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I'm very impressed with Zaku.
After a half hour of play I'm pretty sure it's one of the best Lynx games ever.
I don't know how it will be received by shooter die-hards, but as a game enthusiast I'll say it is one of most awesome releases this year.
The controls are very solid, with an auto rapid shot, 2-stage charge shot, and reverse (thruster) shot.
Despite the Lynx's broad and flat d-pad Zaku moves quick and responsively. While there are not many enemy bullets in the 3 levels I've played there is still plenty to dodge - though I suspect once a player has a pattern memorized, the charge shot could be used to clear all enemies before they become a threat of collision.
There are 4 levels selectable right from the start and I did not notice any difficulty adjustment between playing the levels back to back, or selecting individually from the start screen - what I mean to say is the difficulty didn't really feel like it ramped-up. Each of the bosses I've encountered did wipe me out on the first couple tries, and there appears to be unlimited continues (from the start of a level).
An options screen offers 4 difficulty levels, and BGM & SFX tests. I've only played Normal and Expert and didn't notice any difference besides a shorter life bar. I wanted to think the enemies were moving faster, but I'm not sure. And I unfortunately didn't see more bullets. Though considering the potential for blur and angle glare issues with the Lynx screen it is probably the best design choice to not have a lot of projectiles flying around the screen.
Now the best part is the graphics. We've all seen the colorful screenshots and the video clip. Playing this on a Lynx is incredible. The screen is filled with motion: swift moving enemies, large cleverly designed bosses, racing parallax landscapes, tons of bright colors, clear text dialogue and storyline, clever cinema screens - Zaku holds up with most 16-bit console games.
I highly recommend Zaku for anyone who can appretiate the best of early 16-bit design sensibilities.