Let's 
              get all this sorted before we start. 1942 
              was Capcom's first version, then came 1943, 
              a reworking as 1943 Kai, 
              and finally 1941. Each one added extra bolt-ons and ever increasing 
              amounts of sprites onscreen, with bigger and better baddies. 1941 
              is the final instalment (disregarding the arcade 19XX 
              which I hadn't seen at the time of writing this!). 
            The 
              PC Engine SuperGraphx hosted a perfect version of 1941, but as you 
              may or may not know, trying to play it on MagicEngine is slightly 
              difficult - no sprites! It's only now, with Callus coming to our 
              rescue, that we can play it properly. I remember playing 1942 on 
              my old Commie64 aeons ago, and I loved it then. Swirling fighters, 
              looming bombers, and bullets a-flying... and things haven't changed 
              since. Some people might wish for super effects and CD-music, but 
              this old-school shmup epitomises what a shooter stood for: plain 
              old blasting fun, where skill alone dictates progress and the rewards 
              are hard-won. 
            This 
              reminds me of a thought I had a while ago. I was wondering why we 
              play games nowadays. Back in the days of the prehistoric machines, 
              I played a game because of the immediate pleasure I got from beating 
              the machine, getting the highest score in the arcade, and the sheer 
              exhilaration of the joystick-pumping dexterity required to win. 
              
            It's 
              not often I see games like this today: what are the rewards now? 
              To see the graphics on the next level, and to watch out for the 
              next amazing special effect and set-piece? Waiting 60 seconds for 
              the next level of 'action' that requires the manual handy because 
              there're too many controls to remember!! Are we playing demos or 
              games? Personally, give me Scramble before Wing-Commander, and Mario 
              (NES) before Pandemonium. 
            I 
              don't need a plot, FMV or cutting edge 3D multi-aliased-transparent-mip-bip-blapping, 
              and a team of fifty people working on one game - all this extra 
              clutter gets in the way of the flow of a good game, stifles any 
              raw enjoyment that might be left in there. That's not to say modern 
              games are all pish: Doom got it right, Quake (imho) didn't. Ridge 
              Racer was ace, Need for Speed was mince. Mario 64 is unbeatable; 
              Gex2, Rascal, Croc, Jersey Devil all missed the point. Neither Doom, 
              Ridge nor Mario 64 needs a complex plot, or hours of Hollywood 'film' 
              - you pick em up, you play em, and you have fun. They are GAMES 
              in the true sense, not one of these entertainment-multimedia-showcase 
              titles. What do you think - am I talking bollocks or sense here... 
              
             Oops. 
              Got distracted. 1941 eh? Smart wee game, give it a blast!