Doujin Classics: Hikware’s Shooters
on Nov 22 by

Doujin Classics: Hikware’s Shooters

A lot of you probably already know about Hikware – a doujin developer that consists of just one man – Hikoza T Ohkubo. He’s responsible for, probably, the most famous doujin Shooter of all time – and the game that actually got me interested in the doujin Scene in the first place – Warning Forever.


This was way back in… oooh.. 2003? So why am I bringing it up now? Well, we were talking about our first Doujin experiences – the games that really made us sit up and take notice, or rather the games that made us realise that there was a really strong PC scene in Japan and one that warranted further exploration. Warning Forever (and a few others that we’ll cover soon) came out, pretty much, on top of everyone’s lists.


Warning Forever is essentially a boss rush game – where the enemy you face grows and evolves depending on how you destroy it.


Warning Forever was a shooter unlike anything I’d ever played at the time. You controlled your ship with the cursor keys, shooting with ‘Z’ and altering your firing direction and spread by holding down ‘D’ – a control configuration that takes some getting used to, but it’s amazing how quickly you adapt, how proficient you get at nailing direction and spread. There’s a good reason for that – from the moment you start playing, there’s something ludicrously compulsive about it.


You see, you’re pitted against a little pod bristling with a handful of guns – that’s the initial enemy. The clever thing is,  depending on how you destroy it, the enemy pod evolves at each stage into a bigger, badder more menacing boss – with all manner of crazy lasers and gun-covered appendages, hellbent on your destruction on an increasingly restrictive screen. All the while the clock continued to tick down to your impending demise.


For days after I discovered it, I played nothing else – such was it’s power.


If you’ve NEVER played any of Hikware’s shooters, Warning Forever is undoubtedly the one you should play first, although he also has a great range of other games and shooters which are equally worth investigating.


You’d do well to try them out and best yet, they’re completely FREE and can be found in our store here.

Simply click the ‘download’ button to immediately start your download.


Apparently Hikoza is currently working on a new game – we really can’t wait to see what he has in store for us, though he promises to let us know when the time is right!


Do any of you guys want to share your first Doujin experiences with us? We’d love to know in the comments section below.


Rayhound is probably less well known and is a little trickier to play – in that you have to turn and reflect enemy bullets against their fellow turrets.

  • Martin Findlay

    Not sure if it would count, but my first experience with an independently created game was without a doubt “I Wanna Be The Guy”. My friend was talking to me over the phone one night insisting “YOU MUST PLAY THIS!”, proceeding to tell me about the whole world is out to kill you, even apples on trees, and in some instances, the trees themselves.

    Naturally, this sounded like a fresh idea. One kid, with an ambition to be a guy, or something along those lines. At the same time it revealed to me there there was so much creativity, the practicality of the design didn’t matter, but it entertained, created those classic rage moments in gaming.

    Want a Birdo armada that shoots missiles and Shy Guys at you? Fire away! Or how about Ryu hurricane kicking you in a wind turbine? Sure! Why not! How about even dying during a memorable recreation of one of videogame’s more classic Konami cutscenes?…

    I could go on, but all these elements just brought out a whole new perspective to games. Later, I led on to more eastern independent works we all refer to as “doujins”.

    Warning Forever was in amongst there, even with all those handicaps enabled, I always got timed out.

    • I ? Japanese Games

      Yeah, there’s some similarities between I Wanna The Guy and Eryi’s Action – both great games. I kinda like those sadistic ones! : )

      • Martin Findlay

        That is the key word to a lot of these games, “sadistic” difficulty. It’s almost like an endearing, mandatory addition, knowing you’re going to die so many times.

        Games like IWBTG and Eryl’s Action pace it perfectly – in some instances, Eary’s Action even makes me think “well that should have been obvious” – yet it doesn’t detract from the experience, or look down upon you for failure.

  • Mitar

    Played Warning Forever a long time ago, really fun game.

    I can’t really remember what my first doujin game was, maybe Melty Blood. After that I played any doujin game I could get my hands on. Today’s games are way too easy, that’s why doujin games are really entertaining since they are a great challenge.