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{{Short description|1995 video game}}
{{about|the video game|the telephony industry term|Digital Signal 1#Connectivity and Alarms}}
{{about|the video game|the telephony industry term|Digital Signal 1#Connectivity and Alarms}}
{{distinguish|Red Alert (disambiguation){{!}}red alert}}
{{distinguish|Red Alert (disambiguation){{!}}red alert}}
{{good article}}
{{good article}}

{{Infobox video game
{{Infobox video game
| title = Red Alarm
| title = Red Alarm
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| alt = Red Alarm
| alt = Red Alarm
| developer = [[T&E Soft]]
| developer = [[T&E Soft]]
| publisher = [[Nintendo]]
| publisher = {{vgrelease|JP|T&E Soft|NA|[[Nintendo]]}}
| director = Takeshi Kono
| director = Takeshi Kono
| producer = Eiji Yokoyama
| producer = Eiji Yokoyama
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}}
}}


{{nihongo foot|'''''Red Alarm'''''|レッドアラーム|Reddo Arāmu|lead=yes|group=lower-alpha}} is a 1995 [[shoot 'em up]] video game developed by [[T&E Soft]] and published by [[Nintendo]]. Released as a [[Virtual Boy]] [[launch game]], it requires the player to pilot a [[List of fictional spacecraft#Space fighters|space fighter]] and defeat the army of a malevolent [[artificial intelligence]] called "KAOS". The game takes inspiration from the 1993 title ''[[Star Fox (1993 video game)|Star Fox]]'', and it is one of the few [[Video game developer#Third-party developers|third-party]] titles for the Virtual Boy. Unlike most of the console's games, ''Red Alarm'' features [[3D computer graphics|three-dimensional]] (3D) polygonal graphics. However, hardware constraints limited the visuals to bare [[wire-frame model]]s, similar to those of the 1980 arcade game ''[[Battlezone (1980 video game)|Battlezone]]''. Reviewers characterized ''Red Alarm''{{'}}s graphics as confusing, but certain publications praised it as one of the most enjoyable Virtual Boy titles.
{{nihongo foot|'''''Red Alarm'''''|レッドアラーム||lead=yes|group=lower-alpha}} is a 1995 [[shoot 'em up]] video game developed by [[T&E Soft]] and published by [[Nintendo]]. Released as a [[Virtual Boy]] [[launch game]], it requires the player to pilot a [[List of fictional spacecraft#Space fighters|space fighter]] and defeat the army of a malevolent [[artificial intelligence]] called KAOS. The game takes inspiration from the 1993 title ''[[Star Fox (1993 video game)|Star Fox]]'', and it is one of the few [[Video game developer#Third-party developers|third-party]] titles for the Virtual Boy. Unlike most of the console's games, ''Red Alarm'' features [[3D computer graphics|three-dimensional]] (3D) polygonal graphics. However, hardware constraints limited the visuals to bare [[wire-frame model]]s, similar to those of the 1980 arcade game ''[[Battlezone (1980 video game)|Battlezone]]''. Reviewers characterized ''Red Alarm''{{'}}s graphics as confusing, but certain publications praised it as one of the most enjoyable Virtual Boy titles.


==Gameplay and plot==
==Gameplay and plot==
[[File:VB Red Alarm (Red Alarm - Virtual 3D Shooting Game).png|thumb|250px|left|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.]]
[[File:VB Red Alarm (Red Alarm - Virtual 3D Shooting Game).png|thumb|250px|left|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 a [[shoot 'em up]] that takes place in a [[3D computer graphics|three-dimensional]] (3D) graphical environment.<ref name="superplay">{{cite journal|last=Mott|first=Tony|date=October 1995|title=The Games; ''Red Alarm''|url=https://archive.org/details/Superplay_Issue_36_1995-10_Future_Publishing_GB/page/n9/mode/2up|journal=[[Super Play]]|volume=|issue=36|page=11|pages=|via=}}</ref> As a [[Virtual Boy]] game, it features a red-and-black color palette and [[Stereoscope|stereoscopic 3D]] visuals,<ref name=superplay /><ref name=abc /> the [[Stereoscopic depth rendition|depth]] of which may be adjusted by the player.<ref name=ign4>{{cite web |title=IGN Retro: Virtual Boy Revisited |url=http://www.ign.com/articles/2008/01/14/ign-retro-virtual-boy-revisited | archiveurl=https://web.archive.org/web/20130313052238/http://www.ign.com/articles/2008/01/14/ign-retro-virtual-boy-revisited | archivedate=March 13, 2013 |work=[[IGN]] |last=Kolan |first=Patrick |date=December 14, 2008 }}</ref> The game is set during the 21st century, in the aftermath of a 70-year [[world war]] that led to the establishment of a [[utopia]]n society without weapons. An [[artificial intelligence|artificially intelligent]] defense system called "KAOS", which had been used to end the war, becomes sentient and builds an army to wipe out humanity.<ref name=manual />
''Red Alarm'' is a [[shoot 'em up]] that takes place in a [[3D computer graphics|three-dimensional]] (3D) graphical environment.<ref name="superplay">{{cite journal|last=Mott|first=Tony|date=October 1995|title=The Games; ''Red Alarm''|url=https://archive.org/details/Superplay_Issue_36_1995-10_Future_Publishing_GB/page/n9/mode/2up|journal=[[Super Play]]|issue=36|page=11}}</ref> As a [[Virtual Boy]] game, it features a red-and-black color palette and [[Stereoscope|stereoscopic 3D]] visuals,<ref name=superplay /><ref name="ABC GG">{{cite web |title=Backwards Compatible: The Virtual Boy |url=http://www.abc.net.au/tv/goodgame/stories/s2585841.htm |work=[[Good Game (TV program)|Good Game]] |date=2009-06-01 |access-date=2015-04-13 |archive-url=https://web.archive.org/web/20150712045522/http://www.abc.net.au/tv/goodgame/stories/s2585841.htm |archive-date=July 12, 2015}}</ref> the [[Stereoscopic depth rendition|depth]] of which may be adjusted by the player.<ref name=ign4>{{cite web |title=IGN Retro: Virtual Boy Revisited |url=http://www.ign.com/articles/2008/01/14/ign-retro-virtual-boy-revisited | archive-url=https://web.archive.org/web/20130313052238/http://www.ign.com/articles/2008/01/14/ign-retro-virtual-boy-revisited | archive-date=March 13, 2013 |work=[[IGN]] |last=Kolan |first=Patrick |date=December 14, 2008 }}</ref> The game is set during the 21st century, in the aftermath of a 70-year [[world war]] that led to the establishment of a [[utopia]]n society without weapons. An [[artificial intelligence]] defense system called KAOS, which had been used to end the war, becomes sentient and builds an army to wipe out humanity.<ref name=manual />


Assuming control of a "Tech-Wing" [[List of fictional spacecraft#Space fighters|space fighter]], the player seeks to destroy KAOS's forces and finally its [[Mainframe computer|mainframe]].<ref name="manual">{{cite book|last=|first=|url=https://www.gamesdatabase.org/Media/SYSTEM/Nintendo_Virtual_Boy/Manual/formated/Red_Alarm_-_1995_-_Nintendo.pdf|title=Red Alarm Instruction Booklet|date=August 14, 1995|publisher=[[Nintendo]]|year=|isbn=|location=|pages=8, 9, 13, 20, 21, 24, 30}}</ref> The game is broken up into six [[Level (video gaming)|levels]],<ref name=ign2 /> each of which culminates in a [[Boss (video gaming)|boss fight]].<ref name=manual /><ref name="power">{{cite journal|last=|first=|date=September 1995|title=''Red Alarm''|url=https://archive.org/details/NintendoPower1988-2004/Nintendo%20Power%20Issue%20076%20%28September%201995%29/page/n35/mode/2up|journal=[[Nintendo Power]]|volume=|issue=76|pages=35–39|via=}}</ref> 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.<ref name=manual /> The Tech-Wing may be maneuvered in any direction,<ref name=superplay /> and certain levels contain branching corridors and dead ends that force players to retrace their paths. Four camera angles—three [[Virtual camera system#Third-person view|third-person viewpoints]] and the [[First person (video games)|first-person]] "cockpit view"—are available.<ref name=power /> When a level is completed, the player may watch a [[Instant replay|replay]] of their performance from multiple perspectives.<ref name=manual />
Assuming control of a "Tech-Wing" [[List of fictional spacecraft#Space fighters|space fighter]], the player seeks to destroy KAOS's forces and finally its [[Mainframe computer|mainframe]].<ref name="manual">{{cite book|url=https://www.gamesdatabase.org/Media/SYSTEM/Nintendo_Virtual_Boy/Manual/formated/Red_Alarm_-_1995_-_Nintendo.pdf|title=Red Alarm Instruction Booklet|date=August 14, 1995|publisher=[[Nintendo]]|pages=8, 9, 13, 20, 21, 24, 30}}</ref> The game is broken up into six [[Level (video gaming)|levels]],<ref name=ign2 /> each of which culminates in a [[Boss (video gaming)|boss fight]].<ref name=manual /><ref name="power">{{cite magazine|date=September 1995|title=''Red Alarm''|url=https://archive.org/details/NintendoPower1988-2004/Nintendo%20Power%20Issue%20076%20%28September%201995%29/page/n35/mode/2up|magazine=[[Nintendo Power]]|issue=76|pages=35–39}}</ref> 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.<ref name=manual /> The Tech-Wing may be maneuvered in any direction,<ref name=superplay /> and certain levels contain branching corridors and dead ends that force players to retrace their paths. Four camera angles—three [[Third-person (video games)|third-person viewpoints]] and the [[First person (video games)|first-person]] "cockpit view"—are available.<ref name=power /> When a level is completed, the player may watch a [[Instant replay|replay]] of their performance from multiple perspectives.<ref name=manual />
{{clear}}
{{clear}}


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| width2 = 140
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''Red Alarm'' was published by [[Nintendo]] and developed by [[T&E Soft]],<ref name="nextgen1">{{cite journal|last=|first=|date=August 1995|title=Virtual Boy: Nintendo Names the Day|url=https://archive.org/details/nextgen-issue-008/page/n19/mode/2up|journal=[[Next Generation (magazine)|Next Generation]]|volume=|issue=8|page=18|pages=|via=}}</ref> one of the few [[Video game developer#Third-party developers|third-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.<ref name="nextgen4">{{cite journal|last=|first=|date=December 1995|title=Which Game System is the Best?; Virtual Boy|url=https://archive.org/details/nextgen-issue-012/page/n69/mode/2up|journal=[[Next Generation (magazine)|Next Generation]]|volume=|issue=12|pages=69–71|via=}}</ref> Although T&E Soft was known for [[golf]] video games,<ref name=ign2 /> the design of ''Red Alarm'' was inspired by that of ''[[Star Fox (1993 video game)|Star Fox]]'',<ref name=nextgen1 /> a [[rail shooter]] for the [[Super Nintendo Entertainment System]]. This decision was considered by Patrick Kolan of [[IGN]] to be "a departure for the team".<ref name=ign2>{{cite web | last=Kolan | first=Patrick | date=January 14, 2008 | title=Virtual Boy's Best Games | work=[[IGN]] | url=http://www.ign.com/articles/2008/01/15/ign-retro-virtual-boys-best-games | archiveurl=https://web.archive.org/web/20140513025338/http://www.ign.com/articles/2008/01/15/ign-retro-virtual-boys-best-games | archivedate=May 13, 2014 }}</ref> Unlike many Virtual Boy games, ''Red Alarm'' features an [[Game engine|engine]] that displays 3D graphics:<ref name=abc>{{cite web | title=The Virtual Boy | work=[[Australian Broadcasting Corporation]] | url=http://www.abc.net.au/tv/goodgame/stories/s2585841.htm | archiveurl=https://web.archive.org/web/20090821211042/http://www.abc.net.au/tv/goodgame/stories/s2585841.htm | archivedate=August 21, 2009 | date=June 1, 2009 }}</ref><ref name=retrogamer /> the game world is rendered in [[Wire-frame model|wire-frame]] polygonal visuals similar to those of the 1980 arcade game ''[[Battlezone (1980 video game)|Battlezone]]''.<ref name=ign2 /> Because of the console's limited technology, solid 3D graphics were not viable.<ref name=retrogamer />
''Red Alarm'' was published by [[Nintendo]] and developed by [[T&E Soft]],<ref name="nextgen1">{{cite journal|date=August 1995|title=Virtual Boy: Nintendo Names the Day|url=https://archive.org/details/nextgen-issue-008/page/n19/mode/2up|journal=[[Next Generation (magazine)|Next Generation]]|issue=8|page=18}}</ref> one of the few [[Video game developer#Third-party developers|third-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.<ref name="nextgen4">{{cite journal|date=December 1995|title=Which Game System is the Best?; Virtual Boy|url=https://archive.org/details/nextgen-issue-012/page/n69/mode/2up|journal=[[Next Generation (magazine)|Next Generation]]|issue=12|pages=69–71}}</ref> Although T&E Soft was known for golf video games,<ref name=ign2 /> the design of ''Red Alarm'' was inspired by that of ''[[Star Fox (1993 video game)|Star Fox]]'',<ref name=nextgen1 /> a [[rail shooter]] for the [[Super Nintendo Entertainment System]]. This decision was considered by Patrick Kolan of [[IGN]] to be "a departure for the team".<ref name=ign2>{{cite web | last=Kolan | first=Patrick | date=January 14, 2008 | title=Virtual Boy's Best Games | work=[[IGN]] | url=http://www.ign.com/articles/2008/01/15/ign-retro-virtual-boys-best-games | archive-url=https://web.archive.org/web/20140513025338/http://www.ign.com/articles/2008/01/15/ign-retro-virtual-boys-best-games | archive-date=May 13, 2014 }}</ref> Unlike many Virtual Boy games, ''Red Alarm'' features an [[Game engine|engine]] that displays 3D graphics:<ref name="ABC GG"/><ref name=retrogamer /> the game world is rendered in [[Wire-frame model|wire-frame]] polygonal visuals similar to those of the 1980 arcade game ''[[Battlezone (1980 video game)|Battlezone]]''.<ref name=ign2 /> Because of the console's limited technology, solid 3D graphics were not viable.<ref name=retrogamer />


''Red Alarm'' debuted in North America at the 1995 Winter [[Consumer Electronics Show]],<ref name="egm3">{{cite journal|last=|first=|date=March 1995|title=Several Virtual Boy Games Confirmed for U.S. Release|url=https://archive.org/details/ElectronicGamingMonthly_68/page/n93/mode/2up|journal=[[Electronic Gaming Monthly]]|volume=|issue=68|pages=94, 95|via=}}</ref> and it was confirmed as a [[launch game]] for the Virtual Boy at that year's [[Electronic Entertainment Expo]].<ref name="total">{{cite journal|last=|first=|date=July 1995|title=Virtual News; Virtual August|url=https://archive.org/details/total-43/page/n15/mode/2up|journal=[[Total!]]|volume=|issue=43|pages=16, 17|via=}}</ref> Later that year, ''Red Alarm'' and several other titles were released alongside the console,<ref name=supermario>{{cite book | last=Ryan | first=Jeff | title=Super Mario: How Nintendo Conquered America | date=September 2012 | publisher=[[Penguin Books]] | isbn=978-1-59184-563-8 }}</ref> which debuted on July 21 in Japan and August 14 in the United States.<ref name="retrogamer">{{cite journal|last=McFerran|first=Damien|date=May 2009|title=Retroinspection: Virtual Boy|url=https://archive.org/details/retro_gamer/RetroGamer_064/page/56/mode/2up|journal=[[Retro Gamer]]|volume=|issue=64|pages=57–61|via=}}</ref><ref name=wired>{{cite web | last=Kohler | first=Chris| title=Virtual Boy, Nintendo's Big 3-D Flop, Turns 15 | url=https://www.wired.com/2010/08/virtual-boy/ | archiveurl=https://web.archive.org/web/20140701235301/http://www.wired.com/2010/08/virtual-boy | archivedate=July 1, 2014 | work=[[Wired (magazine)|Wired]] | date=August 13, 2010 }}</ref>
''Red Alarm'' debuted in North America at the 1995 Winter [[Consumer Electronics Show]],<ref name="egm3">{{cite magazine|date=March 1995|title=Several Virtual Boy Games Confirmed for U.S. Release|url=https://archive.org/details/ElectronicGamingMonthly_68/page/n93/mode/2up|magazine=[[Electronic Gaming Monthly]]|issue=68|pages=94, 95}}</ref> and it was confirmed as a [[launch game]] for the Virtual Boy at that year's [[Electronic Entertainment Expo]].<ref name="total">{{cite journal|date=July 1995|title=Virtual News; Virtual August|url=https://archive.org/details/total-43/page/n15/mode/2up|journal=[[Total!]]|issue=43|pages=16, 17}}</ref> Later that year, ''Red Alarm'' and several other titles were released alongside the console,<ref name=supermario>{{cite book | last=Ryan | first=Jeff | title=Super Mario: How Nintendo Conquered America | date=September 2012 | publisher=[[Penguin Books]] | isbn=978-1-59184-563-8 }}</ref> which debuted on July 21 in Japan and August 14 in the United States.<ref name="retrogamer">{{cite journal|last=McFerran|first=Damien|date=May 2009|title=Retroinspection: Virtual Boy|url=https://archive.org/details/retro_gamer/RetroGamer_064/page/56/mode/2up|journal=[[Retro Gamer]]|issue=64|pages=57–61}}</ref><ref name=wired>{{cite magazine | last=Kohler | first=Chris| title=Virtual Boy, Nintendo's Big 3-D Flop, Turns 15 | url=https://www.wired.com/2010/08/virtual-boy/ | archive-url=https://web.archive.org/web/20140701235301/http://www.wired.com/2010/08/virtual-boy | archive-date=July 1, 2014 | magazine=[[Wired (magazine)|Wired]] | date=August 13, 2010 }}</ref>
{{Clear}}
{{Clear}}


==Reception==
==Reception==
{{Video game reviews
{{Video game reviews
| Allgame = {{rating|2.5|5}}<ref name="allgame-review">{{cite web|url=http://www.allgame.com/game.php?id=2713&tab=review|archiveurl=https://web.archive.org/web/20141210163843/http://www.allgame.com/game.php?id=2713&tab=review|archivedate=December 10, 2014|accessdate=October 8, 2015|title=Red Alarm - Review|last=Marriott|first=Scott Alan|publisher=[[AllGame]]}}</ref>
| Allgame = {{rating|2.5|5}}<ref name="allgame-review">{{cite web|url=http://www.allgame.com/game.php?id=2713&tab=review|archive-url=https://web.archive.org/web/20141210163843/http://www.allgame.com/game.php?id=2713&tab=review|archive-date=December 10, 2014|access-date=October 8, 2015|title=Red Alarm - Review|last=Marriott|first=Scott Alan|publisher=[[AllGame]]}}</ref>
| EGM = 7.5/6/7.5/6<ref name=egm2 />
| EGM = 7.5/6/7.5/6<ref name=egm2 />
| Fam = 8/5/7/6<ref name=famitsu>{{cite journal | author1=Noda, Sawada| author2=Pin, Mizu | author3=Nagano, Isabella | author4=Masuda, Ninja | title=NEW GAMES CROSS REVIEW: レッドアラーム | journal=[[Weekly Famicom Tsūshin]] | issue=347 | page= 30 | date=August 1995 }}</ref>
| Fam = 8/5/7/6<ref name=famitsu>{{cite journal | author1=Noda, Sawada| author2=Pin, Mizu | author3=Nagano, Isabella | author4=Masuda, Ninja | title=NEW GAMES CROSS REVIEW: レッドアラーム | journal=[[Weekly Famicom Tsūshin]] | issue=347 | page= 30 | date=August 1995 }}</ref>
| GameFan = 90/100, 95/100<ref name=gamefan2>{{cite journal | author1=Halverson, Dave | author2=Barres, Nicholas | title=Virtual Boy Viewpoints | journal=[[GameFan]] | issue=11 | volume=3 | date=November 1995 | page=99}}</ref>
| GameFan = 90/100, 95/100<ref name=gamefan2>{{cite journal | author1=Halverson, Dave | author2=Barres, Nicholas | title=Virtual Boy Viewpoints | journal=[[GameFan]] | issue=11 | volume=3 | date=November 1995 | page=99}}</ref>
| GamePro = 4/5<ref name=gamepro />
| GamePro = 4/5<ref name=gamepro />
| NGen = {{stars|1|5}}<ref name=nextgen2 />
| NGen = {{rating|1|5}}<ref name=nextgen2 />
| rev2 = ''[[Total!]]''
| rev2 = ''[[Total!]]''
| rev2Score = 67%<ref name=totalrev>{{cite journal | first=Danny | last=Wallace | title=Virtually Here! | journal=[[Total!]] | issue=46 | date=October 1995 | pages=36, 37 }}</ref>
| rev2Score = 67%<ref name=totalrev>{{cite journal | first=Danny | last=Wallace | title=Virtually Here! | journal=[[Total!]] | issue=46 | date=October 1995 | pages=36, 37 }}</ref>
}}
}}
Writing for ''[[Weekly Famicom Tsūshin]]'', Isabella Nagano called ''Red 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,<ref name=famitsu /> a criticism echoed by the four reviewers of ''[[Electronic Gaming Monthly]]''.<ref name=egm2 /> A ''[[GamePro]]'' writer under the [[pseudonym]] "Slo Mo" found the visuals confusing as well, but felt that players could adjust to them.<ref name="gamepro">{{cite journal|author=Slo Mo|first=|date=November 1995|title=ProReview: Red Alarm|url=https://archive.org/details/GamePro_Issue_076_November_1995/page/n131/mode/2up|journal=[[GamePro]]|volume=|issue=86|page=130|pages=|via=}}</ref> Slo Mo and ''Electronic Gaming Monthly''{{'}}s Danyon Carpenter and Al Manuel praised the title's control scheme, and the latter magazine's Andrew Baran summarized ''Red Alarm'' as "a nifty show-off game".<ref name="egm2">{{cite journal|author1=Carpenter, Danyon|first=|author2=Manuel, Al|author3=Baran, Andrew|author4=Sushi-X|date=October 1995|title=''Red Alarm''|url=https://retrocdn.net/images/8/83/EGM_US_075.pdf|journal=[[Electronic Gaming Monthly]]|volume=|issue=75|page=38|pages=|via=}}</ref>
Writing for ''[[Weekly Famicom Tsūshin]]'', Isabella Nagano called ''Red 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,<ref name=famitsu /> a criticism echoed by the four reviewers of ''[[Electronic Gaming Monthly]]''.<ref name=egm2 /> A ''[[GamePro]]'' writer under the [[pseudonym]] "Slo Mo" found the visuals confusing as well, but felt that players could adjust to them.<ref name="gamepro">{{cite magazine|author=Slo Mo|date=November 1995|title=ProReview: Red Alarm|url=https://archive.org/details/GamePro_Issue_076_November_1995/page/n131/mode/2up|magazine=[[GamePro]]|issue=86|page=130}}</ref> Slo Mo and ''Electronic Gaming Monthly''{{'}}s Danyon Carpenter and Al Manuel praised the title's control scheme, and the latter magazine's Andrew Baran summarized ''Red Alarm'' as "a nifty show-off game".<ref name="egm2">{{cite magazine|author1=Carpenter, Danyon|author2=Manuel, Al|author3=Baran, Andrew|author4=Sushi-X|date=October 1995|title=''Red Alarm''|url=https://retrocdn.net/images/8/83/EGM_US_075.pdf|magazine=[[Electronic Gaming Monthly]]|issue=75|page=38}}</ref>


The reviewer for ''[[Next Generation (magazine)|Next Generation]]'' saw significant promise in ''Red Alarm'', and believed that its elements should add up to "a fantastic game"; but the writer panned the final product as a wasted opportunity.<ref name="nextgen2">{{cite journal|last=|first=|date=September 1995|title=''Red Alarm''|url=https://archive.org/details/nextgen-issue-009/page/n93/mode/2up|journal=[[Next Generation (magazine)|Next Generation]]|volume=|issue=9|page=93|pages=|via=}}</ref> Similarly, Danny Wallace of ''[[Total!]]'' 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."<ref name=totalrev /> However, [[Dave Halverson]] of ''[[GameFan|DieHard GameFan]]'' called ''Red 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".<ref name=gamefan2 />
The reviewer for ''[[Next Generation (magazine)|Next Generation]]'' saw significant promise in ''Red Alarm'', and believed that its elements should add up to "a fantastic game"; but the writer panned the final product as a wasted opportunity.<ref name="nextgen2">{{cite journal|date=September 1995|title=''Red Alarm''|url=https://archive.org/details/nextgen-issue-009/page/n93/mode/2up|journal=[[Next Generation (magazine)|Next Generation]]|issue=9|page=93}}</ref> Similarly, Danny Wallace of ''[[Total!]]'' 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."<ref name=totalrev /> However, [[Dave Halverson]] of ''[[GameFan|DieHard GameFan]]'' called ''Red 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".<ref name=gamefan2 />


A retrospective feature by the [[Australian Broadcasting Corporation]]'s program [[Good Game (television series)|Good Game]] highlighted ''Red 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.<ref name=abc/> <!-- Video game database [[AllGame]] gave the game a two and a half out of five rating, noting how the graphics made it difficult to play. The review stated that the design of the graphics "makes structures hard to see because there is empty space between the lines defining them. Add multiple enemy fighters and ground defenses{{sic}} into the mix, and it can be very difficult to navigate your ship, especially when you are trying to fight back!"<ref name="allgame-review" /> 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 from ''[[The 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&nbsp;... and that is truly a shame."<ref name="allgame-review">{{cite web|url=http://www.allgame.com/game.php?id=2713&tab=review|archiveurl=https://web.archive.org/web/20141210163843/http://www.allgame.com/game.php?id=2713&tab=review|archivedate=December 10, 2014|accessdate=October 8, 2015|title=Red Alarm - Review|last=Marriott|first=Scott Alan|publisher=[[AllGame]]}}</ref> -->In 2008, Kolan called it "a really competent shooter" with strong visuals and gameplay.<ref name=ign2 /> The following year, Damien McFerran of ''[[Retro Gamer]]'' summarized ''Red Alarm'' as "pretty good fun to play", although inferior to ''Star Fox''.<ref name=retrogamer /> ''[[Wired (magazine)|Wired]]''{{'}}s Chris Kohler later opined that the game "kind of sucked".<ref name=wired />
A retrospective feature by Australian video game talk show [[Good Game (TV program)|Good Game]] highlighted ''Red 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.<ref name="ABC GG"/> <!-- Video game database [[AllGame]] gave the game a two and a half out of five rating, noting how the graphics made it difficult to play. The review stated that the design of the graphics "makes structures hard to see because there is empty space between the lines defining them. Add multiple enemy fighters and ground defenses{{sic}} into the mix, and it can be very difficult to navigate your ship, especially when you are trying to fight back!"<ref name="allgame-review" /> 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 from ''[[The 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&nbsp;... and that is truly a shame."<ref name="allgame-review">{{cite web|url=http://www.allgame.com/game.php?id=2713&tab=review|archive-url=https://web.archive.org/web/20141210163843/http://www.allgame.com/game.php?id=2713&tab=review|archive-date=December 10, 2014|access-date=October 8, 2015|title=Red Alarm - Review|last=Marriott|first=Scott Alan|publisher=[[AllGame]]}}</ref> -->In 2008, Kolan called it "a really competent shooter" with strong visuals and gameplay.<ref name=ign2 /> The following year, Damien McFerran of ''[[Retro Gamer]]'' summarized ''Red Alarm'' as "pretty good fun to play", although inferior to ''Star Fox''.<ref name=retrogamer /> ''[[Wired (magazine)|Wired]]''{{'}}s Chris Kohler later opined that the game "kind of sucked".<ref name=wired />


==See also==
==See also==
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==References==
==References==
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{{Reflist|2}}


==External links==
==External links==
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{{Virtual Boy}}
{{Virtual Boy}}
{{Star Fox series}}


{{Portal bar|Video games|1990s}}
{{Portal bar|Video games|1990s}}
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[[Category:1995 video games]]
[[Category:1995 video games]]

Latest revision as of 09:11, 16 October 2024

Red Alarm
Red Alarm
Developer(s)T&E Soft
Publisher(s)
Director(s)Takeshi Kono
Producer(s)Eiji Yokoyama
Programmer(s)Mitsuto Nagashima
Artist(s)Michiaki Takahashi
Shinji Hasegawa
Yoshikazu Hiraki
Composer(s)Ken Kojima
Platform(s)Virtual Boy
Release
  • JP: July 21, 1995
  • NA: August 14, 1995
Genre(s)Shoot 'em up
Mode(s)Single-player

Red Alarm[a] is a 1995 shoot 'em up video game developed by T&E Soft and published by Nintendo. Released as a Virtual Boy launch game, it requires the player to pilot a space fighter and defeat the army of a malevolent artificial intelligence called KAOS. The game takes inspiration from the 1993 title Star Fox, and it is one of the few third-party titles for the Virtual Boy. Unlike most of the console's games, Red Alarm features three-dimensional (3D) polygonal graphics. However, hardware constraints limited the visuals to bare wire-frame models, similar to those of the 1980 arcade game Battlezone. Reviewers characterized Red 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 a shoot 'em up that takes place in a three-dimensional (3D) graphical environment.[1] As a Virtual Boy game, it features a red-and-black color palette and stereoscopic 3D visuals,[1][2] the depth of which may be adjusted by the player.[3] The game is set during the 21st century, in the aftermath of a 70-year world war that led to the establishment of a utopian society without weapons. An artificial 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 its mainframe.[4] The game is broken up into six levels,[5] each of which culminates in a boss 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—three third-person viewpoints and the first-person "cockpit view"—are available.[6] When a level is completed, the player may watch a replay of their performance from multiple perspectives.[4]

Development and release

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

Red Alarm was published by Nintendo and developed by T&E Soft,[7] one of the few third-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 of Red Alarm was inspired by that of Star Fox,[7] a rail shooter for the Super Nintendo Entertainment System. This decision was considered by Patrick Kolan of IGN to be "a departure for the team".[5] Unlike many Virtual Boy games, Red Alarm features an engine that displays 3D graphics:[2][9] the game world is rendered in wire-frame polygonal visuals similar to those of the 1980 arcade game Battlezone.[5] Because of the console's limited technology, solid 3D graphics were not viable.[9]

Red Alarm debuted in North America at the 1995 Winter Consumer Electronics Show,[10] and it was confirmed as a launch game for the Virtual Boy at that year's Electronic 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]

Reception

[edit]

Writing for Weekly Famicom Tsūshin, Isabella Nagano called Red 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,[16] a criticism echoed by the four reviewers of Electronic Gaming Monthly.[15] A GamePro writer under the pseudonym "Slo Mo" found the visuals confusing as well, but felt that players could adjust to them.[18] Slo Mo and Electronic Gaming Monthly's Danyon Carpenter and Al Manuel praised the title's control scheme, and the latter magazine's Andrew Baran summarized Red Alarm as "a nifty show-off game".[15]

The reviewer for Next Generation saw significant promise in Red Alarm, and believed that its elements should add up to "a fantastic game"; but the writer panned the final product as a wasted opportunity.[19] Similarly, Danny Wallace of Total! 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."[20] However, Dave Halverson of DieHard GameFan called Red 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".[17]

A retrospective feature by Australian video game talk show Good Game highlighted Red 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] In 2008, Kolan called it "a really competent shooter" with strong visuals and gameplay.[5] The following year, Damien McFerran of Retro Gamer summarized Red Alarm as "pretty good fun to play", although inferior to Star 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

References

[edit]
  1. ^ a b c Mott, Tony (October 1995). "The Games; Red Alarm". Super Play (36): 11.
  2. ^ a b c "Backwards Compatible: The Virtual Boy". Good Game. 2009-06-01. Archived from the original on July 12, 2015. Retrieved 2015-04-13.
  3. ^ Kolan, Patrick (December 14, 2008). "IGN Retro: Virtual Boy Revisited". IGN. Archived from the original on March 13, 2013.
  4. ^ a b c d e Red Alarm Instruction Booklet (PDF). Nintendo. August 14, 1995. pp. 8, 9, 13, 20, 21, 24, 30.
  5. ^ a b c d e Kolan, Patrick (January 14, 2008). "Virtual Boy's Best Games". IGN. Archived from the original on May 13, 2014.
  6. ^ a b "Red Alarm". Nintendo Power. No. 76. September 1995. pp. 35–39.
  7. ^ a b "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. ^ a b c d McFerran, 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. ^ a b Kohler, Chris (August 13, 2010). "Virtual Boy, Nintendo's Big 3-D Flop, Turns 15". Wired. Archived from the original on July 1, 2014.
  14. ^ Marriott, Scott Alan. "Red Alarm - Review". AllGame. Archived from the original on December 10, 2014. Retrieved October 8, 2015.
  15. ^ a b c Carpenter, Danyon; Manuel, Al; Baran, Andrew; Sushi-X (October 1995). "Red Alarm" (PDF). Electronic Gaming Monthly. No. 75. p. 38.
  16. ^ a b Noda, Sawada; Pin, Mizu; Nagano, Isabella; Masuda, Ninja (August 1995). "NEW GAMES CROSS REVIEW: レッドアラーム". Weekly Famicom Tsūshin (347): 30.
  17. ^ a b Halverson, Dave; Barres, Nicholas (November 1995). "Virtual Boy Viewpoints". GameFan. 3 (11): 99.
  18. ^ a b Slo Mo (November 1995). "ProReview: Red Alarm". GamePro. No. 86. p. 130.
  19. ^ a b "Red Alarm". Next Generation (9): 93. September 1995.
  20. ^ a b Wallace, Danny (October 1995). "Virtually Here!". Total! (46): 36, 37.
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