This is a 1cc survival run of Rolling Gunner's Casual mode. The aim of this run was to reach the final boss using as few auto-bombs as possible. In the end I triggered 3 auto--bombs during the 6 stages before the final boss.
I picked up my copy of the PC version in 2018 from BEEP during a trip to Japan. My first impressions of the game were not great. I found the rolling gun mechanic awkward, and the graphics unattractive. In 2021 I purchased a Chewlix arcade cabinet, so I decided to give the game a second chance on the larger 32” screen. Playing it on the arcade cabinet gave me a new appreciation of the game’s unique style, and the result is the 1cc you see here now.
The rolling gun mechanic, and the unique graphical style take a bit of getting used to, but once it all clicks, it's a lot fun. In 2019 the game was also released for the Switch console. An updated version with new features called OverPower was also released in early 2021.
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GAME BACKGROUND:
Rolling Gunner is a horizontal shmup developed by a small independent Japanese team and released in 2018. Players have the choice of three different ships, each with varying attributes, such as speed, power, and shot width. Notably, each ship is equipped with a unique rolling gun that fires in the opposite direction of your ship's movement. While it may take some getting used to, you can manipulate the gun's direction by adjusting your ship's movement, enabling you to attack enemies from multiple angles. This rolling gun mechanic draws comparisons to games like Deathsmiles and ProGear, but it possesses a distinctive quality of its own.
The controls in Rolling Gunner are straightforward. One button provides auto-shot functionality, another locks the rolling gun in place, and the third triggers bombs or activates a power-up/hyper mechanic. The power-up system combines elements from Deathsmile's power-up mechanic and Crimson Clover's break and double break mechanics. By destroying enemies at close range, you collect medals. Once you've amassed 1000 of these medals, the bomb button can be used to enter power-up mode. In this state, your damage output increases, and you collect larger medals for scoring purposes, but enemy bullets also move faster. There's also a secondary power called "limiter release" that can be engaged during power-up mode, somewhat akin to Crimzon Clover's double break. Both power-up and limiter release are essential for scoring but can also be used for survival as they clear enemy bullets when activated.
Additionally, Rolling Gunner features an auto-bomb system. In Casual mode, if your ship is hit by an enemy bullet and you have a bomb in reserve, an auto-bomb is triggered to save your life. However, in Original and Expert modes, the auto-bomb system is more punishing, depleting your entire bomb stock to zero when activated. In all three game modes, you can manually release a powerful bomb.
The Casual mode of Rolling Gunner provides an enjoyable and challenging experience for the average shmup player. On the other hand, Original and Expert modes are exceptionally challenging and incorporate a rank system. A significant part of the strategy and gameplay in these modes revolves around efficient use of the power-up and quick recharging.
Although it took some time to warm up to Rolling Gunner, the game's psychedelic graphics, intricate bullet patterns, and exceptional EDM soundtrack eventually won me over. Stylish cut scenes and rewarding gameplay are among its highlights. What makes Rolling Gunner stand out is its clear influence from a wide range of shmup titles, including Deathsmiles, Crimzon Clover, Raiden, Batsugun, ProGear, and Akai Katana, to name a few. Yet, it manages to bring something new and unique to the genre.
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