Video Game / Cho Ren Sha 68k

Cho Ren Sha 68k is a 1995 shoot 'em up by Famibe no Yosshin that will take you back to the classic era of shoot 'em ups. Back to a simpler time where shooters didn't needed a complex plot or an engrossing story to be fun; just simple graphics, catchy chiptune music, simple to understand yet fun gameplay, a desire to destroy all sorts of enemy spaceships, and LOTS of bullets.

You take control of a space fighter armed only with an upgradable spread shot and a handful of screen-clearing bombs to take on the onslaught of enemies and bullets that come in your way. There are also triangular power-ups where you choose one of three items that can either boost your ship's firepower, refill your bomb stock, or a one-time shield that saves you from harm while ditching the other two. If you know the trick, however, you snag all three power-ups at once.

Cho Ren Sha 68k was made for the Sharp X68000 Japanese computer system, but there is also a freeware version available for Windows PC. You can find the downloads here.

Cho Ren Sha 68k features trope examples of:

  • Beam Spam: Some bosses and enemies favor this in addition to their bullets.
  • Boss Rush:
  • Bullet Hell: This game will bombard you with a hailstorm of bullets throughout the game.
  • Collision Damage:
  • Debug Mode: Made available by going into the options menu and holding Up until the menu changes. Some of the changes you can make include:
    • The aforementioned Boss Rush mode.
    • Your ship speed.
    • "Muteki" (Invincible) mode, in which every time you get hit, the game will act as if you have a shield, so you will never die. The game will show "MUTEKI" on the HUD to reflect this.
    • A stage select mode.
      • However, be careful when setting the stage variable to 0. Starting this stage with the Boss Rush flag enabled will dump you into an empty version of Stage 0 where you immediately fight the Stage 5 boss, but starting the stage with the flag off will put you in the same stage, scrolling endlessly, rendering the game Unwinnable by Mistake and forcing you to quit out of the game executable.
    • Enemy bullet speed.
    • A debug counter shown during the game. One option shows some statistics, while the other option shows the point value of the last enemy you killed.
  • Disc-One Final Boss:
    • The Stage 6 boss is built up to look like the Final Boss, with the huge first form and powerful second form and the imposing music, but after defeating it, you have one more stage to go.
    • Even the Stage 0 boss is this, as defeating it simply takes you back to Stage 1 this time with suicide bullets. Unless you're on loop 2, in which case prepare for the True Final Boss.
  • Dual Boss: At the end of Stage 1.
  • Every 10,000 Points: Every 1 million points, the next powerup triangle that shows up when you have a shield active will replace the shield with a 1-Up. Miss it and you forfeit the extra life.
  • Idiosyncratic Episode Naming: Stage numbers follow the format of "(loop)-(stage)", with one particular exception: Stage 0. Stage 0 comes after Stage 6, but is considered part of the next loop for numbering purposes.
  • Meaningful Name: Why is the 7th stage called "Stage 0"? Because after you defeat the Stage 0 boss, you see the explosion from the beginning of Stage 1, followed by the beginning of Stage 1 of the subsequent loop.
  • Mercy Invincibility: Several ways to trigger it: Get hit with your shield active, fire a Smart Bomb, die and respawn, or collect an item.
  • New Game+: If you can beat the game, you start over again with your all power-ups. Only this time, the game will be harder and bosses and some enemies will release revenge bullets upon destruction. It's not an infinite loop because defeating the Bonus Boss at the end of your second run finishes the game.
  • No Plot? No Problem!: Not a single plot or story exist anywhere in this game.
  • Power-Up: A firepower upgrade, a shield, or an extra bomb forming a triangle. Picking one means losing the other two, but if you position yourself in the middle of the three, you can grab all of them at once. This can be tricky to pull off, especially in hectic situations, but it's very helpful.
  • Scoring Points:
    • You get extra points if you shoot enemies with the center green bullets instead of the yellow bullets that spread out.
    • At the end of each stage, you get 20,000 points per bomb, 50,000 points for having a shield active, and 50,000 points per remaining life.
      • Unstable Equilibrium: This means a run that sees few or no lives lost, a constantly-full bomb stock, and an active shield at the end of every stage will have large sums of points due to all the spare lives (and even more because you get an extra life every 1 million points), but a "barely hold on to your lives and bombs" run will be very much a low-score run.
  • Sharp X68000 Hard
  • Shout-Out: The default high score entries? Those are all titles of Toaplan games.
  • Single-Use Shield in the form of a triangular power-up.
  • Spread Shot: Your primary weapon.
  • Smart Bomb; Your other weapon. Use them wisely.
  • Stuff Blowing Up; And then some.
  • Super Title 64 Advance: Cho Ren Sha 68k.
  • True Final Boss: Defeating the Stage 0 boss during the second loop initiates the battle against a gigantic angelic mecha with 3 forms. Just like every member of this trope, it's backed up by a shit-ton of bullets.
  • Uncommon Time: The standard boss theme, "Chips!!", is mostly in 5/8 with an occasional measure of 7/8, then briefly becomes basic 4/4 before looping.
  • Wham Shot: Remember that explosion your ship outruns at the beginning of the game? At the end of Stage 0 on an odd-numbered loop, the exact same explosion happens and Stage 1 of the next loop begins.
  • Where It All Began: That explosion at the very beginning of Stage 1? Kill the boss of Stage 0 and you trigger that very explosion.