Bullet Candy

Bullet Candy snuck onto the Stack through a bundle some time ago. I was reminded of it by something called “Bullet Candy Perfect” in the latest Indie Royale bundle; I’m not clear on its relationship to the earlier game, whether it’s an enhanced version or a remake or a sequel or what, but I’m tentatively counting them as separate titles. Come to think of it, those various descriptors might be hard to tell apart, given how abstract and plotless the game is.

It’s a 2D “bullet hell” shooter set in space, with an overall design geared mainly towards filling the screen with sparklies and particle effects. (Even the power-ups that some enemies drop have particle effects, which to my mind makes them look like projectiles. I was several levels in before I even realized they were power-ups, because I kept dodging them.) I recall that it was compared to Geometry Wars a lot, but since I haven’t played that either, the main thing it reminds me of is Robotron. Seriously, the feel is so similar that it’s got to be homage. It even has indestructible enemies that jerk backward a little when hit with your bullets, just like the hulk robotrons. The one really big difference in feel is that you can shoot in arbitrary directions, rather than just eight.

Also, you can play with mouse and keyboard, and that changes the dynamics considerably. With mouse control, you shoot toward the cursor. That means that the classic Robotron maneuver of sweeping the entire screen by skirting the edges and firing constantly inward doesn’t work quite as well, because unless you’re moving the cursor in parallel with your ship (which would be tricky), your direction of fire will keep changing. On the other hand, it also means that you can often park the cursor on top of an enemy in order to keep firing at it regardless of where you move. But that’s less useful than it sounds, because such purposeful use of the cursor would require taking your eyes off your ship for a moment, and that’s a quick way to die. I’m thinking gamepad has the advantage here.

The main game mode has 50 levels, all of Robotron-like brevity, and every fifth level is a continue point, a place you can start over from when you run out of lives if you don’t care about your score. Through copious use of continues, it’s possible to play the game from start to finish in a single session. Thus, off the Stack it goes. I guess you’re intended to try harder difficulty settings at this point, or other gameplay modes, like survival mode or asteroids mode. And actually, I’m finding asteroids mode pretty engaging. It’s the same basic mechanic as the classic Asteroids, but easier to control and much faster-moving.

Everyday Shooter: Controls

Like I said before, I really knew very little about this game going in. One thing that I only just recently learned is that its original platform was the Playstation 3. Which means that it was designed for a PS3 controller, with its dual analog sticks. Which isn’t really all that surprising, given the gameplay…

Suddenly it struck me. I’ve been using the wrong controls. I had been using the keyboard, which limits me to eight directions of movement and fire, when I should have used my PS2 controller and USB adapter to get the intended 360-degree rotation.

I suppose I failed to think of this sooner because of the obvious Robotron influence. After all, Robotron used a pair of 8-direction digital joysticks. And for many years, in the days before dual-stick gamepads became standard, the best way to play Robotron adaptations or imitations at home was with a keyboard. 1This didn’t stop people from coming up with single-joystick solutions, but the results never had the feel of the original. The few existing console ports of Crazy Climber have the same problem. But Robotron is far from the only game to influence Everyday Shooter, or be referenced by it. Level 4, for example, draws heavily from Time Pilot, a game whose feel is more or less defined by the smooth rotation of an analog stick.

Unfortunately, I haven’t been able to get my PS2 controller working under it. I don’t know why. The game makes provision for a gamepad under Windows, as evidenced by its options menu, but it just doesn’t recognize mine, no matter what I do. And this gamepad works without problems in other apps, so it’s not a hardware problem. Perhaps the game’s PS3 origins mean that it won’t accept anything so antiquated as a PS2 controller, even though it seems equivalent for this game’s purposes. At any rate, it looks like I’m stuck with keyboard for the time being, which makes certain parts harder than they should be. Fortunately, extra starting lives will compensate.

References
1 This didn’t stop people from coming up with single-joystick solutions, but the results never had the feel of the original. The few existing console ports of Crazy Climber have the same problem.