It's no secret at this point that Blazing Lazers has flaws. Its levels are too long, and it has players drift along through patches of dead space far too often. But I will say this: during its most dangerous stretches (the most harrowing of which are to be experienced in stages 7, 8, and 9), BL is more intense and thrilling than any other old-school vertical I've ever played. Yes, this is a seminal, dawn-of-16-bit blaster that's more exciting than the down-the-road likes of Sapphire, Spriggan, Sylphia, Nexzr, and Soldier Blade. It crushes all of them.
And it gets a bum rap as being an "easy" shooter, as its last few levels are genuinely tough. Area 7 is wild with its projectile counts, Area 8 fills the screen with its bubbles-and-beasts assault, and Area 9 sends enemies at you from every which way before presenting you with a string of large, vicious adversaries.
While it does take some time for BL's difficulty to ramp up significantly, don't for a minute believe that the early levels are utter throwaways. Stage 3, with its bullet-spewing, pod-topped towers; Stage 4, with its oddly allied brain beasts and eyeball creatures; and Stage 5, with its pyramid-peak turrets and star-shot blasting moai heads, all have more than enough action to keep me constantly entertained. Only Area 6, with its dancing small-fry, seems like something of a waste, but good playing and smart icon snatching during that strip can set you up for success in the tougher stretches yet to come. The first two levels are space-outpost fare that, while having you deal with a fair share of adversarial activity, can drag on a bit, but the music is so amazing in both areas that I love playing through them anyway.
Actually, the game features awesome tunes from beginning to end, with intense rock numbers in stages 1, 4, 7, and 9; a beautiful flute-produced Area 2 melody; and cool abstract material such as the bubble level's dirge. And few other tunes get me pumped up like BL's title-screen theme does.
As far as I'm concerned, Blazing Lazers still has that magic (not to mention the coolest shoot-'em-up weapon ever in Field Thunder), and, after all these years, it still stands as my favorite vertical shooter for the TG-16.

Field Thunder works well for annihilating the surprisingly robust bubbles. Actually, I stick with FT for most areas because it's powerful and it looks cool (which, of course, is extremely important)...

...but the other guns come in handy in certain situations. Wave-beam fire is faster and contains fewer gaps than slow-wending Thunderbolts, making it useful for disposing of Area 6's small, quick enemies, while Ring Blaster is invaluable in Area 9, where sneaky adversaries attack your flanks.













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