NebulasRay and How Shmups Struggled to Stay Relevant in the Early Days of 3D Graphics and Fighting Games

The Shmuptake #11: An Arcade Cult Fave Finally Comes Home

NebulasRay and How Shmups Struggled to Stay Relevant in the Early Days of 3D Graphics and Fighting Games
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Welcome to The Shmuptake, an occasional column about the history of the shoot ‘em up, aka the “shmup.” Here’s an introduction, and here’s an archive of every column so far.

Hamster has turned May into Namco Month for their Arcade Archives series, adding a handful of lesser known cult faves from the Pac-Man publisher to their roster of faithfully ported arcade games. Most of the best-known Namco classics—your Dig Dugs, your Mappys, your Rally-X’s—got the Arcade Archives treatment years ago, but when you’ve got a history as long and storied as Namco’s, there’s bound to be an incredibly deep reservoir of games to pull from. Case in point: Namco Month’s second release is the vertically scrolling shooter NebulasRay, a 1994 arcade release that has long been praised by shoot ‘em up fans and largely unknown by everybody else. It landed on the Switch and PlayStation 5 on May 15, and if you’re a fan of shooting everything in your path you might dig it.

Of course releasing an arcade shmup in 1994 is a bit like buying Tesla stock today: you missed the window, buddy. Fighting games had arcades in a death grip in 1994, and something like NebulasRay had no hope of breaking through in America. I personally have no memory of ever even seeing one of these things in person, and I was the rare weirdo who actively sought out non-fighting games in arcades in 1994. Fortunately it’s readily available now in what turns out to be its very first home release ever. 

If you did come across NebulasRay out in the wild in 1994, its striking presentation probably stayed with you. With NebulasRay Namco used tech tricks to gimmick up the appearance of 3D graphics on hardware that couldn’t actually make 3D graphics. Basically Namco created 3D models of the game’s ships and enemies, and then turned them into two-dimensional sprites; it gives them a blocky, textured look, and if you didn’t know better (and if a comparison with the legitimate 3D graphics that had already started creeping into arcades and even some console games didn’t make it obvious) you’d probably just assume this was real 3D. Between those fake 3D ships, the multiple layers of moving backgrounds, and an incredible score by Masahiro Fukuzawa and Takayuki Ishikawa, NebulasRay feels like a kind of endpoint for the first 15 years of the shmup—the most advanced possible version of what started with Galaxian, before true 3D and polygons took over the industry and made every 2D game immediately feel quaint and out-of-date. Developed for the 32-bit Namco NB-1 hardware, NebulasRay looks like something you could’ve played on the Atari Jaguar or Sega’s ill-fated 32X add-on for the Genesis—and that’s a compliment. 

It’s also really hard. Don’t expect bullet hell-level seas of projectiles, but there’s a thick, constant swarm of enemies to deal with, and they all seem to have unerring aim. Everything seems to keep picking up speed with every level, upping the ante not just through the increasing numbers of enemies and bullets you expect a shoot ‘em up to throw at you, but by constantly turning the speed dial to the right for everything except your ship. You can boost your speed through a specific power-up, although, as is often the case with shmups, if you crank your speed up too much it becomes counterproductive and hard to move with precision. Late stages add a (fairly weak) shield power-up to the mix, as if in admission of going too damn fast and getting too damn hard, but otherwise defense is entirely on you and your reflexes—whether that’s weaving between all the bullets and enemies flying your way, or dropping a well-timed bomb to wipe all those threats off the screen. And you start with only three bombs, of course, so be judicious—although those do replenish when you die or snag a bomb power-up, which is all standard shooter stuff.

NebulasRay Arcade Archives shmups

NebulasRay also does something interesting with its weapons. You can improve your main gun in fairly predictable ways, switching to a spread shot or a larger, more powerful bullet when you grab certain power-ups, with those weapons all having a handful of tiers you can progress through. There’s also a class of secondary weapons, though, that are a little stronger and tend to have less straight-forward trajectories and can make quick work of standard enemies and bosses alike. The catch is that those weapons are on a timer; the giant red homing lasers, or the fat orange blobs that spurt out in short distances, will disappear when that timer hits zero. There were many times when I would approach a boss with one of those weapons counting down, only to see it hit the expiration date during the time it took for the boss to finish making its dramatic entrance. That countdown will make you want to hurry up at first, in hopes of having this powerful alternate weapon last through as much of the stage as possible, but it’s futile; you can’t scroll through the level any faster than it lets you, and getting anxious about losing that secondary weapon will only force you into making a mistake. You’ll learn to be pretty zen about it; you can enjoy those big red lasers while you can, but won’t factor them into any kind of strategy you might concoct, as their short lifespan makes them inherently unreliable. 

The original arcade mode starts you off with three lives and infinite continues as long as you keep sliding (virtual) quarters into the slot. (This thing must’ve absolutely devoured the allowances of whatever weird kids weren’t plowing it all into Street Fighter 2.) That’s the only reason I was able to play through every stage, as I probably used a dozen continues or more. And NebulaRays has more tricks up its sleeves than the one that gives it its 3D style; after finishing the final stage, watching the credits, and seeing a short cutscene where your ship lands on a spacecraft carrier, you’re immediately kicked into an extra stage where you start again against lightning-fast enemies. This time, though, you have one life and no continues—a short little permadeath postscript to reward anybody who made (or paid) it that far. 

The Arcade Archives version also offers two alternate score rush modes. High score mode gives you a single play—three lives, no continues—to score as many points as possible. Caravan mode, meanwhile, breaks the game up into five minute chunks, and tasks you with scoring as many points as possible during that window; once again, you only have three lives and no continues. If you’re a score-hound, you’ll want to dig into these as soon as you’ve blasted the last boss in the original mode; and if you’re at all interested in shmups to begin with, you’re almost definitely a score-hound, so just accept that recommendation as some all-encompassing advice. 

NebulasRay’s rather spartan weapon power-up system is a little generic and forgettable. There’s not a great variety of enemies to worry about, and bosses all follow a similar pattern of a colossal ship that spits out complex patterns of bullets and needs to be taken down in several distinct pieces. It’s all proficient and consistent in its level of quality, but it’s not exceptional in any way—except for how it looks and sounds. NebulasRay is an audio-visual feast for anybody who loves how videogames looked in the early ‘90s. The backgrounds are increasingly colorful and psychedelic, winding up with a kind of lightspeed effect that mimics how distorted reality would look if you could actually move as fast as light. And that’s all confined to the background images, so it doesn’t distract from the foreground action. 

If you’re a shmup head from the old days, you’ve probably already downloaded this one. If you’re simply curious about the genre, or only interested in the best of the best, NebulasRay isn’t really a great place to start. Given its scarcity, though, and its unique, remarkable sights and sounds, it’s a deeply welcome addition to Hamster’s Arcade Archives, and a one-of-a-kind snapshot of how fading genres tried to stay relevant during the arcade’s last decade of mainstream relevance.


Senior editor Garrett Martin writes about videogames, TV, travel, theme parks, wrestling, music, and more. You can also find him on Blue Sky.

 
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