, pressing both Start buttons before the ending scene causes an alternate ending to appear. If 2 players are active, a group ending is shown.

Music

An album with ESP Ra. De. and Guwange tracks was released on February 26, 2008.[3]

References

  1. 1.0 1.1 1.2 1.3 Cave Shooting History (in Japanese), 2010, p. 5
  2. 2.0 2.1 "エスプレイド". CAVE Co., Ltd.
  3. "Guwange/Esprade Original Soundtrack". Play Asia.

External links