Sinistron is a horizontal scrolling shooter, shmup, similar
in style and theme to games like
Gradius and R-Type. In many ways it is as
simple as they come; you jump right into the game and start blasting away at
enemies. There is the obligatory plot of a menace taking over the world, in
this case the Sinstron, and it’s up to you to put a stop to it. While enjoyable
enough and competent where it counts, the game does have a few points that make
it stand out from the crowd...some of which is good, and some that is not so
good.
As mentioned above, like so many classic shmups the game
scrolls horizontally to the right. Your job is to blast your way through the
enemies, get to the level’s boss, then proceed to the next level. That sounds
so simple, and mechanically speaking, it really is. Sinistron is not very
complicated. In a lot of ways it feels pretty bare bones. No hidden stages or
bosses. No secrets to unlock. There really isn’t any nifty hidden tricks that I
am aware of or could find on the web. Simple. Except that challenge-wise
Sinistron is very much not a simple game. Personally, I would describe the
difficulty as brutal. I’m far from an expert player, and I’m definitely not a
shmup god, but I’ve made my way through a number of very challenging games
through the years. Amazingly enough, I was able to finish Sinistron and would
probably include it among the top 10 most challenging games that I’ve ever
completed. I might even say it is the most difficult game that I’ve completed.
The only reason this is possible is because the game gives you infinite
continues.
So how is Sinistron so difficult? Initially the game lulls
you to sleep a bit. The first three stages are a breeze. Things seem pretty
simple. Then the difficulty ramps up significantly through the final three
stages. You might think that this is the new difficulty plateau for the game
and find yourself saying “Ok, this is how it’s gonna be from here on out”. Not
so, as the game gets increasingly difficult until the end. Enemies get harder
to kill and you will find yourself getting swarmed, surrounded, and boxed in
rather quickly.
One of the other saving graces of the game, besides the
infinite continues, is that each level has a checkpoint that you can continue
from. This works really well and is one of the truly exceptional aspects of the
game. On some levels you may find yourself relieved to have reached that
checkpoint and can then battle your way through to the end. However, this is
not always the case. If you have played R-Type before, you know that those
checkpoints can be a hindrance more than a blessing. Where Sinistron really
gets it right is that once you have reached the checkpoint and die, you can
then choose to continue at the checkpoint or start over at the beginning of the
level. There were a few times that I found myself using this gracious option,
as some levels are best tackled from beginning to end with all of those
luscious power-ups that you gain throughout. This doesn’t really make the game
less challenging, as it is a true challenge, but it gives you options and
doesn’t force you into a corner.
Now about those power-ups. The weapons upgrades are your usual
fare, waves, fire, homing, as well as speed and satellite pods that surround
your ship. But wait, there’s more! This is another area where Sinistron sets
itself apart from the rest of the crowd. Your ship starts out with common pea
shooter and what looks like a lance or spear-like formation on it’s nose. This
The spear/jaw thingy, pic courtesy of TMola@gamefaqs |
The graphics in the game are nice enough. In this regard the
game is pretty much in the middle of the pack. You might even classify the
looks as a bit generic. That’s not too much of a drawback, as it can be pretty
hard to mess up on the tried and true space shmup look. Sinistron just doesn’t
really do anything exceptional in this department, nor does it ever try to. The
enemies don’t stand out much and are pretty much just canon fodder to blast
your way through. As you might expect, they do have some of that H.R. Giger-esque
quality that so many shmups borrowed from the classic Alien film franchise.
This has been done to death in shmups of the era, but I’ve never minded it one
bit. It’s just that Sinistron does the Giger and standard space enemy routine
in a pretty bland and by the numbers fashion, whereas a game like R-Type
invests itself into that look and feel and draws you in by the variety and
creativity the developers put into it. In the audio department things are
equally as vanilla. Nothing too bad, but there is a nice enough music track
here and there.
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