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NES box art for Air Fortress, the cover of NEStalgia episode 211

211 · Air Fortress

▶ Game info
VerdictPlay it
GenreAction
SeasonSeason 5
PublisherHAL America
March 4, 2022 · 1 hr 13 min · transcript available

The Federation of Intergalactic Powers is under threat by gigantic fortress spaceships which have suddenly appeared and destroyed nearby civilization. When conventional defense tactics fail, the Federation looks to find a specially selected person, Hal Bailman and equip him with a special "Lightship".

SHOW NOTES

Air Fortress Gameplay

Our verdict: Play it

HAL Laboratory made this for HAL America in 1989. It is half shmup, half action-adventure, like The Guardian Legend, and every fortress runs the same loop: fly there in a shmup stage, explore the inside, blow up the core, then escape before it explodes. We liked how well those pieces fit, and the Essential vote split.

The shmup

  • Basic, but it matters. Enemies come in straight-line waves, and it moves slowly. On its own it would be the least unique shmup we'd played in a long time. But energy and crash beam shots (we first called them bombs) can only be collected here, so how you fly decides what you carry inside.
  • The ride. The countdown shows a normal spaceship, then the orange astronaut is lying on his belly on it. We decided you hug it from the top, like a biker.

Inside the fortress

  • Energy is health and a soft timer. Moving, jumping, shooting and the jetpack drain it, and standing still refills it. It works where other games' timers don't, because running low makes you weaker, not dead.
  • Recoil. Shots kick you back, so you can shoot behind you to move forward. The levels are built for it: shoot enemies in front of spiked walls the wrong way or too fast and you launch yourself into the spikes.
  • Not much to find. No power-ups, no locked doors, no backtracking. The branching paths lead to nothing, and getting lost for the sake of being lost felt unnecessary at times. Unlike Deadly Towers, though, you can tell where you've been.

The escape

The cores aren't boss fights. Blow one up and the lights go out, the music turns ominous, and the screen shakes harder the longer you take. Sean called it probably the most tense he has felt playing a game for this podcast. The first exit is right in front of you, but later ones get farther away and harder to find.

Joe shot the second core for ten minutes without it dying. He was out of crash beams, which may have been the problem, so he loaded a password.

Worth knowing

It looks clean and colorful, but the styles clash: a cartoony astronaut, epic backgrounds, an orb that throws spinning Mario fire bars. There is no sequel, the third episode in a row with an empty sequels section.

The bottom line

Play it. Sean voted it onto the Essential Games List, calling it so unique and telling people to play it. Joe and Mike voted no, so it stayed off. Joe said it did nothing wrong but he wanted a little more out of it. Mike called it a hidden gem, sided with Joe after thinking about other games we enjoyed that also missed the list, and worries it will now stay hidden.

Written from our conversation in this episode.

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