Volteccer_Jack wrote:rocket roombas
Ah, the rocket roomba. My favoured cross-developer link between Batman, Kage and Jigoku Gokurakumaru. I suppose those crappy Rockman thingies in Bomb Man's stage might've been their shared precursor but I don't like those nearly as much.
andsuchisdeath wrote:I like Dragon Fighter , but maybe I've played it in a way that kills it's natural pace. In several of the stages I'll edge over a bit, milk enemies, transform, milk, transform.
It's definitely possible to do that - maybe a time limit could've helped there. For me the appeal is in keeping a steady pace and sword/shot groove: hacking down small fry, blowing away bigger targets, repeating, with judicious charge attacks to bridge the gap. Even so I definitely find myself slowing down in stages 4 and 5, the former since I try to reach the boss with a full dragon meter, the latter while recovering energy between those turret batteries. The way chargers are technically free, but deprive you of meter-building sword kills and thus dragon time is a minor bit of genius, I think.
As with Kage, stage design is good but the difficulty curve feels a tad slack; it's only in st5 that the dragon's maneuverability and firepower is truly vital. Could've put that pressure on a stage earlier. Even if the earlier stages can mostly be handled sword-only, though, it's still really good straightforward hack and slashing.
trap15 wrote:Regarding the Konami-Natsume sound similarities, I seem to recall Iku Mizutani (main composer for Natsume) worked at Konami and did some of their NES music before going to Natsume.
Ta! Just looked him up - his working at Konami and apparently later coding Natsume's sound driver potentially explains a lot. So many striking resemblances in the two companies' best FC music and sound effects, those protracted, echoing boss explosions in particular... totally impossible for me to play Natsume's FC action games without constantly recalling Konami's, and vice versa.
Turns out the guy I was thinking of was Kyouhei Sada, who's credited alongside Hidenori Maezawa for "sound creation" in Contra FC, and subsequently composed for
Abadox. That thumping drum sound is unmistakable.
Immryr wrote:I wasn't having much luck getting through with your method of focusing on spamming standing whip, BIL, and earlier I had realised that jumping and throwing holy water was the easiest way to take care of the shield knights but for whatever reason I hadn't thought of doing that in the run up to death. it makes the room a walk in the park. just whip the first medusa who spawns to your right when you enter the room, then jump+ throw holy water at the knight, dodge a couple of medusa's and repeat.
Holy water will do the trick on axe knights for sure. I like the cross since it's easy to keep one or two flying and interfering with medusas, while the whip neutralises and destroys knights/their projectiles, but it's pretty much a tossup. The game's more than flexible enough that any subweapon (or none) is viable with the right basic handling of the knight/medusa patterns. Obviously the stopwatch isn't gonna help much with Death.
Obscure axe knight trivia: besides freezing them, the holy water's flame will disable their contact damage while active. The cross will rebound off them until they're down to 2HP; then it'll pierce clean through. I like to send a piercing cross ahead to wreak havoc on the medusa waves. It's so satisfying, that bit. ^__^ Anyone having problems with the sine wave pestering there should fire up Holy Diver and know REAL WAVEY TERROR:
Now that is state of the art sine wave pestering.
edited 4 image url bloodbath :[