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No seriously, the main concept is to stand around and wait for attacks to charge up. You can attack when the meter builds up a minuscule charge, but the damage caused is so insignificant, you might as well be shooting blanks. Then you have to wait for a meter to charge before you can finally press the fire button, hence Charge 'N Blast. You have a fire button, but before you can use this button, you first have to press one of three other buttons, each housing a unique attack. You know how, in shooting games, you have the freedom to shoot things the moment you press buttons? That doesn't happen here. Not even midway through the first stage, I thought this was some kind of elaborate joke by Sega.
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I'm sure Dreamcast owners at the time of the game's release, which was shortly after Sega announced halting console production, had similar feelings, wanting something fun for the console's closing months. Since Sega has a history of solid rail and light gun shooters, with classics such as Space Harrier, Panzer Dragoon, and The House of the Dead, it's hard to imagine the company messing up this concept. Originally from the arcades, the game is a Cabal-style, on-rail shooter where your character is only allowed limited movement at the front of the screen, bouncing left and right on ground-level to dodge attacks. All I wanted was a simple, entertaining, gimmick-free Dreamcast title to play, and Charge 'N Blast appeared to fit that description.
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