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Red Alarm

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From Wikipedia, the free encyclopedia
1995 video game
This article is about the video game. For the telephony industry term, seeDigital Signal 1 § Connectivity and Alarms.
Not to be confused withred alert.

1995 video game
Red Alarm
Red Alarm
DeveloperT&E Soft
Publishers
DirectorTakeshi Kono
ProducerEiji Yokoyama
ProgrammerMitsuto Nagashima
ArtistsMichiaki Takahashi
Shinji Hasegawa
Yoshikazu Hiraki
ComposerKen Kojima
PlatformVirtual Boy
Release
  • JP: July 21, 1995
  • NA: August 14, 1995
GenreShoot 'em up
ModeSingle-player

Red Alarm[a] is a 1995shoot 'em up video game developed byT&E Soft and published byNintendo for theVirtual Boy, Released as alaunch title for the console, it requires the player to pilot aspace fighter and defeat the army of a malevolentartificial intelligence called KAOS. The game takes inspiration from the 1993 titleStar Fox, and it is one of the fewthird-party titles for the Virtual Boy. Unlike most of the console's games,Red Alarm featuresthree-dimensional (3D) polygonal graphics. However, hardware constraints limited the visuals to barewire-frame models, similar to those of the 1980 arcade gameBattlezone. Reviewers characterizedRed Alarm's graphics as confusing, but certain publications praised it as one of the most enjoyable Virtual Boy titles.

Gameplay and plot

[edit]
The player engages enemies. Shield and speed meters appear in the bottom corners of the screen.Red Alarm uses a red-and-black color scheme standard to the Virtual Boy.

Red Alarm is ashoot 'em up that takes place in athree-dimensional (3D) graphical environment.[1] As aVirtual Boy game, it features a red-and-black color palette andstereoscopic 3D visuals,[1][2] thedepth of which may be adjusted by the player.[3] The game is set during the 21st century, in the aftermath of a 70-yearworld war that led to the establishment of autopian society without weapons. Anartificial intelligence defense system called KAOS, which had been used to end the war, becomes sentient and builds an army to wipe out humanity.[4]

Assuming control of a "Tech-Wing"space fighter, the player seeks to destroy KAOS's forces and finally itsmainframe.[4] The game is broken up into sixlevels,[5] each of which culminates in aboss fight.[4][6] The player uses the Tech-Wing's laser cannons to attack, and its guided missiles to destroy armored enemies. Shields on the craft offer limited protection from enemy fire; evasion is critical.[4] The Tech-Wing may be maneuvered in any direction,[1] and certain levels contain branching corridors and dead ends that force players to retrace their paths. Four camera angles—threethird-person viewpoints and thefirst-person "cockpit view"—are available.[6] When a level is completed, the player may watch areplay of their performance from multiple perspectives.[4]

Development and release

[edit]
Red Alarm useswire-frame models (pictured left) rather than solid 3D graphics (right) because of the Virtual Boy's technical limitations.

Red Alarm was published byNintendo and developed byT&E Soft,[7] one of the fewthird-party companies approached to develop for the Virtual Boy. According to the console's creator,Gunpei Yokoi, Nintendo tried to "maintain as much control as possible" over Virtual Boy game development so that low-quality releases by outside companies could be avoided.[8] Although T&E Soft was known for golf video games,[5] the design ofRed Alarm was inspired by that ofStar Fox,[7] arail shooter for theSuper Nintendo Entertainment System. This decision was considered by Patrick Kolan ofIGN to be "a departure for the team".[5] Unlike many Virtual Boy games,Red Alarm features anengine that displays 3D graphics:[2][9] the game world is rendered inwire-frame polygonal visuals similar to those of the 1980 arcade gameBattlezone.[5] Because of the console's limited technology, solid 3D graphics were not viable.[9]

Red Alarm debuted in North America at the 1995 WinterConsumer Electronics Show,[10] and it was confirmed as alaunch game for the Virtual Boy at that year'sElectronic Entertainment Expo.[11] Later that year,Red Alarm and several other titles were released alongside the console,[12] which debuted on July 21 in Japan and August 14 in the United States.[9][13]

Red Alarm was added to theNintendo Classics service on February 17, 2026. The game requires the use of an additional accessory for play, which is used to recreate the stereoscopic 3D effect of the original system. The accessory will be available in two formats: a plastic mount based on the original system, and a cardboard sleeve.[14][15][16]D4 Enterprise owns the rights to the game, having acquired T&E Soft's trademark and intellectual property in 2019.[17]

Reception

[edit]
Reception
Review scores
PublicationScore
AllGame2.5/5[18]
Electronic Gaming Monthly7.5/10, 6/10, 7.5/10, 6/10[19]
Famitsu8/10, 5/10, 7/10, 6/10[20]
GameFan90/100, 95/100[21]
GamePro4/5[22]
Next Generation1/5[23]
Total!67%[24]

Writing forWeekly Famicom Tsūshin, Isabella Nagano calledRed Alarm's stereoscopic visuals "amazing", and Sawada Noda recommended the game to all owners of the Virtual Boy. In a more negative review, the publication's Mizu Pin characterized the wire-frame graphics as confusing and frustrating,[20] a criticism echoed by the four reviewers ofElectronic Gaming Monthly.[19] AGamePro writer under thepseudonym "Slo Mo" found the visuals confusing as well, but felt that players could adjust to them.[22] Slo Mo andElectronic Gaming Monthly's Danyon Carpenter and Al Manuel praised the title's control scheme, and the latter magazine's Andrew Baran summarizedRed Alarm as "a nifty show-off game".[19]

The reviewer forNext Generation saw significant promise inRed Alarm, and believed that its elements should add up to "a fantastic game"; but the writer panned the final product as a wasted opportunity.[23] Similarly, Danny Wallace ofTotal! wrote, "On the one hand, it's a pretty impressive 3D spacey shoot-em-up, with a real grip on the Virtual world and all those fancy techniques, and on the other it's an often visually confusing, headache-inducing attempt at being something it's quite obviously not."[24] However,Dave Halverson ofDieHard GameFan calledRed Alarm "a great shooter" with excellent graphics. Co-reviewer Nicholas Barres hailed it as a "masterpiece", and he considered it to be "the one and only reason to buy a Virtual Boy".[21]

A retrospective feature by Australian video game talk showGood Game highlightedRed Alarm as one of the Virtual Boy's most visually impressive games due to its polygonal graphics. The outlet praised it as one of the most entertaining titles on the console.[2] Video game databaseAllGame said that the graphics made it difficult to play, making it too difficult to navigate your ship between the empty polygonal lines while avoiding enemies.[18] The review concluded that the developers "have created a very detailed setting for which to fight in. Walls have faces stretching out of them like a scene fromThe Abyss, there are several interesting bosses to combat, and you'll even hear some speech. Deep down there is a fine shooter that is simply hard to enjoy due to the limitations of the hardware ... and that is truly a shame."[18] In 2008, Kolan called it "a really competent shooter" with strong visuals and gameplay.[5] The following year, Damien McFerran ofRetro Gamer summarizedRed Alarm as "pretty good fun to play", although inferior toStar Fox.[9]Wired's Chris Kohler later opined that the game "kind of sucked".[13]

See also

[edit]

Notes

[edit]
  1. ^Japanese:レッドアラーム,Hepburn:Reddo Arāmu

References

[edit]
  1. ^abcMott, Tony (October 1995)."The Games;Red Alarm".Super Play (36): 11.
  2. ^abc"Backwards Compatible: The Virtual Boy".Good Game. June 1, 2009. Archived fromthe original on July 12, 2015. RetrievedApril 13, 2015.
  3. ^Kolan, Patrick (December 14, 2008)."IGN Retro: Virtual Boy Revisited".IGN. Archived fromthe original on March 13, 2013.
  4. ^abcdeRed Alarm Instruction Booklet(PDF).Nintendo. August 14, 1995. pp. 8, 9, 13, 20, 21, 24, 30.
  5. ^abcdeKolan, Patrick (January 14, 2008)."Virtual Boy's Best Games".IGN. Archived fromthe original on May 13, 2014.
  6. ^ab"Red Alarm".Nintendo Power. No. 76. September 1995. pp. 35–39.
  7. ^ab"Virtual Boy: Nintendo Names the Day".Next Generation (8): 18. August 1995.
  8. ^"Which Game System is the Best?; Virtual Boy".Next Generation (12):69–71. December 1995.
  9. ^abcdMcFerran, Damien (May 2009)."Retroinspection: Virtual Boy".Retro Gamer (64):57–61.
  10. ^"Several Virtual Boy Games Confirmed for U.S. Release".Electronic Gaming Monthly. No. 68. March 1995. pp. 94, 95.
  11. ^"Virtual News; Virtual August".Total! (43): 16, 17. July 1995.
  12. ^Ryan, Jeff (September 2012).Super Mario: How Nintendo Conquered America.Penguin Books.ISBN 978-1-59184-563-8.
  13. ^abKohler, Chris (August 13, 2010)."Virtual Boy, Nintendo's Big 3-D Flop, Turns 15".Wired. Archived fromthe original on July 1, 2014.
  14. ^"バーチャルボーイ ニンテンドークラシックスのタイトルが2026年2月17日に配信決定。Nintendo Switch Online+追加パック加入者限定。別売の専用ハードが必要で、全15タイトルが順次配信【Nintendo Direct】".Famitsu (in Japanese). Kadokawa Game Linkage. September 12, 2025.Archived from the original on September 12, 2025. RetrievedSeptember 12, 2025.
  15. ^Walker, John (September 12, 2025)."Virtual Boy Is Coming To Nintendo Switch Online! There's A Whole Peripheral!".Kotaku. Keleops.Archived from the original on September 13, 2025. RetrievedSeptember 13, 2025.
  16. ^Romano, Sal (January 27, 2026)."Virtual Boy – Nintendo Classics 'Overview' trailer".Gematsu.Archived from the original on January 27, 2026. RetrievedJanuary 27, 2026.
  17. ^"株式会社D4エンタープライズ、地位継承済ゲームソフトウェア・コンテンツのご案内". D4エンタープライズ. March 4, 2019.
  18. ^abcMarriott, Scott Alan."Red Alarm - Review".AllGame. Archived fromthe original on December 10, 2014. RetrievedOctober 8, 2015.
  19. ^abcCarpenter, Danyon; Manuel, Al; Baran, Andrew; Sushi-X (October 1995)."Red Alarm"(PDF).Electronic Gaming Monthly. No. 75. p. 38.
  20. ^abNoda, Sawada; Pin, Mizu; Nagano, Isabella; Masuda, Ninja (August 1995). "New Games Cross Review: レッドアラーム".Weekly Famicom Tsūshin. No. 347. p. 30.
  21. ^abHalverson, Dave; Barres, Nicholas (November 1995). "Virtual Boy Viewpoints".GameFan. Vol. 3, no. 11. p. 99.
  22. ^abSlo Mo (November 1995)."ProReview: Red Alarm".GamePro. No. 86. p. 130.
  23. ^ab"Red Alarm".Next Generation (9): 93. September 1995.
  24. ^abWallace, Danny (October 1995). "Virtually Here!".Total!. No. 46. pp. 36–37.

External links

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