Legendary Wings
Developer: Capcom
Release Date: July 1988
System: NES
Developer: Capcom
Release Date: July 1988
System: NES

Something
that I think is lost in modern gaming is how absurd a game's box art
can look It's like with any questionable graphic design choice is made,
we need to acknowledge that the choice was made, approved and sent to print. What the conditions were for
that choice are unknown, perhaps there was a time crunch, budgetary
constraints, or perhaps someone had a vision they refused to shift from
forcing a poor artist's hand. Traditionally, the box art is there to capture your attention either through character star power, like with Super Mario World, or Sonic 2. It might go for a more minimalistic approach to inspire intrigue and promise, like the cover to the Legend of Zelda. Or it could just trying to summarise the game in a single
image, usually by cramming in game elements. Legendary Wings opts for the latter, and as absurd as the man
with wings in a tight, almost lycra, holding a rifle, flying away from a large
mechanical, yet stone-like, head is absolutely on-point, true to form
exactly what the game features.
It's glorious and
belongs on a mural I want to put together and weirdly compelling box
art, along with Valis III for the Turbografx-16. It is from this box art
that I felt compelled to check this game out, even more so when I notice
that the Developer is Capcom of all people. This surely makes this guy a prime
candidate to be included in any one of those fighting collab games that
Capcom likes to produce. And, would you believe me if I said there are
Legendary Wings references in games like Namco x Capcom, Project X Zone 2
and even Marvel vs Capcom: Clash of Super Heroes? The original arcade
version of Legendary Wings contained two playable characters, Kevin
Walker and Michelle Heart. For the NES port, it seems like Michelle got
the chop, but she had the last laugh as she is a support character in
Marvel vs Capcom. Kevin doesn't even get a look in.
This is the benefit of doing research, it stops me from making comments like that and then wearing egg on my face!
My
personal experience with SHMUPs is that they tend to put all their
story in the manual, with an over-elaborated explanation for the game's
events, whilst the game itself does the bare minimum to further or
explain the narrative they have established This is not true of all
SHMUPs, but I doubt most people play them for the engrossing storyline.
True to fashion, Legendary Wings is set in the far distant future, where
a super computer called Dark, which had helped humanity advance has
rebelled. The God of War, Ares, gifts wings to two warriors to put a
stop to Dark and save humanity. I suppose the story is supposed to be
more invocative of Icarus, and the wings he and his father made. Though
in the story the wings fail, mostly due to lcarus' arrogance and flying
to close to the sun. I am sure there is a Classics or perhaps an English
Lit major who could have a field day getting into the weeds of some of
the symbolism going on in the set up for this
SHMUP. I should note that the Japanese title for this game is Ares no
Tsubasa, or Wings of Ares. So I shouldn't be too surprised that Ares
pops up, seemingly, unannounced, in the western release of this game.
The
game is split into two distinct sections per level, with each stage
opening with a vertical scrolling section, seeing our protagonist flying
over various landscapes, being harassed by a variety of airborne
enemies and ground-based obstacles. You have twc weapons, your gun and
bombs, the gun can destroy airborne enemies, whilst the bombs can be
used to destroy things on the ground. Both weapons can be powered up, by
picking up P icons that are dropped by certain enemies. Whilst the gun
goes through Jifferent iterations of firing patterns, the bombs just get
increased firing range and speed. If you are in a powered up state,
taking damage will drop your power by a step. and getting hit at power
level one will killyou. About halfway through the vertical stages you
will encounter a large head in the ground, reminiscent of what is on tþe
box art, that shoots tornados at you. Getting hit by one of these
tornados takes you to a " Danger* zone, a horizontally scrolling
sub-area that features a mini-boss. During the horizontal sections, you
don't have bombs, just your gun. If you survive this area, which isn't
the toughest thing in the world if you have a couple of power-ups, you
continue. on your way During the second half of the stage, by bombing a
certain structure and touching the tornado it releases, you can find a
"Lucky" area, which is filled with items that give points, power-ups and
also continues. Continuing further, eventually you will reach the end
of vertical section, as you approach a temple that is guarded by statues
that shoot fireballs at you and eventually face a Dragon mini-boss.
Upon defeating the Dragon you enter the temple and continue as a
horizontal shooter until you reach the end of stage boss, who is only
vulnerable during a certain attack window. Defeat the stage boss rinse
and repeat for 5 stages and beat the game!

But,
here is the rub with Legendary Wings. The format for each stage is
exactly the same. Sure, the first part of the vertical section is
different, with new enemies and obstacles, the horizontal section
towards the stage boss is different with new enemies...But, the "Danger"
zones, the lucky rooms, the temple approach, Dragon mini-boss and even
end of stage bosses are all identical, with only a small increase in difficulty for the end of stage bosses and the "Danger" zones having a
different arrangements of enemies before the mini-boss. It all feels,
almost placeholdery, like there was some idea that each stage would have
a different mini-boss, or the end of stage bosses would be visually
different..But they're not. It makes for a bland, slightly, repetitive
experience, which is a little disappointing because the game itself
isn't terrible. Though, I will acknowledge that the final boss does have
an additional, unique phase.

Legendary Wings is
not a hard SHMUP either, there are some areas where things might get a
little dicey, and there are some annoying glitches that can frustrate
the player Picking up items or taking damage removes your collision for a
second or so, meaning you can accidentally clip into walls and be
crushed by the scrolling screen. But I would say with a modicum of
perseverance this is a game that can be beaten with only a couple of
minor hiccups along the way. I would hesitate to call the game a bad
game, it is mostly reasonably competent and enjoyable, but am certainly
not going to be rushing back to this one anytime soon.
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