
The ruthless Gidans invite you to an explosive space scramble! Head into the mighty Super Fighter and disintegrate your foes in all directions with various upgradeable weapons. Toaplan's no-frills vertical shooter Truxton speeds onto PC with new features and quality-of-life updates!
Modeled estimate, not a reported figure. How we estimate →
About
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Instant Timemachine
自分の環境ではショップの動画音と違い 音楽がなぜか低音が抜けた音になっているのがとても悲しい ローパスフィルタやハイパスフィルタがついてるもののうまくいかず 効果音の違いはあるものの気にならなかった ゲームとしてはアシストが強力で 巻き戻しはもちろん、3発耐えれるバリア、当たり判定縮小 などライト?に遊べる要素が。しかも見てくれがかわらない 5面は遊んだことがありませんでしたが 思ったよりスピード感があって楽しい。 ただ最下段横からでてくるのはずるい ヒットボックス表示でプレイしてました 方向の矢印がミサイルにみたいに見えて斬新だった
✍️ A Theory of Shmup Evolution By: Joseph Salomonsen Gradius → R‑Type → Darius → Toaplan → Cave / Treasure / G.rev 🟨 Foundations — Designed Space Gradius (Konami, 1985) The origin of control: resource systems, checkpoints, and authored space. The player shapes their ship to survive the level. R‑Type (Irem, 1987) The Force system: space becomes weaponized. A slow, methodical philosophy—positioning over reflex. Darius (Taito, 1987) Branching structure and spectacle. The first step toward non-linear shmup identity. 🟥 Line 1 — Density → Pattern → Bullet Hell (Toaplan → Cave) Twin Cobra (Toaplan, 1987) The definitive military shooter. Discipline, routing, survival. (my personal fave) Truxton / Tatsujin (Toaplan, 1988) The birth of the “Mega-Bomb” aesthetic—power as expression. Batsugun (Toaplan, 1993) The bridge to Bullet Hell. Density begins to dominate space. DoDonPachi (Cave, 1997) The system is complete. Patterns become language. Mushihimesama (Cave, 2004) The organic extreme. Bullets form ecosystems, not just obstacles. Deathsmiles (Cave, 2007) A divergence: horizontal design fused with atmosphere. Bullet hell becomes mood, not just system. 🟩 Line 2 — Weight → Realism → Physicality (Seibu → G.rev) Raiden II / DX (Seibu, 1993) The peak of “Heavy Metal” sprite-work. Industrial, grounded, uncompromising. Under Defeat (G.rev, 2005) The final expression of the military shmup. Momentum, recoil, and battlefield physics replace abstraction. Here: space > bullets weight > pattern movement > memorization 🟦 Line 3 — Mechanics → Abstraction → Philosophy (Iuchi Lineage) Hiroshi Iuchi ❤️ Radiant Silvergun → Judgment Silversword → Ikaruga → Kokuga → Ubusuna Treasure → M‑KAI → G.rev → M2 Radiant Silvergun (Treasure, 1998) The maximalist foundation. A shmup with layered systems and narrative ambition rarely seen in arcades. Judgment Silversword (M‑KAI, 2004) The technical bridge. The “Silver” philosophy reduced to pure system and code. Ikaruga (Treasure, 2001) The minimalist apex. Seven weapons collapse into one binary system: Black or White. The “chess” of shmups. Kokuga (G.rev, 2012) The tactical pivot. The ship becomes a tank. Weight replaces speed. Strategy replaces reaction. Ubusuna (M2, 2025/2026) The philosophical return. A synthesis of polarity and modern standards—a reflection on the lineage itself. ✅ Synthesis Shmups do not evolve in a single line. They fragment into three competing philosophies: Toaplan → Cave = density / pattern / abstraction of space Seibu → G.rev = weight / realism / physical presence Treasure → Iuchi = system / reduction / philosophy All of them emerge from: Gradius = designed systems R‑Type = controlled space Darius = structural possibility ✅ Final statement From Gradius’ authored space to Cave’s infinite bullet fields, from Iuchi’s compression of systems to G.rev’s return to physicality— The shmup is not just reflex, but a philosophy of dynamic control.
PCで遊べる古いアーケードゲームてのがポイント高い。 コンシューマー版だと機種のアップデートが有りますがPCは心配ない。 それと移植の出来も最高です。 価格も安くオススメです。
Unfair bullet-hell fluff designed to bilk impressionable children out of quarters with unwinnable scenarios and wonky controls.
This game kicks my monkey butt, but I keep coming back for more.
Pra mim, redescobrir esse jogo do Mega Drive foi uma explosão nostálgica. Cruelmente difícil no modo Arcade, esta versão tá muito bem feita, cheia de configurações pra jogar de muitos jeitos. A dica que eu deixo é que as bombas são a coisa mais poderosa do seu arsenal e ser agressivo com elas é essencial para rushar bosses injustos.
いわゆる戻り復活のSTGで、エクステンドの多さとパワーアップシステムがアクセントになっていて面白い。 ブラウン管風フィルターも美しい。
You probably never heard of Truxton before. If you did you either hung out in Japanese arcade halls, had a Mega Drive in the late 80s or watched a YouTube channel ran by an eccentric video game enthusiast. I fall in the latter category. Said eccentric youtuber turned me onto some excellent games from ages past and Truxton is only one of them. Now my experience is exclusively with the Mega Drive version, which is an excellent port. However, this is not the Mega Drive version. No, this is the arcade original. This one makes the Mega Drive port look easy and that game is not easy at all. As for the port: whilst there were apparently a few issues on release, Bitwave stuck around and worked out the kinks. Game is a smooth running, pixel perfect recreation of the arcade original (as far as I can tell). With a bunch of conveniences. Excellent controller support, including PlayStation buttons prompts, Rewind and slow down buttons to help you learn to the bullet patterns and a very pleasant CRT emulation effect. One that I implore you to give a spin, A lot of pixel art was designed with the blur from a CRT in mind after all.
This is one of the better retro shooters. If you like this style of game then you should absolutely pick this up, no question.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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