Sylph: Project Miyaji: Alpha Release 7 Available for Download

Kevin Fishburne has released the seventh alpha test version of his SHMUP for Linux, Sylph: Project Miyaji:

WHAT’S NEW IN ALPHA 7

Innumerable engine, game asset and cinematic improvements have been made since the Alpha 6 release, including additional and refined musical tracks by the incredibly-talented Mordi, a more-accurate ship/bullet/laser collision system, a greatly-improved SA-08 with more detailed fuselage and canopy models, better textures and UV-mapping, SA-08 cannon and engine damage, a proper introduction sequence with interlacing/scanline effects where appropriate, camera orientation interpolation, camera position interpolation modifications to improve the feel of the SA-08′s movement, improved laser and engine exhaust effects, a more Silpheed-like camera perspective, NPC ship property balancing, a lighting and materials overhaul, missile replenishment via in-game upgrades and on the weapon selection screen, the addition of “crystalline” ship structures for certain base stages, and many, many more.

WHAT’S NEXT FOR SYLPH?

The last 10% of Sylph‘s “engine” has taken longer than I anticipated, though I’ve been working on the engine, asset creation and stage design simultaneously to push the game closer to a finished state. After hearing the news that GAME ARTS as part of its 30-year anniversary celebration is considering re-releasing or re-making certain titles in its library for modern systems, I’m considering contacting them to see if they’re interested in porting and publishing Sylph, being a re-imagining of the original 1986 GAME ARTS title “Silpheed”.

You can find instructions to install Sylph at Kevin’s site. A Linux installation is required, as are the GAMBAS libraries.