
Blast battalions of tanks into smoking craters and conquer air and sea from the sky's fastest attack chopper! Toaplan's coin-op shooter Twin Cobra flies to PC with fresh features and quality-of-life updates!
Modeled estimate, not a reported figure. How we estimate →
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The United States storefront in every case, so this compares stores and not countries.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.99 | 60reviews | 87% | — | $10.8K |
| $7.99 | 6ratings | 94% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game should be rated AO. If you grew up with classic shmups like this in the 80s and 90s, with their sniper enemies and emphasis on learning sections before you can get past them, you'll feel right at home. If you're under 35 and/or have only ever experienced modern bullet hell shooters like Touhou, there's nothing good to be had from playing this. I love this game (although I mainly play the M2STG version on PS4 instead), but I wouldn't recommend this to most people.
オプションが豊富で素晴らしい。 早送り スロー 巻き戻し どこでもセーブ ボタンコンフィグ 当たり判定の可視化 当たり判定の縮小化 BGMのオンオフ ブラウン管の見た目再現 難易度急上昇な横スクロール無しまで 不満はメニューからセーブした時になんのリアクションも無い事。成功したのか分かんねえよ・・ このデペロッパーにイメージファイト、雷電、雷電2、怒首領蜂を出して欲しいな・・まぁ無理かw
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Languages: English
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Solid port, multiple ROM variations, dipswitch options, QoL settings, leaderboards, etc. Doesn't pop open the hood to show you what's going on in the engine the way an M2 STG release does, but Bitwave did a nice job with this. As far as the game itself goes, it would be a Raiden clone except Raiden didn't exist yet. One of the seminal shmups that's been copied and iterated on so many times it's easy to forget that the Tiger and Shark games did it first. And better in most ways, I think.
Один из тех кривых портов, который спасает лишь возможность перематывать время. https://youtu.be/bN-oYmwEZeM
比雷電還要早幾年推出的經典街機STG 也有一定的難度 但玩日版且單人玩的話 被擊中會叫你從一個重生點再挑戰一次 而美版則是繼續前進進度 要注意的是日版與美版的戰鬥直升機造型顏色各不同
ワイドタイガーのタイトルのヘリの降りてくる位置から始まり、 アイテムに追いつけない自機の遅さや、空中の敵が左寄りに出現、今にも止まっちゃいそうな離陸時のエンジン音、 極めつけは、クリア時のヘリの着船位置... 最高に笑わせて頂いたものだったが、アップデートで台無し。 移動速度だけノロいまんま。大型空中敵は変わらず左寄りに出現。 これ、アップデートした人、 本気ですか? 通常に支障きたすくらいならワイドモード削って、 まともにシテクダサイ。
Can't recommend this game in its current state. The music is no where near the quality of the original. Also the difficulty is wayyy too hard even on easy. If you're thinking this is like the original twin cobra from nintendo, it's not that. This is a very sad ported version of a good classic. And yes I know you can tweak the audio and yes you can cheat by giving yourself extra hits before death, but why? the original never had this issue and you could just play as is...
✍️ 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.
Very good game...
Only buy this if you want to explore some of the genre's history or are nostalgic about it. Batsugun is in the same style a lot more fun. Personally I much prefer the Psikyo shmups. Visuals are great, music is okay. Bullets go too fast for me to thoroughly enjoy the gameplay, also the boss fights are not as epic as they should be. Gameloop becomes boring, perhaps trying a 1CC clear will fix this but I don't think the time required for such a feat would be worth it for me when there are just much better shmups available.
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| $10.8K | 135 | 97% | $4.99 | |
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