Wolflame (new Astro Port vert)

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BulletMagnet
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Re: Wolflame (new Astro Port vert)

Post by BulletMagnet »

Nowhere near as tough as Raiden, certainly (at least on Normal), but I'll be danged if it still doesn't have some of the most hair-pullingly irritating sniper tanks in all of shmupdom.
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Cee
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Re: Wolflame (new Astro Port vert)

Post by Cee »

BulletMagnet wrote:Nowhere near as tough as Raiden
Haha you'll take that back when you play insane... it's brutal. Really fun game I got the 1cc on normal on my first go because like you say its pretty tame but this is always the case with astro port, the real fun is always hard/insane. Great job on the music aswell imo.
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BPzeBanshee
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Re: Wolflame (new Astro Port vert)

Post by BPzeBanshee »

Did they fix the music in stage 1 fading out then blasting back in?
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OmegaFlareX
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Re: Wolflame (new Astro Port vert)

Post by OmegaFlareX »

Serraxor wrote:
BPzeBanshee wrote:Did they fix the music in stage 1 fading out then blasting back in?
I think that's just how the music is. As a composer, it bugs me too; I always compose for games with good loop points in mind, fades are super lazy.
All PC-Engine CD games were like that. Maybe it's some intentional nostalgia thing.
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BPzeBanshee
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Re: Wolflame (new Astro Port vert)

Post by BPzeBanshee »

The same music is used in the trailer though - and there its fine. They did "good enough" loop handling for Satazius but this time around it reeks of lazy editing.

I don't suppose the music's kept as OGGs in a folder? One could just replace it entirely if so.
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Aisha
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Re: Wolflame (new Astro Port vert)

Post by Aisha »

BPzeBanshee wrote:I don't suppose the music's kept as OGGs in a folder? One could just replace it entirely if so.
Unless the Steam version is packaged differently from the original doujin release, the music appears to be stored in a file called data.dxa.
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OmegaFlareX
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Re: Wolflame (new Astro Port vert)

Post by OmegaFlareX »

I bought the game, and yeah, the music is a bit of a blemish on an otherwise fantastic game. I like it a lot.

It also has the honor of being my 100th Steam title. :D
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Re: Wolflame (new Astro Port vert)

Post by gameoverDude »

Just bought it, and the music's not particularly memorable but still good. The two side-weapon system is an interesting twist on Raiden's basic idea and allows some interesting combinations. Those sniper tanks did catch me off guard at first. As always, Astro Port does good.

One issue: With my PS3 Hori Real Arcade 3, I did have to resort to using JoyToKey.

With a Stage 11 apparently present, I'd guess Wolflame is no exception to having something extra for higher difficulties.
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Re: Wolflame (new Astro Port vert)

Post by CStarFlare »

How does one get stage 11? What other Astro Port games have extra stuff at high difficulties?
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Re: Wolflame (new Astro Port vert)

Post by Cee »

CStarFlare wrote:What other Astro Port games have extra stuff at high difficulties?
I never played the metal warriors type games they did but in regards to satazius and super charged robot neither did so i'm guessing this is a first. I'm pretty close to clearing hard mode so maybe i'l see it soon, if it's only for insane then good luck as it's certainly a challenge.
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Re: Wolflame (new Astro Port vert)

Post by Ghegs »

Both Satazius and Gigantic Army at least have a TLB that only be fought on Insane difficulty (maybe Hard? I forget). Or the final boss has one more form, however you want to look at it. Other than that, both games have many more enemies around in harder difficulties, if that counts as extra stuff.
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Re: Wolflame (new Astro Port vert)

Post by OmegaFlareX »

I was thinking it might be small medals only (I've never gotten more than 19 in a stage).
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Re: Wolflame (new Astro Port vert)

Post by PooshhMao »

Started playing this yesterday. Pretty good fun, it's got that Raiden-esque feel down pat, which I like. Also: no underage pastel-colored anime girlies.

Reached stage 5 on my very first credit (I refuse to continue), welp, time to crank up the difficulty methinks.
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