they're using two separate palettes on most enemies, implying they're multiple sprites each, which is deffo why it can't handle many. everything looks really, really pretty, at least. there is some very seriously crazy good usage of color in that game D: very smart balancing around what palettes to use for foreground/background, too. i need to get a copy of this. capcom had a very good grasp on this kind of stuff: all feels like it started with rockman. i like that so many of the best famicom games don't even make you consciously aware of the palettes limitations. nothing beats out kirby's adventure in that front, though.BIL wrote:In other news - holy shit, with just one more enemy onscreen at a time, Mighty Final Fight would have me insta-hooked.
speaking of good palette usage, anyone here ever play robocco wars? this somewhat clearly unfinished half action-platformer, half-shmup? it's kinda known for how it has entire levels left in its coding that didn't get used in the final game. it's more than a tiny bit rough around the edges, but it's a bit of a favorite of mine for its cutesy robot graphics and some gorgeous backgrounds. it's very inconsistent about which look good and which don't, but the few that do look excellent (they HAD to have had multiple background artists with some of the disparity) really do stick out. recommend playing this one on hardware, if possible, there's a decent bit of dithering that just won't look as good when not on a CRT. imo the second level's second half has some outright masterful usage of green to make different little islands in the second level seem closer or further away in the background. the first half has some really strikingly good-looking castles up in the clouds, too - the dithering on the castles looks EXCELLENT on crt and the usage of white, blues, and black in the clouds looks really nice, as well.
first and third levels are nothing to look at, though

my friend who is supposed to be getting it for me is going a little slow, but i should be getting one sometime soon-ish, probably. i hate to leave the suspense of when a mystery, but it's a gift, and you don't look a gift horse in the mouth :pFinalBaton wrote:I'm definitely interested in seeing your runs! would love to see your playstyle
please use some different phrasingFinalBaton wrote:Good god... never, EVER do this in NGyou're basically asking for (snip)

:O i like conveyor belts and weird mechanical hazards a lot. one of my favorite parts of gremlins 2 is how immediately you can get repeat jumps out to get past hazards - it's seriously wild about it. i had a somewhat opposite reaction to gremlins 2 that you did - i started with a negative impression (i still strongly dislike how restrictive your early attack is) and ended up really loving it as it kept going. i think i had a no miss clear down on this game within an hour to an hour of half of starting it. died a bunch on my first playthrough and i want to say that it was my 2nd (although it may have been my third) attempt i managed to blaze it on one life. like a decent number of sunsoft games, it's one of those games i usually play twice when i sit down with it, because the first play is always spent making stupid mistakes and the second is where everything gets back to clicking.Sumez wrote:Had one more game of Gremlins 2 yesterday (I'm going real slow with this one, as playing it is strangely exhausting to me), and I'm not sure if I want to take it any further. Starting out as an easy game crippled by an annoying attack, by stage 4 it's changed into a difficult game with an awesome attack. Unfortunately, I feel it's difficult for the wrong reasons. Some of the jumps on this stage are just extremely awkward, and by 4-2 the ground is basically covered by conveyor belts, which might be one of my least favourite video game elements ever, I'm just not having fun with it at this point.
if you're having trouble with specific platforming moments, you might want balloons instead of lives from the shop. they can get you through some trickier bits without pain - if only you could selectively activate these.
a decent number of enemies in this game aren't even worth fighting and very easy to mitigate if you keep your distance. the hat tossing guy takes a really long pause right after he does his weird whirlwind thing and if i'm not positioned to run up and blast him enough to kill him i just run past him. same goes for several enemies in this game, honestly. i like how many gremlins are acting up all over the place - captures the movie's atmosphere a bit. just skip stuff you don't want to fight, the game's pacing definitely accommodates it. i feel like how cheap everything in the shops are REALLY suggests that it's intentional not all enemies are meant to be fought. if you're having trouble, i suggest looking up shop locations - having just one extra balloon or getting an upgraded weapon and 4 hearts early on can make a huge difference as the game goes on.And is there any trick for those green gremlins that spin around throwing hats(?) all over the place. Like every other enemy, their pattern is completely random, and the projectiles are super fast in every direction making it impossible for me to dodge.
I find this game is actually a good example of the opposite end of the spectrum when it comes to randomness in games, compared to the example we briefly touched on from Daimakaimura, and Squire's explanation of good random bullets vs. bad random bullets. Every enemy spawn is completely static, but their movement is absurdly erratic, with several enemies just changing to a random direction every few frames, and a huge part of fighting them comes down to either luck or patience.
make sure you notice that there are hearts AND a separate healing item in the shops. your first heart will increase your life gauge to 4, which is really crucial, but i think later ones do the same thing as the healing item (it's like a health pack or something? i forget). you lose this if you ever use a 1up doll, which imo very strongly suggests (along with many other things) that this game was intended to be no miss'd. also, again, don't underestimate how useful the balloon is.I guess my immediate positive reaction to this game isn't as positive anymore. But I think I'll give it one more chance. I just found out you get to keep your weapon upgrade if you buy those 1up dolls, so there's a bit of leeway there I guess.