Batsugun, the Original Bullet Hell Shooter, Gets Its First American Release

A home release of Batsugun will arrive worldwide on May 25. It’ll be the first time ever that the now-30-year-old shoot ‘em up will be available as a standalone purchase outside of Japan. The original arcade incarnation of Toaplan’s STG swan song received a worldwide release, but its home port was a Sega Saturn exclusive, and, like so many other wonderful titles on that console, it never left Japan unless an importer with taste to match their wallet ordered a copy. And while you could grab it as part of Sega’s Astro City Mini V—the “V” stands for “vertically oriented”—as of 2022, that’s a minimum $160 purchase before shipping that comes with 22 other shooters and just as many complaints about input lag.
Going from a paucity of Batsugun to an existence where it’s simultaneously available on the Nintendo Switch, Playstation 4, Xbox One, and Steam (with it of course also working on the backwards-compatible Xbox Series S|X and Playstation 5) is quite the shift, but it’s a welcome one. Batsugun isn’t just one hell of a shoot ‘em up: it’s also a wildly important one in the genre’s history. With it not being legally accessible in North America for decades, it’s been something of a missing link in the evolution of shoot ‘em ups for those outside of Japan. Batsugun is widely recognized as the first bullet hell shooter, and given that this is a term you now find well outside of the genre it originated in—we’ve got roguelike bullet hell games now, people—that’s some footnote.
And it all started with what would end up being Toaplan’s shooter swan song. Toaplan, known for classic shoot ‘em ups like Tiger-Heli, Twin Cobra, Truxton/Tatsujin, Flying Shark, and Zero Wing, would develop a sequel to Snow Bros. before their 1994 closure, but Batsugun was their last completed STG (Twin Cobra II began development before Toaplan shut down, but would be finished by another studio for publisher Taito). Batsugun might have been a great game, but it was released during a seismic shift in arcades: the age of the shooter was ending, while that of the fighting game was just beginning. Studios like Toaplan and fellow shoot ‘em up masters Compile struggled almost immediately; whereas Compile just stopped making shoot ‘em ups and focused on their wildly successful Puyo Puyo puzzle franchise instead, Toaplan had no such fallback plan. They made games that weren’t shooters, good ones, too, but their success in arcades and relationship with the likes of Taito is what helped keep them going on the financial side. When interest waned in their genre of choice, they first bled employees, then declared bankruptcy, and the studio was done in early 1994.
That would be the end of Toaplan as a studio, but only in name. Rather than rising like a phoenix with some new benefactor behind it, Toaplan reemerged more like the heads of a hydra. In Toaplan’s place grew Tamsoft, Takumi, Gazelle, Raizing, and the bullet hell developer, Cave. Beyond those five studios, a few Toaplan employees also went to existing major studios like Square and Taito, the latter of which was just hitting its stride with shoot ‘em ups even as the arcade popularity of the genre waned.
Tamsoft still exists, often working on the properties of other companies, but they also originated the Choro Q racing series and Toshinden, an early polgyon fighting game, in the ‘90s. Takumi ended up finishing Twin Cobra II for Taito, and went on to create three Giga Wing games for Capcom and Taito, as well as another arcade/Dreamcast STG, Mars Matrix. Gazelle didn’t last for very long after its creation, but it was around long enough to create Air Gallet, a compilation of Toaplan shooters for the Playstation, and to give Batsugun what was, until now, its lone home release.
The shoot ‘em up work of those other Toaplan offshoots was certainly good, but Raizing—also known as Eighting or 8ing—and Cave were on another level. Raizing is responsible for one of the single-greatest shoot ‘em ups ever in Battle Garegga, a masterpiece in manipulating “rank” that marries scoring and survival together in a way you don’t often see in an STG, as well as the Mahou Daisakusen trilogy of shoot ‘em ups, one of which is also a racing game. And there are plenty of people who will tell you that Raizing managed to make some games better than Garegga, too, which should tell you quite a bit about the quality on display.
And Cave, of course, is a legendary studio, with DoDonPachi, ESP Ra.De, Dangun Feveron, Mushihimesama, DoDonPachi Blissful Death… we’ll be here all day if I keep going. The president of Cave, Kenichi Takano, came over from Toaplan, as did Tsuneki Ikeda, the programmer and director of many a Cave game. Ikeda was a programmer on Batsugun, even, (And who eventually ended up at Cave working on some of their later shoot ‘em ups? Shinobu Yagawa, who was behind Battle Garegga as well as some of Raizing’s other offerings.)