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Assault Android Cactus


A screenshot from Assault Android Cactus showing its variation on an arena shooter stalwart environmental enemy - the 4 way laser beam. The player fights robots in-between the beams. Given how aggressively red and purest all engulfing white the beams are, probably best not to get hit by them because ouch.

Originally posted January 2020

Look, I’m not sure how I managed to make it through to 2020 and have nothing on here about Assault Android Cactus before now but it’s clearly incredibly slack of me because Assault Android Cactus is wonderful.

It’s been pretty wonderful for the near five years it’s been out there now too. I’ve been enjoying it on and off for most of those five years as well.

I’m not kidding when I say I’ve been slacking here. Five bloody years! Molyneux save me. It’d be excusable if it wasn’t one of my favourite things.

To be honest, I kind of know why I’ve been putting it off. It’s an easy game to do a mammoth injustice to because when you write it all down it’s easy to go “so, err, what?”. It’s an intimately familiar looking, familiar feeling videogame. It’s born of purest Dreamcast, not the Sega Blue Skies of a thousand UK Resistance dreams but the final gasp of the arcade at home before digital downloads changed so much. It *looks* like a Dreamcast game too, though obviously more as my memory would like to convince me of what the games looked like than what they really did. It’s got a vibe. It’s good. It’s committed. It deserves the right words.

A screenshot from Assault Android Cactus. A robot viewed vaguely from above unleashes a frankly ridiculously large laser beam towards the player. It really is a big laser.

There’s so much game there too. It’s positively abundant. Ridiculously so! Full on call the cops and arrest these people for making the rest of us look like we don’t put enough game in a videogame stuff. I’m not sure I’ve played a twin stick shooter that crams quite so much in and where so little of it feels superfluous.

Some of it is unsurprising – multiple characters with different weaponry, ridiculous cosmetic tweaks (normal head mode! JJ mode for when you need so much lens flare you can’t see the screen! More!) – it’s a lot but it’s kinda an expected lot.

What isn’t quite so expected is the amount of videogame scenes the game runs through. At times it feels like an A-Z of arcade videogame levels. Never pastiche, never a nod and a wink, videogame levels because there’s something the game can do with them. It reminds me of Mutant Storm Empire in that regard though much, much, much more focused.

A screenshot from the game Assault Android Cactus. An incredibly chaotic moment in the game as creatures, spiderbots all Duke it out against the player in an oval arena. Floating text indicates that the player has earned a 112 chain of enemies shot bonus.

Early on you find yourself riding a very videogame lift, you know the kind – it’s in a hundred or so FPS, a multitude of top down shooters, it’s in Valve’s Alien Swarm, even Destiny couldn’t resist the lure of riding a lift whilst aliens hem you in from all sides. Then before you know it, it’s a stage where robots are pouring out of the floor, there’s lasers everywhere, flames, bullets, pick ups and there’s a stage where the room is built around you and then and then and then.

It’s like the team responsible wanted to cram every idea they had for games into one game. It’s astounding. More so when you realise how normal this sort of thing used to be, how arcade games at home would let themselves spiral outwards rather than just retain a really narrow focus, done well. I didn’t even realise how much I missed that but I do. I really do. It makes me feel spoilt, ruined, like you can’t possibly be giving me all this? Seriously, you are? Thank you, thank you, thank you.

Oh, there’s local co-op too because of course there is. Why leave any stone unturned?

A screenshot from Assault Android Cactus. It is a busy factory-esque area with yellow and black safety stripes marking a square within it. Spider robots and glowing bullets, and explosions, abound.

It’d all be for nothing if it didn’t play so well, obviously. Which it does! It plays wonderfully, always pushing you into the swarms of killer drones rather than running backwards, rather than the circling of Geometry Wars. Wade in, knee deep in roboguts, needing to grab batteries to make it to the end of a stage alive. It takes no time to find the rhythm the game wants you to fall into, alternating between primary and secondary weapons, rushing for power ups, aiming for that ever enticing higher score.

Gosh. I love Assault Android Cactus so much, you know? There’s few games I’d use the term masterpiece for but in this case, Team Witch Beam have worked for it and earned it. I can’t recommend it highly enough. It’s the right and proper good stuff. It’s an arcade game, a not Dreamcast really but totally Dreamcast videogame that the best part of five years on still excites me.

Which, let’s face it that’s what you want from an arcade game. Okay, okay, it’s what I want anyway. I genuinely couldn’t ask for more. Well, except maybe for some fish but that’s just me. Maybe the next one, eh?

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