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NES box art for 1943: The Battle of Midway, the cover of NEStalgia episode 122

122 · 1943: The Battle of Midway

▶ Game info
VerdictPlay it
GenreArcade
ReleasedOctober 1988
SeasonSeason 4
DeveloperCapcom
PublisherCapcom
June 5, 2020 · 45 min · transcript available

The most crucial and decisive battle of World War Ills about to be fought. .. by you! Enemy forces are descending upon Midway Island. Enemy bombers, dive bombers, and zeros are roaring over the island like a typhoon. The surrounding Pacific waters are teeming with enemy aircraft carriers.

SHOW NOTES

Manual

1943 NES Gameplay

The Battle of Midway (For true immersion)

1943: The Battle of Midway Mark II

1941: Counter Attack

19XX: The War Against Destiny

1944: The Loop Master

Our verdict: Play it

Capcom made and published this sequel to 1942, a game we really didn't like. It is a World War II shmup, and the real Battle of Midway happened in 1942, which makes the title funny. We agreed it is a big improvement on 1942, just not a great game.

What works

  • A new generation. Sean called it 1942 remastered: it performs better, the music is actually music, and there is parallax over the clouds and ocean.
  • Enemy variety. Joe liked the mix of sizes: big planes that launch smaller ones, bigger planes that shoot back, and boats you can just shoot. Enemies also fly up in formation, then flip around.
  • Secret bonuses. Shoot odd spots, even empty sea, and bonus characters appear, like a cow and an elephant that is not in the manual. A flower gave us another upgrade point.

Upgrades and the fuel gauge

You spread three points across five categories: offensive and defensive power, maximum fuel, special weapons and how long they last. The idea is better than the effect. We couldn't feel much difference, and the loadout was forgotten by level three. Maximum fuel is the only thing between you and a regular shmup where one hit kills you.

The fuel gauge is also your health, and it drains constantly, a bit like the Dragon Ball game. We split on it: either it is a time limit you never climb out of, or it is fair leniency, since at zero you are just playing a normal shmup. The special weapon summons lightning like Zeus, which spoils an otherwise accurate game.

The bosses

Bosses have many targets, not one core, and you don't have to destroy everything: a giant plane near the end let a 60 percent job through. That started a long argument about whether bosses should work that way, and this line: "I'm starting to think this is not how the battle of Midway actually went down."

Worth knowing

  • 24 stages and passwords. That is a lot next to Life Force's eight, and it felt like it looped after the third level. Mike had not seen land.
  • Capcom's own port. Capcom handled this one directly, while an outside company did 1942's port, the best reason we could think of for the jump.

The bottom line

Play it. Nobody voted it onto the Essential Games List. Joe, who doesn't care for shmups, had fun and called it a vast improvement over 1942, but "just good, but not essential." Sean said that if we had a most improved sequels list, he could put it there. We put it in the middle of the pack of NES shmups, not up there with Life Force or Gradius.

Written from our conversation in this episode.

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