Stahlfeder

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During the mid-1990’s there were two shoot-em-up’s released which had, for reasons lost on my good self, a rather Germanic theme to them, and both were released exclusively for the Sony PlayStation.
One was produced by the highly respected, and influential Square Soft (they of Final Fantasy fame). This game was critically acclaimed, rather stunning, and, is this writers favourite all-time horizontal shoot-em-up – Einhander.
The other Teutonic release came from am obscure developer called Santos; and the game was the rather critically un-acclaimed, and equally as obscure, Stahlfeder:Tetsukou Hikuudan.

Released in 1995 for the Japanese market only, Stahlfeder is a vertically scrolling shoot-em-up with a style much borrowed from contemporaries such as Raiden, Strikers 1945 and the 194X series by Capcom. You take control of one of four different fighter planes, each with his/her own strengths and weaknesses as you set out to defeat the enemy before you over six stages.

As with most shoot-em-ups the plot device is pretty much superfluous, however, in this case it really needs to be unless you can read Japanese. There is no plot reference in-game and so only the actual manual advises of the plot over two very brief pages, and it is all in Japanese; and there is little to no additional information to be found on the web. Yes folks, Stahlfeder is that popular.

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Gameplay is a rather straight forward affair, each ship has two shot types, a weak wide shot type and a more powerful concentrated shot, and a bomb. The three attacks are spread over three buttons on the controller, ship speed is dependant on the player ship selected, as is the strength of your shield. Hit box is quite large, so bullet grazing is not recommended, and every time you are hit you lose a chunk of your shield bar. Once the shield is totally depleted it’s game over. Along the way you can collect additional bomb stock, power-ups for your two main shot types and also energy pick-ups to replenish your shield.

Scoring is as basic as it gets. There are no extra points for destroying scenery, there is no milking to be had, no chaining and no medal systems or ranking to be concerned with. At the end of every stage you will be rewarded for the amount of remaining shield you have and the number of unused bombs left in stock; so technically I suppose you could hinder your scoring opportunities if you select one of the ships with a weaker shield. Collecting shield items when the bar is full only adds score, it does not increase your shield capacity.

Enemy attack patterns, are, for the most part, not particularly challenging. Basic attacks seem to be Toaplan and Seibu Kaihatsu influenced, and bosses can be generally defeated without any reliance on bomb stock with the probable exception of the final boss who throws out near impossible to navigate bullet patterns where you’ll need bomb stock to cancel them out. In fact the game recognises this strategy by allowing you to pick up a quite healthy supply of additional bombs just seconds prior to the final confrontation. There is no second loop.

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One area where Stahlfeder did break new ground, at the time, was that in the options menu you can select the colour of the enemy bullets to suit. The rest of the options are a distinct let down though, with even the difficulty setting only affecting how many credit continues you have at your disposal and not the enemy attack patterns. So, if you’re gunning for the 1all, you’ll bounce this straight on to “normal” knowing that the game will be pretty much no more challenging than when set to “easy”. The “hard” difficulty setting ups the ante by making the enemies slightly more aggressive, removing the end  of stage shield top-up, and powering you down if you get hit; it also does reward with greater end-level bonuses though.

During the mid-1990’s there were many games that mixed sprite and polygon visuals, and Santos took this approach with Stahlfeder, using a combination of 2D and 3D. The player sprites are each well drawn, but lack detail, and the enemy craft is generally rather generic looking and does not differ much between stages. In the early years of the 32-Bit era, as developers got to grips with the new technology and shift from 2D to 3D games, many early PlayStation and Saturn games had rather crude 3D visuals, and as a result have aged rather badly. Stahlfeder is no exception. The 3D rendered bosses look rather basic in form and animation, the final boss in particular is very poor, and rather unimaginative, especially compared to some of the earlier boss encounters. The backgrounds are generally dull, uninspiring and lacking in any great detail.

Sound is par for the course for a shoot-em-up and the rock infused soundtrack has a few good tracks but does little to help drive the action along, and could be generally summed up as unremarkable.

That, ultimately, is the best word to describe Stahlfeder – unremarkable. The game is neither good, nor dreadfully bad, but it is rather bland, bordering on dull, and you’ve really got to want to play it to get anything out of it.

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Santos will undoubtedly be an unfamiliar name to many, but they actually have a rather interesting history:

Founded by Takeshi Tozu, Santos also had on board Akio Inoue, who was the founder of Aicom, the developer best known for the classic Neo-Geo game Pulstar.  In late 1996, with funding from SNK, Aicom and Santos were merged to create Yumekobo, who are now best known for Blazing Star and Prehistoric Isle 2 on SNK’s Neo-Geo hardware. Sadly, when SNK collapsed in 2001, Yumekobo folded along with it and the team disbanded. With only a handful of dedicated Japanese shoot-em-up developers left by the turn of the Millennium, it would be interesting to find out what happened to some of the Yumekobo team, but as yet I’ve not had the time to see if any names crop up elsewhere.

Overall there is little for me to really enthusiastically recommend to anyone about Stahlfeder, there are so many better examples of the genre out there, not only on PlayStation, but on just about any system of the era you care to mention. During a time when shoot-em-ups were developing into much deeper affairs than just “point-your-ship’n’shoot”, Stahlfeder delivered a back-to-basics package so unremittingly dull that it would seal its fate as nothing more than an early PlayStation curio.

Stahlfeder: Tetsukou Hikuudan

Version tested: PlayStation (NTSC/J)
Also available on: n/a