pegboy wrote:I wonder if there are any superplays out there of the second loop. Perhaps there is some silly trick you can exploit? I must confess to never playing any of the Konami cute em ups so I have no idea what is even going on in that game.
There is one 2-ALL with Twinbee on nicovideo, at least. And it looks like my suspicion is right, the player picks up a red bell which allows you to shoot out three beams which'll grant invincibility if you stay inside them. The problem with that solution is:
- You can't have a special bell in stock and a shield active at the same time. It's one or the other.
- You NEED a shield for the stage.
- Bells always appear after you kill a specific number of enemies who grant power-ups.
So what you have to do is make sure to find an airtight route that'll allow you to hold onto your shield for the last possible moment and then kill one of the last enemies in order to get a bell, which you might have to juggle through walls and other obstacles so that you can get this specific power. Then you have to perfectly time the beams (it's much harder than it looks) so that you can actually survive the onslaught. It'll require dozens of hours to sublime this process, in the aforementioned replay the player purposefully lets two enemies fly by at the beginning of the second loop to get this particular constellation. I also get the feeling that Twinbee might be the "easiest" character to use for sheer survival since she has a force field that completely surrounds her as well as an extremely strong forward shot, that might be speculation on my part, though.
I will say, however, that Detana!! TwinBee is even more ridiculous. You have to juggle the bells to even get the right power-ups, it's maddening!
BIL wrote:How does the 32-bit Deluxe Pack port behave with regards to the loop, out of curiosity? I'd always heard it'd been toned down but from a glance at the HS thread, its loop seems pretty impenetrable too.
Every version with the exception of the Famicom port gets insanely hard by 2-3, including the 32-bit one, of course. Enemies do have the courtesy to leave (small) gaps in their stream of fire, however, and the game doesn't react as idiosyncratic to a second speed-up. But there's no doubt that a 2-ALL of every version would be a tremendously impressive achievement (the PCE port is the easiest since they cut both the Moai ship stage and that darn underwater cavern, the SFC version is a bit easier than the PS1 version, but I'd imagine the new stage being highly problematic on the second loop, too).