Icarus wrote:
No training mode isn't a problem since you can save a state anywhere and reload it like in all of the previous games, which to be honest is an acceptable solution given that you'd have to have all kind of parameters including specific power level, specific rank level, and specific captured enemy in a focused training mode, and that'd be too much for most people to mess with. At least with a state, you can be guaranteed that the game conditions are exactly what you'd be expecting at that point.
Yeah and the game autocreates save states at key points as you go. Looks like there are three slots so they must overwrite as you go. So die at a certain boss and decide you want to practice it a few times after your run and the save state from the boss battle intro will be there.
Training mode would be a nice bonus, but isn't sorely missed. The first collection did a nice job (added in a later patch) with being able to adjust all those options but maybe all the captures would be a bit much. Am I wrong that G Darius doesn't have rank though?
I guess I didn't see the replay downloading on the leaderbords bc you have to access it while on the attract mode. You can see the scores once you start a credit but not the replays. Looks like it's the setup where you can watch a replay while connected online but not download it and save it to your console permanently? This is how the Sega Ages games work too IIRC.
One little touch is that you can assign an easy mode button to automatically do the special input for a capture without a SF2 style motion. This will also mean you can't submit to arcade leaderboards.
I dig the gallery that shows all the enemies with HP and has a diagram of what they do when captured. Pretty labor intensive stuff for a port like this. Might come in handy for those who don't have a G Darius Gamest mook from 1997 just laying around the house.
Very happy to have this one. I think M2 said this is the first port based on arcade code as all the others were derived from the PSX version.