Lots 
              of people ask me what my favourite shmup is, and although they probably 
              expect the glib "R-Type" reply, instead they'll be slightly bemused 
              while I wax moistly on about Nichibutsu's UFO Robo Dangar. 
            Hyperbolically 
              billed as the "Ultimate Formation Powerup Game!" Dangar (pronounced 
              "dang-gar" - The connoisseur's preferred shortened version) is a 
              pseudo sequel to Terra Cresta 
              , but no-one would actually tell you this. Looking at it for a few 
              seconds would prompt you to cry "Ah! Terra Cresta 2". It's not though. 
              Although there's many ideas and elements from the classic TC, a 
              lot of it is brand new. 
            You've 
              probably worked out that Dangar is a vertically scrolling shootemup 
              by now, and have a small bronze medal for that. It's also from 1986, 
              a pretty damn pleasant year for shmuppers and fans of classically 
              styled games. (Jackal, Salamander, Tokio , Slapfight and Side-Arms 
              all came out that year too.) 
             If 
              Dangar has one irritatingly addictive trait, then it's the weapons 
              system. Like Terra Cresta, getting tooled up to the max can be difficult: 
              
you 
              accrue bolt-on extra ship parts by shooting certain well-spaced 
              out icons, but an enemy shot can strip you down to the naked unenhanced 
              ship. Like sensible restart points, this makes you want to REALLY 
              stay alive and unmaimed, rather than the lackadaisical attitude 
              you get in player-resurrect method shooters. 
            Extra 
              parts will morph your ship transformer style into bigger ships and 
              Mechas, culminating in one of three ultimate final configurations. 
              Different formations give reverse lasers, sideways spreads, and 
              the Robo Dangar has a sort of "bum-force-field" which will kill 
              smaller enemy ships.
             In 
              addition to this are limited "expand" options, which will temporarily 
              change your ship configuration - usually wider, stronger but more 
              vulnerable to being hit. A handy little feature here is the fact 
              that you get a couple of second's invincibility when you morph - 
              so you can keep them for extra-sticky situations!
             Level 
              structure is Dangar's other main selling point. Normal levels are 
              above-ground affairs, the normal volcano, shrubland, trees, cities 
              straight from Terra Cresta. But, if you spot a warphole, you can 
              dive into the Big Bosses' Lairs - which are spacey, organic, alien 
              environments in another dimension or something. Normal enemies have 
              predictable enough patterns, but tend to catch you out with a quick 
              change of direction (straight at you) when you least expect it. 
              
            There's 
              a good variety of air and ground life to splat, and the dinosaurs 
              from TC make a welcome return as mecha godzilla beasties, complete 
              with roary death sfx! Some mid-bosses appear about halfway to a 
              warp point, a couple have been nicked direct from TC - lazy, but 
              offer some cuddly familiary. Da Big Bosses though, they're a different 
              matter. Sometimes easy to catch their pattern, sometimes just a 
              matter of reflexes, they can be vicious and tenacious in the way 
              only certain shmups' bosses are. 
            Lots 
              of bosses ins some games are docile sluggish creatures, helpfully 
              opening their chest cavities to expose their feeble hearts, or kindly 
              flashing a weak spot with a 2000 watt bulb when you tickle it. Mostly 
              though, Dangar bosses just don't let up - they constantly bombard 
              you with small missiles and ships, without a break... it's keeping 
              the rhythm going that's the hard bit. After a minute of "dodge dodge, 
              shoot, dodge, nip, scoot, shoot", you fumble the rhythm and run 
              straight into a bullet. 
            Dangar's 
              not really about bosses though - the actual levels feel solid and 
              complete without them, not just merely quick and uninteresting roads 
              to travel to Boss country - the "hurry and get to the boss" feel 
              that the AeroFighters and Strikers games have. 
            Soundwise, 
              Dangar is a strange one. Featuring a europoppy arcadey melody over 
              a heavy techno drum beat - it simultaneously annoys and pleases. 
              There's no way you can think of playing the game with music off, 
              but you wish there was. You probably don't know what I mean but 
              that's ok. 
            Well, 
              playing it again brings back memories of those rare "dead-serious 
              competition with a total stranger" sessions we used to have in classic 
              arcades - where games were played for score, and skills not credits 
              were required. Me and this bloke (we never spoke, we silently took 
              turns knowing were were exactly as good as each other) would rack 
              up huge scores on it, and every time I'd get an impossible score 
              it he'd just nick past it... games of ten at a time were not uncommon 
              back in '86! In fact, I nearly got started on a rant about some 
              of today's no-fun skill-free score-free games there, but I caught 
              myself in time fortunately. 
            Dangar? 
              At risk of being accused of being overly rose-tinted and mindful 
              of the good-old-days.... I'll have to slap a 10 on it. That's for 
              sheer playability mind you, graphics and sound are really quite 
              average and functional these days- although they do suit the game 
              and I like them anyway. However, on the "how much I spent on it 
              in the arcades" rating, there's just no question about it.... a 
              definite unquestionable 10.