- Release Year: 2004
- Platforms: Windows
- Publisher: Intergenies, New Media Generation
- Developer: Intergenies
- Genre: Action
- Perspective: Side view
- Game Mode: LAN, Single-player
- Gameplay: Arcade, Aviation, Flight, Shooter, Space flight
- Setting: Futuristic, Sci-fi
- Average Score: 70/100

Description
DoveZ: The Second Wave is a sci-fi arcade 2D side-scrolling shooter and sequel to DOVE, where players pilot a spaceship through futuristic space environments, destroying massive crowds of enemies in classic high-intensity action gameplay featuring flight and aviation mechanics.
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Windows PC
Press the following key combinations during gameplay.
| Code | Effect |
|---|---|
| F11 | blow your horn |
| F11 + 1 | skip a level (but you will lose all your points) |
| F11 + 2 | be invincible for a few seconds (but you will lose all your points) |
| F4 | show the hit-points of the enemies (a DOVE homage) |
DoveZ: The Second Wave: Review
Introduction
In the annals of 2D shoot ’em ups, where pixelated skies brim with relentless alien hordes and the thrill of a perfectly timed dodge defines mastery, DoveZ: The Second Wave emerges as a gritty underdog—a 2004 Windows gem that channels the spirit of Amiga classics like R-Type while carving its own niche in the post-freeware era. As the commercial sequel to the obscure freeware hit DOVE, this Intergenies production thrust a lone test pilot back into cosmic warfare, armed with dual ships and a defiant punk attitude. Amid a landscape dominated by 3D blockbusters, DoveZ dared to revive side-scrolling purity, blending arcade brutality with hidden depths. My thesis: Though shackled by modest production values and publisher woes, DoveZ: The Second Wave endures as a testament to indie ingenuity, delivering punishing gameplay loops, replayable secrets, and thematic resilience that cement its cult status among shmup aficionados.
Development History & Context
Intergenies, a fledgling German developer network founded by programmer Markus “Kauto” Madeja during his school days, traced its roots to early projects like the freeware DOVE and Laser. By 2004, after two years of refinement, they unleashed DoveZ: The Second Wave as their first international commercial release. The core team was lean and multifaceted: Madeja handled programming, game and level design; Boris “Toxeen” Nonte wore hats as writer, composer, production manager, and level designer; Sebastian Kaulitzki contributed level design, modeling, and textures; with support from Sandro Falcone, Malte Kollmann, Mateusz Gorecki, Patrick Malicek, and voice actor James Hamer-Morton for all English dialogue.
Technological constraints of early-2000s Windows development loomed large—relying on DirectX 7/9 compatibility, XVid video codecs for cutscenes, and 2D scrolling engines optimized for Windows 95 through XP (later patched for Vista/7/10). The game launched amid a PC gaming scene eclipsed by MMOs like World of Warcraft and 3D spectacles like Half-Life 2, where 2D shooters were niche relics. Publishers Intergenies, New Media Generation, and Dutch firm Xing Interactive (releasing in Europe for ~€15/$20) handled distribution, but tensions soured relations—evident in the developer’s retrospective mantra: “Never trust a publisher.” A demo, trailer, and Gamescom test level (space) fueled hype, positioning DoveZ as “R-Type for PC” at a budget price. Post-launch patches (up to 1.7 in 2019) fixed crashes and rebalanced mechanics, reflecting ongoing indie stewardship. This era’s piracy and shareware culture amplified its obscurity, yet Intergenies’ self-publishing ethos on their site (now DRM-free for 0€) preserves it as a digital artifact.
Narrative & Thematic Deep Dive
DoveZ‘s story, penned by Nonte, unfolds in broken-English sci-fi prose that charms with its earnest amateurism: “There was a world, which let the sun shine.” Set in 2157, it revisits Project DOVE’s victory over alien invaders, only for false peace to shatter. Earth’s orbital defenses guard a complacent humanity, haunted by “old legends” of doom. In the shadowy “Zone 4″ of lost mountains, an ambitious scientist and assistant birth D-Phyton (green ship) and D-Tonator (red ship)—”flying thunderbirds” piloted by a reluctant daredevil test pilot. Your mission: repel the “second wave,” deciding humanity’s fate in Project Dove.Z.
Thematically, it’s a paean to resilience amid hubris. Post-victory complacency mirrors real-world post-Cold War optimism, undercut by recurring threats—a metaphor for endless cycles of conflict. The pilot’s “no choice” fatalism evokes reluctant heroes like R-Type‘s Bydo pilot, amplified by terse dialogue (voiced by Hamer-Morton) and FMV cutscenes prone to codec glitches. Replay incentives deepen this: multiple completions unlock bonus levels (jungle from demo, space from Gamescom, Bleistift testing the editor), animated endings, and nods to scrapped ideas like a gold-collecting third ship with shop upgrades. Secrets like window-mode user quotes from old forums humanize the devs, weaving community lore into the fabric. Flawed grammar (“writing the year 2157,” “feeling save”) adds punk authenticity, contrasting polished AAA narratives—here, story serves gameplay, not vice versa, underscoring themes of scrappy survival.
Gameplay Mechanics & Systems
At its core, DoveZ is a merciless 2D side-scroller: pilot a spaceship through waves of foes, collecting power-ups amid bullet-hell density. Two ships define asymmetry—D-Phyton (precise, option-based attachments echoing R-Type‘s force pod) vs. D-Tonator (raw power, supernova blasts)—catering to veterans and casuals. Primary fire, charged shots, and homing missiles form tight loops: dodge patterns, rack multipliers, boss-rush endurance.
Progression shines via upgrades: options trail/enhance weapons, lost on death but recoverable via strategy. Super Nova (red ship) triggers screen-clearing nukes, now patch-balanced to strip upgrades sans full options. Multiplayer network mode enables co-op “ballerorgie,” rare for budget shmups. UI is minimalist—score, lives, power meters— with F4 revealing enemy HP (homage to DOVE). Cheats abound: F11 horns; F11+1 skips levels (point penalty); F11+2 grants invincibility; command-line hacks preview scrapped weapons.
Flaws persist: brutal difficulty (“heavy like the Pest”), finicky videos, black-screen bugs (fixed via DX patches/Win7 mode). Yet innovations like replay-unlocked levels and window quotes elevate it beyond rote R-Type clones. Loops demand mastery—positioning for crowds, boss weakpoints—yielding euphoric highs on completion.
World-Building, Art & Sound
DoveZ’s sci-fi futurism pulses through industrial Zone 4 backdrops: orbital stations, lost mountains, alien hives in jungle/space/Bleistift variants. Side-scrolling vistas evoke Raptor-esque organic machinery—pulsing bio-ships, laser grids—building claustrophobic tension. Visuals: crisp 2D sprites/textures (Kaulitzki/Gorecki/Malicek), parallax scrolling, explosive particle effects. No cover art symbolizes obscurity, but screenshots reveal vibrant palettes: neon greens/reds against starry voids.
Sound design amplifies immersion: Nonte’s pulsing electronica synths drive urgency, layered with laser zaps, explosions, and a cheeky F11 horn. FMVs add cinematic flair (despite codec woes), with English/German voicework grounding the pilot’s grit. Atmosphere coalesces in chaos—crowd-clearing catharsis amid dread—elevating budget art into cohesive menace. Window-mode quotes (“funny” forum nods) inject levity, fracturing immersion playfully.
Reception & Legacy
Launch reception was polarized: MobyGames’ 64% average (PC Action 80%: “R-Type for PC… enormous value for 2D freaks”; PC Games 48%: praises network mode but notes familiarity). GameRankings hit 77/100, VB-Gamer 5/5; RAWG deems it “Meh.” Commercial flops followed publisher fallout—low ownership (2 MobyGames collectors), no charts. Yet legacy swells retrospectively: 2019’s 15th anniversary free release/patch revived it, amassing 87 downloads. Influences echo in indie shmups (Second Wave et al.); secrets inspire replay culture akin to Ikaruga. As Intergenies’ “monument,” it warns of publisher pitfalls, prefiguring self-publishing booms (Steam indies). Preserved on Archive.org, it influences shmup preservationists, its R-Type DNA enduring in a 3D world.
Conclusion
DoveZ: The Second Wave transcends its budget trappings—a punishing homage to arcade shmups, laced with personal secrets and resilient themes. From Intergenies’ schoolyard origins to freeware redemption, it embodies indie defiance: flawed yet fervent, obscure yet replayable. In video game history, it claims a niche as the plucky sequel that outflew its era, earning a solid 8/10 for veterans craving 2D purity. Fire up the patch, grab D-Phyton, and defend Zone 4—humanity (and shmup legacy) depends on it.