Real life action and/or platforming definitely takes priority, Draculas and Jaquios ain't much compared to some of that stuff.
I've been playing official
Shatterhand sprite edit
Tokkyu Shirei Solbrain this past week. Shatterhand is Natsume's sidescrolling masterpiece, distinguished by towering stage designs and the most finely weighted
wall jumping/face punching action this side of Batman (FC). For the most part, this tokusatsu-licensed version keeps my non-NES having self very happy!
Gotta say though, its new fairground stage (Area C) is a letdown. Certainly not offensive, but decidedly mundane; none of the others' environmental sophistications, nor the rollicking violence that makes Area A the perfect opening blast every time. Even the setting is tame in comparison to their menacingly mangling, scorching industrial environs. I wonder what the development timeline was, or why they even nixed Shatterhand's submarine stage to begin with. The noticeably heavy slowdown, perhaps? Baby kinda went out with the bathwater if that's the case. Still - hardly the disaster it could've been. Short and simple beats some paint-drying autoscroller or rote pattern test any day.
Recorded a
quick replay, now that I can mostly go without regular powerdowns / dead Options / firepit pratfalls. By total coincidence with my above gripes, Area C.1 was by far my poorest stage.
Mostly sloppy play and lack of due attention... but I am compelled to point out the game (both NES and FC incarnations) is mildly affected by one of my old bugbears,
HACK OR SLASH (PICK A CARD). Zako runner overlapping with stationary sniper? Item box overlapping with bullet? Whatever the case, if you swing at two things you're only hitting one. Makes the first half's enemy arrangements deceptively punishing of a head-on attack. You kinda have to dance around 'em and I was lazy. I pass up C.2's HP station outta pure spite. 3: Sunsoft definitely takes the wall jumper/face puncher crown in this category, sorry Natsume! The riot shield guy who welcomes you to Area F.1's closing fence/fire gauntlet is one prick who benefits richly from this flaw, overlapping as he does with an item box (that might just contain a grenade for added comedy value). Luckily this tends to not be an issue elsewhere.
Why do I never seem to find cool glitches/bugs/etc? Also, grr! I hate it when later stuff messes up things Akumajou Dracula (1986) got right the first time! Rarr! Oh, also, your first jump upon entering a new stage or area will always be max height, so shake it out before commencing operation.
Also, I got brought down to 1HP by gravity inversion gal (Area E boss), but she's a real temperamental hussy so I dun care LMAO. Sometimes it's a near-instant kill. At least in Solbrain she is kinda cute! On NES, you get some boney ghost instead! :O What is it with Natsume and denying cute vg wimmenz to the Western youth?! Nah, I was happy with my close katana technique on that stage's magnetic mineys, so eh.
Managed to not
totally cock up the last stage, only tanking one persistent trouble spot (first MG trooper in anti-grav tower). What a sustained technical rush that final area is, a crescendoing of almost tangibly grueling superhuman maneuvers. The last boss ain't half bad, either - I really like his fireball/shoulder mixup, and how he can turn chunks of floor lethal at random. He's very crushable with practice, particularly if you reach him with ample firepower, but never unsatisfyingly so - keeping pointblank to land big damage is always an entertaining shuffle.
As excellent as its handling and stage designs are, the unique synergy of its Option mechanic is my favourite aspect of this game. Outside of Guilty Gear's Zato/Eddie, the closest sidescrolling equivalent I can think of is GAU Entertainment's superb Ex-Ranza (MD). However, its support bike feels more discrete weapon than extension of the character's body. Almost makes me wish this had been a JoJo's Bizarre Adventure license, haha. I could totally go for an entire game of ABA/Katana. Their fragility might be initially irksome, but besides that making deft handling and clean kills especially rewarding, it was a smart move with well-kept Options meaning more POW time. It's critical to note you can reposition them to your back without walking forward, by crouching and hitting the diagonals.