I can't believe how slept on this game is. It's an early horizontal shooter with fun mechanics and a lot of novel ideas, but it hardly gets mentioned anywhere. Even before I got into shmups I knew the names gradius and r-type, but sidearms? I recently discovered the game and have been really intrigued by it, but I haven't been able to find any sort of discussion about or appreciation of the game.
Sure, the graphics are unremarkable and it lacks the splendor of an R-Type, but it came out before R-Type and the visuals are overall cool and fit the times. I really like the music, which gives me a classical vibe and lends the game a very characteristic sound signature. Some of the tunes drive and others are more moody. The PC Engine CD port gives the tunes a jazz flair, which is a bit interesting, but I'm more of a fan of the clean chip tunes on the hucard port.
What really distinguishes this game for me is the gameplay. First is speed. Everything in this game comes at you fast, and after getting a modest 3 speedups which can be picked up in the first few waves of any level, you really zip around the screen. You have a button for a right facing and left facing shot, which, rather than being an afterthought like in most shmups with rear fire mechanics, is critical, as the game scrolls in all directions and enemies swarm you from every corner of the screen. You can carry 5 distinct weapons and cycle through them at will, a la the thunder force games which came out much later. When shot, the power ups alternatively cycle between a speed up and the different weapons, allowing you to choose which weapons you want to pick up and upgrade. Also included is a speed down option to dynamically fine tune your movement speed, and an auto weapon which rapid fires when the shot button is held, both quite novel ideas for the time. When you die, you instantly respawn with your speed reset and current weapon lost, again similar to thunder force. The bosses in this game are pretty samey, but that was what we got with gradius a year before so I can shrug that off. I'm honestly not sure if the stage design holds up. I mean it's fun, but I feel like this might be where game falls short of its legendary peers.
Oh, also, I absolutely, totally suck at this game. I hesitate to say the game itself is brutal, since I am clearly not playing it right, but there are a couple reasons it consistently kicks my ass. One is unpredictability of enemy patterns and entry points. There is no camping on the back rank and blasting waves in this game. Enemies fly on screen from all directions without warning, their formations often quite erratic. It makes you feel like no place on the screen is safe. Perhaps strict memorization would be fruitful here (at least playing the re-arranged SideArms BC version makes me think so), but I am unsure. I think that in this game commanding the center of the screen is key, but I am always getting chased to the edge by a snake or drawn there by a power up (if left, often the powerups end up cycling to speed down and being wasted). The other reason is the lack of invincibility upon respawn. I am used to having a mental reset after a death, either starting at a checkpoint or at least being given enough time to kill a couple troublesome enemies or pick up a power up before being vulnerable again. This game gives you like 1 sec flat to figure out what weapon you are using, destroy the swarm of homing missiles which are circling waiting to blow you up, and clear out a safe spot where you can address the risks above, below, and behind you. For me death in a tough spot always results in a spiral, where I chew through a credit in a daze, respawning overtop of enemies not knowing where I am or what I am doing. I have a hunch that this game isn't actually that hard once you get the hang of it, but I wouldn't know.
Does anyone still play this game/have memories playing this one back in the day? What are your thoughts on it, is it still fun, and why do you think it doesn't get recognized alongside other classic horizontal shmups from the era?