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Retro Game Database · PS Vita

Cho Aniki Zero

Retro Game Database · PS Vita

Cho Aniki Zero

Cho Aniki Zero grabs you with sheer nerve: it is a compact side-scrolling shooter where every wave of enemies, power-up, and screen-clearing attack is filtered through the series’ famously strange sense of humor. Pick Idaten or Benten, build up your firepower, and try to keep your cool when the screen turns into a noisy, suggestive mess.

The five-stage campaign is short, but it has enough escalating pressure to reward repeat runs. If you enjoy oddball shooters that value memorization, quick reactions, and a deliberately ridiculous atmosphere, this is a far more memorable ride than its simple setup suggests.

Platforms: ,

Retro Replay Review

Gameplay

The first few minutes tell you exactly whether Cho Aniki Zero is going to work for you. You move through a traditional side-scrolling shooting game, knock down strange enemies, scoop up power-ups, and steadily turn a modest attack into something much louder. It is immediately approachable, but it does not stay relaxed for long. Enemy patterns and crowded screens push you to pay attention rather than simply hold fire and admire the absurdity.

Idaten and Benten both come with options, so there is a welcome sense that you are not fighting alone. The basic rhythm of destroying enemies to raise your output is satisfying because every upgrade makes survival feel a little more plausible. Then the game starts packing the screen, and bombs plus the Men’s Beam become more than flashy emergency buttons. Saving them for the exact moment a pattern collapses into chaos is where the shooter brain starts to click.

Five stages is not a huge campaign, and Cho Aniki Zero does not pretend otherwise. Its value comes from learning the route, improving your recovery after a bad stretch, and trying to turn a clear into a more controlled clear. Two difficulty settings make the door easier to open for curious newcomers, while the boss rush unlocked after finishing the game gives committed players a focused reason to return. Frustration can set in if you want a long progression arc, but the concentrated format suits a game built around replaying a bizarre gauntlet.

Cho Aniki Zero — screenshot 1
Cho Aniki Zero — screenshot 1

Graphics

The game is a 2D side-scroller filled with curiously suggestive enemies and environments, and it leans into that silliness rather than treating it as a throwaway gag. The important thing is that the odd imagery arrives alongside busy shooter action: you are watching for threats and power-ups while the game keeps trying to make you laugh or blink twice.

Cho Aniki Zero — screenshot 2
Cho Aniki Zero — screenshot 2

Story

Emperor Body may have been defeated, but the Builder star system is in trouble again. Emperor Body the Second is draining Protein from its planets, sending Idaten and Benten back into action to destroy the responsible plant and finish the job. It is a direct setup, delivered with the kind of intentionally peculiar terminology that fits this series perfectly.

Do not come here expecting a complicated war story or a character drama. The plot is an excuse to move from one outlandish confrontation to the next, and that is the right call. “Protein,” “Builder,” and the returning Emperor Body give the game a wonderfully straight-faced frame for material that clearly wants to be weird.

That tone is a major part of the payoff. The story never needs to slow the shooting down to justify its joke; its strange vocabulary and exaggerated conflict are already enough to keep the whole trip feeling unlike a routine arcade shooter.

Overall Experience

Cho Aniki Zero is a good reminder that a shooter can be mechanically familiar and still feel completely unlike its peers. Under the bizarre surface sits a clean, compact challenge about building firepower, surviving escalating pressure, and knowing when to spend your panic-button resources. The silliness gets you in the door, but the score-chasing, pattern-learning mindset is what keeps a run going.

You should give it a chance if a short, replayable shooter sounds better than a sprawling campaign and you have a taste for unapologetically strange games. It asks you to meet its humor halfway. If the visual and thematic weirdness makes you recoil, the solid shooting underneath may not be enough to change your mind; if it makes you curious, the game has already done half its work.

The payoff is a concentrated cult-game experience: hectic, goofy, and more demanding than its premise initially lets on. It will not replace a deep modern shooter for everyone, but it earns its place as a memorable oddity with enough arcade discipline to back up the joke.

Retro Replay Score

7.1/10

Additional information

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Developer

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Year

Retro Replay Score

7.1

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