NEStalgia

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NES box art for Stinger, the cover of NEStalgia episode 71

071 · STINGER

▶ Game info
VerdictPlay it
GenreSHMUP
SeasonSeason 3
DeveloperKonami
PublisherKonami
June 7, 2019 · 1 hr 6 min · transcript available

From the noxious planet Attackon a billion light years beyond the Milky Way, hungry aliens invade Earth. Their mission: capture the genius creator of a bio-nuclear sweetener, the amazing Professor Cinnamon. FOR MORE NESTALGIA as well as show notes and links check out www.NEStalgiacast.com

Our verdict: Play it

Stinger is Konami's second shmup on the NES after Gradius, and the only game in the Twin Bee series that ever reached North America. We didn't know it was a sequel, and we went in expecting shovelware. Sean put in several hours without stopping, and Joe, who isn't a shmup fan, had a lot of fun too. It's cartoonish, a little sloppy next to Gradius, and a lot more fun than we expected.

What makes it good

  • Juggling the bells. Power-ups come from shooting bells out of clouds and keeping them bouncing until they change color. On the vertical stages the color changes every five hits. Hit it once too often and it reverts to a bell worth only 500 points. We kept losing track of the bell and getting hit, and that risk and reward is the heart of the game. A heart shot that only helps with the bells makes multitasking easier.
  • Horizontal and vertical stages. Switching between them, sometimes two horizontal stages in a row, keeps it from going stale. The vertical stages have the ground targets and the lock-on bomb, and we agreed they felt better balanced than the horizontal ones.
  • A ghost you can recover. When you die, you can fly back and grab your ghost ship to get your power-ups back, which Gradius never offered. It works once per ghost, so it can't be abused, and we called it Dark Souls before Dark Souls.
  • Bosses that behave differently. Willie the Watermelon Head, Sigmund Squidmund, Fang the faucet (or saxophone, we argued about it) and the rest each make you play differently. They're easy once you have the laser and the ghost ships, but we liked them all.
  • Continues and a rest before each boss. Continues made the difficulty easier to swallow, and the breather before each boss gave us a chance to loosen up.
  • Household chaos. Hangers, scissors, a chomping shoe, a shower head, TVs and telephones. The localized story has aliens turning Earth into cotton candy and kidnapping Konami's Dr. Cinnamon for his bio-nuclear sweetener formula. We loved it.
  • Two players. Combining ships in the same spot triggers a big attack. The Japanese version supports three players.

Where it's rough

  • A strange difficulty curve. With a full set of power-ups the bosses fall quickly, but losing them in the middle of the game is a brutal drop. Joe found it unbalanced enough that he lost interest around level five.
  • Less polish than Gradius. Joe's first impression was that the art looks like a kids' game, and it feels sketched more than finished. The horizontal stages felt like an afterthought, with the bell mechanic loosely applied and the color changes seeming random.
  • An easy start. Stage one is so relaxed that we played a long time without understanding the bells. Sean reached the fifth level before learning what they did.
  • No difficulty select. You begin on normal, and hard mode only unlocks after you beat the game.
  • Slowdown and flashing. When the slowdown kicks in, the flicker was bad enough that Sean turned away from the screen.

Beyond the game

Twin Bee began in the arcade and Stinger is the second game, released in Japan in 1986. The cutscene with three pilots was removed in America, and the localized version opens with the aliens attacking a Konami building. Twin Bee 3 came out in 1989 on the Famicom, and the series continued on later consoles, all in Japan only. There was also a radio drama that ran for 96 episodes from 1993 to 1997, plus an anime and a manga. Not one of those reached North America.

The bottom line

Play it. We recommend it, but it isn't Essential. Joe voted Play it, calling it about as close to essential as a Play it can get, but he can't see himself replaying it. Mike and Sean voted it Essential, so two of three put it on the Essential Games List at the time. Sean had more fun with it than with Gradius, and Mike pointed to its consistent gameplay and fair difficulty. The sheet now shows Play it, since it was removed in the 1988 Best-of.

Written from our conversation in this episode.

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